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God of War on PC: Gameplay tips for tomorrow’s launch

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Tomorrow on January 14, God of War (2018) launches on PC. To ensure you’re ready, we’ve released our PC system requirements and features – be sure to check them both out.

Ultrawide trailer

One of the unique PC features that we’re very excited about is the 21:9 ultra-widescreen support that will allow you to play the game with an incredibly unique theatrical feel. Take a look below:

God of War on PC: Gameplay tips for tomorrow’s launch

We can’t wait to see your ultrawide screen shots!

Nine Realms survival guide

With our release on the PC, we’re hoping that many new players will be able to experience Kratos and Atreus’ story for the first time. To help you get started, we’ve put together some beginner tips that will prepare you for the journey to come.

God of War | PC

Don’t forget your Boy

Atreus may be young, but he’s one of your best assets in combat. As your journey progresses, Atreus will grow stronger and gain access to abilities that can make all the difference in your toughest fights like being able to stun monsters, bring Kratos back from the brink of death, and unleash powerful magical abilities along with his bow attacks.

Atreus has thre

RPGolf Legends swings to PS4 and PS5 January 20

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We are really happy to finally be able to show off RPGolf Legends, releasing Jan 20, 2022 for PS5 and PS4 with cross-buy support!

I’m Riccardo Castelnuovo, the founder of ArticNet which is the team behind RPGolf Legends. The core team is very (very) small… just me and another developer (hi, Guillaume!). In total we have been working on RPGolf Legends for a little over two years.

The idea that brought RPGolf Legends to life comes from the 8-bit golf games I played when I was a kid. I loved them but every shot I took I could not help but wanting to explore those beautiful fields where the character was playing golf (back in the day, those pixels looked so beautiful). So that is where the idea of the open-world golf game originated. What’s the best thing to do while exploring a golf course, besides playing golf? Fighting monsters, of course! And that is how the whole thing came to life.

While designing RPGolf Legends there were many challenges we faced, but the hardest was definitely trying to achieve a good balance between the golf, fighting, exploration, and RPG elements. Making sure that the game felt natural was really hard when two genres like golf and RPG are mixed together. It was also especially hard because we thought that focusing on one aspect or the other should be entirely up to the player so that everyone can enjoy the game as they see fit, paying more attention to the aspect they like the best.

There are many things players can do, but I personally like the crafting the most. Once you get a blueprint for a new item/golf set/dish/etc, there is nothing more gratifying than searching for all the materials and finally crafting the item. I think players will feel like they earned the item after a long quest.

When it comes to fighting, special boss battles take place at the last hole of every area. The main character, Aerin, has to complete the hole in order to defeat each boss. To do so, she first has to fight the boss, stun it, and take a shot before it gets back on his feet.

The biggest advice I can give is to try to stay close to the ball, because when you finally stun the boss, there will not be much time to take a shot! Being close to the ball will make everything a lot easier.

Each monster and boss is directly inspired by the area the character is exploring. For example in the first area (the forest), Aerin will face a giant evil tree blocking her path. The tree can perform attacks close to his character (leaf storms, root attacks and so on…) and to defeat him, paying attention to the patterns is vital!

This epic collaboration will officially become available on January 20, following a midseason update for Vanguard and Warzone Pacific that will include a new Operator, a new weapon, additional content for Zombies, various bug fixes, and more.

The Vanguard update will be downloadable on January 11 at 9 PM PT, while the Warzone Pacific update can be downloaded starting January 12 at 9 PM PT. 

These will prepare both games for the first full day of Season One’s midseason update on January 13 at 9 AM PT. 

The Tracer Pack: Attack on Titan — Levi Edition Bundle

In celebration of Attack on Titan’s final season, Vanguard and Warzone Pacific players can become a Survey Corps member through the Tracer Pack: Attack on Titan — Levi Edition Bundle. (Available via the in-game store for 2,400CP, equivalent to $19.99 USD / £16.79)

This 10-item Store Bundle is not just for superfans of the franchise; it has the style and firepower to become a leader among soldiers, just like Levi Ackerman.

One of the most notable additions to this Bundle is the “Titan Piercer,” a Weapon Blueprint that models the very blade that can slay Titans. Made of ultrahard steel, the only material that can cut through Titan flesh, this one-edge blade is more than capable of slicing through squads with ease.

Also available in the Bundle is the Legendary “Steel Cut” Finishing Move, as well as the Vanguard-exclusive “Vertical Maneuver” Highlight Intro and the “Ultrahard Steel” MVP Highlight.

The other two weapons in this Bundle are the Legendary “Historia” SMG and “Ymir Curse” Assault Rifle Weapon Blueprints, two firearms that are great additions to your Warzone Pacific or Vanguard Multiplayer and Zombies Loadouts.

“Ymir Curse” is built for Operators who pride themselves on accurate shots downrange. With a nine-attachment configuration, near-zero horizontal recoil, and almost-maximum effectiv

Creating Infernax, the retro game of Berzerk Studio’s childhood dreams

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Hey dudes, Mike from Berzerk here with some fresh blogpost for y’all. With Infernax coming February 14, the day of love, we figured we’d let you in behind our velvet curtains to show you what makes this retro action-RPG tick. 

Creating Infernax, the retro game of Berzerk Studio’s childhood dreams

Sugar Rush

Part of what made us want to do Infernax in the first place was to create a game the closest to something we would’ve played back when we were but wee childs. To be more exact, we wanted to have a game that looked like it was straight out of the 80s but would have never been released, a mythical game you’d talk about in the school courtyard, a game that had everything you wanted in your child’s mind.

So we went with that premise, instead of going with a 100% accuracy we decided to design the game around the imagination of a sugar powered kid; we took a skeleton of a few games we liked and powdered that with a ton of “no way” moments.

What if the game remembered what you did, what if it had way too many secrets, what if it was also disgustingly gory; it’s all of those things. The story is all built on your decisions, and those decisions guide what upgrades you get, what quests become available to you.

Making old new again

Fun part about that process is that most of the things we’d speculate games to be able to do (and by speculate I re

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