Array ( [0] => WP_Post Object ( [ID] => 250416 [post_author] => 1686 [post_date] => 2024-06-17 05:43:30 [post_date_gmt] => 2024-06-17 00:43:30 [post_content] => [su_box title="Story Highlight" box_color="#CE5AE8" title_color="#1C5FC9" radius="0" class="keytak-box" style="solid"] [/su_box] Hellfront Honeymoon is part strategy game and part run-and-gun top-down shooter. Add a brilliant art style into the mix and you get one of the most engaging indie experiences out today. Developer SkyGoblin initially launched this title all the way back in 2018. However, with updates still arriving today, Hellfront Honeymoon has a lot more to offer than you might expect. Following the addition of online multiplayer, we recently got the opportunity to chat with SkyGoblin founder Mathias Johansson. During our interview, we discussed the future of Hellfront Honeymoon, potential new projects, and more. [caption id="attachment_250836" align="aligncenter" width="696"]Hellfront Honeymoon Hellfront Honeymoon Offers A Chaotic Blend Of RTS And Top-Down Shooter Gameplay[/caption] [su_box title="Can you introduce yourself and tell us about Hellfront Honeymoon?" radius="11" class="ques-ans"] Mathias: My name is Mathias. I am a programmer, and I have been making games in one way or another since I was young. I started an indie game studio called SkyGoblin together with a bunch of friends almost twenty years ago. Hellfront Honeymoon is the last game we released and it's currently out on Steam, Playstation, and Xbox. It is a pretty unique type of top-down shooter that combines elements of RTS base building and run-and-gun action. [/su_box] [su_box title="The name “Hellfront Honeymoon” is certainly catchy but a bit odd at the same time. How did you land on this title?" radius="11" class="ques-ans"] Mathias: It was a spur-of-the-moment kind of thing. The first world you play in Hellfront was designed to look like a hive with hexagonal cells laid out like a honeycomb. One of us, I don't remember who started calling the world "Honeymoon," and we all thought that hey, "Hellfront Honeymoon" has a nice ring to it. So it doesn't really make much sense, but I still think it's a pretty cool name. [/su_box] [su_box title="SkyGoblin has been making games for nearly twenty years if we’re correct. How has the team grown in these years, both in terms of developers and lessons learned about the industry?" radius="11" class="ques-ans"] Mathias: SkyGoblin has seen its fair share of ups and downs throughout the years. The team has been growing and shrinking at different times to roll with the changing tides and reality of the games industry. I think a lesson learned is that big trends tend to come a few years apart (e.g., casual, mobile, MMO, VR, Multiverse, AI), and they extend the possibilities of what a video game can be. While there is a lot of money to be made if you position your company at the nexus of hype, there is also a risk that you lose focus on the strength and drivers of your studio. [/su_box] [su_box title="There have been many studio closures recently for various reasons. As a small team that has navigated this landscape for around 20 years now, how have you managed to avoid such hurdles?" radius="11" class="ques-ans"] Mathias: The past two years have been absolutely brutal. We've seen so many colleagues struggle, and sadly, some of them have been forced to close up shop. At SkyGoblin, we have always balanced internal projects with external work to keep ourselves afloat. For example, for the past few years, I have been working with a startup called Coherence, where we create a new type of online multiplayer solution. The online mode for Hellfront actually started off as an internal gamejam project on Coherence, and then I just continued from there. Meanwhile, Theo (who does the graphics on SkyGoblin) has been working part-time as a lighting artist at a game called Eriksholm. Working with other companies in the industry helps pay our bills. But it also gives us valuable experience from using new tools and techniques that we can then apply when we return to our own game projects. [/su_box] [su_box title="Indie gaming is also bigger than ever today. How much easier has it become to find publishers and support for smaller and more unique ideas today?" radius="11" class="ques-ans"] Mathias: While the industry is finally seeing the potential of indie games, it is still not easy to get a good publishing deal. The competition is extremely tough, and publisher expectations are very high. A publisher would ideally like your game to be a viral hit with thousands of wishlists even before they sign you. That means that you'll have to put a ton of work into social media marketing from the very start - apart from making a game that really stands out. But if you have a really good game idea, and if you have the time and know-how to develop it and show it off online, then the barrier of entry is lower than ever. You pretty much only need a computer and an internet connection. This is very different from how the industry worked when we started making games in the early 2000s. [/su_box] [su_box title="Hellfront Honeymoon was also quite a departure from your last game, The Journey Down. How difficult was it to go from a point-and-click adventure game to a twin-stick shooter with RTS elements?" radius="11" class="ques-ans"] Mathias: We've always liked to try new things, so we tend to switch genres and platforms every few years to learn new things. I never really saw switching genres to be something difficult; it is rather refreshing actually. Having the flexibility to go in the direction that inspires you is a big perk of being fully independent. I think larger studios have more inertia because there is a higher cost to realign their pipeline, team, and skillset when switching genres. One huge challenge when switching genres is that you risk losing a great chunk of your followers. There is very little overlap between point-and-click and RTS, and of course, players will expect more games in the same vein. Luckily, most of our followers are sticking with us even as we try new things. [/su_box] [su_box title="You’ve said before that Helldivers was one of the major inspirations behind the game. What are your thoughts on the huge success of Helldivers 2 this year?" radius="11" class="ques-ans"] Mathias: Helldivers 2 is absolutely amazing, and the response it has received shows us just how fed up players are with the greedy business practices that have become standard in live service games. I hope its success sends a signal to the board rooms where the future of video games is being decided. Stop trying to squeeze every last penny out of your customers and focus on making great games. [/su_box] [su_box title="How did you decide to make a crossover between twin-stick shooters and real-time strategy games instead of, let’s say, committing to just one of these genres?" radius="11" class="ques-ans"] Mathias: At the time we designed Hellfront, we'd often hang out in the game studio after work hours, drinking beer and playing couch multiplayer games. We noticed there were not many titles to choose from on Steam, so we decided to make our own. Since we've always been huge fans of Starcraft, it was a natural source of inspiration. But we wanted the gameplay to be far less complex and more action-oriented than a full-blown RTS. So, we experimented with different play styles until we found a core game loop that we really enjoyed. [/su_box] [su_box title="What was the idea behind the one-screen strategy game approach?" radius="11" class="ques-ans"] Mathias: The one-screen approach comes naturally for local multiplayer games because you quite literally share one screen. Some games use dynamic split screen techniques that adapt the viewports as players move around, but we kind of prefer a good old static camera. Towerfall was a big inspiration to Hellfront, as were Bomberman and Super Smash T.V., which use a similar perspective. I consider fixed camera perspective a creative limitation that can help guide the game design. When you see the actual frame that the game will live inside, you know immediately what you have to work with. [/su_box] [su_box title="Hellfront Honeymoon added online gameplay last month. Considering this update came several years after launch, what motivated you to finally add this mode?" radius="11" class="ques-ans"] Mathias: Online multiplayer was something we wanted to support from the start; we just could not afford the cost of implementing it. Multiplayer has always been this big scary boogeyman of game development. It is a topic so complex that even experienced game developers often shy away from it. After the release of Hellfront, by pure chance, I started working as a network engineer at a startup called Coherence. The promise of Coherence is basically top-tier, scalable multiplayer without all the hassle. So, last year, when we rolled out Coherence 1.0, I decided to test if it held up as we promised. It was basically me "eating our own dog food," and I have to say it tastes delicious! [/su_box] [su_box title="How have players reacted to online gameplay?" radius="11" class="ques-ans"] Mathias: Players are super happy with the online mode and have been very supportive even since we started beta testing. The 4-player PvP mode, in particular, has been very engaging, especially with the new PvP leaderboard and skill system. It feels awesome to bring new life into the game and the Hellfront community! [/su_box] [su_box title="Do you think the online element will be a major part of the Hellfront Honeymoon experience moving forward?" radius="11" class="ques-ans"] Mathias: Yes, absolutely! Since the initial release of Hellfront, there's been a global pandemic and a transition to working from home. For me, personally, I don't meet my friends in person as often as I used to, especially since becoming a parent. So, transitioning to online play has been a fantastic way for me to reconnect with friends and colleagues and have fun like we used to back in the day. This is definitely the direction we'll want to keep going. [/su_box] [su_box title="Since the game is nearly six years old and online elements have just been introduced, do you have any other major updates planned?" radius="11" class="ques-ans"] Mathias: Yes, right now, we are working on a new Team PvP game mode that is currently in beta. Team PvP has been the most requested feature by our players since online multiplayer. We're also considering to add new upgrades, weapons, and structures to the game. There are tons of more features and content that we'd like to work on, but right now, Team PvP is our main focus. [/su_box] [su_box title="Have you also begun work on a new game? If so, can you tell us a bit about it?" radius="11" class="ques-ans"] Mathias: We have a couple of things under wraps, but nothing we are ready to talk about right now ;). [/su_box] [su_box title="Would you like to share any closing thoughts?" radius="11" class="ques-ans"] Mathias: I just want to give a big THANK YOU to all the players who are sticking around with us for all these years. Indie gaming is a big and lovely ecosystem of gamers, developers, streamers, and writers with one shared passion. So, a huge thank you to Tech4Gamers for spreading the word and supporting indie games! [/su_box] [caption id="attachment_250835" align="aligncenter" width="696"]Hellfront Honeymoon Hellfront Honeymoon's Visual Style Is Simple But Effective[/caption] Thanks to the online update, multiple players can enjoy Hellfront Honeymoon from the comfort of their homes. There's still more to come, so SkyGoblin's journey with the game is far from over. We're certainly interested in seeing what the team does next and wish them all the best. We would also like to thank Mathias Johansson for conducting this interview. [post_title] => Hellfront Honeymoon Interview - Team PvP Currently In Development [post_excerpt] => Hellfront Honeymoon offers intense PvP and co-op gameplay that merges strategy and top-down shooter mechanics for a chaotic combination. [post_status] => publish [comment_status] => closed [ping_status] => closed [post_password] => [post_name] => hellfront-honeymoon-interview [to_ping] => [pinged] => [post_modified] => 2024-06-17 05:43:30 [post_modified_gmt] => 2024-06-17 00:43:30 [post_content_filtered] => [post_parent] => 0 [guid] => [menu_order] => 0 [post_type] => post [post_mime_type] => [comment_count] => 0 [filter] => raw ) [1] => WP_Post Object ( [ID] => 250829 [post_author] => 1686 [post_date] => 2024-06-17 05:04:52 [post_date_gmt] => 2024-06-17 00:04:52 [post_content] => [Press Release] Orico just announced its Data Matrix, a new solution that unlocks the productivity of Mac devices. Among its many attributes, this Data Matrix offers streamlined data management, optimized workflows, and more. [caption id="attachment_250831" align="aligncenter" width="696"]Orico Data Matrix Orico Supports A Total Of 560TB Of Storage For This Storage Solution[/caption] Thanks to lightning-fast capture and export speeds of 1500MB/s and 40Gbps transmission, post-production can commence immediately after filming. Moreover, the combination of blazing fast 3000MB/s loading speed and RAID-level security allows the Orico Data Matrix to leap beyond traditional limitations. Thanks to WD RED drives with large caches and custom silent fans, Orico promises silent and reliable operation. Furthermore, data security is enhanced due to hardware RAID automatic backups, error recovery, CMR technology, and more. Orico promises to completely transform your Mac with the Data Matrix real-time hybrid storage. The company has launched a Kickstarter project for the Data Matrix and hopes to end this program by next month. If you're interested in more on this Kickstarter, follow this link to Orico's page. [post_title] => Orico Launches Data Matrix Kickstarter In June [post_excerpt] => Orico and Western Digital have collaborated on the Data Matrix, resulting in an advanced storage solution for Macs. [post_status] => publish [comment_status] => closed [ping_status] => closed [post_password] => [post_name] => orico-data-matrix-mac-workflow [to_ping] => [pinged] => [post_modified] => 2024-06-17 05:04:52 [post_modified_gmt] => 2024-06-17 00:04:52 [post_content_filtered] => [post_parent] => 0 [guid] => [menu_order] => 0 [post_type] => post [post_mime_type] => [comment_count] => 0 [filter] => raw ) [2] => WP_Post Object ( [ID] => 250026 [post_author] => 1686 [post_date] => 2024-06-16 23:48:50 [post_date_gmt] => 2024-06-16 18:48:50 [post_content] => [su_box title="Story Highlight" box_color="#CE5AE8" title_color="#1C5FC9" radius="0" class="keytak-box" style="solid"] [/su_box] The Smite franchise hardly needs an introduction. Having reigned over the MOBA genre as one of the biggest IPs for over 10 years, this series has made a huge name for itself. Developer Titan Forge Games is set to recapture the magic a second time with Smite 2. As a sequel to a long-running game, this title has a lot to live up to. However, thanks to refined gameplay systems, an Unreal Engine 5 upgrade, and more, Titan Forge Games is ready to breathe new life and welcome fresh players into the IP. Ahead of this release, we had the opportunity to interview Executive Producer Alex Cantatore, Design Director AJ Walker, and Creative Director Travis Brown. During our conversation, we discussed various elements that helped shape Smite 2. [caption id="attachment_250171" align="aligncenter" width="1920"] Smite 2 Features A Smaller Roster Than The Original Game[/caption] [su_box title="You've mentioned before that Unreal Engine 5 was a major part of Smite 2's concept. What do you find most appealing about this engine?" radius="11" class="ques-ans"] TB: Frequently, the topic of recreating SMITE 2 from scratch on a new engine was discussed. Every time, we found ourselves doing the math on the investment it would take to get that project up and running. Every time, we determined that the best path forward was to continue to modify the UE 3 version of the project. A little over a year ago, we decided to unpack UE 5 and deployed a small team to build a prototype that recreated, as true as possible, the SMITE Conquest experience with 5 playable gods. In 1 short month, the team had built that prototype, made significantly easier by utilizing the core Gameplay Ability System found within UE 5. Because the team was able to move so quickly, combined with the confidence that we had to enhance that GAS-powered prototype, we truly felt like now was the time to lean all the way in and build out SMITE 2 for the future. [/su_box] [su_box title="What are your thoughts on the industry moving toward adopting the engine as a standard?" radius="11" class="ques-ans"] TB: Seeing new projects get released that are built on the latest UE 5 engine has been amazing.  Every time, I am excited to see just how these newest games have utilized the engine in ways that could be applicable to the SMITE 2 project. That’s not to say that the engine solves every issue. In the 5.3 version of the engine, for example, we still struggle with the performance impact of entirely using Nanite for our multiplayer gameplay experience, where every downturn of the dial can give you a framerate advantage. But Lumen and Nanite are the future, and they are getting better with each release, so it’s only a matter of time before these technologies allow developers to make games unlike anything before. And I want to make sure we are ready for it! [/su_box] [su_box title="Smite has always been bigger on consoles than on PC, but the latter has grown significantly as a platform since the game launched. Do you anticipate a shift in the lead platform for the sequel?" radius="11" class="ques-ans"] AC: I think it’s less that PC has grown significantly as a platform than that its size has become more visible. SMITE started as a PC-only game, available only through our own launcher. So, only we really knew how big the PC player base was. Over the years, we phased out that launcher and eventually discontinued it, and now people can watch the CCU numbers on Steam tracking websites and get a more reliable estimation of our player base there. I would expect the majority of the SMITE 2 player base to continue to play on the console. SMITE feels great on a controller as a third-person MOBA, and that’s still a strong focus for us in SMITE 2; I literally just finished reviewing some controller improvements before this interview. [/su_box] [su_box title="On that note, do you believe leaving behind last-gen hardware like the PS4 and Xbox One will significantly impact Smite 2's player base?" radius="11" class="ques-ans"] AC: We don’t expect a major impact. Our internal tracking suggests about 4/5ths of our active SMITE player base has already migrated to current-gen consoles. But for those people still on old-gen platforms, SMITE 1 will remain available and updated so they can get their third-person MOBA fix. [/su_box] [su_box title="Smite 2 features a much smaller roster compared to what players can find in the first game today. How have players reacted to the limited roster?" radius="11" class="ques-ans"] AJ: Players have been very understanding of the limited roster. They understand the game is in the early stages of development and that each god takes a lot of time and effort to reconstruct entirely from scratch, and we aren’t doing just that. Most SMITE 2 gods have new features or reworked abilities as well. SMITE 2 brings a lot of new systems to learn between the item changes, stat changes, and map changes, so even with a limited roster, people are far from bored. The smaller roster also helps players get back into the game and learn the characters at a reasonable pace. Jumping into a game with 130 characters is very intimidating. [/su_box] [su_box title="How long do you think it will take for Smite 2 to reach a comparable roster size to the first game?" radius="11" class="ques-ans"] AJ: We can’t give a definitive answer to this question, as our goal isn’t to just port each god over as is but rather to refine and reimagine where it makes them better. What we can say, though, is that during the initial 24/7 alpha this summer, we will focus on launching a core roster of fan-favorite gods, likely starting with a limited number of around 20-30 gods to ensure quality and balance. We’ll then aim to release new and rebuilt gods regularly, adding around 10-15 gods by the end of the year. [/su_box] [su_box title="Did removing the limitations between Physical and Magical items require a different approach to balancing the roster?" radius="11" class="ques-ans"] AJ: Definitely. The change increases the number of possibilities for each god, and those all need to be considered individually when thinking about balance. For example, Neith is now a hybrid god that can play a traditional Strength build with more Physical Damage in the duo lane, or she can play Intelligence build with more Magical Damage, which generally works better in the mid lane. These 2 versions of Neith need to be treated like 2 entirely different gods in the balance discussion, with the added constraint that balancing 1 could accidentally affect the other in an unintended way. This added complexity for the balance team but added creativity for the player. We think that's going to pay off in the long run, and we think the 10+ years of SMITE 1 experience will help as we continue to improve our balance processes and philosophy through SMITE 2’s lifetime. [/su_box] [su_box title="While more build variety is encouraged after the changes, players tend to settle into a fixed meta over time. How do you plan on using your experience over the last decade to ensure a healthy balance that encourages players to break away from such a meta?" radius="11" class="ques-ans"] AJ: SMITE 2’s systems are designed from the beginning to help us with this challenge. It absolutely will still be a challenge, though. SMITE 2 has no class labels on gods, instead opting for a more detailed summary of the gods' stats and strengths. This is intended to tell players through the game’s core design that we don’t intend to force and lock each god into a specific spot in the meta. SMITE 2’s new item systems and role flexibility also make the settled meta harder to find. Even with those in place, we do expect that settled metas will develop at various times. Our experience from the last decade has taught us to go ahead and disrupt those metas through changes. We will already be introducing new items and gods at a more rapid pace than SMITE 1 was used to, which will definitely keep things interesting. On top of that, we plan to heavily iterate with balance changes as well. Alpha 1 to Alpha 2 already have sweeping changes to the map, item store, and all gods. [/su_box] [su_box title="Have you made any changes in the sequel to target new players specifically?" radius="11" class="ques-ans"] AJ: We have! Although a traditional “New Player Experience” isn't in the game yet, there's a lot of small features that help players learn. New players will definitely be interested in our core game improvements, such as the entirely new graphics engine and entirely new backend multiplayer platform. SMITE 2 has fewer gods at the moment, which makes it easier for new players to get into. There’s also a variety of small features to help callout information, such as updated god ability descriptions, map help tips, role definitions, and an auto-item builder with multiple options per god. SMITE 1 has a massive upfront knowledge barrier to the beginning of each match. The Relic system, starter item system, and tree items all contribute to that daunting experience. SMITE 2’s core changes to items and gods make this a lot more straightforward. Every player will start with an ability that can cleanse CC and wards for free. The starting item selection is tied directly to specific stats, and the starting items can upgrade into many possible options. The beginning of a match will still include a huge amount of skill expression due to how you play your god and your role, but it will be more about how you play and less about what you know. [/su_box] [su_box title="Recent sequels to live service games, like CS2 and Overwatch 2 have not been the biggest successes. How do you plan on ensuring success for Smite 2?" radius="11" class="ques-ans"] AC: I don’t think those developers would necessarily agree with the premise of this question; those games you referenced both have significantly more players than they did before launching their sequels. But I think the big difference in how we’re approaching SMITE 2 is that it is a true sequel, rebuilt from the ground up. We’re not updating a game in place; we’re making an all-new game, and SMITE 1 will continue to live on as a separate game. Because we’re starting from scratch, we’re approaching this project like any new game. We’re building the game alongside our community, getting them involved at an early Alpha stage, and listening to their feedback on how we can make the game better. We aren’t just developing a sequel in a silo: We’re making sure we’re making the game our players want to play. [/su_box] [su_box title="The first game will continue to receive support once the sequel is launched. How extensive will the support be?" radius="11" class="ques-ans"] AC: Our plan is to maintain our current release schedule for the foreseeable future, with a major update monthly and mid-patch bonus balance. [/su_box] [su_box title="Do you have any tips for new players taking an interest in the franchise for the first time?" radius="11" class="ques-ans"] AC: I’ve said it before, but MOBAs are kind of like the Dark Souls of multiplayer games. They’re hard. There’s a big knowledge gap when you start playing. But every time you die, you learn. And you get better, and you find this immense, deep, enjoyable, incredibly rewarding multiplayer experience that no other game can compare to. So, I would say approach a MOBA with a student’s mindset. It’s okay to lose! It’s okay not to be great in your first minute of playing. Enjoy the ride and take pleasure in the small accomplishments. On a more micro level, I would recommend new players pay attention to their positioning. It’s really easy to get carried away chasing enemies and putting yourself in a bad position. Treat the point where the waves of minions meet as the line of scrimmage; if you’re past the line, you’re in enemy territory, and you need to have a good reason to be there. [/su_box] [su_box title="Would you like to share closing thoughts?" radius="11" class="ques-ans"] AC: SMITE 2 is a decade-long dream for us. We’ve learned a ton from making SMITE 1, but the most important thing we’ve learned is that we’re nothing without our community, and SMITE 2 is nothing without our community’s feedback. If you want to be a part of a great journey, to learn and play and guide the development of one of the most rewarding multiplayer games out there, then please join us in Alpha. Join our community and help shape the future of SMITE 2. [/su_box] [caption id="attachment_250172" align="aligncenter" width="1920"] Smite 2 Has Been Playable For A While[/caption] Smite 2 presents the perfect opportunity for those interested in jumping into the MOBA genre. Thanks to a massive community and a streamlined roster, players will find it much easier to grasp the fundamentals that fans have come to love and appreciate. As Smite 2 prepares for its closed beta next month, we wish everyone involved in the project all the best for the future. We would also thank Titan Forge Games for this interview. [post_title] => Smite 2 Interview - MOBAs Are The Dark Souls of Multiplayer Games [post_excerpt] => Utilizing Unreal Engine 5 and making various changes, Smite 2 is set to breathe new life into a MOBA franchise that was already huge. [post_status] => publish [comment_status] => closed [ping_status] => closed [post_password] => [post_name] => smite-2-interview-mobas-are-the-dark-souls-of-multiplayer-games [to_ping] => [pinged] => [post_modified] => 2024-06-16 23:48:50 [post_modified_gmt] => 2024-06-16 18:48:50 [post_content_filtered] => [post_parent] => 0 [guid] => [menu_order] => 0 [post_type] => post [post_mime_type] => [comment_count] => 0 [filter] => raw ) [3] => WP_Post Object ( [ID] => 250694 [post_author] => 1686 [post_date] => 2024-06-16 22:48:26 [post_date_gmt] => 2024-06-16 17:48:26 [post_content] => [su_box title="Story Highlight" box_color="#CE5AE8" title_color="#1C5FC9" radius="0" class="keytak-box" style="solid"]


Doom: The Dark Ages may have been the most exciting announcement from Xbox's biggest showcase. This was the second major game that Xbox debuted at the event, but it set the tone for everything that came afterward. Recently, it was noted that Astro Bot had beaten Doom: The Dark Ages as the most wish-listed game shown during the summer events, including the disappointing State of Play. This outcome was shocking, but Doom: The Dark Ages now sits at the top of the wishlists. Why it matters: Astro Bot looks excellent in its own right, but Doom has a much stronger legacy. id Software's last release was also a major success, so fans have been quite positive about the recent reveal. The previous report came from IGN's playlist. This playlist has now been updated to reflect more recent results, and all the top 5 games wishlisted this week were featured at the Xbox Games Showcase. The ranking is as follows. While all five games featured in the list look equally exciting, Doom: The Dark Ages has earned its spot on the top. Doom Eternal was already a massive hit in the first-person shooter space, and it seems id Software is gearing up for another excellent release. The team has taken cues from classic Doom entries for its upcoming prequel, placing a lot of emphasis on projectiles. This has led to wider combat arenas with more demons than ever before. Glory kills are also said to be returning, though id Software hopes to provide more freedom with this mechanic. If this wasn't enough, the studio is introducing dual-wielding and giant mechs to kick things up a notch. Suffice it to say, Doom: The Dark Ages is shaping up to be every bit as insane as its predecessor. [caption id="attachment_248441" align="aligncenter" width="696"]Doom: The Dark Ages The Doom Slayer Looks More Menacing Than Ever In His New Look[/caption] Doom: The Dark Ages is expected to receive more details throughout the year. id Software has purposefully held back information for now, hoping to slowly build up excitement as the release draws nearer. [su_note note_color="#f4f4f4" text_color="#FFFFFF" radius="11"] Latest Updates [/su_note] Since Xbox believes everyone deserves to play Doom, this title is also heading to PS5. Perhaps this has helped it climb the wishlists, with the desire to rip and tear demons across the universe bringing fans from both Xbox and PlayStation ecosystems together. Featured Image Credit: @Ruv_2nd [post_title] => Doom: The Dark Ages Now #1 Wishlisted Game Across All Platforms [post_excerpt] => Doom: The Dark Ages has become the industry's most anticipated upcoming release after the recent showcases. [post_status] => publish [comment_status] => closed [ping_status] => closed [post_password] => [post_name] => doom-the-dark-ages-most-wishlisted [to_ping] => [pinged] => [post_modified] => 2024-06-16 22:48:26 [post_modified_gmt] => 2024-06-16 17:48:26 [post_content_filtered] => [post_parent] => 0 [guid] => [menu_order] => 0 [post_type] => post [post_mime_type] => [comment_count] => 0 [filter] => raw ) [4] => WP_Post Object ( [ID] => 250450 [post_author] => 1696 [post_date] => 2024-06-16 21:21:49 [post_date_gmt] => 2024-06-16 16:21:49 [post_content] => [su_box title="Story Highlight" box_color="#CE5AE8" title_color="#1C5FC9" radius="0" class="keytak-box" style="solid"] [/su_box] Welcome aboard! So you’ve finally landed yourself on one of the snazziest-looking RGB Gaming Keyboards that you’ve had your eyes on for quite a long time. But hold on, what’s that? Are you not content with your RGB Keyboard’s visual appeal? Or maybe you’re just not satisfied with the color’s general dissipation within the keyboard itself. Hold your horses because that’s where I step in.  Did you know that the type of keycaps you choose for your keyboard can have a significant effect on your keyboard’s RGB output, practically speaking? [caption id="attachment_250467" align="aligncenter" width="696"]The Scarab A130 Pudding Keycaps do a great job at efficiently diffusing the keyboard's RGB lighting through their translucent design. The Scarab A130 Pudding PBT Keycaps do a great job at efficiently diffusing the keyboard's RGB lighting through their translucent design.[/caption] I’m guessing not, so let’s dive into an in-depth explanation of the keycaps you should have some know-how about. 

Types Of Keycaps

Let’s cover the two most popular types of keycaps, i.e., PBT Keycaps vs ABS. But aside from the strung-up full forms of the acronyms, there’s a lot to differentiate between them.

Why Are ABS Keycaps So Common?

To begin with, ABS keycaps are generally the most popular choice for manufacturers producing budget gaming keyboards. That’s because ABS keycaps are cheap and easy to make, and they’re usually very reliable.  [caption id="attachment_250469" align="aligncenter" width="696"]Ugh. That's all that comes to my mind when I look at the stock ABS keycaps that Havit shipped the keyboard with. They're just plain awful. Ugh. That's all that comes to my mind when I look at the stock ABS keycaps that Havit shipped the keyboard with. They're just plain awful.[/caption] However, due to the relative weakness of ABS keycaps’ structural integrity, they do wear out much faster, comparatively speaking. That causes the legend, or symbol of the key, to wear away, which also promotes a ‘shinier’ texture of the keycap. This shinier texture degrades the feel of the keycap, leading to a loss of pleasure in typing, which, coupled with the contrastingly inferior acoustic feedback of ABS keycaps, paves the way for a subpar typing experience, collectively speaking.

Why Do Enthusiasts Always Root For PBS Keycaps?

On the other hand, PBT keycaps are also a polymer of plastic but far more robust and resistant to degradation caused by UV (Ultraviolet) light. [caption id="attachment_250468" align="aligncenter" width="696"]Making the switch from the stock ABS keycaps to the Scarab's PBT Pudding keycaps. Zero to hero. Making the switch from the stock ABS keycaps to the Scarab's PBT Pudding keycaps. Zero to hero.[/caption] For the end user, this means that PBT keycaps will wear out much more slowly, and will retain their pleasing texture along with the vibrancy of their keycaps’ colors for a far longer time in comparison to ABS keycaps. Not only that but when it comes to PBT keycaps vs ABS, PBTs are definitely at an advantage with regard to their acoustic and tactile feedback, which is why you’ll find that all keyboard enthusiasts are diehard fans of PBT keycaps.

Why I Hate ABS Keycaps

I remember the first gaming keyboard I bought. It was a 60% wireless RGB mechanical keyboard with Jixian brown switches from a popular entry-level brand called Havit. Of course, I was greeted by ABS keycaps in white on a white keyboard. The typing experience was suboptimal, from the RGB lighting’s diffusion to the tactile feel of the keycaps themselves, and let’s not forget that shiny/glossy texture of the keycaps.

Why I Personally Use PBT Keycaps

A few months later, I made the switch to the Redragon Scarab A130 Pudding Keycaps in black, which were essentially translucent double-shot PBT keycaps. The result? Vastly improved aesthetics, sleek-looking contrasty effect of black keycaps on a white chassis, and enormously improved feel and texture of the keycaps themselves, and let’s not forget the highly improved acoustic feedback.  The best part? These keycaps haven’t worn away at all and are going to retain their quality feel and texture for several more years to come, if not forever. If that doesn’t convince you to switch your ABS keycaps out for PBT ones, I don’t know what will.  But if you ask me, it’s a no-brainer. PBT keycaps win every single time, hands down. [post_title] => I Prefer PBS Keycaps Over ABS For My Gaming Keyboard - And I Have A Good Reason! [post_excerpt] => If you’re particular about your Gaming Keyboards, you need to make the upgrade to PBT Keycaps immediately. [post_status] => publish [comment_status] => closed [ping_status] => closed [post_password] => [post_name] => i-prefer-pbs-keycaps-over-abs [to_ping] => [pinged] => [post_modified] => 2024-06-16 21:22:05 [post_modified_gmt] => 2024-06-16 16:22:05 [post_content_filtered] => [post_parent] => 0 [guid] => [menu_order] => 0 [post_type] => post [post_mime_type] => [comment_count] => 0 [filter] => raw ) ) Hellblade 2: 2023 Release Window Potentially Hinted In Game Pass Video

Hellblade 2: 2023 Release Window Potentially Hinted In Game Pass Video

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Surprise Release For 2023?

Hellblade: Senua’s Sacrifice was released nearly six years ago, and fans have been waiting to continue Senua’s journey since then. Back in 2019, Microsoft finally revealed Senua’s Saga: Hellblade 2 at The Game Awards.

Ninja Theory then released the first gameplay trailer in 2021 at The Game Awards, but not much has been revealed about the game since then. Hellbalde 2 still has no release date announced despite being announced nearly four years ago, but it looks like the game might be coming sooner than expected.

As noted by users on Twitter, the latest Game Pass advertisement is based on games that have already been released, like Doom Eternal, or games set to be released in 2023, like Starfield and Forza Motorsport.

However, Senua’s Saga: Hellblade 2 is also featured in the Game Pass ad, which could be a subtle hint that Ninja Theory is planning to release the game in 2023.

YouTube video


Though the advertisement has shown titles that are quite popular on the platform, like Grounded, Ghostwire: Tokyo, and Halo Infinite, the video also shows recent releases like Minecraft Legends and Hi-Fi Rush.

Moreover, titles like Redfall, Starfield, and Forza Motorsport are featured in the new Game Pass advertisement. These games, along with the other unreleased games in the video, have a release date of 2023, hinting at a 2023 release date for Senua’s Saga: Hellblade 2.

Hellblade 2 was recently shown last month as part of an Unreal Engine 5 demo. The short demo highlighted cutting-edge facial animation featured in the game. While Microsoft and Ninja Theory have been silent about the game, fans can expect a comprehensive look in June.

Microsoft is hosting a showcase for upcoming Xbox games next month. With the Game Pass video possibly teasing a 2023 release date, the Xbox games showcase could serve as the perfect opportunity to surprise audiences with an announcement.

Despite the potential tease, fans are suggested to take this with a grain of salt as huge titles like Starfield are coming in September. Forza Motorsport is also coming later in 2023, and it would not be ideal for Xbox to release Hellblade 2 with an already impressive line-up this year.

On the other hand, Microsoft previously experimented with surprise releases like Hi-Fi Rush. A similar approach to Hellblade 2 could surprise audiences and ensure that 2023 is remembered among the best years for the Xbox Series S|X line-up.

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