Sword Master Reacts to MORE Elden Ring Weapons

David Rawlings, a Sword Master and founder of the London Longsword Academy, breaks down some more of the weapons from Elden Ring, everything from spears, morning stars, twinblades and giant anchors.

If you want to see David’s reaction to the more eclectic and fantasy weapons of Elden Ring be sure to like, subscribe and let us know in the comments!

Firearms Expert Reacts Playlist: https://www.youtube.com/playlist?list=PLpg6WLs8kxGMgYb13XjPgOKbm5O-CDq7R

If you are interested in training with David and team and learn how to swordfight, check out www.londonlongsword.com or send an email to enquiry@londonlongsword.com

If you would like to see more videos of David Rawlings and the London Longsword Academy (LLA) check out their YouTube channel: https://www.youtube.com/user/LondonLongsword

If you like swords and martial arts content, follow the LLA on Instagram Master_at_Arms and Swordfightress or Facebook London Longsword Academy.

Weapons Featured:

Intro: 00:00

Morning Star: 00:35

Halberd : 2:43

Handaxe: 4:49

Spear and Shield: 6:14

Giant Anchor: 8:03

Twinblade: 8:36

Dual Shields: 10:38

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Glen Schofield Teases The Callisto Protocol News Alongside a Creature Close-up

In celebration of Friday the 13th, founder and CEO of Striking Distance Glen Schofield has not only teased that news for The Callisto Protocol is on its way next week, but he also shared a terrifying close-up of one of the game’s creatures.

Schofield, who was also the creator of Dead Space, shared the news on Twitter for the game that is set in the universe of PUBG and is scheduled to be released on PC and consoles in 2022.

“If you don’t already follow @CallistoTheGame now might be a good time to start,” Schofield wrote. “Look for some news next week. Until then, here’s a closeup of one of the creatures from our world class character team. They’re incredible. Happy Friday the 13th! Get ready!”

The image is an extreme close-up and it is hard to decipher exactly what it is, but it looks straight out of a nightmare and lends weight Schofield’s previous comments of wanting The Callisto Protocol to be “the scariest game on next-gen platforms.”

The Callisto Protocol was announced at The Game Awards 2020 and is a single-player, third-person survival horror adventure that looks to take place in 2320 on the Jupiter moon of Callisto.

In the game, players will needs to “survive unspeakable horrors as they escape Black Iron [Prison] and uncover the dark secrets of the mysterious United Jupiter Company.”

In February 2021, Striking Distance revealed it was teaming up with Walking Dead creator Robert Kirkman and his company Skybound Entertainment to expand the reach of The Callisto Protocol as an IP.

Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.



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Citizen Sleeper Offers Hope In the Midst of a Capitalist Space Hellscape

I’ve had a bad case of the post-Elden Ring blues lately. After 130 hours of non-stop FromSoft adventure, I was struggling to find another game that compelled me enough to do more than pick it up for an hour or two before sighing and putting it back down again. Then I played Citizen Sleeper, and ravenously devoured the entire thing in two days.

Citizen Sleeper scratches the parts of my brain that loved Disco Elysium, but it’s both shorter and (despite its dystopia premise) gentler overall. You play as a Sleeper, an artificial vessel created by a mega corporation to work off a debt for a human being. While the human lies frozen in stasis somewhere else in the universe, their consciousness was transplanted into the Sleeper and forced to do awful manual labor under grim conditions. But that life massively sucked, so the Sleeper fled, arriving on a space station called the Eye in hopes of building a life of their own.

Though not fully tabletop in the way, say, Divinity: Original Sin or Disco Elysium are, Citizen Sleeper embraces the spirit of dice-drizen storytelling in a simplified, accessible way. At the start of each day (or “cycle”) you’ll be given a number of six-sided dice based on how much energy your Sleeper has, which are rolled automatically and can then be allocated to take actions of your choice around the space station. These actions result in rewards or penalties depending on their outcomes, so there’s a level of strategy involved in choosing to spend higher-valued dice on riskier or more important actions, while throwing away weaker roles on trivial tasks. There are character classes and a stat tree that impact all this, but it’s all introduced slowly and gently, giving you time to get used to what activities are available and which are important.

Citizen Sleeper is mostly the work of one person: Gareth Damian Martin, who began the project immediately on the heels of his previous game, In Other Waters. He tells me that on In Other Waters’ release day in 2020, he realized suddenly that he only had funding for it up to that day, and he would need to immediately begin work on something else. Fortunately, he’d been tossing around an idea for a slice-of-life science fiction project already. Inspired by the success of Diaries of a Spaceport Janitor, he got the backing of Fellow Traveler and went to work.

The tabletop influence came naturally, as Martin had gotten interested in running tabletop games while he was working on In Other Waters, especially Blades in the Dark. He liked the way Blades in the Dark focused on consequences after each dice roll, and found himself wanting to avoid the trap of other tabletop-like video games that force players to reroll the same action until they can pass a certain obstacle. This ultimately influenced the direction of Citizen Sleeper.

“Immediately I had this idea of giving people dice up front so that they wouldn’t have that horrible moment of ‘I rolled a terrible dice. I hate this game because it’s just random.’ That very quickly became so thematically important to me, because I got this feeling of, well, we roll dice every morning when we wake up…Some days you roll five ones, some days you roll sixes.

Citizen Sleeper Screens

“I wanted to try and make a video game RPG where you choose what you do, where you turn up to, where you go each day, and that affects how the story progresses. That’s how I like to run RPGs. I like to see what the player is interested in, and build around them as they go.”

Like any good tabletop game, Citizen Sleeper’s excellence hinges on its storytelling. At first, the tale it tells is often anxiety-inducing, as the Sleeper struggles to shake their corporate pursuers, find the medicine they need to hold off planned obsolescence, and eke out a living. In some ways, its early hours are more management sim than roleplay, but that quickly changes as the Sleeper begins to make connections and explore the space station’s hidden corners.

Of course, in a tabletop campaign, there’s constant player discussion and negotiation with a DM, and the story is constantly changing on the fly based on their actions. A video game like Citizen Sleeper is always inevitably going to have set outcomes. But Martin says the tabletop storytelling element still pervaded his thinking in how he developed the story, even if ultimately the player sees fixed outcomes.

“I tried to think about, instead of the story I wanted to necessarily tell, I thought instead about the themes I wanted to explore and then all the kinds of characters that might exist in relation to those themes in that world,” he says. “I just started by putting them all in their places and then I’d write a bit of story for one of them and then I’d move on and write a little bit of story for another one and then follow the implications of those stories. Which, to me, feels more like GMing. You don’t have time to write Lord of the Rings and then guide people through [it]. You just have time to make the ring and Frodo and Mordor or whatever, and then you just pick it up as you go. I tried to capture that as I worked on the game, even though I knew that, that’s not how the player would experience it.”

When I watch Star Wars, I’m always looking over the shoulders of the characters, trying to see the market stall people.

Though it takes place in a dystopian space future on an abandoned space station and stars the equivalent of a runaway sentient AI, Citizen Sleeper isn’t some epic space adventure. That comes from Martin’s own relationship with science fiction, and struggling to relate to big space hero protagonists like Commander Shepard in Mass Effect. He relates more to stories like Cowboy Bebop, which he describes as “a bunch of freelancers who are flatmates in space.”

“I think that my generation experiences precarity a lot …The Sleeper is just a sci-fi version of precarity. You have this debt and you have to work it off. And so you go to sleep and you get copied and this other version of you goes off and does the work for you, but what’s it like for them? What’s it like to be someone who doesn’t even qualify as a person? Society does that for us too. We see that some people are citizens and some people aren’t citizens.

“That’s the sci-fi that I would like to play … When I watch Star Wars, I’m always looking over the shoulders of the characters, trying to see the market stall people or what’s happening in- I was recently watching The Book of Boba Fett and there’s a bit where they just introduce this incredibly cool ring station type setting. And there’s these factions and they spend like five minutes there and then they’re just like, ‘Anyway, back to Tatooine.’ And I was just like, ‘No, leave me here, please. Leave me behind to find out what these people’s lives are like.’”

Citizen Sleeper, then, is a smaller tale of individuals struggling under the thumb of big money and big power, banding together to support one another and fight back, and ultimately finding meaning in their lives even when all around them is cold and uncaring. I won’t spoil the multiple endings, but there’s a lot of hope contained under the grim exterior of Citizen Sleeper. I was surprised to walk away from a story about struggling in an impoverished gig economy surveillance capitalist hell state feeling rejuvenated and alive.

Rebekah Valentine is a news reporter for IGN. You can find her on Twitter @duckvalentine.



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Zenless Zone Zero Is a Hip Urban RPG From the Creators Of Genshin Impact

Genshin Impact developers HoYoverse have officially announced their latest ARPG titled Zenless Zone Zero, a brand-new urban fantasy HoYoverse IP set in a world in which contemporary civilization has been destroyed by a supernatural disaster known as the Hollows.

Players in the game take on the role of a Proxy, a special professional who guides people in their exploration of Hollows. Players are tasked with helping them explore the Hollows, battle their enemies, and achieve their goals. In the process, they’ll come to learn more about their story and their place in it.

“We would like to invite players to discover [New Eridu], the last shelter for urban civilization due to the calamity [Hollows]. Together with a group of distinctive partners, they will fight alongside each other and unravel the mysteries in this post-apocalyptic world,” HoYoverse says in a press release.

Zenless Zone Zero – Official Screenshot Gallery

In New Eridu, a post-apocalyptic metropolitan city, players will embark on an adventure with diverse characters and experience action-oriented combat.

Alongside the title release, HoYoverse also released this trailer, which features a look into the game’s characters, “futuristic and 3D anime-style art,” and world. Featured in the trailer are the game’s protagonists, Unagi, Billy, Anbi, and NosTradamus, alongside a closer look into New Eridu and the monsters ravaging it.

It featured a mix of gameplay, cutscenes, and what seems to be an arena-based type of combat system, where players fight off the Ethereal in preset combat stages as opposed to in an open world.

Each character comes equipped with their own set of weapons and distinct abilities, like NosTradamus’ mobile railgun, Billy’s dual pistols, and Unagi’s sword, all which should provide players with unique gameplay opportunities tailored to your favorite combat preferences — be it blasting away from a safe distance or up close and personal.

“Besides the engaging story, this 3D anime style title features a fluid, cinematic action-oriented combat system. While fighting Ethereal, players can take control of different characters to unleash electrifying skills and unlimited QTE combos. The game has also developed a Roguelike gameplay mechanism that awaits exploration,” HoYoverse says.

Though a release date is yet to be announced, the game’s closed beta sign-up is available, and though the beta’s kick-off date and schedule will be revealed later, you can already sign up for it on the game’s official website.

HoYoverse were the developers behind games like the acclaimed Genshin Impact, Honkai: Star Rail, Impact 3rd, and Tears of Themis, as well as the virtual character Lumi, N0va Desktop App, anime, manga, light novels, and music.

The game will be released on both PC and iOS, and you can check out IGN’s review of Genshin Impact here.

Diego Ramos Bechara is a freelance writer at IGN.

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Master Chief Just Lost His Virginity In the Halo TV Series, and Fans Are Divided

Warning: this article contains some spoilers for Halo: The TV Series Episode 8!

The live-action Halo series has made a number of significant changes to the established mythology of the games, and Episode 8 has ushered in what may be the biggest shake-up yet. Master Chief appears to have just lost his virginity.

This is a pretty big departure from the Halo games, where John-117 is depicted as an ascetic super-soldier who only shows a sentimental attachment to his holographic companion Cortana, and has likely never had sex due to being kidnapped into Spartan programmer as a child. The series hasn’t exactly followed that path over the course of Season 1, with Pablo Schreiber’s Master Chief frequently removing his helmet and dealing with a surge of memories and emotions after encountering a Forerunner artifact.

That artifact also happens to be the reason for John’s sexual encounter in Episode 8. The series has introduced a brand new character in Charlie Murphy’s Makee, a human who was kidnapped by the Covenant at a young age and elevated to a position of power in that alien theocracy. John and Makee are seemingly the only two beings in the galaxy who can interact with the artifacts. After experiencing a shared vision of the mysterious Halo station in Episode 6, the two characters give in to the hormonal rush and have sex in Episode 8. And just to make things extra weird, Cortana is watching the entire time.

“I’m just a Spartan boy, standing in front of a Covenant girl…”

This plot twist has been the source of some criticism and outrage from Halo fans. Not only is the very idea of Master Chief having sex a hard pill for some to swallow, Episode 8 also uses the Master Chief/Makee romance to set the stage for the show’s version of the Fall of Reach. Though torn between her newfound love for John-117 and her loyalty to the Covenant, Makee ultimately chooses the latter and signals Reach’s location to the Covenant. Because he made the mistake of trusting Makee, Master Chief is about to have a lot of blood on his hands.

Forbes writer Paul Tassi sums up the incredulous reaction some are feeling to the episode:

On the other hand, Twitter user @Spicy_Halo offers this rebuttal:

IGN was positive on the new episode and its admittedly revisionist take on setting up the Fall of Reach storyline. Our review said, “It’s a sudden swerve for both characters, not to mention that Halo fans aren’t really accustomed to seeing Chief show affection for anyone apart from his platonic love for Cortana. But it’s a development that works in the context of Episode 6’s dramatic ending. The two characters shared what amounts to a religious experience, and now they’re dealing with all the hormonal aftereffects. This episode actually does a surprisingly good job of chronicling the complete rise and fall of that short-lived romance without the collapse feeling rushed or forced.”

Do you object to the idea of Master Chief getting frisky? Vote in our poll and let us know your thoughts in the comments below.

Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on Twitter.



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Original Source

Sega Is Planning Multiple Remakes and Spin-offs of Past Games for Release This Year

It’s been a rough few years for Sega, in no small part due to COVID-19 forcing the shutdown of its already declining arcade businesses. Since last year, the company has been working on a strategy change to help its business become more sustainable long-term. The good news in this for fans of classic Sega games is that this means more remakes and remasters of older Sega IP.

In its annual earnings presentation for investors, Sega outlined some of its plans for the current fiscal year, which runs from April 2022 to March of 2023. One of those plans includes “multiple titles” that Sega considers “Remake/Remaster, Spin-Off/Change of theme.”

Though the wording is a big clunky there, Sega gives a few helpful examples from this past year: think more games like Sonic Colors: Ultimate, Super Monkey Ball Banana Mania, or Lost Judgment. The publisher is hoping to sell five million units total from this category, up from four million this past year.

Including brand new releases, Sega is aiming to publish 13 games during that same period, up from seven this past year. We already know about Sonic Frontiers, Sonic Origins, Soul Hackers 2, Endless Dungeon, and Two Point Campus, and it’s possible that 13 Sentinels: Aegis Rim’s Switch release last month is also being counted in that total. That would leave seven games we don’t know about yet, and possibly multiple remakes or remasters.

Sonic the Hedgehog: A Visual History of SEGA’s Mascot

So what might we see remade? It’s hard to say, but a Sega presentation from a year ago has some clues. With the announcement of its new strategy, Sega listed a number of past IP as examples it might look at for remasters, remakes or reboot (including several we’ve already seen remasters or remakes of). They are:

  • Crazy Taxi
  • Jet Set Radio
  • Space Channel 5
  • Rez
  • Panzer Dragoon
  • NiGHTS
  • Shinobi
  • Virtua Fighter
  • Altered Beast
  • House of the Dead
  • Streets of Rage
  • Soul Hackers

There are no guarantees that we’ll see any specific games from that list revisited — it’s just a bunch of ideas Sega was exploring as of last year. But it’s nonetheless good news that Sega is willing to liberally mine its classic library as a part of its plans to grow in the coming years. Fingers crossed for more Space Channel 5, right?

Rebekah Valentine is a news reporter for IGN. You can find her on Twitter @duckvalentine.



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Team Fortress 2 Players Are Protesting the Game’s Massive Bot Problem

On an average day, the IGN news tips line sees a slow but steady stream of messages from folks who want to let us know about something we might report on. Maybe a handful of tips a day. But this past weekend, the line was flooded in just a few hours with over a hundred messages from a group of very frustrated folk: the Team Fortress 2 community. Why were so many of them in our inbox? According to the contents of all those messages, their game has a massive, two-year-long botting problem – and they desperately want Valve’s attention in getting it fixed.

We weren’t the only site getting these messages, nor were they limited to just the media. The source of the flood is a community centered around Team Fortress 2 content creator SquimJim, who published a video on May 7 lamenting the rampant botting issues within Team Fortress 2. In it, he encourages his audience to reach out to both media and Valve employees in hopes that enough pressure will force the developer to take action. SquimJim offered an email template (which many of our tippers used, though others wrote their own messages) and a list of both media tiplines like our own, and publicly-available Valve employee emails. At the time this piece was written, the video had almost 150,000 views, 15,000 likes, and nearly 2,000 comments chiming in about their own frustrating experiences with bots.

It’d be easy enough to dismiss the problem as the natural fate of a 15-year-old game, or point out that the vast majority of online games have botting problems – how bad could this one be? But as IGN discovered, Team Fortress 2’s botting problems are egregious when compared to other online multiplayer games. Head into a casual match on Valve’s servers, and you’ll find that the game is practically impossible to play.

Attack of the Bots

While it’s true that all online multiplayer games struggle with botting to some degree, most of the Team Fortress 2 community members I subsequently talked to seemed to think that things got aggressively bad around two years ago, in early to mid 2020. Incidentally, this was around the same time that the Team Fortress 2 source code was leaked. There’s no specific proof that this was the cause of the botting issue, and it may just be a coincidence, but several community members pointed to that period as a tipping point all the same.

Other theories about why the botting crisis has kicked off include a bizarre revenge plotline. As Valve seemed less and less interested in pushing major updates to the game, some believe that botters rallied to try and make Team Fortress 2 so unplayable that Valve would be forced to pay attention to it again, or to drive new players to community servers. Some also suspect that bots are trying to acquire cosmetic items through play that they can then sell for real money on various marketplaces. Or perhaps they just enjoy trolling.

But regardless of motive, since 2020, matters have only gotten worse. Multiple articles have been written over the last two years about the botting wave, which has manifested in a wide range of obnoxious behaviors in any given match. Some bots spam chat with homophobic or racist remarks, outside links, or just plain rude or obnoxious messages. Most of the bots play as snipers, and because of their unnaturally precise aim, they’re able to headshot and kill players almost instantly, without giving them a chance to fight back.

Some bots take on the names of other players in the match and then initiate votes to kick the original player, resulting in legitimate players being removed and more bots flooding in. Some legitimate players have complained that they’ve been kicked from matches simply for playing a sniper class, because fellow human players assumed they were a bot. Other players have reported running across bots that cause the server to lag significantly, or simply cause the game to crash if anyone tries to kick them. And none of this is limited to an occasional bot here or there. As Jakob Von Bugmann, a regular Team Fortress 2 player explained to me, there are “people who pay for dozens of their own bots,” flooding servers, grouping up with one another, and overwhelming human players and in-game chat.

Literally Unplayable

Having never played Team Fortress 2 before, I decided to investigate the bot problem itself to see if it was really as bad as everyone described to me.

It was.

After running through the tutorials, I joined another IGN staff member who had last played Team Fortress a few years ago. What we found was a game that was, unironically, literally unplayable. I don’t use that phrase in the sense of Internet memes – you cannot play Team Fortress 2 as it was intended.

I was immediately killed by an unerringly accurate sniper half the map away, moments after I spawned, only to respawn and have it happen again and again. Half of my teammates or more were clearly bot snipers, who gathered in a single location on the map, their guns awkwardly pointed at the ceiling, moving only to perfectly snipe the opposing team. I had to turn off voice comms immediately because of the obnoxious music blasting through my speakers, and I could barely read text chat due to the flurry of annoying messages and link spam.

As I’d been warned about, on multiple occasions bots took on both my name and my teammate’s name and initiated votes to kick us. Both teams were constantly bleeding and adding new members because the multiple bots on each side (and maybe a human player or two, it was hard to tell) kept kicking one another. Once, so many players left at once that the game had to reshuffle our teams and I ended up on the opposing side unexpectedly. And this wasn’t just one match. This occurred across two matches I played with my colleague and a dozen more I played by myself at different times of day. Without team continuity, open comms channels, or even the ability to walk a few steps away from where I spawned, it was impossible to do anything resembling playing a normal match of Team Fortress 2.

The Human Resistance

These infuriating behaviors are impacting more than just a small handful of folks clinging to an old game. Team Fortress 2 is still quite popular despite its age, having broken its concurrent player record just last year and consistently averaging between 70,000 and 90,000 concurrent players every month for the last year. Granted, it’s impossible to say how much of this is inflated due to, well, bots. However, from IGN’s own experience both checking in on existing game communities online, as well as seeing multiple human players struggling alongside us in our own matches, there are clearly plenty of real people still trying (unsuccessfully) to play Team Fortress 2 every day.

Certainly, there are ways around the botting problem for dedicated players. They can vote to kick bots from matches, but all too often their open spots are simply filled with more bots. In more recent months, players have reported bots crashing the games of individuals who try to kick them. Some have suggested the community make and implement bots designed specifically to kick other bots, but they have historically been inefficient, overwhelmed, or at best contributed to the problem somewhat by being yet another bot in a match with only a couple of human players trying to enjoy a game.

Private community servers exist, but as many players informed me, most of the available ones are heavily customized. They’ll be limited to certain maps or game modes, or have mods added that change the experience significantly. Plus, even if they could find a community server that appealed to them, it’s unlikely that server’s population would be high enough to support being able to jump into matches quickly at any given time without prior coordination. If someone wants to play a vanilla game of Team Fortress 2 in their downtime for fun, they’re pretty much stuck with Valve’s Casual play servers – and the bot army that invaded them. There’s no chance for the game’s community to meaningfully grow beyond those who already love it, given how chaotic and frustrating the experience can be for new players.

Me and thousands of other players have had amazing moments in the game…completely ruined by these uncaring instant-killing nuisances.

As Jakob Von Bugmann put it:

“Me and thousands of other players have had amazing moments in the game, whether it be in an awesome moment of high-skilled gameplay, or simply a silly moment between teams, completely ruined by these uncaring instant-killing nuisances. With good enough gameplay or learning the bot pathing, you can actually abuse them or deal with them at a decent pace – but they just should not even be allowed to exist in the game and should have been dealt with a long time ago. Valve needs to do something for us still holding on and enjoying their game 15 years later.”

And Valve does seem to at least be aware that bots in Team Fortress 2 are an issue. Back in June of 2020, the game got an update that seemed to curb some botting behaviors. It placed chat restrictions on new and free accounts and allowed players to toggle off text or voice chat so they wouldn’t have to see or hear the spam. A follow-up patch added rate limit checks to text chat, and there have been a few other small tweaks since, but the worst of the issues still remain, and most updates since have been limited to minor bug fixes or seasonal events. Even with the bot-deterrent updates, Valve has yet to make a clear statement about the situation. IGN reached out to Valve for comment ahead of this piece’s publication, but did not hear back.

Given the severity of the situation and Valve’s silence on the matter, it’s no wonder Team Fortress 2 players are fed up. Some have suggested that making Team Fortress 2 a paid game might dissuade bots, since a paywall would dissuade botters from making more and more accounts, though that solution doesn’t appeal to everyone. For the most part, all they want is some sort of acknowledgement from Valve that it’s aware of what’s going on. Ideally, this would come alongside news that fixes are in the works.

[TF2 has] been really important to a lot of people and no one wants to see it in the state that it’s in.

“First, I’d like to at least see Valve talk about the problem,” SquimJim told me. “Just a blog post letting us know if it’s being worked on instead of total silence. At this point even just that would go a long way with the community. Of course, an eventual update to their anti-cheat to prevent the bots completely would be ideal. In the meantime I’ve seen some people suggest adding a CAPTCHA system to the game, which would obvious be a little inconvenient for real human players, but at this point I’d take just about anything.”

Almost heartbreakingly, other players have indicated they’d be fine if all Valve offered was some closure, like a confirmation that it will no longer be updating the game at all.

While people like SquimJim, Jakob Von Bugmann, and their communities are still pushing forward efforts to beg Valve for help, the overall Team Fortress 2 player base seems pessimistic that a solution will ever arrive. For instance, a thread on the official Team Fortress 2 Steam forums from May of 2021 entitled “How high can we count before valve gets rid of bots?” is still going at the time this piece was written and is nearing 1,000 pages and over 14,000 comments. But despite the pessimism and snark, the numerous players that have stuck with Team Fortress 2 through it all continually express a genuine love for the game as it once was and could still be, with a little help from its creator.

“TF2 is a game that has been around for a long time – I personally have played it for almost 12 years – and in that time it has developed a very loyal and passionate fanbase,” SquimJim said. “There’s really no other game like TF2. Not in gameplay, not in humor, not in characters, and nothing is quite going to have the same type of community around it. It’s a game that’s been really important to a lot of people and no one wants to see it in the state that it’s in.”

Rebekah Valentine is a news reporter for IGN. You can find her on Twitter @duckvalentine.



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Destiny 2: Where Is Xur Today? Location and Exotic Items for May 13

The alien that’s too proud to ask for directions, Xûr, is now live in Destiny 2 for the weekend until next week’s reset. If you’re looking to get your some shiny new Exotic armor or weapons for your Guardian, look no further.

Each week, Xûr has a random assortment of Exotic armor, one for each Guardian class, as well as a random Exotic Weapon and an Exotic Engram available for purchase. In addition to his Exotic wares, he’s got a random collection of Legendary weapons and armor to deck out your Guardians.

We’ve rounded up all the info on Xûr for the week including where to find Xûr, which Exotic weapons and armor are available, as well as which Legendary weapons you should pick up, either for PvE or PvP.

Where Is Xûr Today?

Xûr’s location can be found at Winding Cove in the EDZ on May 13 through May 17. To reach him, travel to the landing point at Winding Cove. When you arrive, make for the rock cliffs at the far end of the cove and look for a cave winding up to a platform next to some Fallen. There you’ll find the freakish salesman we all adore peddling his wares.

Xûr can be found atop a rocky cliff in the Winding Cove in the EDZ.

What’s Xûr Selling Today?

Looking for some good weapons to use in The Witch Queen‘s endgame content? Let’s see if our buddy Xûr has something useful in store!

Xûr’s Exotic Offerings this weekend.

Exotic Engram

Cerberus +1 – Exotic Auto Rifle

Graviton Forfeit– Exotic Hunter Helmet

  • 7 Mobility
  • 13 Resilience
  • 10 Recovery
  • 20 Discipline
  • 2 Intellect
  • 11 Strength
  • Total: 63

Synthoceps – Exotic Titan Gauntlets

  • 13 Mobility
  • 17 Resilience
  • 3 Recovery
  • 2 Discipline
  • 18 Intellect
  • 10 Strength
  • Total: 63

Nezarec’s Sin – Exotic Warlock Helmet

  • 10 Mobility
  • 3 Resilience
  • 19 Recovery
  • 20 Discipline
  • 6 Intellect
  • 2 Strength
  • Total: 60

A few decent pieces of armor this week in the Synthoceps and Nezarec’s Sin fairly high-stat rolls, but nothing that’s particularly must-have. Cerberus +1 is a silly weapon that you should buy if you don’t have it just for laughs.

Exotic Weapons

Each week Xûr sells Hawkmoon & Dead Man’s Tale.

Hawkmoon – Exotic Hand Cannon

  • Paracausal Shot
  • Fluted Barrel
  • Alloy Magazine
  • Killing Wind
  • Smooth Grip

Dead Man’s Tale – Exotic Scout Rifle

  • Cranial Spike
  • Smallbore
  • Steady Rounds
  • Moving Target
  • Composite Stock

Another week where these two exotic weapons have decent rolls, but nothing incredibly noteworthy. If you already have versions of these bad boys that you like, wait for some better rolls in the future.

Legendary Weapons

Xûr’s Legendary Weapon offerings this weekend.

Bite of the Fox – Sniper Rifle

  • Full Bore/Polygonal Rifling
  • Accurized Rounds/Tactical Mag
  • Threat Detector
  • Opening Shot
  • Reload Speed Masterwork

The Last Dance – Sidearm

  • Quickdot SAS/Shortspec SAS/Target SAS
  • Alloy Magazine/Armor-Piercing Rounds
  • Moving Target
  • Dragonfly
  • Stability Masterwork

Shattered Cipher – Machine Gun

  • Fluted Barrel/Polygonal Rifling
  • Extended Mag/Alloy Magazine
  • Field Prep
  • Surrounded
  • Reload Speed Masterwork

Sojourner’s Tale – Shotgun

  • Fluted Barrel/Polygonal Rifling
  • Accurized Rounds/Light Mag
  • Moving Target
  • Adrenaline Junkie
  • Reload Speed Masterwork

Gridskipper – Pulse Rifle

  • Corkscrew Rifling/Extended Barrel
  • Extended Mag/Ricochet Rounds
  • Tunnel Vision
  • Frenzy
  • Range Masterwork

Farewell – Sidearm

  • Chambered Compensator/Fluted Barrel
  • Appended Mag/Alloy Magazine
  • Heating Up
  • Adrenaline Junkie
  • Handling Masterwork

Sorrow’s Verse – Auto Rifle

  • Extended Barrel/Smallbore
  • Tactical Mag/Alloy Magazine
  • Outlaw
  • One For All
  • Reload Speed Masterwork

Oh, Guardians. Xur has appeared to come to play this weekend! That Gridskipper roll might be one of the best I’ve ever seen and if you value pulse rifles at all, you should definitely pick that God roll up. The Last Dance is also a great choice seeing as how sidearms have a pretty strong role in the PvP meta right now. My buddy Ebontis also pointed out to me that Shattered Cipher is currently the only Void machine gun that can be acquired without doing a raid (and the roll this week is decent too), so pick that up if you need it!

Warlock Legendary Armor

For Warlocks, Xûr is selling the Kairos Function set which includes:

Xûr’s Legendary Armor for Warlocks this week.

Kairos Function Gauntlets

  • 10 Mobility
  • 13 Resilience
  • 7 Recovery
  • 6 Discipline
  • 10 Intellect
  • 13 Strength
  • Total: 59

Kairos Function Chest Armor

  • 8 Mobility
  • 15 Resilience
  • 9 Recovery
  • 2 Discipline
  • 9 Intellect
  • 21 Strength
  • Total: 64

Kairos Function Helmet

  • 20 Mobility
  • 6 Resilience
  • 7 Recovery
  • 12 Discipline
  • 15 Intellect
  • 6 Strength
  • Total: 66

Kairos Function Leg Armor

  • 12 Mobility
  • 6 Resilience
  • 10 Recovery
  • 10 Discipline
  • 2 Intellect
  • 19 Strength
  • Total: 59

Kairos Function Bond

Warlocks have been rewarded for their triumphant performance in Guardian Games this week with a helmet fit for kings. Pick up that spiky, Mobility-focused piece of armor, floaty friends!

Titan Legendary Armor

For Titans, Xûr is selling the Kairos Function set which includes:

Xûr’s Legendary Armor for Titans this week.

Kairos Function Gauntlets

  • 14 Mobility
  • 9 Resilience
  • 6 Recovery
  • 16 Discipline
  • 2 Intellect
  • 9 Strength
  • Total: 56

Kairos Function Chest Armor

  • 7 Mobility
  • 19 Resilience
  • 6 Recovery
  • 21 Discipline
  • 6 Intellect
  • 2 Strength
  • Total: 61

Kairos Function Helmet

  • 6 Mobility
  • 14 Resilience
  • 9 Recovery
  • 2 Discipline
  • 12 Intellect
  • 12 Strength
  • Total: 55

Kairos Function Leg Armor

  • 19 Mobility
  • 2 Resilience
  • 12 Recovery
  • 20 Discipline
  • 2 Intellect
  • 11 Strength
  • Total: 66

Kairos Function Mark

Most Titan armor this week is pretty weak, but by goly those boots are out of this world! A little more focused in mobility than a typical Titan might desire, but still very good.

Hunter Legendary Armor

For Hunters, Xûr is selling the Kairos Function set which includes:

Xûr’s Legendary Armor for Hunters this week.

Kairos Function Gauntlets

  • 15 Mobility
  • 2 Resilience
  • 15 Recovery
  • 25 Discipline
  • 2 Intellect
  • 6 Strength
  • Total: 65

Kairos Function Chest Armor

  • 10 Mobility
  • 7 Resilience
  • 12 Recovery
  • 2 Discipline
  • 25 Intellect
  • 2 Strength
  • Total: 58

Kairos Function Helmet

  • 20 Mobility
  • 6 Resilience
  • 7 Recovery
  • 6 Discipline
  • 6 Intellect
  • 22 Strength
  • Total: 67

Kairos Function Leg Armor

  • 17 Mobility
  • 6 Resilience
  • 7 Recovery
  • 9 Discipline
  • 7 Intellect
  • 12 Strength
  • Total: 58

Kairos Function Cloak

Apparently it pays to come in dead last in Guardian Games, because Xûr’s loot for Hunters this week is unbelievably good. That helmet is perhaps the spikiest piece of equipment I’ve ever seen (and in all the right places for lots of Hunters) and the gauntlets offer the highest Discpline roll I’ve ever seen. Absolutely unbelievable. Buy! Buy! Buy!

That’s a wrap on Xûr for this week, Guardians! Why shouldn’t Warlocks be winning Guardian Games and/or how are they cheating so well? Sound off in the comments! For more on Destiny, check out some of the new weapons and gear you can find in The Witch Queen and read about how Sony’s purchase of Bungie fits into its larger plans.

Travis Northup is a writer for IGN. You can follow him on Twitter @TieGuyTravis and read his games coverage here.



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Game Scoop! 675: Is It Time to Abandon PS4, Xbox One?

Welcome back to IGN Game Scoop!, the ONLY video game podcast! This week your Omega Cops — Daemon Hatfield, Tina Amini, Sam Claiborn, and Mark Medina — are discussing Gotham Knights, the fate of PS4/Xbox One, Starfield, Redfall, Dead Space remake, the Nintendo Switch Pro, and more. And, of course, they play Video Game 20 Questions.

The music in this episode is from Metroid, Metal Gear, and Ninja Gaiden on NES.

Watch the video above or hit the link below to your favorite podcast service.

Listen on:

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Find previous episodes here!

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Epic to Release an Unreal Engine 5 Editor Just for Fortnite This Year

Epic Games is releasing an “open to everybody” Unreal Engine 5 editor for Fortnite, and will let creators monetize what they make.

CEO Tim Sweeney told Fast Company that around half of players’ time in Fortnite is spent playing other users’ content and Epic Games wants to make that experience more fully-fledged through the editor, and the ability to monetize that custom content.

“We’re going to release the Unreal Editor for Fortnite, the full capabilities that you’ve seen [in Unreal Engine] opened up so that anybody can build very high-quality game content and code,” Sweeney said, “and deploy it into Fortnite without having to do a deal with us. It’s open to everybody.”

He added that it’s Epic Games’ aim to make Fortnite a marketplace similar to Steam or the App Store, comparing it to other games like Roblox that, while free to download and play normally, feature player-made content that can be bought with real money.

Sweeney said: “We’re building an economy, and it will support creators actually building businesses around their work and making increasing amounts of profit from the commerce that arises from people playing their content.”

Epic Games’ Unreal Engine 5 was released in April and developers are already doing some pretty impressive stuff. Working by himself, Lorenzo Drago created an incredibly realistic scene of a Japanese train station that’s almost indistinguishable from real life.

This idea of monetizing this Unreal Engine 5 custom content also connects with Epic Games’ push into the metaverse – an all-encompassing digital world with its own economy – that Sony and LEGO’s parent company KIRKBI invested billions in.

Fortnite in itself is already fulfilling a lot of the concept of putting “the real world” into a shared online space. Countless collaborations between the biggest entertainment franchises and Epic Games combined with the addition of real events like Coachella have already brought the idea to life, and having its own economy will only bolster that.

Ex-Nintendo of America president Reggie Fils-Aimé is also a believer in this type of monetization in games, commenting recently that he’s a believer in the concept to of “play to own”. After spending 300 hours building an Animal Crossing island, for example, he’d like to be able to make some money from it.

Ryan Dinsdale is an IGN freelancer who occasionally remembers to tweet @thelastdinsdale. He’ll talk about The Witcher all day.

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