Uncategorized

Oblivion Remake Mod Skyblivion Seeks Additional Help to Maintain Development Momentum, Says Project Lead

Earlier this week the team behind Oblivion remake mod Skyblivion put out a call for some “final” and “vital” veteran help to get their work over the line in 2026. Given the mod’s delay late last year and the fairly lengthy list of roles the post on Nexus Mods cited the Skyblivion crew as looking to fill, you’d be forgiven for wondering what this recruiting push might mean in terms of how work on the mod’s going.

However, Skyblivion’s project lead Kyle ‘Rebelzize’ Rebel says it’s not a sign that the project’s “dead in the water”, but instead a team who have been “stretched thin” for a long time trying to take advantage of “good momentum” they currently have as they work to tie up remaining loose ends.

Read more

Uncategorized

Slay The Spire 2 Developer Reveals New Character and Game Modes on the Horizon

### Thrilling Updates in Slay the Spire 2: Insights from Casey Yano

Mega Crit co-founder Casey Yano recently participated in a dialogue with PC Gamer regarding the highly anticipated sequel, *Slay the Spire 2*. The conversation touched on various topics, including the developer’s thoughts on the original game’s achievements and thrilling plans for the forthcoming title during its early access stage.

#### Upcoming Characters

Yano alluded to the arrival of new characters, stating, “I envision the first few characters we introduce to be less complex.” The initial lineup comprises the Regent, crafted to be straightforward with two main resources, and the Necrobinder, designed to deliver a more intricate gameplay experience. Yano’s remark signifies the first official sign that *Slay the Spire 2* will broaden its character roster beyond the current five characters available in early access.

#### Cutting-Edge Game Modes

Alongside new characters, Yano provided insights into three new modes that are under development. While he chose to be purposefully ambiguous, he described the essence of each:

1. **Competitive Mode**: Targeted at players seeking a challenging experience, possibly incorporating extra modifiers.

2. **Time-Sensitive Mode**: Designed for those who want the *Slay the Spire* experience but may face time limitations, which could suggest a speedrun format.

3. **Social Interaction Mode**: This final mode remains mysterious, igniting curiosity about how it might merge social components or multiplayer elements with the current gameplay mechanics. Yano suggested investigating alternative interactions for players, raising possibilities such as a versus mode or even a social space reminiscent of VR platforms.

#### Community Excitement

As a committed player of the original *Slay the Spire*, the new modes offer an exhilarating chance for enhancing gameplay diversity. The first two modes appear accessible and straightforward, while the social interaction mode presents an intriguing challenge in its design. The community is excited to see how Mega Crit will weave these features into the cherished roguelike deck-builder, merging established mechanics with novel ideas in *Slay the Spire 2*.

With these thrilling developments looming, fans and newcomers have much to anticipate as they await the official launch of *Slay the Spire 2*!

Uncategorized

Xenonauts 2 Reaches 1.0 Release After Three Years in Early Access, Opening Doors for Extensive Mod Support

“The year is 2009,” opens the 1.0 launch trailer for Xenonauts 2, a sentence that tickles me greatly considering the game’s alternate future vibes. It presents a vision of the world that differed greatly from my actual experience of worrying about swine flu and whether or not Yu-Gi-Oh! was cool any more. And yet that is the reality of the turn-based tactics game, which exits out of early access almost three years after its initial release.

Read more

Uncategorized

An Examination of Frequent Claims Concerning the Knife’s Dominant Position in Marathon

**The Contentious Blade in *Marathon*: A Transformative Tool or an Excessively Powerful Weapon?**

In the competitive battleground of *Marathon*, one armament has gained both the attention and disdain of players: the blade. With melee enhancements and specific modifications, the knife has demonstrated its prowess as a formidable arm, capable of taking down foes in just a few rapid strikes. While some players applaud its potency, others express worries about its influence on the game, igniting intense debates within the community.

Game director Joseph Ziegler recognized these worries in a recent announcement on X, suggesting that modifications to the knife’s strength might be on the horizon in upcoming updates. He stated that the knife’s capacity to escalate to “god-like power levels” was one of the concerns brought up for review. This statement incited a civil divide among the *Marathon* community, with players split over whether the knife’s power should be modified or remain unchanged.

Advocates of the knife contend that it acts as an essential counterbalance to dominant firearms, especially in close-quarter combat situations. As one player highlighted, “The knife counters shotguns / purple and gold shields…” This viewpoint is bolstered by the reality that a significant amount of *Marathon*’s gameplay takes place in confined spaces, where conventional firearms might not perform as well. The knife stands out as a viable option, enabling players to engage successfully when battles grow personal.

Conversely, detractors contend that the knife’s efficiency diminishes the skill-driven essence of the game. Some players bemoan the abrupt deaths caused by knife-wielding adversaries, arguing that such outcomes weaken the strategic richness of *Marathon*. A player voiced their discontent, remarking, “In no universe should you eliminate an entire squad in 6 seconds with 6 knife melee attacks.”

The discussion persists as community members express their views on forums and social media, with some players proposing that the issue resides not with the knife itself, but with the tactics employed by players and their respect for close-combat encounters. “If you get outmaneuvered to allow someone to get close enough to you with a knife, it’s your responsibility for losing that battle,” one Reddit user noted, emphasizing that players should enhance their situational awareness.

The knife’s distinctive traits—being free of ammo, needing no reload duration, and requiring minimal aiming—add to its appeal, yet they also fuel feelings of inequity. Critics argue that the weapon’s straightforward nature can frustrate those who invest in more intricate equipment and tactics.

In the end, the knife in *Marathon* encapsulates an essential gameplay principle: regardless of how well-prepared a player may consider themselves, a single misstep can result in severe ramifications. As developers ponder possible changes, the resolution of this dispute could reshape the gameplay dynamics in the continually shifting realm of *Marathon*. The community’s fervent discourse highlights the delicate equilibrium between skill, strategy, and weapon power in competitive gaming.

Uncategorized

A Comprehensive Handbook for Relishing Classic Films on VHS

# Embracing Nostalgia: How to Incorporate Custom Videos in Retro Rewind

A few nights ago, while immersed in the delightful whirlwind of managing my rental store in the video game *Retro Rewind*, I became enchanted by the last 20 minutes of *The Terminator* playing on a small CRT display in the corner of my shop. The chance to view classic films in a digital rendition of a ’90s video rental store was a nostalgic pleasure. If you feel this longing for retro entertainment, here’s how to transform your shop’s screens into a time capsule filled with ’90s movies and clips.

## What is *Retro Rewind*?

*Retro Rewind* is a newly launched video rental store simulator available on Steam. It invites players to step into the shoes of a rental shop proprietor, reminiscent of cherished venues like Blockbuster. The game’s lovely visuals of brightly colored shelves and retro decorations create a warm ambiance for former video store patrons.

One of the standout features of *Retro Rewind* is the option to play custom videos on in-game TVs, which are typically equipped with generic clips. Players can replace these clips with their personal video files, opening a realm of customization possibilities.

## Step 1: Selecting and Downloading Your Videos

To begin, select the videos you wish to showcase on your in-game TVs. The choices are nearly endless, dependent on your taste. You can choose:

– Movies
– Trailers
– Cartoons
– Commercials
– Music videos
– Custom compilations

For genuine ’90s content, resources like the Internet Archive and YouTube are fantastic. For this guide, we’ll utilize a two-hour Blockbuster promotional tape found on the Internet Archive.

Remember that *Retro Rewind* currently accommodates only three channels, so you’ll need to combine multiple clips into longer videos if you have more than three to play.

## Step 2: Converting Your Videos

Once you have your video, the next step is to convert it for use in *Retro Rewind*. A simple way to achieve this is by using HandBrake, a free video conversion tool.

1. **Download and Install HandBrake**.
2. **Load Your Video**: Open HandBrake and pull your desired video file into the software.
3. **Set Format**: Make sure the format is MP4.
4. **Adjust Video Settings**:
– Under the “Video” tab, select H.264 as the Video Encoder.
– Go to the “Dimensions” tab and adjust the “Resolution Limit” to custom, then enter 512×512 pixels, which is the recommended resolution for the game.
5. **Save the File**: Name your file and remember where it’s saved (typically in your videos folder).
6. **Start Encoding**: Click the green button to begin. This process might take a few moments.

## Step 3: Integrating Custom Videos into *Retro Rewind*

With your video converted, it’s time to place it into *Retro Rewind*.

1. **Access Game Files**: In your Steam library, right-click on *Retro Rewind*, select “Manage,” then “Browse Local Files.”
2. **Navigate to Movies Folder**: Open the “Retro Rewind” folder, then “Content,” “VHS,” and finally the “Movies” folder.
3. **Select a Channel**: You will see folders for the three available channels: Police, Sci-Fi, and Public. Choose one to adjust.
4. **Replace Default Video**:
– Locate the existing video file (e.g., “RR_Channel_Public.mp4”).
– Drag your converted video into this folder.
– Rename the original file by adding an “X,” “A,” or “2” to its name.
– Rename your new video to match the original file name, removing the extra letter or number.

After finishing these steps, you can restart *Retro Rewind*, switch through the channels, and enjoy your personalized videos.

## Final Thoughts

This procedure allows you to craft a distinct atmosphere in *Retro Rewind*, reviving nostalgia as you manage your digital rental store. Just remember not to lose sight of your in-game duties while indulging in all the classic content you’ve incorporated!

Uncategorized

Mega Crit Develops Three New Modes for Slay the Spire 2, but Their Inclusion Isn’t Guaranteed

I’ve not had a punt at Slay the Spire 2 myself yet, I’ve been too busy coming up with an excuse for not having played the first one, but the general read I’ve got on it is “it’s more Slay the Spire!” This can be interpreted much the same as a vote for Bart being a vote for anarchy, as far as I can tell too. There is multiplayer now too, of course, changing things up in a notable way through this mode, but so far, so generally familiar. In a new interview with Mega Crit co-founder Casey Yano over at PC Gamer, however, it sounds like a trio of new modes are in the works at least.

Read more

Uncategorized

The Classic Super Mario Bros. Unveils Hidden Mysteries 40 Years Post Its Launch

### New Glitch Uncovered in Super Mario Bros. Could Transform Speedrunning

Over its 40-year existence, *Super Mario Bros.* has been thoroughly analyzed. Enthusiasts from the game’s dedicated speedrunning community appear to be aware of every glitch, exploit, and hidden feature the game holds, using these to achieve nearly flawless speedruns. Nonetheless, a new revelation may significantly elevate the future of speedrunning for the game.

On Tuesday, speedrunner Kosmic shared a [YouTube video](https://youtu.be/bNulp6cDqUU?si=0OwEiV9Qwfw6Esh4) showcasing a substantial new glitch found by the speedrunning community (thanks, [Polygon](https://www.polygon.com/super-mario-bros-ace-trick-discovered/)). While it isn’t yet a revolutionary tool for speedrunning, it provides considerable opportunities for the community’s advancement.

The glitch employs arbitrary code execution (ACE), a vulnerability that permits users to insert custom code directly through the game. ACE has been utilized to bypass extensive sections in speedruns of other titles such as [The Legend of Zelda: The Wind Waker](https://www.zeldaspeedruns.com/tww/techniques/arbitrary-code-execution), [Final Fantasy](https://tasvideos.org/4468M), and many [Pokémon games](https://bulbapedia.bulbagarden.net/wiki/Arbitrary_code_execution). While ACE has been applied in various *Mario* titles, this marks its first appearance in the original game.

Kosmic explained that the glitch’s existence was initially theorized following a Twitter/X user @TheLuigiSidekick’s playthrough of *The Lost Levels* on Nintendo Switch Online experiencing a crash. After the footage piqued the interest of the Mario speedrunning community, participants investigated the crash thoroughly and attempted to replicate it in the original game. Through comprehensive experimentation, they eventually uncovered a loophole.

In summary, ACE is now officially feasible in *SMB1*, allowing players to jump directly to the game’s conclusion. However, its effects on speedrunning strategies may not prompt immediate alterations. Kosmic informed Polygon that the technique is somewhat constrained and currently requires a series of pixel-perfect inputs that are difficult to perform. Furthermore, employing it to reach the conclusion tends to take longer than a standard completion of the game. Any potential enhancements to speed would likely be classified as a distinct category in speedrunning due to the exploit’s relevance.

Kosmic remarked that the finding signifies “more about the accomplishment of making it feasible and solving it.” This breakthrough is particularly significant given that *SMB1* is a legendary game that has been scrutinized thoroughly over the years. He suggested that it might also alter the speedrunning landscape: “If you wish, you can now access not just the Minus World, but any world or level you desire,” he noted. “Without any hacks or cheats. It’s a glitch that permits anything to happen.”

The *Super Mario Bros.* speedrunning community has faced its share of controversy lately, making this uplifting development a welcome change. The enthusiasm surrounding ACE brings forth inquiries about how far this discovery can extend and what other mysteries may come to light now that it’s clear there’s more to this 40-year-old game than previously realized.

Uncategorized

Display the Severed Head of the Goddess of Love in a Flower Pot in Tomak: Save the Earth Regeneration

I’ve never really been able to wrap myself around raising sim games such as the Princess Maker series. The framing of them feels like it could quite easily teeter over the edge into something uncomfortable, and in more modern entries such as Umamusume outright parasocial (and often exploitative). But lo and behold, a game enters my consciousness that fits within this very genre that looks absurdist enough to quell some of those concerns: Tomak: Save the Earth Regeneration, a rerelease of the 25-year-old game that sees you caring for the goddess of love who’s lost her body and is living out of a plant pot.

Read more

Uncategorized

Raven Software Co-founder Steps Down After 36 Years, Emphasizing the Studio’s Significant Contributions Prior to Concentrating on Call of Duty

**Brian Raffel Departs: Honoring His Impact at Raven Software**

After 36 years leading Raven Software, co-founder Brian Raffel has declared his retirement, signaling the close of a significant chapter for the studio renowned for its groundbreaking games and essential support within the Activision family. While Raven Software is currently most acknowledged for its work on the immensely successful *Warzone* and the yearly *Call of Duty* series, its past is adorned with a variety of significant and impactful titles, ranging from classic fantasy shooters like *Hexen* to cherished licensed games such as *X-Men Legends II: Rise of Apocalypse*.

In an emotional message shared on X on April 2, the studio reminisced about its history, stating, “In 1990, driven by a mutual passion for storytelling, Brian and his brother Steve embarked on a journey to create something of their own. What started as a modest creative endeavor known as *Black Crypt* evolved into something immensely larger.” Over the years, Raffel’s guidance has steered Raven through pivotal shifts in the industry, enabling it to create engaging narratives that have connected with players worldwide.

The announcement encourages fans to explore a detailed history on the Raven Software website, outlining the studio’s growth and its vast array of games. Following the launch of *Black Crypt*, Raven commenced its entry into first-person shooters with Quake engine projects like *Heretic*, *Hexen: Beyond Heretic*, and *Hexen II*. This early output laid the groundwork for the studio’s future achievements. In 1997, Raven was acquired by Activision, further cementing its role in the gaming sector. By 2000, it unveiled *Soldier of Fortune*, a contentious action title noted for its graphic violence, which subsequently made its way to systems like PlayStation 2 and Dreamcast.

Throughout the 2000s, Raven Software became recognized for its licensed games tied to major franchises. Titles such as *Star Wars Jedi Knight: Jedi Academy*, *Jedi Outcast*, *X-Men Legends I* and II, and *Marvel: Ultimate Alliance* highlighted the studio’s talent for capturing the spirit of popular characters and stories, providing captivating gameplay experiences. Nevertheless, the studio’s attempt at original intellectual properties saw its last significant endeavor with 2010’s *Singularity*, a sci-fi horror game that encountered developmental challenges, resulting in a linear campaign that fell short of evolving industry standards.

After exploring original titles, Raven transitioned to a supporting role within the *Call of Duty* franchise, starting with its efforts on *Black Ops*. Gradually, this support evolved from contributions to downloadable content to co-developing *Warzone* and *Black Ops Cold War*. While this shift was essential for the studio’s sustainability, it has since shaped Raven’s identity for the gaming community. “I believe we have a very diverse and highly successful portfolio,” Raffel shared in a *US Gamer* interview in 2014. “Moreover, our capacity to adapt and not get complacent with our own success is why we’ve thrived for 25 years.”

As Brian Raffel steps away, the gaming realm contemplates his profound legacy at Raven Software and the studio’s contributions that have influenced the gaming landscape over the years. Players and industry colleagues honor his vision and leadership, which not only nurtured creativity and innovation but also left a lasting imprint on the history of video gaming.