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Zlin City: Arch Moderna – A Diorama City Builder Utilizing Physical Models Inspired by a Real Czech City

City builders, kind of by definition, tend to be quite large in form. You’re constructing an entire city here after all, and all the complications that come with that. So how about a citybuilder that’s going for something a bit smaller? Meet Zlin City: Arch Moderna, a city builder designed to look like you’re making dioramas, made by scanning actual, physical models, inspired by the real Czech city Ziln.

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Demo of Penguin Colony Reveals the Challenges and Fascinations of Life as a Flightless Bird

I’m going to go out on a limb and say that when you think of penguins and video games, Club Penguin is probably the one that comes to mind for you (or the Surf’s Up adaptation if you’re nasty). There aren’t really a lot of games about these flightless birds, and they’re normally on the sillier side when there are because penguins are funny little critters. Penguin Colony, the next game from the devs behind Umurangi Generation, doesn’t completely abandon that silliness, but it does throw in some cosmic horror and the hubris of man in for good measure. And its first demo certainly sets the stage for an old experience.

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MonCraft 199X: A Creature Collecting Survival Game Set in a Post-Y2K Apocalypse

Many of you young’uns might hear the term Y2K and think of a vague, all encompassing descriptor of 2000s aesthetics, but us older folk think of it as this apocalyptic event that never came to be at the turn of the new millennium. Because the world didn’t end, many thought that it was just a load of hogwash. In reality, there was a genuine computer bug that could have ruined important infrastructure worldwide if it hadn’t been fixed leading up to the year 2000. All this to say, here’s MonCraft 199X, a Pokemon-esque survival game where Y2K really did happen.

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EA Renews Trademark for Ultima as Creator Prepares to Reclaim Copyright Next Year

It’s been a while since there’s been a new Ultima! Just about eight years, in fact, and it wasn’t even called Ultima (it was Underworld Ascendant, which we didn’t review back in the day). Such is the case with many series’ that are over 40 years old, they just don’t have quite the same steam as they used to. But then earlier this week, it appeared that EA (who have long owned the rights to the series) filed a couple of new trademarks for Ultima this week. And following this, it appears series’ creator Richard “Lord British” Garriot is trying to get the copyright back.

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Richard Garriott Seeks to Reclaim Ultima from EA Using Unconventional Legal Strategies

**Richard Garriott’s Desire to Regain the Ultima Series: A New Era for the Classic RPG**

Richard Garriott, the celebrated game designer, astronaut, and owner of a Texas castle, has proclaimed his plan to reassert control over the legendary *Ultima* series, a foundational aspect of role-playing games (RPGs) that he sold to Electronic Arts (EA) during the 1990s. In a recent statement to *Inside Games*, Garriott conveyed his dissatisfaction with EA’s oversight of the series, which has not seen a mainline release since 1999. His ambitious initiative to reclaim the series may come to fruition as early as next year, leveraging a unique copyright clause rather than a standard acquisition.

The motivation behind Garriott’s announcement is his concern regarding EA’s recent actions involving the *Ultima* trademarks. After several trademark applications by EA, Garriott expressed urgency and a history of unsuccessful partnerships with the company related to rejuvenating *Ultima*. “Every decade or so, I attempted to collaborate with EA on a revival of *Ultima*,” he remarked, emphasizing the ongoing collapse of negotiations that once seemed promising.

Garriott’s approach to recovering the *Ultima* series is rooted in copyright legislation, specifically a clause that enables original creators to regain rights to their creations after 35 years. Since Garriott sold Origin Systems, his studio, to EA in 1992, he believes this law can be utilized to initiate development on fresh *Ultima* content. Yet, one significant constraint persists: while he may have the ability to create a new *Ultima* game, EA holds the trademark for the series, implying that any new entry would necessitate distinct branding.

This unorthodox strategy aligns perfectly with Garriott’s character. He has consistently been recognized for his trailblazing mindset, both in gaming and his personal pursuits. The *Ultima* series, which thrived from the late 1970s through the 1990s, introduced many foundational aspects of contemporary RPGs. Garriott founded Origin Systems following the success of *Ultima III*, and after its acquisition by EA for $30 million, he directed resources toward endeavors that mirrored his distinct worldview, including space travel and the building of a medieval castle in Texas.

Despite the ambiguity surrounding the specifics of EA’s recent trademark filings and what a potential *Ultima* game might involve, Garriott remains hopeful. He invites fans to attend his upcoming appearance at Dragon Con in Atlanta, where he intends to share further insights and plans regarding the future of the beloved franchise.

In conclusion, Richard Garriott’s pursuit to reclaim *Ultima* not only reflects his deep connection to the series but also signifies a possible revival of one of gaming’s most treasured franchises. As he navigates the intricacies of copyright and trademark legislation, the gaming community eagerly anticipates the opportunities that lie ahead.

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Vanillaware Advocates for PC Releases of Their Other Titles; Fans Encouraged to Engage with Publishers

Vanillaware might not be a household name to some of you, but it’s got a library that hangs up there with the best of them. Odin Sphere, Dragon’s Crown, 13 Sentinels: Aegis Rim, all games that I have seen their biggest supports plead for you to play them on sites like Dwitter and Bluesky. Only problem for us lot is that none of them are on PC. Well, most of them, as just this week it was announced that one of their earlier titles Muramasa: The Demon Blade will finally be coming to PC. And, as it seemingly turns out, Vanillaware would like more of their games to be made available on PC… it’s just not up to them.

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Entropy: A Fresh RPG Drawn from Vagrant Story Located in a Gloomy Realm

**Entropy: An In-Depth Exploration of Lovely Hellscape’s Upcoming RPG**

In the universe of video games, where imagination and narrative converge, *Entropy* emerges as an intriguing entry into the RPG category, crafted by Lovely Hellscape, the minds behind *Dread Delusion*. Set in a realm where existence is frequently ephemeral and the grotesque is commonplace, players will traverse a meticulously designed world brimming with peril and dark humor.

At the core of *Entropy* lies a somber theme, centered on the tale of Keir, a magician who tragically fell during a mission to retrieve an old man’s beloved pipe. This narrative thread underscores the harsh reality of the game, highlighting that even the most tenacious characters face severe ramifications. Players embark on their adventure in Draenog, a city that is initially regarded as a refuge from the malevolent dangers lurking beyond its boundaries. However, the façade of safety is shattered as reanimated corpses invade the city square, plunging players into disarray. Equipped with little more than makeshift weapons, players swiftly realize that survival relies on quick wits and collaboration, as they confront overwhelming odds in a fight against the undead.

The fundamental mechanics of *Entropy* involve reconstructing and managing a party from an array of varied characters, including drifters and warriors for hire. This feature allows for a mixture of tactical gameplay and character development, as each member plays a crucial role in the group’s survival, albeit at the potential cost of their own lives should they perish in combat. The game underscores the significance of cautious emotional investment, as every death is irrevocable, adding gravity to each choice made during play.

As players journey through the wilderness, they will face not just terrifying creatures but also the repercussions of a widespread plague that erodes the very foundations of society. This thematic aspect further enriches the story, reinforcing the concepts of scarcity and suspicion in a world where the known can rapidly turn into the unknown.

Visually, *Entropy* heavily references the aesthetics of ’90s RPGs, with *Vagrant Story* serving as a significant influence. Players can partake in strategic combat that emphasizes positioning and targeting enemies’ limbs, a gameplay feature that adds layers of depth. While the visuals may lack the soft, ethereal lighting characteristic of *Vagrant Story*, they compensate with a unique, gritty ambiance that mirrors the protagonist’s struggles in a decaying kingdom.

Character design by Artyom Trakhanov enhances the game’s atmosphere, encapsulating the grotesque beauty of the environment and its denizens. The artistic style contributes to an experience that feels both nostalgic for retro RPG enthusiasts and innovative in its execution.

*Entropy* distinguishes itself from other titles in the genre, adopting a more complex approach to darkness compared to games like *Fear & Hunger*. While it presents its fair share of obstacles, the game maintains a sense of heart, offering players chances for connections and growth amid the turmoil. For those keen on experiencing what *Entropy* has to offer, the game was made available for players to explore during June’s Next Fest, with plans for Early Access scheduled for August.

In summary, *Entropy* promises to be an immersive and captivating RPG filled with danger, intricate storytelling, and unforgettable characters. As players gear up to dive into this haunting yet beautiful and brutal world, they can expect an experience that combines nostalgia with innovative gameplay, marking it as a title to keep an eye on in the upcoming months.

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Weekly News Summary: The Sunday Papers

Sundays are for testing the limits of the hunger for street furniture in your community.

Since moving into the new flat, we’ve been taking things left behind by the previous owner down to the street one-by-one. A lamp here, a side table there, a splash of shelving. So far, everything has been taken by neighbours and passersby. But, after a week of rain where we couldn’t take anything out without it getting drenched (and losing any chance of being taken), we’ve a glut of things to put out. With my sister coming to stay on Monday, it all has to go in one. Will my neighbors be left unable to choose between an office chair, a wobbly step ladder, and yet more shelving? Time will tell.

Still, while I sit beside the living room window, watching to see if anyone carries off the loose kitchen cabinet unit, I’ll need something to read…

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“Concerns Expressed Regarding Split-Screen PlayStation Plus Prerequisites for Halo: Campaign Evolved on PS5: ‘Obligatory Dual Online DRM for Couch Co-Op'”

**Halo: Campaign Evolved – A New Chapter for PlayStation 5 with Controversial Demands**

The legendary series, *Halo*, has successfully arrived on the PlayStation 5 for the first time with *Halo: Campaign Evolved*. Nonetheless, this launch brings a series of contentious demands that have the gaming community speculating about the consequences. A recent update on Halo Waypoint disclosed that players will require not only a PlayStation Plus subscription but also must connect their accounts to a Microsoft account, even for offline gameplay.

During a community Q&A led by John Junyszek, the senior community manager at Halo Studios, the demands are outlined for various platforms. The details emphasize stark differences between Xbox Series X/S and PlayStation 5 regarding access and account prerequisites, raising alarm among players who anticipated a more straightforward gaming journey.

### Requirement Overview

1. **Xbox Series X/S:**
– For split-screen gaming on an Xbox console, each participant must possess an individual Microsoft account.
– To join online co-op, only one participant needs to maintain an active Xbox Game Pass subscription.

2. **PlayStation 5:**
– Both participants must hold distinct PlayStation Plus subscriptions and be connected to a Microsoft account, even for split-screen co-op sessions.
– These active subscriptions are also essential for accessing online co-op.

3. **Steam:**
– Players are required to associate their Microsoft accounts to engage in the game.

### Community Feedback

The response to these stipulations has ignited considerable backlash on social media. Players conveyed their displeasure regarding the perceived double online DRM (Digital Rights Management) restrictions enforced by the PS5 version. A tweet from the account Does It Play criticized the necessity for both online subscriptions, declaring, “Next Halo has forced DOUBLE ONLINE DRM even for couch co-op!” They reflected on an easier past when saves could be effortlessly transferred without such limitations, suggesting that contemporary practices complicate what was once a straightforward experience.

### The Matter of Account Linking

While linking to a Microsoft account is not a novel concept and has been part of cross-platform capabilities, the requirement of having an active PlayStation Plus subscription for offline gameplay is deemed excessive. This demand echoes previous criticisms directed at Sony when a similar requirement was put forth for *Helldivers 2* on Steam. The reasoning behind these stringent mandates—whether influenced by Sony or Microsoft—remains uncertain. Nevertheless, the community’s sentiment suggests that such requirements are unreasonable.

### Final Thoughts

As *Halo: Campaign Evolved* debuts on the PS5, the additional layers of account mandates may dissuade players from relishing what is otherwise a beloved series. The need for dual subscriptions to engage in offline co-op is perceived as an overreach and could affect player reception. The gaming community is keenly awaiting more information, hopeful for adjustments to improve the accessibility and enjoyment of the title without burdensome prerequisites.

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CD Projekt Red’s CEO Emphasizes Importance of Completing Post-Cyberpunk Redemption with The Witcher 4

I think despite the mess that was the launch of Cyberpunk 2077, it wouldn’t be right to say that CD Projekt Red’s reputation was completely tarnished. It is still a game with a lot of cultural relevancy, and nobody can shut up about The Witcher 3 to such a degree that it’s even getting a brand new expansion more than 10 years after the last one came out. Even still, it doesn’t sound like joint CEO Michał Nowakowski is entirely convinced that the studio has managed to complete its redemption arc.

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