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  ODIN 2 Synthesizer VST
Posted by: xSicKxBot - 10-28-2020, 08:24 PM - Forum: Game Development - No Replies

ODIN 2 Synthesizer VST

Recently updated, today we are checking out the free and open source ODIN 2 synthesizer. It is built on top of the JUCE audio framework (also open source). ODIN 2 is described as:

Ever dreamt of a kickass synthesizer which is available on every platform? With a deep synthesis engine, endless modulation capabilities and it is literally for free? Look no further, Odin’s got you covered!

The sound of this 24-voice polyphonic beast will take you from your studio right to Valhalla. Earth shattering basses, exquisite leads or mad FX, Odin’s got them all! Use the classic sound of analog waveforms – or draw your own. High quality emulations of legendary analog filters like the Moog-ladder or the Korg-35 further shape your signal. Round your sound off with four onboard FX, or get crazy with modulation. There’s much to discover in Odin 2.

The source code for Odin 2 is available on GitHub under the GPL 3 open source license. Odin 2 is available for Windows, MacOS and Linux operating systems and is implemented as an VST compatible with most modern DAWs. If you are looking for a DAW to host Odin 2, check out our coverage on Reaper, LMMS, Mixcraft or ZRythm.

You can check out Odin 2 in action in the video below.






https://www.sickgaming.net/blog/2020/10/...sizer-vst/

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  Microsoft - Cyberattacks target international conference attendees
Posted by: xSicKxBot - 10-28-2020, 08:24 PM - Forum: Windows - No Replies

Cyberattacks target international conference attendees

Today, we’re sharing that we have detected and worked to stop a series of cyberattacks from the threat actor Phosphorous masquerading as conference organizers to target more than 100 high-profile individuals. Phosphorus, an Iranian actor, has targeted with this scheme potential attendees of the upcoming Munich Security Conference and the Think 20 (T20) Summit in Saudi Arabia. The Munich Security Conference is the most important gathering on the topic of security for heads of state and other world leaders, and it has been held annually for nearly 60 years. Likewise, T20 is a highly visible event that shapes policy ideas for the G20 nations and informs their critical discussions.

Based on current analysis, we do not believe this activity is tied to the U.S. elections in any way.

The attackers have been sending possible attendees spoofed invitations by email. The emails use near-perfect English and were sent to former government officials, policy experts, academics and leaders from non-governmental organizations. Phosphorus helped assuage fears of travel during the Covid-19 pandemic by offering remote sessions.

We believe Phosphorus is engaging in these attacks for intelligence collection purposes. The attacks were successful in compromising several victims, including former ambassadors and other senior policy experts who help shape global agendas and foreign policies in their respective countries.

 Flow of a typical Phosphorus attack in this campaign

Figure 1: Flow of a typical Phosphorus attack in this campaign

This activity was uncovered by Microsoft’s Threat Intelligence Information Center, or MSTIC, which tracks the world’s nation-state and cybercrime actors so we can better protect our customers. MSTIC is also critical to the work of our Defending Democracy Program, powering our AccountGuard threat notification service available in 30 countries worldwide and fueling the intelligence we share to help keep elections secure. We build new protections into our products regularly based on the threats MSTIC uncovers.

We’ve already worked with conference organizers who have warned and will continue to warn their attendees, and we’re disclosing what we’ve seen so that everyone can remain vigilant to this approach being used in connection with other conferences or events.

We recommend people evaluate the authenticity of emails they receive about major conferences by ensuring that the sender address looks legitimate and that any embedded links redirect to the official conference domain. As always, enabling multi-factor authentication across both business and personal email accounts will successfully thwart most credential harvesting attacks like these. For anyone who suspects they may have been a victim of this campaign, we also encourage a close review of email-forwarding rules in accounts to identify and remove any suspicious rules that may have been set during a successful compromise.

We are also sharing the indicators of compromise (IOCs) observed during these activities. We encourage IT teams to implement detections and protections to identify possible prior campaigns and prevent future campaigns against their users. These indicators include phony email accounts and domains or websites used to steal victims’ credentials.

INDICATOR   TYPE   DESCRIPTION  
t20saudiarabia[@]outlook.sa  Email Masquerading as the organizer of the Think 20 (T20) conference
t20saudiarabia[@]hotmail.com   Email Masquerading as the organizer of the Think 20 (T20) conference
t20saudiarabia[@]gmail.com  Email Masquerading as the organizer of the Think 20 (T20) conference
munichconference[@]outlook.com   Email Masquerading as the organizer of the Munich Security Conference
munichconference[@]outlook.de   Email Masquerading as the organizer of the Munich Security Conference
munichconference1962[@]gmail.com  Email Masquerading as the organizer of the Munich Security Conference
de-ma[.]online Domain Domain used for credential harvesting
g20saudi.000webhostapp[.]com Subdomain Subdomain used for credential harvesting
ksat20.000webhostapp[.]com Subdomain Subdomain used for credential harvesting

As we noted in our recent Digital Defense Report, nation-state cyberattackers routinely pursue think tanks, policy organizations and governmental and non-governmental organizations, seeking information that an attacker can use for their benefit. We will continue to use a combination of technology, operations, legal action and policy to disrupt and deter malicious activity, but nothing replaces vigilance from people who are likely targets of these operations.

Tags: , , , , ,



https://www.sickgaming.net/blog/2020/10/...attendees/

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  Fedora - What’s new in Fedora 33 Workstation
Posted by: xSicKxBot - 10-28-2020, 08:24 PM - Forum: Linux, FreeBSD, and Unix types - No Replies

What’s new in Fedora 33 Workstation

Fedora 33 Workstation is the latest release of our free, leading-edge operating system. You can download it from the official website here right now. There are several new and noteworthy changes in Fedora 33 Workstation. Read more details below.

GNOME 3.38


Fedora 33 Workstation includes the latest release of GNOME Desktop Environment for users of all types. GNOME 3.38 in Fedora 33 Workstation includes many updates and improvements, including:

A new GNOME Tour app


New users are now greeted by “a new Tour application, highlighting the main functionality of the desktop and providing first time users a nice welcome to GNOME.”

The new GNOME Tour application in Fedora 33

Drag to reorder apps


GNOME 3.38 replaces the previously split Frequent and All apps views with a single customizable and consistent view that allows you to reorder apps and organize them into custom folders. Simply click and drag to move apps around.

GNOME 3.38 Drag to Reorder

Improved screen recording


The screen recording infrastructure in GNOME Shell has been improved to take advantage of PipeWire and kernel APIs. This will help reduce resource consumption and improve responsiveness.

GNOME 3.38 also provides many additional features and enhancements. Check out the GNOME 3.38 Release Notes for further information.


B-tree file system


As announced previously, new installations of Fedora 33 will default to using Btrfs. Features and enhancements are added to Btrfs with each new kernel release. The change log has a complete summary of the features that each new kernel version brings to Btrfs.


Swap on ZRAM


Anaconda and Fedora IoT have been using swap-on-zram by default for years. With Fedora 33, swap-on-zram will be enabled by default instead of a swap partition. Check out the Fedora wiki page for more details about swap-on-zram.


Nano by default


Fresh Fedora 33 installations will set the EDITOR environment variable to nano by default. This change affects several command line tools that spawn a text editor when they require user input. With earlier releases, this environment variable default was unspecified, leaving it up to the individual application to pick a default editor. Typically, applications would use vi as their default editor due to it being a small application that is traditionally available on the base installation of most Unix/Linux operating systems. Since Fedora 33 includes nano in its base installation, and since nano is more intuitive for a beginning user to use, Fedora 33 will use nano by default. Users who want vi can, of course, override the value of the EDITOR variable in their own environment. See the Fedora change request for more details.



https://www.sickgaming.net/blog/2020/10/...rkstation/

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  News - No More Heroes 1 & 2 Are Both Available Now On Switch
Posted by: xSicKxBot - 10-28-2020, 08:24 PM - Forum: Nintendo Discussion - No Replies

No More Heroes 1 & 2 Are Both Available Now On Switch

No More Heroes

We’ve still got a long wait for No More Heroes 3, as it’s not coming to Switch until 2021, thankfully all is not lost if you are itching to play a bit of Travis Touchdown on Switch as the first two No More Heroes games, No More Heroes and No More Heroes 2: Desperate Struggle, which originally launched for the Wii console, have stealth dropped on to the Switch eShop today.

Do you have fond memories of these classic games brought to us by the enigmatic Suda 51? Let us know if you plan to pick up one or both of these today with a comment below.



https://www.sickgaming.net/blog/2020/10/...on-switch/

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  News - Bravely Default 2 Preorders Are Live For Nintendo Switch
Posted by: xSicKxBot - 10-28-2020, 08:24 PM - Forum: Lounge - No Replies

Bravely Default 2 Preorders Are Live For Nintendo Switch

The Bravely series proved to be one of the most impressive new IPs developed for Nintendo 3DS, and Square Enix will continue the saga with Bravely Default 2 on Nintendo Switch. During a new Nintendo Direct Partner Mini presentation, Nintendo revealed that Bravely Default 2 will release on February 26, 2021. The upcoming RPG was originally slated to arrive sometime this year, but at this point it's not surprising Bravely Default 2 will miss that window. Still, Square Enix's next JRPG is only months away, and you can preorder Bravely Default 2 now at multiple retailers.

Despite its name, Bravely Default 2 is the third entry in the series. Bravely Default released in North America in 2014 and was followed up by Bravely Second: End Layer in 2016. Both games featured the same heroes and were set in the same world.

Continue Reading at GameSpot

https://www.gamespot.com/articles/bravel...01-10abi2f

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  (Indie Deal) Tropico 6, Assassin's Creed, Aquanox, Anno, Disney, GalaQuiz
Posted by: xSicKxBot - 10-28-2020, 01:41 PM - Forum: Deals or Specials - No Replies

Tropico 6, Assassin's Creed, Aquanox, Anno, Disney, GalaQuiz

Tropico 6 at 52% OFF | IndieGala Crackerjack Steam Deal
[www.indiegala.com]
? Prove yourself as a feared dictator or peace-loving statesman on the island state of Tropico!
https://youtu.be/SQlH-TOsAcA
Assassin's Creed Franchise Sale (EMEA ONLY), up to -85%
[www.indiegala.com]
Anno Franchise Sale (EMEA ONLY), up to -75%
[www.indiegala.com]
Disney Nostalgia Sale, (EMEA ONLY), all titles -75%
[www.indiegala.com]

The 220th GalaQuiz will be LIVE soon, win up to $50:dollars: in GalaCredit!
[www.indiegala.com]
The GalaQuiz will take place in less than 15 minutes from this announcement Check back daily for a new quiz, part of the Movie Trivia Quiz Event

Stay Inside, Stay Safe and Enjoy Good Games.
Check out IndieGala on Twitter, YouTube & Facebook[www.facebook.com]


https://steamcommunity.com/groups/indieg...2396407357

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  gRPC performance improvements in .NET 5
Posted by: xSicKxBot - 10-28-2020, 01:40 PM - Forum: C#, Visual Basic, & .Net Frameworks - No Replies

gRPC performance improvements in .NET 5

Avatar

James

gRPC is a modern open source remote procedure call framework. There are many exciting features in gRPC: real-time streaming, end-to-end code generation, and great cross-platform support to name a few. The most exciting to me, and consistently mentioned by developers who are interested in gRPC, is performance.

Last year Microsoft contributed a new implementation of gRPC for .NET to the CNCF. Built on top of Kestrel and HttpClient, gRPC for .NET makes gRPC a first-class member of the .NET ecosystem.

In our first gRPC for .NET release, we focused on gRPC’s core features, compatibility, and stability. In .NET 5, we made gRPC really fast.

gRPC and .NET 5 are fast


In a community run benchmark of different gRPC server implementations, .NET gets the highest requests per second after Rust, and is just ahead of C++ and Go.

gRPC performance comparison

This result builds on top of the work done in .NET 5. Our benchmarks show .NET 5 server performance is 60% faster than .NET Core 3.1. .NET 5 client performance is 230% faster than .NET Core 3.1.

Stephen Toub discusses dotnet/runtime changes in his Performance Improvements in .NET 5 blog post. Check it out to read about improvements in HttpClient and HTTP/2.

In the rest of this blog post I’ll talk about the improvements we made to make gRPC fast in ASP.NET Core.

HTTP/2 allocations in Kestrel


gRPC uses HTTP/2 as its underlying protocol. A fast HTTP/2 implementation is the most important factor when it comes to performance. Our gRPC server builds on top of Kestrel, a HTTP server written in C# that is designed with performance in mind. Kestrel is a top contender in the TechEmpower benchmarks, and gRPC benefits from a lot of the performance improvements in Kestrel automatically. However, there are many HTTP/2 specific optimizations that were made in .NET 5.

Reducing allocations is a good place to start. Fewer allocations per HTTP/2 request means less time doing garbage collection (GC). And CPU time “wasted” in GC is CPU time not spent serving HTTP/2 requests.

.NET Core 3.1 memory graph

The performance profiler above is measuring allocations over 100,000 gRPC requests. The live object graph’s sawtooth shaped pattern indicates memory building up, then being garbage collected. About 3.9KB is being allocated per request. Lets try to get that number down!

dotnet/aspnetcore#18601 adds pooling of streams in a HTTP/2 connection. This one change almost cuts allocations per request in half. It enables reuse of internal types like Http2Stream, and publicly accessible types like HttpContext and HttpRequest, across multiple requests.

Once streams are pooled a range of optimizations become available:

There are many smaller allocation savings. dotnet/aspnetcore#19783 removes allocations in Kestrel’s HTTP/2 flow control. A resettable ManualResetValueTaskSourceCore<T> type replaces allocating a new object each time flow control is triggered. dotnet/aspnetcore#19273 replaces an array allocation with stackalloc when validating the HTTP request path. dotnet/aspnetcore#19277 and dotnet/aspnetcore#19325 eliminate some unintended allocations related to logging. dotnet/aspnetcore#22557 avoids allocating a Task<T> if a task is already complete. And finally dotnet/aspnetcore#19732 saves a string allocation by special casing content-length of 0. Because every allocation matters.

.NET 5 memory

Per-request memory in .NET 5 is now just 330 B, a decrease of 92%. The sawtooth pattern has also disappeared. Reduced allocations means garbage collection didn’t run at all while the server processed 100,000 gRPC calls.

Reading HTTP headers in Kestrel


A hotpath in HTTP/2 is reading and writing HTTP headers. A HTTP/2 connection supports concurrent requests over a TCP socket, a feature called multiplexing. Multiplexing allows HTTP/2 to make efficient use of connections, but only the headers for one request on a connection can be processed at a time. HTTP/2’s HPack header compression is stateful and depends on order. Processing HTTP/2 headers is a bottleneck so has to be as fast as possible.

dotnet/aspnetcore#23083 optimizes the performance of HPackDecoder. The decoder is a state machine that reads incoming HTTP/2 HEADER frames. The approach here is good, the state machine allows Kestrel to decode frames as they arrive, but the decoder was checking state after parsing each byte. Another problem is literal values, the header names and values, were copied multiple times. Optimizations in this PR include:

  • Tighten parsing loops. For example, if we’ve just parsed a header name then the value must come afterwards. There is no need to check the state machine to figure out the next state.
  • Skip literal parsing all together. Literals in HPack have a length prefix. If we know the next 100 bytes are a literal then there is no need to inspect each byte. Mark the literal’s location and resuming parsing at its end.
  • Avoid copying literal bytes. Previously literal bytes were always copied to an intermediary array before passed to Kestrel. Most of the time this isn’t necessary and instead we can just slice the original buffer and pass a ReadOnlySpan<byte> to Kestrel.

Together these changes significantly decrease the time it takes to parse headers. Header size is almost no longer a factor. The decoder marks the start and end position of a value and then slices that range.

private HPackDecoder _decoder = CreateDecoder();
private byte[] _smallHeader = new byte[] { /* HPack bytes */ };
private byte[] _largeHeader = new byte[] { /* HPack bytes */ };
private IHttpHeadersHandler _noOpHandler = new NoOpHeadersHandler(); [Benchmark]
public void SmallDecode() => _decoder.Decode(_smallHeader, endHeaders: true, handler: _noOpHandler); [Benchmark]
public void LargeDecode() => _decoder.Decode(_largeHeader, endHeaders: true, handler: _noOpHandler);
Method Runtime Mean Ratio Allocated
SmallDecode .NET Core 3.1 111.20 ns 1.00 0 B
SmallDecode .NET 5.0 71.90 ns 0.65 0 B
LargeDecode .NET Core 3.1 49,083.00 ns 1.00 0 B
LargeDecode .NET 5.0 98.68 ns 0.002 0 B

Once headers have been decoded, Kestrel needs to validate and process them. For example, special HTTP/2 headers like :path and :method need to be set onto HttpRequest.Path and HttpRequest.Method, and other headers need to be converted to strings and added to the HttpRequest.Headers collection.

Kestrel has the concept of known request headers. Known headers are a selection of commonly occuring request headers that have been optimized for fast setting and getting. dotnet/aspnetcore#24730 adds an even faster path for setting HPack static table headers to the known headers. The HPack static table gives 61 common header names and values a number ID that can be sent instead of the full name. A header with a static table ID can use the optimized path to bypass some validation and quickly be set in the collection based on its ID. dotnet/aspnetcore#24945 adds extra optimization for static table IDs with a name and value.

Adding HPack response compression


Prior to .NET 5, Kestrel supported reading HPack compressed headers in requests, but it didn’t compress response headers. The obvious advantage of response header compression is less network usage, but there are performance benefits as well. It’s faster to write a couple of bits for a compressed header than it is to encode and write the header’s full name and value as bytes.

dotnet/aspnetcore#19521 adds initial HPack static compression. Static compression is pretty simple: if the header is in the HPack static table then write the ID to identify the header instead of the longer name.

Dynamic HPack header compression is more complicated, but also provides bigger gains. Response header names and values are tracked in a dynamic table and are each assigned an ID. As a response’s headers are written, the server checks to see if the header name and value are in the table. If there is a match then the ID is written. If there isn’t then the full header is written, and it is added to the table for the next response. There is a maximum size of the dynamic table, so adding a header to it may evict other headers with a first in, first out order.

dotnet/aspnetcore#20058 adds dynamic HPack header compression. To quickly search for headers the dynamic table groups header entries using a basic hash table. To track order and evict the oldest headers, entries maintain a linked list. To avoid allocations, removed entries are pooled and reused.

Wireshark HTTP/2 response

Using Wireshark, we can see the impact of header compression on response size for this example gRPC call. .NET Core 3.x writes 77 B, while .NET 5 is only 12 B.

Protobuf message serialization


gRPC for .NET uses the Google.Protobuf package as the default serializer for messages. Protobuf is an efficient binary serialization format. Google.Protobuf is designed for performance, using code generation instead of reflection to serialize .NET objects. There are some modern .NET APIs and features that can be added to it to reduce allocations and improve efficiency.

The biggest improvement to Google.Protobuf is support for modern .NET IO types: Span<T>, ReadOnlySequence<T> and IBufferWriter<T>. These types allow gRPC messages to be serialized directly using buffers exposed by Kestrel. This saves Google.Protobuf allocating an intermediary array when serializing and deserializing Protobuf content.

Support for Protobuf buffer serialization was a multi-year effort between Microsoft and Google engineers. Changes were spread across multiple repositories.

protocolbuffers/protobuf#7351 and protocolbuffers/protobuf#7576 add support for buffer serialization to Google.Protobuf. This is by far the biggest and most complicated change. Three attempts were made to add this feature before the right balance between performance, backwards compatibility and code reuse was found. Protobuf reading and writing uses many performance oriented features and APIs added to C# and .NET Core:

  • Span<T> and C# ref struct types enables fast and safe access to memory. Span<T> represents a contiguous region of arbitrary memory. Using span lets us serialize to managed .NET arrays, stack allocated arrays, or unmanaged memory, without using pointers. Span<T> and .NET protects us against buffer overflow.
  • stackalloc is used to create stack-based arrays. stackalloc is a useful tool to avoid allocations when a small buffer is required.
  • Low-level methods such as MemoryMarshal.GetReference(), Unsafe.ReadUnaligned() and Unsafe.WriteUnaligned() convert directly between primitive types and bytes.
  • BinaryPrimitives has helper methods for efficiently converting between .NET primitive types and bytes. For example, BinaryPrimitives.ReadUInt64LittleEndian reads little endian bytes and returns an unsigned 64 bit number. Methods provided by BinaryPrimitive are heavily optimized and use vectorization.

A great thing about modern C# and .NET is it is possible to write fast, efficient, low-level libraries without sacrificing memory safety. When it comes to performance, .NET lets you have your cake and eat it too!

private TestMessage _testMessage = CreateMessage();
private ReadOnlySequence<byte> _testData = CreateData();
private IBufferWriter<byte> _bufferWriter = CreateWriter(); [Benchmark]
public IMessage ToByteArray() => _testMessage.ToByteArray(); [Benchmark]
public IMessage ToBufferWriter() => _testMessage.WriteTo(_bufferWriter); [Benchmark]
public IMessage FromByteArray() => TestMessage.Parser.ParseFrom(CreateBytes()); [Benchmark]
public IMessage FromSequence() => TestMessage.Parser.ParseFrom(_testData);
Method Runtime Mean Ratio Allocated
ToByteArray .NET 5.0 1,133.82 ns 1.00 184 B
ToBufferWriter .NET 5.0 589.05 ns 0.51 64 B
FromByteArray .NET 5.0 409.88 ns 1.00 1960 B
FromSequence .NET 5.0 381.03 ns 0.92 1776 B

Adding support for buffer serialization to Google.Protobuf is just the first step. More work is required for gRPC for .NET to take advantage of the new capability:

  • grpc/grpc#18865 and grpc/grpc#19792 adds ReadOnlySequence<byte> and IBufferWriter<byte> APIs to the gRPC serialization abstraction layer in Grpc.Core.Api.
  • grpc/grpc#23485 updates gRPC code generation to glue the changes in Google.Protobuf to Grpc.Core.Api.
  • grpc/grpc-dotnet#376 and grpc/grpc-dotnet#629 updates gRPC for .NET to use the new serialization abstractions in Grpc.Core.Api. This code is the integration between Kestrel and gRPC. Because Kestrel’s IO is built on top of System.IO.Pipelines, we can use its buffers during serialization.

The end result is gRPC for .NET serializes Protobuf messages directly to Kestrel’s request and response buffers. Intermediary array allocations and byte copies have been eliminated from gRPC message serialization.

Wrapping Up


Performance is a feature of .NET and gRPC, and as cloud apps scale it is more important than ever. I think all developers can agree it is fun to make fast apps, but performance has real world impact. Lower latency and higher throughput means fewer servers. It is an opportunity to save money, reduce power use and build greener apps.

.NET Core 3.1 vs .NET 5 results

As is obvious from this tour, a lot of changes have gone into gRPC, Protobuf and .NET aimed at improving performance. Our benchmarks show a 60% improvement in gRPC server RPS and a 230% improvement in gRPC client RPS.

.NET 5 RC2 is available now, and the official .NET 5 release is in November. To try out the performance improvements and to get started using gRPC with .NET, the best place to start is the Create a gRPC client and server in ASP.NET Core tutorial.

We look forward to hearing about apps built with gRPC and .NET, and to your future contributions in the dotnet and grpc repos!



https://www.sickgaming.net/blog/2020/10/...-in-net-5/

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  News - Season of the Hunt
Posted by: xSicKxBot - 10-28-2020, 01:40 PM - Forum: Lounge - No Replies

Season of the Hunt

Watch as developers share a deeper look into our plans for Year 4 with Beyond Light, Stasis, and Season of the Hunt.

Destiny 2: Beyond Light kicks off on November 10 with Guardians traveling to Europa to investigate the threats, mysteries, and power residing there. Season of the Hunt also begins on November 10 — you will be able to start earning ranks and rewards from the Season Pass, claim your Artifact, and begin to customize it as you power it up. This Season’s story mission and new Wrathborn Hunts activity will kick off the following week on Nov 17.

Starting with Season of the Hunt, most of the Seasonal content and all of the sweet gear will be sticking around for all of year 4. We hope this alleviates some of the FOMO that has been present with past Seasons. Now you can jump back in and experience past Seasons’ story, activities, and loot anytime during year 4. 

Here is a look at the calendar for Beyond Light and Season of the Hunt for a glimpse of what we have in store for you!




https://www.sickgaming.net/blog/2020/10/...-the-hunt/

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  News - It’s Been Three Years Since We First Embarked On A Super Mario Odyssey
Posted by: xSicKxBot - 10-28-2020, 01:39 PM - Forum: Nintendo Discussion - No Replies

It’s Been Three Years Since We First Embarked On A Super Mario Odyssey

Super Mario Odyssey Woohoo

When was the last time you went on a nice long trip? Thanks to one thing and another this year, it’s probably been quite a while, although it’s hard to believe that three years have now passed since we first grabbed our caps and went on a kingdom-hopping jaunt in Super Mario Odyssey.

It is, however, entirely true: Nintendo UK even tweeted about it to remind us:


If that hypnotically looping gif above featuring the principal characters boogie-ing looks familiar, that’s because it’s adapted from a video put out to celebrate the game’s first anniversary in 2018.

Looking back on the game, it’s perhaps a little odd that it never got any meaty DLC. Yes, it was periodically updated with free costumes, some new snapshot filters, and it got that nugget of Labo VR content (not to mention Luigi’s Balloon World), but of all the games that do get paid DLC, a new locale or two to explore is something we would definitely have coughed up for. So many memories!


Perhaps there’s something in that, though. Could Nintendo be channelling all those ideas into a straight sequel, a-la Super Mario Galaxy 2? After all, everyone could do with getting away from it all again — now more than ever, no?

We can but dream (and cross our fingers, legs and other limbs until we look quite silly). While we wait for Mario’s next adventure — one that we didn’t already enjoy on Wii U, that is — let’s raise a glass to his last truly epic journey.

Apologies for mentioning Galaxy 2 (we know it still smarts). Feel free to share your own memories from three years of Super Mario Odyssey — and your hopes for the future — below.



https://www.sickgaming.net/blog/2020/10/...o-odyssey/

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  News - Rumour: Hyrule Warriors: Age Of Calamity May Be Getting A Playable Demo
Posted by: xSicKxBot - 10-28-2020, 01:39 PM - Forum: Nintendo Discussion - No Replies

Rumour: Hyrule Warriors: Age Of Calamity May Be Getting A Playable Demo

Hyrule Warriors Age Of Calamity

Hyrule Warriors: Age of Calamity is out on Switch in less than a month, but a tweet from Kelios on Twitter (thanks Game Revolution) — which features apparent screen-grabs of a page from Nintendo’s Korean website suggests that a playable demo of the game is incoming.

According to the page (which now leads to an error message), the demo will be released alongside a new trailer for the game and a bunch of new details about the return to the Hyrule of the past — one we first visited in The Legend of Zelda: Breath of the Wild.

According to online translations and further investigation, you’ll be able to play through the title’s prologue and carry your progress over to the full game should you decide that, yes, I do want to explore Hyrule again, thank you. Take a look at the relevant tweets below, along with the rather amusing (and potentially spoiler-y) translation courtesy of Google:



While none of this has been confirmed officially, it certainly seems a solid sales tactic to employ and would likely hook people back into the world of Breath of the Wild who may have been sitting on the fence until Koei Tecmo’s game is out. People seemed to enjoy the Pikmin 3 Deluxe demo which became available without warning — and this is Zelda!

If a demo for HWAOC (the acronym that nobody’s using) is going to drop before release, we’d expect to see it soon; Age of Calamity is launching in less than a month’s time on 20th November.

Would you be up for dipping your toe into Age of Calamity with a demo? Is a taster pointless to you because you’ve had your pre-order in since it was first announced? Let us know with a comment below.



https://www.sickgaming.net/blog/2020/10/...able-demo/

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2 hours ago

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