For the tactical strategy, Jagged Alliance 3 has been renewed 1.02

The developers of Jagged Alliance 3 announced the release of Patch 1.02 exactly a week after starting the game. The team strives to further improve the gameplay, noting that this patch is the first in a series of planned updates.

Among the most noticeable changes in patch 1.02 can be distinguished that the income from the mines will now decrease more slowly as soon as they begin to exhaust. Combat interactions will also be automatically highlighted at the end of the battle, and the state of switching will be saved on different maps. The patch allows players to increase the scale of the image in the view mode, and the mercenaries can now use specialization "Hand -to -hand combat", Even being unarmed.

Among the many problems solved in this update are the absence of mercenaries and an empty AIM database. In addition, the patch corrects problems such as using the scores of action (AP) for free move when attacking, as well as reproduction of music and other sounds in monophonic mode instead of stereo. The problem associated with the transfer of cartridges from one detachment to another was also solved.

As for the changes related to the battle, then in patch 1.02 Fixed an error because of which in the user interface was not displayed in a gray color icon of attack in close combat, when the mercenary did not have an AP for the attack, but there was free movement. In addition, the problem was fixed, which led to the fact that the deployment and scenery phase broke at the entrance to the inventory.

Several quest errors are also fixed in patches, including the error that arose at the end of the Twin Manors quest, and the problem that prevented it from correcting the battle in C7u. The team corrected the situation when some enemies did not appear in Old Diamond, as a result of which the players stuck in conflict without enemies. The patch also corrects the problem due to which the character of Chimureng disappeared when he was going to rest.

Additional corrections relate to problems with the art design and user interface of the game. When combining objects, the most experienced mercenary in the sector is now used, and not in the detachment, and when folding the weapon, damage is now displayed, even if it is in the cache of the sector.

In the systemic and multi -user aspects of the game, Patch offers several improvements and corrections. In particular, when canceling/interrupting operations, a crafting fee is now returning. Ultra-teni were adjusted to minimize the impact on the number of frames per second (FPS). Among the corrections for the multiplayer is to eliminate the lock during the reassignment of mercenaries in the cooperative during deployment, as well as soft blocking, when different functions did not work on the mercenaries.

The creator of Fables announced the Wolf Among us universe public property against the backdrop of conflict with DC

American author and artist Bill Willingham quite sharply announced that he was transferring Fables comics to the public treasure, including all spin-offs and characters. This means that now – in any case, before making a decision by third -party legal experts – anyone can create any works on the Fables universe.

"What used to completely belong to Bill Willingham now belongs to everything and always", – The author wrote on his site Substack. "The case is done, and, as most experts will tell you, you will not turn up. The reverse capture is not provided and impossible".

You can find out Fables as a universe in which the Wolf Among us game from Telltale. This is a gloomy noir fairy -tale world in which the heroes of fairy tales for the night, such as Snow White and a wonderful prince live among ordinary people.

Willingham seems to be not too high about the work of Telltale, although this is partly due to the fact that he considers the attitude towards himself from the publisher Fables – DC Comics unfair.

In his detailed report, Willingham talks about various conflicts that arose in 20 years of his cooperation with DC Comics. Some of them concerned "small questions", Such as ignoring his opinions about artists for new stories, untimely message or understatement. But in recent years, according to the author, DC Comics has tried "Tear out my ownership of Fables", Describing how (in his opinion) lawyers leading negotiations tried to subtly transfer Fables to the ownership of DC during a discussion of a contract for the release of new comics dedicated to the 20th anniversary of the setting.

More recently, during the negotiations on which we tried to resolve our disagreements, DC employees admitted that, according to their interpretation of our publishing agreement and the next media rights agreement, they can do with this property everything they want. They could change plots and characters the way they pleased. They did not have any obligations to protect the integrity and value of IP from themselves or from third parties (TELTALE Games, for example) who would like to radically change the characters, the situation, history and prerequisites of the plot (I saw the script that they tried to hide from me for several years). They also should not have any money for licensing rights to Fables to third parties, since such a license was not assumed in our initial publishing agreement.

According to Willowham, DC negotiators finally agreed to pay him the money due to licensing Fables TELLTALEA, but then "abandoned their words", offering to pay the due amount as "Honorara for consultation" and by this "avoiding the precedent of the recognition that the money was due", and also concluding an agreement on non -disclosure, "which will not allow me to talk about TELLTALE or license nothing but good words".

According to Willingham, he cannot afford to sue DC because of their disagreements, and in any case "Even the winnings of such a claim will require ridiculous amounts from my pocket and years from my life (I am 67 years old, and I have no extra years)". Instead, he "I decided to apply another approach and fight them in another arena, inspired by the principles of an asymmetric war. The only thing that in our contract DC lawyers cannot challenge or reinterpret into their favor is that I am the only owner of intellectual property. I can sell it or give it to anyone".

I decided to give it to everyone. If I could not prevent Fables in bad hands, then at least I can make it getting into many good hands. Since I sincerely believe that there are still more good people in the world than bad people, I consider it my victory.

According to Willingham, he gave DC comics "years to do the right thing", Including suggested reviewing publishing contracts "From scratch, setting out everything in unambiguous formulations", Or otherwise, "just break our contracts, and each of us will go our own way", But it was ignored.

His contracts with DC are in force, which means that he cannot issue Fables comics, allow film adaptation, for example, a film, or licensing the goods through someone except DC Comics. "And they still have to pay me for the books that they publish. And I’m not going to abandon other money that they must. One way or another, I intend to get my 50% of the money that they owe to me for many years for the game Telltale and other things".

However, you, the new 100%owner of Fables, have never signed such agreements . For the better or for the worse, DC and I are still locked together in this unlucky marriage, perhaps forever. But you – no. If I understand the law correctly (and keep in mind that the law on copyright is a continuous mess; he intentionally blurry and a mutet, and not a single lawyer – even specializing in the laws on copyright and trademarks – cannot come to a consensus) , you have the right to shoot films and cartoons on Fables, publish books on FABles, produce toys on FABles and do everything you want with your property because it is your property.

Shadow Gambit: The Cursed Crew received two DLCs with new characters and free update

Shadow Gambit: The Cursed Crew marks the end of the era, being the last game from Mimimi Games, in which a cheerful pirate story combines with the culmination of the studio experience in creating a deep tactical gaming process. Fortunately, given the surprise of the decision to close the studio, they can say goodbye to their fans by releasing two significant DLCs. Together, they add two new characters, two new islands and new opportunities for use.

Two DLCs are called Yuki’s Wish and Zagan’s Ritual and belong to two new characters who bring a lot of new gameplay and missions.

Yuki – Corsair of Japanese origin, her raccoon kuma joins her. Yuki playing is based on the installation of enemies trap, and the kuma is an integral part of this. One of the traps is a “stretch” that will instantly kill the first enemy, which will enter it, with the exception of prognosticars, since they can resist anyone for one attack. Kuma has a skill called “Tanuki Parade”, which lures enemies to him. The use of this in combination with Yuki skills allows the couple to relatively easily destroy enemies, including relatives, and is a satisfactory strategy.

Zagan – prognosticar, member of the Inquisition and usually a very valuable goal. However, Zagan loves to experiment, shot himself from a black pearl and went over to the side of the undead. This did not prevent him from experimenting in this life, and he turns to the Red Marley team. One of the reasons is help in experiments, and the other, perhaps, help in the fight against the Inquisition. The price that Zagan paid for becoming part of the undead is that he lost the defense that his position once gave him.

The forces of the bog are also used to destroy enemies, but sometimes they also make it vulnerable. Its abilities include a catatonic grip that immobilizes the guards, turning them into a catatonic state. Another force is dark excision, it holds the enemy, and then after a short time kills him. The use of this ability is to bite out the health point. The compression Edron allows you to keep the enemies in place for an unlimited time and imperceptibly, but so far this attack is active, Zagan cannot move.

Avatar: Frontiers of Pandora in the first person to achieve maximum immersion, says the creative director

The path to Avatar: Frontiers of Pandora was bumpy, but in the end, it seems, everything starts to get better. Recently, at the Ubisoft Forward exhibition, Massive Entertainment fully introduced its upcoming adventure game with the open world, demonstrating the first -person fight, a magnificent open world and much more. After this opening in a conversation with the PlayStation blog, creative director Magnus Jansen told a little more about the game, and also explained why Frontiers of Pandora will be a first -person game.

According to Jansen, the desire to completely immerse players into the world of the game was the main reason for the decision to make it in the first person, and the Massive Entertainment team sought to allow the players to completely immerse themselves in the world of Pandora in the hope of reproducing the feeling of Avatar movies.

“When I watched the first“ avatar ”many years ago, and then again the“ Avatar: Water Way ”, at the first glance at Pandora, there is a feeling that it is almost real, because the basis that was laid down in its creation, and the quality of execution is so It is impressive that it seems that this is a real place, and you immediately have the feeling that you want to get there, ”Yansen said. “And I remember how I left the cinema and felt a little sad because I could not”.

“My final main goal is to make it possible for me and you to go to Pandora, and the first -person perspective is the best way to plunge into a new place,” he continued. “So much in the details and technologies of Pandora, in all these otherworldly reactive things, and I want to touch them and see how they will react. The first -person view was the most tactful and, most importantly, the most exciting “.

Of course, Frontiers of Pandora will not be exclusively in the first person. Although it will be the prospect of the game for most of the experience, when players use their riding animals – both ground and air – it will switch to third -party appearance.

Avatar: Frontiers of Pandora is released on December 7 on PS5, Xbox Series X/S and PC.

The version of the release build Starfield hints that the game will really be the most polished game from Bethesda

Starfield promises to send players on a grandiose journey through space space. 1000 planets, space and imagination – these are the only limiting factors in the seemingly unlimited potential of the upcoming role -playing game.

However, this boundless potential is fraught with the fear that there will be a lot of errors when starting the game in it. Bethesda Game Studios deserved the reputation of the manufacturer not the most, to put it mildly, polished releases, but apparently, the developer will create a precedent with the game Starfield.

As fans on Twitter noted, Starfield has already passed through various updates, which hints that this is the most polished release of the studio today.

As can be seen from the above information, Starfield will be released in assembly v1.6.35.0. Twitter user compares the game with Fallout 4, which was released in the V1 assembly.1.0.0. After starting, Bethesda Game Studios continued to update Fallout 4, and before assembly V1.34 things came only four years later.

Although this fact alone is not enough to consider Starfield a polished release, one of the recent reviewers also stated that in the first fifteen hours of the game there was not a single mistake in the game.

If you add two and two, then we can most likely assume that Bethesda Game Studios carefully ensured that the best qualities of Starfield are not ignored due to the availability of errors in the release.

Earlier, Matt Boti made a bold statement, claiming that the role -playing game will become the least buggy release of Bethesda Game Studios today. Therefore, it is quite possible that recent delays were aimed at finalizing various aspects of role -playing game.

The release of the new game from Todd Howard will be held on September 6 on PC and consoles Xbox Series S | X. By the way, the game can be won on our website, and you can find out about how to get more bonuses here.

The Crew Motorfest was compared in the fresh video on PC and consoles

The game The Crew from Ubisoft: Motorfest is already available in early access to PS5, Xbox Series X | S and PC, and if you doubt which version to choose, read on.

The game offers two graphic modes on PS5 and Xbox Series – "Quality" (Quality) and "Performance" (Performance). In mode "Qualities" Own resolution is 2160p, and shadows, vegetation, drawing range, relief and reflection, as well as other graphic settings are of high quality. On the other hand, in mode "Performance" The resolution is reduced to dynamic 1440p with temporary recovery. Both on Xbox Series S, and on Xbox Series X in mode "Quality" There are some problems with smoothness, which are not on PS5.

Xbox Series S has the only regime that provides its own resolution 1440p. Graphic settings in it are a mixture of modes available on PS5 and Xbox Series X. Meanwhile, preset "Ultra" In the PC version of The Crew: MotorFest is practically identical to the mode settings "Qualities" on PS5 and Xbox Series X.

As for performance, in versions for PS5 and Xbox Series X, it is 30 to/s in Quality and 60 to/s in Performance mode. In performance mode, Xbox Series X demonstrates a lesser drop in frame rate compared to PS5. In the Xbox Series S version, the frequency of personnel in the only accessible mode is 30. In the version for PCs, the frequency of personnel is limited to 60 f/s, so a higher frame rate is impossible.

In general, on a PC version on powerful equipment you can get the best impressions, it follows the Xbox Series X in the mode "Performance". However, the limitation of the frame rate of 60 frames per second on the PC is disappointed.

The Crew Motorfest is a racing game developed by Ubisoft Ivory Tower and published Ubisoft for PlayStation 4, PlayStation 5, Windows, Xbox One and Xbox Series X/S/S. It is available on PlayStation 4, PlayStation 5, Windows, Xbox One and Xbox Series X/S. This game is a continuation of The Crew 2 game, published in 2018, and the third part of the series. As in its predecessors, the action of the game unfolds in the open world. However, the uniqueness of MotorFest is that the game takes place on the reduced version of the Hawaiian Island of Ohah, which distinguishes it from the previous parts, the action of which was unfolded in the continental United States.

According to the senior screenwriter, the scene of the Cyberpunk sequels can be places outside the Night City

Both in games and outside of them (to a greater extent, this refers to the first option), Cyberpunk as IP has always been inextricably linked with Night City – a futuristic supercapitalist city, which often served as the central scene of the Cyberpanka stories. So it was in the game Cyberpunk 2077, not to mention its sensational expansion Phantom Liberty. But since CD Projekt Red switched attention to Cyberpunk 2 (or what the sequel will be called there), it is natural to ask the question: will the game be in Night-City again, as in the first game?

Not necessary. In a recent interview with Gamingbolt, Magda Zych, senior scriptwriter CD Projekt Red, answered the question of whether Cyberpunk’s future game can move away from Night City as a place of action, and suggested that this is quite possible. According to the pray, the action of the game "can occur anywhere where supercapitalism develops".

As the creator of Cyberpunk said Mike Pondsmit, Cyberpank as a genre is a kind of warning about what can happen if we are not careful as a race. This is not such an abstract science fiction idea. I think that such stories can happen wherever supercapitalism develops, leading to the collapse of society. Night City is the same place as any other city, real or imaginary.

Of course, at the moment about the sequel Cyberpunk 2077 (or Project Orion, as it is called now) is not known so much that it is quite logical, given the fact that CDPR has just completed work on the first game. At the beginning of this year, the company said the sequel is at the stage "conceptual design". It will be created on the Unreal Engine 5 engine, and a new team in North America, consisting of several people who worked on the first game and its expansion, will develop it.

Earlier, the developers also said that they had not yet decided whether the next Cyberpunk game from the first person would be, as well as its predecessor. You can read more about this here.

The authors of The Outlast Tials are going to “add new mini-games” very soon “very soon

Red Barrel Studios, developer The Outlast Tritios, in an interview with Dualshockers reported plans to expand the game lobby by including even more mini-games that players will be able to test between the stages "real" gameplay.

Philippe Morin, head of Red Barrel Studios, said: "We are currently working on another [mini] game. She is almost ready, and I think that people will like her".

Speaking about the types of mini-games that the team is going to add to The Outlast Trit, Maurin said:

On the table are ideas related to psychological testing, or ways to test players with the help of mechanics that would be funny and at the same time correspond to the idea that we are washing your brains. That is, we want to know what your psychological state.

Morin admitted that the studio was surprised by the popularity of the mini-game "Armrestling" in The Outlast Trit, but intention has always been aimed at creating an exciting lobby.

In addition, he said that the Murkhoff object on which the game takes place is located next to the Havasupai reservation, where Outlast 2 was held, and that the local building of The Outlast Tials can be seen in Outlast 2:

I don’t know if you noticed, but when you were on the other side of the lake [in Outlast 2], you could see the antenna and the object in the background.

What mini-games. There are main tests on the fingers, but they will add mini-games, geniuses!

It would be better if the normal third (more precisely fourth) part began to develop. And then – with the plot. The first part is still in principle at the discussion, and the first part itself is quite fair, and the DLC was in the set of excellent game, even if it will not be everyone else), but quite suitable. The second part did not go to everyone, and even the interval connecting both parts filled only a little-known comic book from several issues (yes, the incident in the second part occurred due to what happened in the final of the first), but even that the game delayed, offering a completely different. But this cooperative-you absorb all the basics for the first hour and it seems like you go out of the variety of bosses, and then ran back and forth, do not scare, the attacks of any boss are identical to other bosses, and in general, after even some sediment, there are no way to discuss with someone the end of the plot – in fact there is not even. All that I and my friends could discuss about this game –
"-Played at Outlast Tials?
-Yes, nothing like that
-Well, yeah
The end of the discussion"
In general, I do not think the game is bad, but I’m sure that the outfits themselves wanted to make it more diverse, but they finished it just that. And it is quite possible to play it

The game itself is a collection of these mini games, if you think that more is better, not always.

I do not play games that roll out in the early access, as it is full of games in the late access in the end.

Call of Duty: Modern Warfare 3 talked about changes in the weapon modification system

One of the most noticeable innovations in Call of Duty: Modern Warfare 3 concerns modifications of all weapons. As in other parts of the series, players will be able to improve and change the elements of the rifle, pistols and much more through the function of the gunsmith, which was significantly processed. Activision in the recent blog published more detailed information about this important aspect of the new shooter.

According to the developers, in Call of Duty: Modern Warfare 3, the arms workshop was changed towards greater freedom and opportunities for players. With the improvement of weapons, new functions such as spare parts and an improved system for unlocking body kit. In addition, the body kit for weapons will be allocated to smaller fines and have a wider range of application.

For weapons in Call of Duty: Modern Warfare 3, the installation of new handles, trunks, shops and butt will no longer require the player to use a certain weapon after it has already been unlocked for another type of weapon. This means that the shooter will have a more universal system for unlocking body kit.

Along with this, optical nozzles 1x – unlike analogues in Call of Duty: Modern Warfare 2 – will no longer reduce the speed of aiming, which will allow you to find the target faster when using these sights.

The gunsmith in Modern Warfare 3 functions in the same way as in Modern Warfare 2. Players still gain experience for weapons to unlock the body kit for a particular weapon and the main one associated with it, and also receive alternative improvements to their own set of weapons. Depending on the style of the game, you can choose from the usual nozzles, such as the trunk, barrel, shop, optics, laser, rear handle, etc.D., to create an optimal version of each weapon.

For some types of weapons that have reached the maximum level, players will be able to change the design using spare parts. On the launch in Modern Warfare 3, several sets of spare parts will be presented, which will be formed for remaking sets. To gain access to these sets, it is necessary to perform intra -game tasks that become available after reaching the maximum level of supported weapons. With their help, you can even more change the characteristics of the weapon and its capabilities.

“Very bad optimization”: Steam users are unhappy Star Wars Jedi Survivor

Today, the long -awaited adventure action of Star Wars Jedi Survivor took place. A few days ago in the first reviews there were references to disgusting optimization on the PC, but there was hope for the patch of the first day.

But the miracle did not happen – now the game has only 23% of positive reviews. Star Wars Jedi Survivor is actively criticized by optimization. In addition, the game did not have English localization for which some users hoped after the mention of it was found in the pre -load.

The game is extremely exciting, but it works terribly. I use 3090 Fe and 5700X and get stable 30 frames per second in some areas. In other areas, I get mostly stable 45. This is at 1440p. Reduction of settings and using FSR do not give the slightest difference. And this is at 19 GB VRAM. This is a wonderful game, but you should definitely wait if you do not have 24 GB VRAM and you do not mind playing games with a frequency of 30 frames per second.

I see how Jedi Survivor appears, and then my game is painting. I can’t even get to the main menu, but I have 3080. I know that this is not the best video card, but I can’t even get into the main menu ♥♥♥♥♥♥ anyway. Please, I want to love and play this game, but the PC port is simply not that. Do not buy until they correct it for PC. I am ready to change my review if they correct the problem with the launch in the near future, but this cannot happen in a year, as in most games AAA.

Denuvo should definitely leave. This game, without any irony, works like garbage with 15 fps at the lowest settings. I will return the money until an update is released, which will either correct the terrible frequency of personnel or remove Denuvo. I don’t understand why companies are still using Denuvo, when it completely destroys their games, if you want to fight piracy, come up with something else, and not this useless means of combating piracy.

RTX 4080, i9-13900KF, 32GB 6000 DDR5, last drivers on Win 11. I can get about 30 frames per second. Marvelous.

Very bad optimization, 30 FPS and the absence of the English language (there are not even subtitles). The game is raw, it is better to wait with the purchase.

RTX 3060 16 GIGS OPERATIVE AND I5 of the last Rivisi and the game works like a piece *****. With any settings, the game sags from about 45 to 65 frames and sometimes below. And people with much more powerful assemblies write about the same. Thanks for optimization on PC.