Posted by: xSicKxBot - 12-05-2020, 01:46 AM - Forum: Windows
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ElectionGuard’s innovative new uses
Last year, we announced ElectionGuard, our free and open-source technology to make elections more secure and, for the first time, to enable people to verify their votes were counted and not altered. Since then, we’ve achieved several important milestones including the release of the ElectionGuard software on GitHub, the announcement of our bug bounty program, and a successful pilot of ElectionGuard in a real election in Wisconsin earlier this year. We believe ElectionGuard has the potential to give people greater confidence in the security, reliability and results of future elections, and we expect to soon have more updates to share about ElectionGuard’s use in traditional voting systems. Today, I’d like to share an update on some projects where ElectionGuard is already being used in a variety of innovative ways.
Risk-limiting audits
We recently worked with VotingWorks, our nonprofit partner in the Wisconsin pilot, to incorporate ElectionGuard into Arlo, VotingWorks’ open-source auditing software. Arlo was used to conduct a risk-limiting audit in Inyo County, California, following the recent 2020 U.S. general election. A risk-limiting audit is a process election officials can use in paper ballot elections to efficiently confirm that, if a full hand count were performed, the same winner would be declared. By using ElectionGuard’s encryption in the audit process, VotingWorks was able to show a direct link between the election results and the audit results without compromising voter privacy.
House Democratic Caucus leadership elections
We were pleased to work with Markup – a technology provider that serves U.S. lawmakers – on a mobile app to facilitate remote voting for leadership of the House Democratic Caucus, chaired by Hakeem Jeffries (D-NY). Using the app, members of the Caucus successfully voted for their Caucus and committee leadership remotely through secret ballots. Votes cast using the app were encrypted with ElectionGuard’s homomorphic encryption, and Caucus officials were able to confirm that votes were correctly tallied. This was a great example of how ElectionGuard can be used in innovative ways to ensure a secure and verifiable voting process.
How did the app work? Caucus members used iPhones – which were issued to them and managed by the House IT staff – on which the app was installed. No personal devices could be used. Members were notified when it was time to vote, and the app took them through the choices one by one. At any time before submitting their vote, members could discard their ballots and start over.
Supporting the security of global elections
We designed ElectionGuard so that it can help provide enhanced security and verifiability across a range of voting solutions. For example, ElectionGuard supports voting systems that use paper ballots as the primary way to vote, as a backup or not at all. It is up to the voting officials responsible for the safety and security of their elections to determine the right voting solution for their jurisdiction and situation. Special circumstances, like the Covid-19 pandemic, create unique challenges for voting officials, and we believe ElectionGuard can support a range of innovative solutions that can address both long-term voter confidence in democratic elections and short-term innovative solutions that enable trustworthy voting – even in the midst of a global health crisis.
It is more challenging to secure systems that enable general-purpose voting entirely over the internet. The use of ElectionGuard in a system like this can help address some, but by no means all, of the security issues presented. There are, however, many issues a jurisdiction may choose to consider in adopting an election solution, and some democratic governments might conclude that internet voting is preferred because, for example, it enables a much greater percentage of the population to vote.
Neuvote, a Canadian company, has developed a hybrid mobile voting system in which voters connect to a remote ballot-marking device that enables them to cast and confirm a paper ballot from a smartphone or tablet while watching the process on their device. Each paper ballot cast is accompanied by an electronic vote record that Neuvote secured with ElectionGuard. Their system is designed so that the paper ballot can be tracked, audited and matched with the electronic tally. It was user tested at the recent “Future of Elections” conference in Brazil on November 15. At this event, Brazilian voters tested and provided feedback on online voting options that could potentially be deployed in future elections. How the voters and the Brazilian government react to these tests will be interesting to watch.
To note, InfernoRed has been an important partner on ElectionGuard projects, and has worked with Microsoft to support the work we’ve done with Markup and Neuvote.
The security and end-to-end verifiability of ElectionGuard presents an opportunity to provide voters with new confidence in the trustworthiness of all elections. ElectionGuard uses strong encryption to secure people’s votes and allows voters to confirm their votes were counted correctly. It also enables third parties like news organizations, political parties and third-party watchdogs to run verifiers to confirm results were accurately tabulated – all without revealing any individual’s vote. We look forward to announcing, soon, additional ways in which the voters in the US and other democracies will be provided with the voting confidence that ElectionGuard can ensure.
Fortnite has pulled off some pretty amazing crossovers recently, pulling in characters from the worlds of Marvel and Star Wars to create some interesting storylines.
The most recent season is focused on bounty hunters, which means plenty of Mando action for Star Wars fans. However, things have become even more interesting with the introduction of Kratos from the God of War series – and no, he’s not a PlayStation exclusive, which means you can control one of Sony’s most famous characters on your Nintendo Switch (or Xbox, for that matter). He costs a whopping 1500 V-Bucks, and if you’re playing on PS5, you’ll unlock the Armored Kratos Style outfit.
Yesterday, a Twitter account posted images of Master Chief fromHalo, which were initially considered to be fake – however, the fact that they were later pulled down has made some believe they’re legit and Chief is joining the party soon.
Kratos and Master Chief in Fortnite? No wonder people were rampantly speculating that a famous Nintendo hunter could be next…
The Animal Crossing: New Horizons-themed Switch (as pictured above in all its glory) has been a particularly hot product since it went on sale alongside the game back in March this year. It’s been tough to get your hands on them, through, with restocks popping up sporadically in different territories throughout 2020. Today it’s the UK’s turn!
Available for pre-order right now, a selection of Animal Crossing console bundles including this lovely livery is available from the official Nintendo UK Store — check out the options below. If you’ve been longing to get your mitts on this, supply is limited so we’d head over to the website sooner rather than later.
According to Nintendo, these pre-orders are being lined up for dispatch on Wednesday 9th December, so barring a total meltdown in the postal service (hey, 2020 has been a tough one for delivery personnel across the board — with the increase in holiday post, you can never be sure!), you should hopefully get your purchase in time for Christmas. Result!
Please note that some external links on this page are affiliate links, which means if you click them and make a purchase we may receive a small percentage of the sale. Please read our FTC Disclosure for more information.
Let us know if you managed to nab one of these Animal Crossing Switches. How we wish they sold the dock separately outside Japan!
Posted by: xSicKxBot - 12-05-2020, 01:45 AM - Forum: Lounge
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Call of Duty: Warzone Players Want A Christmas Celebration
Call of Duty: Warzone player Garry2206 was running to pick up a contract in lumberyard when he turned a corner and was blinded by the bright lights that lined the building in front of him. He could barely see the enemy in his peripheral. He was gunned down a few moments later.
"Christmas came early in lumberyard," they wrote on Reddit after getting killed. The lights were actually caused by a rendering bug and not anything related to old Saint Nick, but it's pushed players to imagine what Verdansk would look like during the holidays.
Infinity Ward and Raven Software went all out with jump scares, special skins, and a night time mode for Warzone's Halloween event, The Haunting of Verdansk. Players are hoping for something similar in December. They're asking Santa for a new limited-time mode, special Elf cosmetics, and even a candy cane melee weapon.
It’s been a while since we last spoke. I mean, it hasn’t been too long. We took a quick week off for holiday, but we’re back to the grind. There’s a bit to catch up on. Since the last TWAB, new Exotics have been discovered throughout Europa. Banshee has found new memories. The Deep Stone Crypt has been infiltrated. A dinosaur was sent into space.
Quite a few of you have been asking about raid statistics. It’s always fun seeing how many players took on the challenge for a completion during the first week. We dug through our databases and found some fun stats to share, and we’re happily surprised by how many of you completed your first ever Jacket Quest.
Day 1 Stats
Last Wish
Garden of Salvation
Deep Stone Crypt
Unique Raid Activity Clears
4
551
29,814
Launch +10 Days Stats
Last Wish
Garden of Salvation
Deep Stone Crypt
Unique Raid Activity Clears
3,555
33,152
258,049
Total Player Hours
2,185,983
2,807,504
7,156,651
Total Kills
338,667,495
446,461,881
1,100,488,566
Total Deaths
32,734,027
42,676,699
85,008,596
A final fun fact: Over 979,680 Guardians unlocked The Lament since the quest went live. That’s a LOT of sword damage.
Now that we’ve covered the time that’s passed, let’s get back to business.
Light Keepers – Charity Update!
Earlier this week we kicked off our Game2Give Light Keepers charity initiative and, to no one’s surprise, the Destiny community has shown up in force. At the time of writing this TWAB, you’ve already raised above $450k, and we’re still in the first week! Our overall goal is to raise $2 Million, and we’re well on our way.
If you’d like to chip in a few dollars for charity, head over this way to help out and donate. We have more Dawning concept art to share, and some lore readings from special guests once you break the $1 million donation mark!
$250k – Dawning 2020 Titan universal ornament concept art
(You’ve already smashed this milestone)
$500k – Dawning 2020 Warlock universal ornament concept art
$750k – Dawning 2020 Hunter universal ornament concept art
$1 million – Dawning 2020 Legendary Reward preview
Every $100k after reaching $1 million – Guest lore reading
For the full schedule of featured streamers, head on over to the Game2Give website to learn more.
Return of the Banner
With the raid done and dusted, Lord Saladin is ready to get Guardians back into the Iron Banner. This will be the first Iron Banner to feature Stasis powers, so we’re all excited for what’s to come.
For any New Lights out there, Iron Banner is a limited time 6v6 Crucible activity with Power-enabled combat. While artifact power is disabled, you’ll want to infuse and equip your most powerful gear before jumping in.
Similar to Control, there are three zones on the map for your team to capture. The more zones you hold, the more points you get when defeating Guardians. If your team is brave enough to capture all three zones, the opposing team will be locked out of capturing zones for a short duration. In other words, this is your time to shine while your enemies cower in fear.
To say it clearly, capping those zones is one of the most important things you can do. Stay close to your teammates, slay your enemies, and enjoy the spoils of victory!
Lord Saladin can be found in The Tower, offering Iron Banner bounties with pinnacle-powered rewards. If you’d like to adorn your Guardian in Iron Banner-themed loot, he’s got you covered. Two weapons from the first year of Destiny 2 have been reprised, now featuring random rolls! Additionally, the Iron Will armor set is making its return, updated to accept new combat mods.
Iron Banner begins at 9 AM on December 8, running through 9 AM on December 15.
Truth be told, you’ll be downloading an update right before Iron Banner becomes available. You know what that means? It’s time for a patch note preview.
It’s All in the Patch… Notes
December 8 can’t come soon enough. In just a few short days, next-generation enhancements will be coming to Destiny 2! In case you missed our next-gen article, here’s a quick refresher of the update coming next week:
Feature
Xbox Series X
PlayStation 5
Xbox Series S
Resolution
4K
4K
1080p
Framerate
60fps
60fps
60fps
120hz Crucible Support
Supported*
Supported*
Not Supported
Field of View Slider
Yes
Yes
Yes
Faster Load Times
Yes
Yes
Yes
Cross-Generation Play
Yes
Yes
Yes
Next-Generation Upgrade Free
Xbox Smart Delivery
Yes
Xbox Smart Delivery
For all details concerning our next gen enhancements, click here!
Destiny 2 Update 3.0.1 has quite a bit more under the hood. The team has been working on some bug fixes for issues found around launch, but we also have a few promises to keep. Let’s dig in.
Dungeons – Prophecy
The Prophecy Dungeon will be returning to Destiny 2 on December 8, 2020.
This endgame activity is free to all players.
Powerful rewards may be earned from each checkpoint once per week.
Players may complete the dungeon once per week to obtain a pinnacle-powered reward.
Previously featured weapon and armor rewards are available once more.
Destiny Companion App – Bounties
Beginning next week, players may acquire bounties from Destiny 2 vendors using the Destiny Companion App.
Bounties may only be acquired when players are Offline, In Orbit, or in The Tower.
This will be introduced through a Companion App update, which is planned for December 8, 2020.
Stay tuned to @BungieHelp for more on this Companion App update.
New Light – Resolved Issues
Fixed an issue with the New Light subclass quest where Ikora’s waypoint was suppressed.
Fixed an issue where veteran players with two characters of the same class were blocked from acquiring their subclasses.
Fixed an issue where a step on the New Light pursuit was not granting experience.
Fixed an issue where players who skip the Shotgun chest in the first mission did not receive Special ammo when the Shotgun was granted.
Monument to Lost Lights
Fixed an issue where the waypoint on the Exotic Archive Vendor continues to flash for players who own all Exotics.
Collections
Badges and Armor in Collections correctly select player’s class.
Fixed an issue where the UI would forget which page the player was on after previewing an item in Collections.
Fixed a bug where some new armor mods had incorrect sources listed in Collections.
Crucible
Updated the mercy rule for Control and Clash to prevent it from triggering too early in the match.
Fixed an issue where the “Survivor” medal could be awarded to players who were defeated during the round.
Fixed an issue where the “Untouchable” medal could not be earned.
Beyond Light Exotics
Icefall Mantle
Fixed a bug where the Icefall Mantle’s description did not mention the slow field it generates when activated.
Mask of Bakris
Improved the readability of the visual effects when another player wearing Mask of Bakris shifts directly toward you.
Updated the description string of Mask of Bakris’s perk to correctly describe its damage bonus, which applies only to combatants and affects all Arc weapon damage and all damage against slowed or encased enemies.
Additionally, fixed an issue where this damage bonus was applying to players who are slowed or encased in Crucible and Gambit.
Necrotic Grip
Fixed an issue where being killed by the effects of Necrotic Grip would show as being “Killed by the Architects.”
We’ll have a full list of patch notes ready to go on December 8 when the patch becomes avaailble for download. Speaking of availability…
Player Support Dream Team
With every patch, many of you ask what time you should set your alarm to in order to wake up for the fresh update. How long should you spend eating breakfast before hopping online? At what point should you shake your fists in the air because you forgot to set your console to auto update? Destiny Player Support has most of the answers we’re looking for. Some you may have to answer on your own!
This is their report.
UPDATE 3.0.1
Today, December 3, background maintenance for Update 3.0.1 will begin. Below is a timeline of events:
December 3, 10 AM PST (1800 UTC): Destiny 2 background maintenance for Update 3.0.1 begins.
December 3, 2PM PST (2200 UTC): Destiny 2 background maintenance for Update 3.0.1. completes.
December 8, 7 AM PST (1500 UTC): Destiny 1 and 2 maintenance for Update 3.0.1 begins.
December 8, 8 AM PST (1600 UTC): Players are removed from activities in Destiny 1 and 2 and won’t be able to log back in until 9 AM PST when Update 3.0.1 is available.
December 8, 9 AM PST (1700 UTC): Destiny 2 Update 3.0.1 is rolled out across all platforms and regions. Players can log back into Destiny 1 and Destiny 2 at this time. Ongoing maintenance is expected to conclude at 10 AM PST.
December 8 10 AM PST (1800 UTC): Destiny 1 and Destiny 2 maintenance is expected to conclude.
NEXT-GEN CONSOLES
When Update 3.0.1 releases on December 8, next-gen console users (Xbox Series X|S and PlayStation 5) will need to download the full-size game, regardless if they have been playing Destiny 2 since Beyond Light’s launch. This does not affect Xbox One, PlayStation 4, or Steam users. Pre-load will not be available for this patch – pre-loads are usually only available for expansion type patches and are not available for hotfixes or seasonal updates.
The estimated patch sizes for Update 3.0.1 based on platforms are as follows:
Xbox Series X|S 3.0.1’s patch download size: ~70.0 GB
PlayStation 5 3.0.1’s patch download size: ~67.0 GB
Xbox One 3.0.1’s patch download size: ~2.35 GB
PlayStation 4 3.0.1’s patch download size: ~2.09 GB
Steam 3.0.1’s patch download size: ~1.5 GB
Additionally, the updated Storage Requirements for Destiny 2 are as follows:
Platform
Destiny 2 Install Size
Free Space Needed to Update
Xbox Series X|S
70.0 GB
70.0 GB
PlayStation 5
67.0 GB
67.0 GB
PlayStation 4
70.78 GB
70.78 GB
Xbox One
65.7
65.7
PC
69.7 GB*
69.7 GB*
* PC: Destiny 2 install size may vary based on languages installed, size shown is maximum size possible.
UPCOMING RESOLVED ISSUES
Below is a list of some issues expected to be resolved with Update 3.0.1:
The lift tubes in the Warden of Nothing strike fully drain Super energy.
The “Wanted: The Fanatic” Triumph is not being awarded after defeating the Fanatic in the Forsaken campaign.
“The Hit List” Triumph is not being awarded after defeating all the Barons in the Forsaken campaign.
The holograms from looped emotes, such as the Luxurious Toast and Feline Fancy emotes, disappear and leave players in a static position after the first loop ends.
The Adored Sniper Rifle cannot be reacquired from the Collections.
KNOWN ISSUES
While we continue investigating various known issues, here is a list of the latest issues that were reported to us in our #Help Forum:
Players who are colorblind may have difficulties seeing trails in Wrathborn Hunts.
In the Last Wish raid, players will get the “Place Relic” prompt for Riven’s Heart even if they aren’t holding it.
The Binary System ornament for Symmetry disables enemy highlighting in seeker mode.
Some players are being forced to reacquire the Cryptolith Lure every time they launch the game.
Major enemies that drop Moon weapon parts aren’t spawning.
The Scourge of the Past armor can’t take Season of Arrivals mods.
The Strength of Memory Challenge can’t be completed.
Some icicles on the Rimed Ghost shell are black and don’t look like icicles.
The Lost Lament quest sometimes progresses inconsistently/not at all and sometimes needs to be abandoned and reacquired to continue.
Kills with the Jade Rabbit Exotic Scout Rifle no longer auto-refill its magazine.
The Halcyon Visage Exotic Sparrow takes shaders poorly.
The Selfie Emote functions poorly on ultrawide monitor setups.
The Wisdom of the Witch Triumph no longer counts progress.
Some players cannot progress past the first mission of A Guardian Rises.
The Drifter sometimes misgenders players in idle dialogue and Gambit dialogue.
Eris still has a Weekly Challenge for some players. This Weekly Challenge intentionally does not provide a Powerful reward.
Flawless Execution on the Way of the Wraith Hunter subclass has a delayed trigger.
Resetting Valor rank on step 4 of 5 on the Light Reforged Crucible quest prevents future Valor earned from being recorded for the quest.
Multiple ships have their rocket effects floating behind the ship model.
Shiver Strike Titan melee does not function with the Heavy Handed mod.
Collections go back to the main menu instead of to the previous section.
HDR isn’t working as intended.
We’re investigating player reports that their veteran dialogue has been replaced with new character dialogue.
For a full list of emergent issues in Destiny 2, players can review our Known Issues article. Players who observe other issues should report them to our #Help forum.
Don’t Fall for an Imposter
Since the Deep Stone Crypt raid went live, we’ve been watching numerous fireteams take on the challenge. For some, it was their first trip through pinnacle content in Destiny 2. Exploring new zones, encountering new bosses, and earning new loot is always exciting! For others, this was an opportunity to take things to the limit by taking on the challenge solo. Who needs a backpack?
Movie of the Week: Solo Slayer
Movie of the Week: Beneath the Ice
Movie of the Week: Band of Bro
If you’d like to throw your hat in the Movie of the Week ring, make sure to tag your video with #MOTW, submit it to the Community Creations page, and include any and all contributors to your video in the description.
Piecing Art Together
‘Tis always the season to celebrate the artists of our community. Whether it be an awesome cosplay build, a slick digital piece, or a handcrafted replica of a raid boss using plastic construction toys, we’re excited to celebrate it!
Art of the Week: Blocktraks-1
Art of the Week: Silence… and Squall
Art of the Week: Preparing for the Dawning
If you’d like to be featured, make sure to tag your creation with #DestinyArt wherever you happen to submit it! We frequently check Twitter, Instagram, and our very own Creations page for things to highlight.
That’s a wrap for this week. A bit to look forward to next week, and even more over the course of December. Thanks to that community art, I’ve just realized it’s almost time for the Dawning. More on that soon…
Next week will be our final TWAB of the year. We’re entering a period where many of our employees will be spending time with family, celebrating the end of a year, and recharging for what’s to come in 2021. We’ll still be around to respond to your feedback, process bug reports, and keep the servers running.
Now, it’s time for me to raid. Looking for a better roll on my Trustee scout rifle from the Deep Stone Crypt. Any suggestions?
Review: Empire of Sin – A Criminal Waste Of A Superb Premise
Romero Games’ Empire of Sin is an excellent premise for a turn-based strategy/management mash-up that sticks you in 1920s Chicago during the heyday of Al Capone and a host of other real-life gangster legends and charges you with building up your very own criminal enterprise. It’s an era that absolutely oozes atmosphere and one that we couldn’t wait to spend time in – however, it’s also currently bogged down by game-breaking bugs, poor performance and gameplay systems that should mesh well together but just haven’t been executed properly. It is, in short, a bit of a mess.
Starting out in the dog-eat-dog world of Empire of Sin, you’ll be invited to choose your protagonist from a generous roster of budding mobsters, each with their own backstory, perks and traits, before hitting the streets in your own personal bid for power. There’s a fantastic selection of characters to choose from here that includes the likes of good old Scarface himself as well as Dean O’Banion, Daniel McKee Jackson and a bunch of well-realised fictional choices all of whom have been impressively designed and voice-acted. For our playthrough, we jumped into the shoes of Frankie Donovan, an Irish ex-rebel and expert marksman who does a fantastic line in swearing at every single opportunity he’s given.
Once you’ve decided who to run with, the game gets down to showing you the ropes, giving you a whistle-stop tour of its many, many menus, introducing you to its management systems, RPG-lite elements and XCOM-style turn-based combat. First impressions here – although the tutorial does go on a bit – are good; there’s lots happening but none of it is too hard to grasp, and you’ll spend early hours wandering the streets in either a top-down or zoomed out overworld map view, smashing up local neighbourhood rackets and businesses owned by rival gangs in order to take them over for yourself. The brothels, casinos, speakeasies, hotels, breweries and safehouses that you can then turn these properties into each come with positive and negative aspects that affect the speed and volume of dollars you accrue.
And you’ll need plenty of dollars here as you shell out for various levels of security for each of your establishments, more refined ambience in your bars and brothels, stronger word-of-mouth to bring the punters in or to add new games to casinos and make sure the cops are well looked after so they turn a blind eye to your nefarious escapades. You’ll also need to hire goons to join you as you run around the streets of Chicago smashing up joints and muscling in on new territory. In order to hire said thugs, you’ll refer to the game’s black book, a rogue’s gallery of criminals, all of whom – in one of the game’s most interesting ideas – have relationships and history with one another. Move your cursor over each face in this wretched hive of scum and villainy and indicators appear on top of other mugs indicating personal links, whether it be lovers, friends or deadly foes. This system does a great job of making the game world seem alive and interconnected.
Once you’ve hired a few thugs, you’ll get down to the turn-based combat element of proceedings – an aspect of the game that’s initially exciting, atmospheric stuff full of swearing, spraying of Tommy Gun fire and suitably vicious melee attack animations all set to a consistently excellent Jazz soundtrack. However, this is also where the wheels start to come off this particular 1920s Cadillac Sedan.
The turn-based combat here is tediously average at best – when it decides to actually work properly at all. Enemy AI is pretty poor in general, running around in and out of cover, exposing itself to attacks, failing to take its chances and making completely nonsensical decisions with regards to where it positions itself. Even if you happen to accidentally run into a battle solo – something that happened to us consistently as our squadmates randomly broke themselves off from us before engagements – it’s absolutely possible, and more often than not quite easy, to take down an entire room full of rivals on your own. Not a good sign for the underlying strategic mechanics or the AI at work here, let’s face it.
Character models are also heavily overused; you’ll most often find yourself in a room full of clones, with the locations themselves not doing much to add variety as they too are repeated ad-nauseam. There are a nice selection of skills for each of your teammates to unlock as they level up, including automatic overwatch, extra turns upon successful kills, brutal frenzied melees that can be chained together and so on, but Empire of Sin dishes all of this stuff out too readily – at least on normal difficulty – and before long, turn-based engagements that should be thrilling, challenging and tense little stand-offs with rival factions become an absolute cakewalk. Indeed, we very quickly switched from being the negotiating type who’d accept a peaceful deal with local gangsters rather than start trouble into a fingers-in-your-face, don’t-talk-us-or-we’ll-stab-you sort of criminal crew, rocking around town drenched in blood.
Things really do unravel quite quickly here in terms of challenge, and it’s not just with regards to the massively repetitive combat. All of the various aspects of management – there are tons of them and they’re all presented in terribly busy menu screens that are painfully difficult and time-consuming to parse – begin to expose themselves as completely unnecessary. Why bother to take your time to tinker with minute aspects of your empire when all you really need to do is ransack, kill and bully, take everything and pump all of the money into your properties ASAP so nobody dares come near them? You can, in fact, go one better and just cut off the head off whatever snake happens to be attempting to bite you at any given time; head straight for the boss of whatever family you’re dealing with and sack them off, take what they own and lock a district down. It’s pretty easy to do, even with a low-level crew.
All of these problems are pretty damning, but we’d still be willing to overlook many of them, still willing to sit down and have fun, just because the era itself and the characters which exist in it are so compelling. But then the bugs creep in. The constant performance problems enter the fray with stuttering, pausing, crashing, glitching and just straight-up not responding. This Switch version of Empire of Sin looks pretty decent, all-told; graphically it’s been downgraded, there’s plenty of blur and pixelation and low-resolution textures, but nothing we wouldn’t expect in order to get a game of this scope and scale running on Nintendo’s console. However, we eventually reached a point where even our superhuman reserves of patience were tested to their absolute limit.
We endured several crashes to the console’s home screen that meant we had to reload back to an earlier point in our campaign – a big annoyance in a game of this type – as well as numerous full-on freezes that required a restart. We also pushed on through broken animations that saw our gangsters skate around combat engagements rather than move their legs and waited for egregiously long periods of time for members of our team to perform an action once we’d chosen it.
Things really can get pretty choppy here with fights slowing to a crawl as the game struggles to keep up with itself. However, Empire of Sin then started to refuse to respond properly at all, allowing us to move units around a fight well enough but not to make an attack or any other action. We started to skip turns and put our goons into overwatch in order to try to snap them out of it but, in the end, we had to give up on the entire affair as it wasn’t letting us finish fights unless we just stood around and let ourselves die – not ideal in a game with permadeath.
A day-one patch for Empire of Sin has been released already – unfortunately, the most pressing of the issues we detailed above happened after we applied it, and we’ve been assured by Romero Games that multiple other fixes and patches are incoming. However, at this point in time, it’s pretty much impossible to recommend you jump into this one. There’s so much promise here; it’s such a good idea, such a neat meshing together of genres, and we love that black book nemesis-style mechanic, the hugely atmospheric sit-downs with rival bosses and the excellent soundtrack, but it really is all pretty broken and botched as things stand at the moment.
Beyond the bugs too, the management mechanics are too easy to game. There are lots of aspects to running your own empire but most of them are just far too easy to ignore. The turn-based combat needs a lot of work to make it feel genuinely engaging. Overall, this one is a fantastic idea that we dearly want to love, but as things stand, it would be criminal of us to recommend you jump in.
Conclusion
Empire of Sin is undoubtedly an excellent idea, a clever meshing together of management sim and turn-based tactical action that’s set in a hugely compelling era of Chicago’s criminal history. There are some cool mechanics here, too; the well-executed overworld map of the town, the gangster black book with its complex relationships and those tense sit-downs with rival ganglords. However, all of this promise is held back by copious technical problems, game-breaking bugs and management and combat systems that feel half-baked and scrappy. There are more patches and updates planned and we desperately would like to see this one sort itself out but, as things stand, it’s virtually impossible to recommend – and it remains to be seen if future updates can bash it into shape.
Hotshot Racing: Big Boss Bundle DLC Available Now for Free
Summary
Free new DLC Big Boss Bundle available now for Hotshot Racing
Available with Xbox Game Pass, play Hotshot Racing and the new DLC today
New Barrel Barrage mode adds explosive barrels to the mix and four new high-speed circuits now in Boss Level Grand Prix
Available with Xbox Game Pass, Hotshot Racing is the blisteringly fast, arcade racing game from Curve Digital, Sumo Nottingham, and Lucky Mountain games released this past September that takes the iconic arcade racing formula of the 90s and updating it for the modern generation.
Now it’s time to make your gameplay explosive with the Big Boss Bundle! With even more content for all you drift-lovers out there, the new DLC includes four colorful new tracks, a new Grand Prix championship, and a new game mode: Barrel Barrage.
Barrel Barrage Mode
Take Hotshot Racing’s trademark breakneck speed and add explosive barrels to the mix. Launched from the rear of your vehicle, the barrels explode on contact with other racers’ cars, inflicting damage and making each dash for the checkered flag more perilous.
Boss Level Grand Prix
You can now expand the roster of championships in Hotshot Racing with the Boss Level Grand Prix including four new high-speed circuits – 8 Ball Highway, Cargo Chaos, Frozen Freeway, and Surf City – each with visually arresting vistas to zip past. All game modes, including Barrel Barrage, are available across all tracks introduced in the Boss Level Grand Prix
Since launch, Sumo Digital Nottingham and Lucky Mountain Games have pulled out all the stops, addressed your feedback and kept the game up to date with constant patches across all platforms. This includes increased car speed across Normal, Hard and Expert modes, improved multiplayer lobby functionality, controller detection fixes for the PC version of the game and more.
Featuring fast paced full-contact racing gameplay and visuals inspired by arcade hits of racing games past, Hotshot Racing is available now with Xbox Game Pass on Console and PC.
To keep up to date on Hotshot Racing news follow us on Twitter or subscribe to our YouTube channel!
It’s time to get back on the track!
Hotshot Racing
Curve Digital
☆☆☆☆☆53
★★★★★
$19.99$13.39
Xbox Game Pass
Free new DLC! The Big Boss Bundle brings thrilling DLC to Hotshot Racing for free! New mode Barrel Barrage delivers the most incendiary action yet, while the Boss Level Grand Prix introduces an expanded selection of rapid racetracks. Hotshot Racing is a blisteringly fast arcade-style racing game fusing drift handling, razor-sharp retro visuals and an incredible sense of speed to create an exhilarating driving experience. Developed by racing game veterans SUMO Nottingham and Lucky Mountain Games, Hotshot Racing is an all-new driving experience which revives the classic arcade gameplay of the 90s and thrusts it into the modern era. 16 racing circuits provide the twists, turns and straights conducive to searingly quick racing. Take in coastal, jungle, alpine and Las Vegas desert environments, with each course modelled with the most vivid colours and blue skies for miles. Time Trial and Grand Prix modes cater to those who like to compete in classic racing formats, while ‘Cops and Robbers’ and ‘Drive or Explode’ modes offer exhilarating new ways to play. Each mode is available in single-player, four-player split-screen and eight-player online, while Time Trial is single-player only. Single-player modes run at a blistering 60FPS to deliver one of the fastest depictions of racing possible. Smash lap records to rise-up the global online leaderboards or download ghost laps to match your racing lines against the very best.
Dead Cells surpasses 3.5 million sold ahead of second DLC announce
Motion Twin’s vibrant roguelike Dead Cells has officially sold more than 3.5 million copies across all platforms, a milestone that comes a little over two years since it emerged from early access back in 2018.
The team revealed this latest achievements alongside news that it plans to launch Dead Cells‘ second DLC, Fatal Falls, in early 2021.
Dead Cells launched for PC, PlayStation 4, Xbox One, and Switch back in 2018. In the years since, the team has also rolled out mobile versions for iOS and Android, a process the porting team at Playdigious detailed in detail in a Gamasutra story last year.
All in all, this makes for around 1 million total sales in the last year or so given that the Dead Cells crossed the 2.4 million sales mark back in September 2019 thanks in no small part to its ‘ridiculous’ reach on Switch.
Blog: Key ingredients for compelling video game characters
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Gamasutra: Natalie Mikkelson’s Blog – Key Ingredients For Compelling Video Game Characters
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One of the biggest struggles of a narrative designer in games is creating strong characters when they have such limited showtime and script. Movies and cinematic cutscenes give writers a certain control over how we see characters act, but how do we handle character building in less story-centric and less narrative-driven games?
What we lack in dialogue and action, we need to make up for with a depth that helps characters shine during the limited airtime they do get. So firstly, what actually makes a character, a character?
Motivation
Character: The mental and moral qualities distinctive to an individual
Behaviours, habits, mannerisms… these are what we see most obviously in characters, but where is it exactly that these qualities originate from? Characters are much more than a set of characteristics; they have wants, needs and fears that drive them. So when it comes to writing stories, we need to begin with the motivation that builds the foundation of that story. For this, we have two simple ingredients:
Intensity of wanting something
Something standing in the way
It is conflict that all stories are based upon, and conflict that should drive a character.
What does your character want? What stands in their way?
Player Relationship
Players have a special relationship with protagonists in video games, unique from other mediums. Avatars are the characters that we want to be, to project ourselves into. As game designers, we can utilise this chance to create something more intimate, as a roleplaying vessel to play as. This can be via:
An ideal fantasy – For example, roleplaying as a spy or princess. This is something we can never be, something amazing and beyond our reach in real life, but oh so fun to taste the power of it in a fantasy world.
A blank slate – Sometimes known as silent protagonists, these characters have no notable characteristics or backstory. By giving the player less detail and complete customisation over their character, we give them more opportunity to project themselves onto their avatar.
A combination of the above
Of course, a blank slate is what it is: Blank. Therefore, much of the character building in this article will only apply to side characters and protagonists with established characters. When it comes to a blank slate, we need to hold back on personality traits and leave the player more control over who they’re playing as. I struggled with Fallout 4 because my character had a voice, and it wasn’t who I wanted it to be. In previous Fallout games where my avatar was mute, I could imagine my own ideal persona for my character without having that illusion shattered.
We need to remember to maintain this roleplay and character-player connection. They should share pain (more on this in my immersion article!), victory, knowledge, surprise and learning together. So, for example, the player shouldn’t be able to magically see enemies hiding and waiting to surprise the protagonist in a prior cutscene. And vice versa, the protagonist shouldn’t already know a twist before the player learns of it either. When we do these things, we break that roleplay connection. On the other hand, even the simple act of the protagonist levelling up and unlocking new moves as the player themselves masters the game alongside them is a bond in itself. You’re in it together.
Are there any imbalances between the player’s knowledge and the protagonist’s? By starting the game in an environment new and unknown to the protagonist, the player can learn and explore together along with them, without disadvantage over one another. Just beware of using cliches (*cough* memory loss!).
Three Dimensional Character
Good characters are often described as three-dimensional. They’re complex and unique, with fully developed lives, attitudes, and weaknesses. We need realistic characters to help immerse us in a game’s world, engage our emotions, and motivate us to share their goals. However we can avoid ‘flat’ characters by breaking them down into their physical, sociological and psychological dimensions.
Physical
This is everything that makes up the physical body of your character: Their appearance, race, gender etc. Physical traits may even affect a character’s story or lot in life, for example being shunned from society as a mutant or facing hardship from prejudice. Just be careful not to stereotype a character’s appearance to fit their story.
Sociological
Think of this as the hard facts about a character’s story and environmental factors: Their culture, history, upbringing. This includes where they have come from and where they are now, and how these past and present factors have molded their present character.
Psychological
This is how we see the character act and react: Their view of the world, opinions, attitudes, actions. It’s important to remember that a character does not know themselves: their emotions and character are revealed through action and the paths they choose, largely during hardship. The true psychological dimension of a character is revealed when the character takes off their comfortable mask in a crisis. In other words, when us writers fuck everything up for them.
Which we will do.
A lot.
Self awareness is boring and, frankly, unrealistic. Characters should never explain themselves, their emotions or their behaviour, because they shouldn’t know their psychological dimension much better than the player does.
At the end of this article, I’ll share a checklist of questions I commonly use when building characters and their three dimensions, but until then…
Our job as narrative designers is to compel the player, to make them like a character… Or alternatively, if the character is a complete asshole, make the player mesmerised by them. As previously mentioned, by seeing a character change, by seeing them in crisis, we see a true depth that allows us to empathise with their struggles. As writers, we have to be horrible to our characters to find out who they really are. And that’s where growth and development come in.
Story must move forward. If it doesn’t progress, it’s not a story. But when the story moves forward, the characters must change with it. This is what fuels the forward momentum of a story: If the protagonist starts down in the gutter, make them rise up and find courage. If the protagonist starts high and proud, tear them down to the ground. It is when we’re forced to face conflicts and obstacles that we have to grow. This can be physical challenges and rivalries, or mental battles and moral dilemas. We can use every one of these incidents to reveal depth of character and learn truths about them that even they don’t know themselves.
Now, this is all very useful for a heavy game narrative but, outside of the main story, how can we reflect growth in gameplay? Unlockable combat stances, ballsier battle cries and dialogue barks, and increasingly impressive armour can be a brilliant way to reflect a growth of character without having to rely on cutscenes and linear story. It’s gradual, it’s subtle, and we’re constantly absorbing and acknowledging these changes as we play. But we can also add smaller reinforcements from NPC reactions to the player: Remarks on their actions, rumours of effects on the world from the things that they’ve done, and recognition of their name. All of it reflects one satisfying thing: Progression.
What skills or insight is lacking in a character, and what room for growth is there? What setbacks can we match to these moments of growth? And at what cost does this growth come?
A Worthy Antagonist
Let’s not forget one thing: Bad guys are people too.
It shouldn’t just be the protagonist that grows; equally the antagonist needs to advance along with them, both in character and gameplay level. A story is only interesting if the rivals are evenly matched, therefore the antagonist should be very capable of beating the protagonist every step of the way with increasingly powerful minions, moves and weapons. And to keep the narrative compelling? Their character must be as strong and fleshed out as the protagonist’s too.
Bad guys are usually a large part of a story’s motivation, and that motivation must be strong to make us actually care. We can have enemies so evil that we love to hate them, but we can also have greyer enemies we might begrudgingly cheer against while silently rooting for their own redemption. Let’s take the Turks from FFVII for example, they show glimpses of humanity, of remorse and brotherhood; qualities that remind us they’re not just drones. And they’re just… so damn cool.
Antagonists should be equally as developed as protagonists, despite less screen time. Give them a tragic flaw. Reflect their personality and actions via NPC ambient gossip, their treatment of victims, the architecture of their lair, and their minions in their mannerisms, phrases and actions.
Unexpected Emotion
Humans are complicated beings, and we’re also pretty screwed up and confused, like, all the damn time. Characters don’t know themselves, and they don’t necessarily always react how the audience expects. Trauma, fear, bereavement, general suffering can, unsurprisingly, do weird things to a person.
But when characters react the opposite to how we expect, it can also be all the more emotionally powerful, surprising and attention-grabbing. For example, a tough character finally breaking down and falling to pieces under pressure or fear. Or irrational anger at a dead loved one for ‘leaving’. These unexpected behaviours can allude us to exactly how deeply affected and vulnerable a character is, despite appearances.
One of my recent favourite Star Trek episodes, ‘One’, sees the tough and together Seven Of Nine have a bit of a breakdown as she finds herself alone on the ship with a psychopath. The build-up of a strong unshakable character is all the more powerful when they finally are shaken enough to just lose their absolute shit. Let emotions explode in weird ways and the results might pleasantly surprise you.
Unexpected emotion and outbursts should be used sparingly and never forced. Otherwise… well, they’re not so unexpected. They need to be suppressed and built up… then you can let it explode for maximum impact, like a big ‘ol sparkly bomb of tears and hysteria.
The obvious moments to exercise unexpected emotion are after the deaths of companions or side characters. But, alternatively for non-linear games, we can have characters act unexpectedly in difficult times such as the run-up to an ultimate boss. Find (very) rare gameplay moments when characters are really pushed to their limits.
Do, don’t say
Backstory is dull. It’s all too easy to shove backstory down the player’s throat in a three-page long monologue, but this more often than not only results in a loss of immersion and detachment from the player. If something happened to someone or was important to their past, don’t talk about it: show it in a flashback. If the player sees it vicariously for themselves, they can form an actual emotional attachment along with the protagonist as opposed to passively hearing it third hand.
Take the Last Of Us. Joel’s past isn’t forced on us through unnatural speeches and clunky throwbacks. Instead, we get to live his memory out ourselves in the game’s prologue. And it works beautifully. So make it personal, and make the player witness what makes an antagonist so evil or how deeply the protagonist loves another.
Of course, we don’t always have to use long, grand flashbacks to convey a character’s memories, not to mention we don’t always have the functionality in some types of games. But we can still sprinkle the backstory of characters throughout their actions and current habits, for example, becoming nervous or enraged in certain places, or not wanting to talk about certain things. They could even hold a keepsake from a loved one, with an uncharacteristic protectiveness over it.
It’s always better to show little than to reveal too much: Just because a character has a backstory, doesn’t mean we are obliged to tell it. Mystery can be far more powerful, and all it takes is a few seeds. Alternatively? Save reveals for later, after you’ve made the player want to know more.
Character Building Checklist
I always find that scribbling down the answers to a few key questions for my characters really solidifies exactly who they are in my head and makes them really come to life. Once I’ve established these little details, I write up some dialogue for them just to get a good feel of how they’d typically react to stuff (even just dialogue barks, for example, victory barks).
Name and nickname – why are they called this?
What is their goal?
Their motivation?
What is their backstory vs present story?
What do they look like
What is their disposition
Where do they live
What do they eat
How do they dress
Any major experiences or traumas?
Any failures or internal conflicts?
How was their childhood?
What are their ruminations?
What are their obsessions?
What are their fears?
What are their flaws?
What are their strengths?
What is their happy place?
Are they in love?
Do they have any medical conditions?
What are their hobbies?
What are their friends like?
What are they embarrassed by?
What do they believe in?
What makes them relatable?
Further Reading
I hope the pointers mentioned in my article help to strengthen your characters like they have my own! Obviously, human beings are pretty complex subjects so there’s a hell of a lot more ground we can cover when writing good characters in games. Next up, I’ll be expanding on archetypes and character relationships that add richness to squadmates with the least airtime: companions. You can follow along here on Gamasutra or on my personal blog. Thanks for reading!
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Secretlab Gaming Chairs Are Discounted In Big Christmas Sale
With everyone spending more time at home lately, it's not a bad idea to invest in a quality desk chair. And if you also happen to game rather extensively, a dedicated gaming chair is the ideal choice. Secretlab is arguably the most well-known gaming chair manufacturer, but its chairs can also be quite pricey. Right now, you can save a decent chunk of change on Secretlab's 2020 lineup of chairs during its Christmas sale.
The vast majority of Secretlab's Prime 2.0 PU leather and SoftWeave fabric models are on sale for $40 off. If you opt for the more expensive NAPA leather, you'll save $100 on your order. You'll want to double-check the shipping date if you are in fact buying the chair as a Christmas gift. Most of the chairs, including standard Omega and Titan models, won't ship until after the holidays--Secretlab is experiencing understandable delays due to the pandemic.
We've rounded up some of our favorite Secretlab gaming chairs featured in the sale. It's worth noting that Secretlab has two different sizes when it comes to chairs: Omega and Titan. Omega chairs are designed for people 5'11" tall and under 240 pounds, while Titan chairs are designed for taller people thanks to a larger backrest. Secretlab's Christmas sale runs all the way up to December 25, so you have some time to take advantage of these discounts.