Tom Clancy’s Rainbow Six Siege Update Patch Notes May 2

Tom Clancy’s Rainbow Six Siege has some more patch notes today, and you can find them all here, in descending order, from latest to oldest:

UPDATED May 3

 

 

Y9S1.3 PATCH NOTES

 

Y9S1.3 PATCH SIZE

Find the download sizes for each platform below.
  • Ubisoft Connect: 935 MB
  • Steam: 860 MB
  • Xbox One: 1.1 GB
  • Xbox Series X: 10.73 GB
  • PlayStation 4: 1.4 GB
  • PlayStation 5: 1.34 GB

 

OPERATOR BALANCING

 

AZAMI

  • Increased damage from High caliber Handguns and Revolvers by 10%.
  • Increased damage received by Medium caliber SMGs and ARs by 10%.
  • Increased damage received by High caliber ARs and LMGs by 5%.

 

IANA

  • Added Impact EMP Grenade.
  • Removed Stun Grenades.

 

LESION

  • Gadget refill increased to 25 seconds (from 20).
  • Initial damage reduced to 3hp (from 5).
  • Added Observation Blocker.
  • Removed Impact Grenades.

 

NØKK

  • HEL Presence Reduction duration and cooldown increased to 30 seconds (from 20).

 

ORYX

  • Remah Dash destroys Deployable and Talon Shields.

 

SENS

  • R.O.U. Projectors increased to 4 (from 3).

 

GADGET BALANCING

 

IMPACT GRENADE:

  • Damage reduced to 40hp (from 60).
  • Reduced explosion radius to 2 meters (from 3).

 

BALLISTIC SHIELDS:

  • Explosion threshold to trigger the Guard Break reduced to 30hp (from 50).

 

 

Y9S1.2 PATCH NOTES April 9

See the fixes here coming in Y9S1.2.

 

Y9S1.2 PATCH SIZE

Find the download sizes for each platform below.
  • Ubisoft Connect: 918.5 MB
  • Steam: 479 MB
  • Xbox One: 0.77 GB
  • Xbox Series X: 2.1 GB
  • PlayStation 4: 1.44 GB
  • PlayStation 5: 929 MB

 

BUG FIXES

 

GAMEPLAY

  • FIXED - Rappel breaks when used at the distance limit and then walking backward during animation.
  • FIXED - Incorrect default sight attachment shown for Fenrir's SASG-12.
  • FIXED - Barbed wire requires more shield-melee attacks to be destroyed than intended.
  • FIXED - Shield position that player and enemy Operator see becomes desynched if free-look is used before shield realigns itself.
  • FIXED - Aruni's Surya Gate doesn't deactivate for friendly Operators when placed close to stairs.
  • FIXED - Camera clips through player when using free-look and going prone next to a wall.
  • FIXED - Deimos' DeathMARK icon disappears when Deimos or enemy Operator enter a field that deactivates electronic devices.
  • FIXED - Free-look breaks if players look right and use free-look multiple times.

 

LEVEL DESIGN

  • FIXED - Unintended line of sight can be reached using Azami's Kiba Barrier to vault on top of an air hockey table at 1F Storage in the Theme Park map.

 

AUDIO

  • FIXED - Gameplay audio is muted during End of Round replay, end of match, and kill cams.

 

OPERATORS

  • FIXED - Spectating doesn't display Deimos's ability properly when reconnecting to the match.

 

USER EXPERIENCE

  • FIXED - Placeholder asset displayed for multiple uniform rewards in the Uniform view page of the Battle Pass progression menu.
  • FIXED - Tutorial control guide menu pops out when toggling the ping target in Map Run.
  • FIXED - Operator bundles are not shown correctly after purchasing unless the player leaves then re-enters the operator album screen.
  • FIXED - Operator portrait is displayed offset in the Loading screen of Free For All sessions.
  • FIXED - Deimos' DeathMARK probe and laser don't display team color settings.
  • FIXED - Operator Guide content doesn't load properly when using the scroll bar.
  • FIXED - Camera shakes more than intended when entering rappel.

 

Tom Clancy’s Rainbow Six Siege Y9S1.1 Update Patch Notes Mar 26

 

That’s everything in the patch notes up through May 2 for Tom Clancy’s Rainbow Six Siege Year 9 Season 1.

Wartales Update Patch Notes May 2

Wartales new DLC “The Tavern Opens!” released on April 18, expanding upon the open world, turn-based strategy game. This is a compilation of the patch notes since the DLC dropped, in descending order, from latest to oldest:

 

UPDATED May 2

 

 

Patch Notes 02/05/2024

Wartales v1.0.34584

 

Base

 

General

  • Fixed several UI issues, including:
    • Paths menu which wasn’t properly displayed for some languages
    • Controller UI that didn’t match with the actual inputs
  • Fixed an issue with overloaded prisons

 

World

  • Fixed pitons after recent updates

 

Co-op

  • Fixed some crashes
  • Fixed minor UI issues

 

Camp

  • Fixed camp equipments and companion’s position changing

 

Pirates of Belerion

 

Battle

  • Fixed duel animation

 

The Tavern Opens

 

Profession

  • Fixed several bugs linked to specialities

 

 

Patch Notes 26/04/2024

Wartales v1.0.34505

 

Base Game

 

Known Issue

  • For players who have encountered groups of 3 ennemies in combat:
    • Go to settings and change combat difficulty to a different difficulty
    • Return to the World
    • Reset the difficulty to the difficulty you wish to play with

 

Battle

  • Fixed throwing projectiles animations
  • Fixed a crash after loading a save in the middle of a Rouste game

 

World

  • It is no longer possible to loot “Dried Fish” in fishing points anymore

 

Quest

  • Convincing Information quest is fixed
    • For players who already have completed the quest:
      • Go to the Valiant Tower
      • Go inside the tower, then open your map
      • The quest should be validated
  • Fixed Winfel Estate’s NPC that couldn't be clicked on

 

Camp

  • Fixed confessions exploit
  • Fixed injured companions/prisoners animation in camp

 

Pirates of Belerion

 

World

  • Fixed collision on Isle of the Worthy’s bridge

 

Quest

  • Fixed marker in “Missing Person” quest
  • Fixed a missing name in Belerion’s bounty

 

The Tavern Opens

 

Cook

  • Cooking pot can now be upgraded after starting a new game with the Tavern destiny
  • Recipes giving Valour Point are fixed: translations have been adapted + bonuses have been fixed

 

Item

  • Weapons can no longer be duplicated using the “Weapon Display” board

 

 

Patch Notes for 19/04/2024

Wartales v.1.0.34393

 

Base Game

  • Fixed an issue that led to enemy groups with few units.
  • Seasonings will no longer drop when you don't have the DLC, and you can now throw them away.

 

The Tavern Opens

  • The Troop Banner tool gives 1 more prestige per shift in its non-upgraded form.
  • The impact of a lower price on the sales odds of an item is slightly stronger.
  • Fixed an issue when an employee returned from a mission but the tavern was full.
  • Fixed an issue with the new troop starting composition.
  • Fixed an issue with loading old saves.
  • Fixed an issue with Polish localisation.

 

Those are the patch notes through May 2 for Wartales.

Game Would Be Absolutely Perfect if Only You Were a Furry

Well, it happened again. You were bored, looking at your Steam library of hundreds of games, and decided you needed to buy a new one. So you head to the Steam store and see what’s on sale. This game, Furrious Fighters, has overwhelmingly positive reviews and is on sale for five bucks. Perfect.

It’s almost immediate that you realize something is wrong. The first character who appears on screen is an anthropomorphized, very shredded, fox. This thing has a chest that’s wider than a mack truck, and you can just tell he’s packing a monster hog under his boxer shorts.

But you press on. The gameplay is incredible. A combination of roguelike and puzzle solving that scratches the perfect itch in your brain. If only you were a furry it would be a game of the year contender. This might be the best game you’ve played, but you’re probably not going to tell anyone about it.

You’re addicted to the game. You can’t stop playing it. Unless someone walks into the room, in which case you’ll immediately alt-tab and pretend you’ve never heard of yiffing in your life, even though there’s a yiff-meter that powers you up.

When you beat a level, the game provides you with an explicit picture of some of the other animalistic characters. It’s clearly intended to be a reward, but you can’t help but feel it’s God’s punishment for you abandoning Him.

Honestly though, that rabbit woman is pretty cute. You can deal with that. You liked Lola Bunny. Maybe you’re not so different from the target audience for this game after all?

Only a few more sessions will help you find out.

Alanah Pearce Finally Apologizes For Delaying God of War: Ragnarok

Alanah Pearce is a writer for Sony Santa Monica, YouTuber, host of multiple podcasts, and prominent games media personality. Pearce began her writing career in Australia, working for a variety of different outlets, eventually moving to the United States to finish out her degree in San Diego, and then began working at IGN before moving on to Rooster Teeth. Since 2020 she has also co-hosted the Video Game Accessibility Awards with AbleGamers COO Steve Spohn. Pearce talked with Minus World about being a prominent female face in a male dominated industry, what keeps her motivated, some of her favorite writing in games, and more.

Minus World: What has been your favorite game you played this year so far?

Pearce: I am really enjoying Dragon’s Dogma II. I love the first game, and it’s been very interesting to see the conversation around the second game, because it really is just the first game. Obviously I actively dislike microtransactions and it sucks that Capcom keeps doing that, but I’m really enjoying the game right now outside of the microtransactions. It’s quirky. It’s weird. I love the chaos, and the storytelling that comes from the emergent gameplay and the adventure. You could be out doing something very minor, then you encounter a giant Cyclops that’s way over your level, and you have to scramble to figure it out. I find that so fun. So that is probably my favorite this year. I also played through Cocoon in one sitting earlier this year and really, really enjoyed that because January was just dog shit weather in LA. February was pretty bad too, but January was terrible. So I replayed through Inscryption and played through Cocoon. And then I did all of Kaycee’s Mod in Inscryption. Kaycee’s Mod is basically a roguelike version of that first act in the game. It has these skulls that you activate as modifiers, and Skull Storm is when you have all of the difficulty modifiers activated. And it was so hard. I was pretty sure I would never do it. I thought it was going to take me six months at least, because a lot of it’s just luck, but I did manage to do it. I think it probably took me 12 hours just for Skull Storm, which if you were to play it from top to bottom, would probably take like 20 minutes. I think it probably took me 12 hours total.

MW: It’s sicko mode.

Pearce: It is sicko mode. I love it. So I’ve been playing weird little games because I was waiting for Dragon’s Dogma II, and as such have also delayed getting into Final Fantasy VII Rebirth because I’ve been so excited about Dragon’s Dogma II that everything else has to get pushed out of the way before I could finish that.

MW: What is the most glamorous part about being a prominent female gamer on the internet?

Pearce: Many answers I could give that question. You know, I’m gonna give you an actual answer. I just this year started getting fashion designers sending me clothing, which is very cool. Because, yes, I’m a woman involved in a very male dominated hobby, and I’ve always been at least a little bit of a tomboy. I don’t know if that term is outdated. But I still like girly stuff and people sending me clothing, and I get perfumes as well. It’s been really cool. I feel like it’s an industry that’s very separate from video games, finally acknowledging the amount of women, like grown-ass-women, who are into video games. And I’m sure I have probably more female followers than the average male gamer does at the very least. So that’s actually been very cool. It feels very glamorous. There are many unglamorous things, but that actually feels pretty glamorous.

MW: That leads to my secondary question: How close have you come to just saying “fuck it” and not having any sort of online presence at all?

Pearce: I will do that eventually. Really everything I do right now is for my family. I have a family member who has terminal cancer, and that shapes a lot of what I do and a lot of the money that I make is in the interest of supporting my family. I think after that stops being what I spend my money on I will need to spend more time saving for my own life. Then as soon as I can I think I will disappear from the internet, do the writer thing, and disappear into the woods, and just never talk to anyone ever again.

MW: Sounds like the dream.

Pearce: It’s tough, though, because I have friends who are like famous, famous YouTubers, the top ten types, right? And they’ll always be like, “Yeah, I’m going to quit this forever one day, you know, as soon as I can afford to.” And I’m like, “If you can’t afford it, then I never can afford it. Like, how can you not afford to do this?” I just feel like we get tricked. I think there’s this lie, especially in America, of, “Oh, well, you’ll just have to earn this amount of money for this amount of time, and then you can go and have fun.” But it never ends. You never actually get to stop working hard. There is no fun at the end of the tunnel. You just have to keep working until you’re seventy. I think everyone thinks it’ll happen and it never, ever does. There’s always some push for you to have to keep doing something just forever. And I think, especially the reason I say America, is that it’s really tied to value here. How valuable you are as a person is tied to your professional output. That definitely has had an impact on me in the last ten years. I have fallen for that mindset. Whereas in Australia your value is how much time you spent at the beach that day.

MW: We say “grindset” here in America.

Pearce: You’re right, sorry. It’s all about that stigma “grindset,” bro.

MW: What expectations did you have for yourself when you were first beginning to write about games? Because that was in Australia, right? Was there this vision in your head? “I’m going to move to America and I’m going to work for a game studio”, or was it just “I want to write about games?”

Pearce: I started with, “I want to write about games.” It actually started while I was working at a call center, and I was pretty depressed, like diagnosed depression. I didn’t know what I wanted to do, but I knew that I didn’t want to work there. I actually studied psychology at university for six months just to find something interesting to study, which I actually think was really helpful when it comes to my job now, because there’s so many psychology related things that can make developing characters easier, I think. But I was always looking for jobs, and then I found a listing on an Australian website that’s called pedestrian.tv, which has a lot of creative job listings. It’s a really handy resource for creatives. There was just a job listing for a freelance volunteer video game writer. And I was like, wait, “I could do that?” Because at that point in time, I had already been writing game reviews on just a blog just for fun and talking about games all over the internet, probably since I was 13 or so. I applied for that and started doing it, and was like,“Oh my God, I love this.” Because the two things that I cared about the most in life had always been video games and writing, and even though it was for free, I was like, “Oh, I need to do everything I possibly can to make this my career.” So that’s why I pivoted to studying journalism and entertainment writing. That’s what I studied at university. And, you know, I took a photography class in case any of my journalism would need photography. I started working on radio in Australia for one of our community radio stations. So at first the goal was to make this a thing I can do full time, and then my goal was to work at IGN. That’s why the last six months of my degree I transferred to San Jose, because I intended to meet people in San Francisco, and I did that. And then I got a job there. Just to be clear, it makes it sound really easy. I applied like six or seven times, and they declined me, like, didn’t even hear back. It wasn’t that easy, and the job that I did get was really perfect for me. It was the choice and culture editor, which required cosplay. And I was cosplaying at the time, and had a lot of knowledge. And I have a ton of collectibles and have been collecting for a really long time as well. They also wanted science writing, and I was already doing that at university. I really got very lucky that that exact job was the one that I got, because I don’t know that there were that many people on the planet who had just studied journalism, had experiences as games writers who also cosplayed and were huge into collectibles. I got so lucky with that particular listing.

MW: Sounds like you fit that niche.

Pearce: It was like it was written for me. I had written articles about space just because I’ve always really liked space for my university. When I got the job at IGN I already knew that I wanted my next job to be Rooster Teeth. Literally when I started writing, I was like, “I’m gonna work at Rooster Teeth next.” That was because I’ve always loved fictional writing, and that seemed like a cool way to bridge the gap, and that they had both games media and they had animation and video games and movies, and I was like, “I think that’s how I want to go.” When I was working at IGN my favorite things to do were developer interviews, like the IGN First stuff where you visited Game Dev Studio and you got to talk to people. And that was the point where I was like, “I want to make video games. I really want to do this particular thing.” So Rooster Teeth still worked in that, I got to work on a bunch of their projects, things like Ruby or things like Arizona Circle. That again bridged the gap for the fiction stuff. I did a bunch of Game Jams while I was there, to get more game experience, and then again, got really lucky with Sony Santa Monica studio having a junior writer listing which nobody ever has. So both of them just feel like very good timing. That was a very detailed answer to your question.

Did I have a plan? Yes. It was work full-time, and then it was to do the things at IGN then Rooster Teeth.

MW: Do you have a favorite book about writing? I’m partial to Stephen King’s On Writing.

Pearce: King’s On Writing kind of pisses me off because it’s, “Just write, bro.” It’s not always that easy.

MW: No, it’s not.

Pearce: That is the biggest one that comes to mind. Though, I do really like Save the Cat.

MW: I don’t know that one.

Pearce: Save the Cat is more about screenplays, but it is more from a business perspective as well. It’s very much if you’re not just writing for fun, which I can do at any time anyway. And I write plenty of stuff that I don’t care about anybody reading. I’m writing something right now that I’m just solely sending chapters to my sister, because it’s the kind of thing she would like. And no one else ever has to read it, and that’s fine. Save the Cat is really about if you want to write something commercially, what is your intent? And I feel like it’s really helpful in a lot of ways for framing why you’re writing the thing you’re writing. It definitely applies to game design in some ways. Save the Cat is the principle of: you have a character, they save a cat out of a tree immediately, you are immediately endeared to that character. It’s something that just happens really fast, and I think that things like that apply to game dev writing very well because you can’t–you can–but shouldn’t just trap people in cutscenes. I’d by choice have games be entirely gameplay, but it’s very complicated for storytelling purposes. The ways that you can make sure that players attach some sort of character descriptor to an action rather than a word somebody is saying. So I think Save the Cat is pretty helpful in a bunch of ways. I like Hero’s Journey and Heroine’s Journey as well. Both are very helpful.

MW: How did you become involved with AbleGamers?

Pearce: I’m technically not, but Steve Spohn is my best friend. Huge fan of Steve Spohn. I love Steve and I wanted to start an accessibility award show. So I asked if we could use the AbleGamers jury, and actually have access to disabled gamers. Which obviously they know a lot of and we also used the AbleGamers criteria of different kinds of disability and different kinds of accessibility needs. So I am involved in AbleGamers insofar as Steve gets to ask me to do anything, and I will always say yes. They also help a ton with the Video Game Accessibility Awards, just as a fantastic resource. So technically, I get something for my relationship with Steve too, not just the charm and the insults.

MW: What positive changes have you seen in the industry since places like AbleGamers and people like Steve became more prominent?

Pearce: I think it’s made a huge difference. I feel like we’re actually talking about accessibility more often now. There is a department of PlayStation called Able at PlayStation. We have regular meetings about accessibility. I think it’s brought the conversation to the forefront where previously there wasn’t really any conversation about it. There’s obviously still a lot of detractors and a lot of toxicity surrounding it, but I feel like it’s now something people actually think about or know what it means. And I very much think AbleGamers has had a huge hand in that.

MW: Look at The Last of Us Part II, you can play that completely blind.

Pearce: It’s the most accessible game ever made that I’m aware of, and they still don’t have a bunch of stuff that would be useful. It’s limitless. And it’s such a weird thing for people to get frustrated about. I don’t understand why you would ever argue against games having more options. You can play it however you want to play it. That’s cool as hell.

MW: Those people annoy me to the end of the earth. It’s not affecting you in any way, shape or form.

Pearce: 100% Which is most things, right? But even with FromSoft games, they’re like, “No, it’s not the way that the person intended.” A) I doubt that Miyazaki is out there being like, “I don’t want any disabled people to play my game.” B) There are so many things gamers will get mad about that are against what the dev intended. Say the dev wants the female character to look the way the one in Fable does. They’re very upset about that. But accessibility is just good for everybody. And I always feel like people who argue against it have never considered that something could happen to them. What happens if you break your wrist? There’s a lot of games you can’t play anymore. What happens if you have kids and you can’t pause? There are a lot of games that you can’t play anymore. There are different kinds of disabilities, like situational disabilities like somebody having a toddler running around now, and there are a lot of games you can’t play because you can’t pause or you can’t rewind or whatever. There’s just so many things that as you get older, I got tendonitis, you might get tendonitis, I can’t rapidly button press. Any accessibility that comes now means that any of those games you want to replay in ten years, when you also have shitty wrists, you’ll actually be able to. It’s people arguing against their own futures. It’s just so stupid.

MW: It’s yeah, it’s a bunch of online chuds with too much time on their hands.

Pearce: Yup, which is always the way. But you know, one thing I always feel like would help is if at the end of a game you got this end game screen that had statistics on the exact settings that you used. Because I think a lot of these people are really caught up in, “But they need to know that I finished Dark Souls the really cool way!” I finished Tunic, a game that’s really fucking hard. and I didn’t finish it with any of their accessibility options. One of which allows you to take no damage. And I would have loved a screen that said that I did that all by myself. That’s part of where the argument comes from is people just needing to validate their own achievements. So if we just get our end screen to say, “And here are your exact settings,” I feel like it would help a lot.

MW: You need it to be like the HR training you take every year at work, like the little certificate they let you print out.

Pearce: Yeah. Here’s exactly how you did it. Good job buddy. Now stop yelling at people on the internet. I just feel like they would pipe down a little bit if they at least felt like they had a certificate saying “You were a big tough boy!”

MW: Are you ready to finally apologize for causing the delay of God of War Ragnarok?

Pearce: You know, I’ve been thinking about this for a long time, and I don’t even know what the public story is. That Chris Judge was sick or something. I don’t even remember.

MW: Something stupid like that, yes.

Pearce: No, it was me being hired specifically that delayed the game, of course, which makes sense somehow. Not really sure how a junior writer being hired would delay a video game, but yes, I’m very sorry if you think I did that. I apologize.

MW: Thank you. I can tell you really meant that.

Pearce: Thank you. It’s about time somebody called me out.

MW: That’s why I scheduled this interview. That was my gotcha question. So you’re a very busy person: you’re involved in several podcasts, you write for Sony Santa Monica, and you have a YouTube channel. So what drives you? I know you mentioned helping take care of your family back home, but what do you feel propels you forward?

Pearce: The sense of value is totally one of them. I have been sucked into the American system of my happiness is tied to how much I make. Not money, literally just output of things. Also, like I said, I had depression when I was 19 or something, and I’ve never had it since. The way that I feel like I avoid it is by staying extremely busy, and exercise is also important. But I just really like working. I never want to recommend that anybody tackles the workload that I do because it is like 9am to 1am most days. I still make sure that I schedule days where I don’t do any work. I usually get one every few weeks, and I will take two weeks off a year where I don’t work at all. I just feel shitty about myself when I’m not constantly doing things. I have trouble watching TV. So now, usually if I’m trying to watch a TV show I’m weightlifting during, so I at least feel like I’m doing something, and I don’t think it’s healthy. I wouldn’t recommend it, but it’s definitely that I’m just uncomfortable not being productive.

MW: You always have to be in motion.

Pearce: Yeah. Doing something, creating something.

MW: I get that. So you’ve you’ve talked before about having CFS (Chronic Fatigue Syndrome), and I was curious about living with that and managing that, or being someone who stays as busy as you do. Are there days where you just can’t do anything?

Pearce: Yeah. CFS for me at least, this doesn’t happen for everybody, has periods of flare ups. For the whole of February, it was really bad. Which means if you looked at my stream stats, I streamed like 15 hours less than I normally would. I upload less videos. You can see the output very clearly drop whenever I have to deal with that. So it also stopped me from working out that whole month. I can usually just manage to do my job. I think I can really only manage to do it because I’m doing it from home. The last time that I had CFS really badly and I worked in an office, it was not good at all. I had a lot of trouble doing that because I would just get home and sleep from 6pm to 9am the next morning, and it was just a shitty way to live. It’s a lot easier when you work from home, and you can manage it a bit better. But yes, there are times where that is extremely difficult, and my body forces me to chill. It’s a tough one because you never really know when it’s going to go away. I usually know when it’s going to show up, but not when it’s going to go away. But there are some people who have CFS so bad they can’t leave their bed for years. It’s rough. I feel very lucky, considering. And what I have, this is getting in the weeds, is not technically CFS because we figured out what causes it. Which is why I say I know when it’s going to happen, and CFS is considered something that has no diagnosis for what causes it. I’ll make a video about that eventually, but it’s easier for me to say it’s CFS than anything else because that is effectively what it is. But yeah, it just means sometimes I can’t do stuff and it definitely sucks.

MW: What’s a piece of game writing that has stuck with you?

Pearce: The entirety of Disco Elysium, like the whole fucking game. I think this is like a really obviously cliche answer, but the first Last of Us. I was very annoyed with Joel at the end for lying to Ellie. The fact that he didn’t at least tell her the truth and is lying to her really pissed me off. I like that the game made me play through something as a protagonist, and feel very protective of this girl as well. The gameplay is actually perfectly hand-in-hand with the way that the protagonist is feeling. And that’s such a strength. But then I ended up frustrated or mad, and that doesn’t make it a bad game. The fact that it was so conflicting and it was technically actions that I was complicit in. I just think it’s very complicated, and it’s something that’s very unique to video games. And I really, really like that about it. I also love Spec Ops. Again, another big cliche, but I think about Spec Ops a lot.

MW: I need to play that game at some point. I own it. I just never have.

Pearce: They took it down. I think that’s one of those ones where the license is gone. It’s permanently removed from Steam and other digital stores. This happened on January 30th. Delisted from Steam and other PC storefronts, and it won’t be coming back. That’s so fucking devastating because it’s such a good game. I think I have it on Xbox, so thankfully I still have it. That game is so unique and it’s, it’s funny, whenever that gets brought up in game dev circles, everyone feels like they can’t do anything like that because Spec Ops already did it perfectly. Everyone’s like, ‘Why aren’t there more games like that?”

MW: Is The Last of Us your favorite game narrative?

Pearce: That would be Disco Elysium. I also think that Outer Wilds has a really incredible narrative. Red Dead Redemption II is also incredible. I love God of War 2018. Probably Nier: Automata would be really high up on my list. The Last of Us is a really easy one to talk about, but Nier: Automata would be higher on the list for me for that. Just how strongly I feel about that extremely complex story. It would be difficult for me to say my favorite, if not Disco Elysium, which is obviously super, super high up there. I am a real big fan of emergent gameplay like in Helldivers II and Elden Ring, and players creating their own stories. I think that stuff’s really powerful. That’s what I love about Dragon’s Dogma II. Anything that you can use gameplay to tell a story without locking a player into a cutscene is something that I think is a lot harder, and that I think I always really appreciate more, which is why I’d say Outer Wilds does such a good job of giving you a brilliant story without locking you into cutscenes.

MW: Is there anything that you would like to plug before we wrap up?

Pearce: If I have anything to plug, it would be Rooster Teeth shutting down, which means that a bunch of my friends who work at Funhaus have all lost their jobs. I’m just about to start a podcast with Rahul Kohli and Jacob Fullerton, and we’ll also be streaming the entirety of Deadly Premonition 2 on streams with some of the Funhaus people and all of the money any of those streams make will go to those people. If you don’t know them, they are a big funny comedy bunch. So you can check out my Twitch for those streams to support them. And the podcast will probably be on my personal YouTube channel, which is youtube.com/alanahirl.

We Infiltrated the Secret Discord Group Where Gamers Politely Discuss Industry News and Consider Financially Supporting Games Media

Investigative reporters here at Hard Drive have spent the last several months secretly infiltrating a Discord where online gamers have gathered to politely discuss recent video game news and consider financially supporting their favorite games media.

We warn you, what you are about to read is disturbing.

“I recently received the new paper edition of Game Informer – did you hear they relaunched it? Pretty cool,” one discord user said in the #drama channel. “Important to vote with your dollar. I want it around so I’ll support it.”

Manor Lords, an indie city builder which was recently released to early access to much praise, was widely discussed.

“I love the combat,” one user said. “It’s like a medieval Sim City with Total War combat or something. Nice! Anyone else try it?”

Seemingly fueled off of each other, the echo chamber effect only amplified the group’s attitude. Sources confirmed they had encouraged each other to take their views into the real world.

“It’s important to get to know your neighbors. Community shouldn’t stop just at your family. I’ve been making an effort to get to know all of my neighorbors,” one user said. “I want people in my community to know I’m there for them if they need me.”

At press time the group was reportedly organizing a campaign with other gamers to keep an elderly woman battling cancer in her home by promoting her GoFundMe.

Wordle Today 1048 May 2 2024

Wordle can be an unforgiving puzzle sometimes, and you can often come so close to ending a long winning streak. So, for your convenience, here are some hints as well as the answer for the Wordle today May 2.

We present Wordle clues here in a variety of ways to gently help you along, but if you just want the answer straight, spoilers be damned,  then scroll all the way down to the section titled Today’s Wordle Answer.

 

Already May 3 at your location? Try our Wordle answer page for that day instead!

 

Wordle Hint Today 1048 May 2, 2024

Here’s a hint with the meaning of today’s Wordle answer

 

As a noun: refers to a thin, flat piece or portion of something, especially food.

 

As a verb: to cut something into thin, flat pieces using a knife or other cutting tool.

 

 

Wordle Hint Today Fifth Letter

The fifth letter for the Wordle answer today is:

 

“E”

 

 

Wordle Hint Today Fourth Letter

The fourth letter for the Wordle answer today is:

 

“C”

 

 

Wordle Hint Today Third Letter

The third letter for the Wordle answer today is:

 

“I”

 

 

Wordle Hint Today Second Letter

The second letter for the Wordle answer today is:

 

“L”

 

 

Wordle Hint Today First Letter

The first letter for the Wordle answer today is:

 

“S”

 

 

Today’s Wordle Answer

And finally, here is the Wordle answer today. While this is your last chance to turn back, don’t feel bad about having to look it up.

Sometimes you have just one last chance to solve the puzzle, but three different letters that could viably fit into that last remaining square. At other times the word is so obscure, you just would not have gotten it without having in-depth knowledge about some oddly specific subject.

That’s no reason to lose a streak you have kept going for 634 days straight! So here goes nothing:

 

3…

 

 

2…

 

 

1…

 

 

The Wordle answer today is “SLICE”

 

 

Previous Wordle Answers With Their Definitions

 

Wordle #1047 For May 1, 2024

DIARY

A personal record or journal in which an individual regularly writes down their thoughts, experiences, feelings, and reflections. It serves as a private space for self-expression and introspection.

 

Wordle #1046 For April 30, 2024

PROWL

A verb that means to move around quietly and stealthily, especially with the intention of hunting or stalking prey. It implies moving cautiously and quietly, often with the intent to remain unnoticed.

 

Wordle #1045 For April 29, 2024

CRAFT

The activity or hobby of making things by hand. Also, objects that are made by hand, often with traditional methods and techniques. These items are typically unique and may involve specialized skills. For example, pottery, knitting, and woodworking.

 

Wordle #1044 For April 28, 2024

PRUNE

To trim or cut away unnecessary or unwanted parts of something, such as branches from a tree or unnecessary details from a document. A common practice in gardening to promote healthy growth and shape plants.

 

Wordle #1043 For April 27, 2024

GLEAM

As a noun: a brief flash or beam of light, often suggesting brightness or a sparkling quality.

As a verb: to shine brightly, emit flashes of light, or reflect light in a bright, sparkling manner.

 

Wordle #1042 For April 26, 2024

VAPID

Lacking liveliness, animation, or interest; dull or tedious. It often describes something that is uninteresting, insipid, or without substance.

 

Wordle #1041 For April 25, 2024

INTRO

The opening or beginning segment of something, like a speech, a book, a movie, or a piece of music.

 

Wordle #1040 For April 24, 2024

OVERT

Done or shown openly; plainly or readily apparent, not secret or hidden; the opposite of covert.

Balatro Update Patch Notes May 1

A major update for Balatro is out on May 1. The complete patch notes are below:

 

UPDATED May 1

 

 

1.0.1f – Patch notes

Hey everyone! I'm super happy to announce that the first meaty balance patch for Balatro is now live for everyone! Thank you so much to everyone in the community that gave feedback during the public experimental beta. If you have been a beta tester, this version is functionally identical to 1.0.1e - but here are all the changes made to the game since 1.0.0n:
  • Updated version of Love2D (the engine) - this fixes an issue on Windows and Steam Deck causing poor/stuttery performance for some players
  • Added VC++ 2022 redistributable as an installation requirement

 

  • General performance improvements
  • Added toggle for 'Reduced Motion', removing the swirly background, gyrating card motion, much of the 'juice' in the game

 

  • Changed default fallback tarot from Fool to Strength (when all tarots are on screen)
  • Banned top-up tag and Antimatter on Jokerless Challenge
  • Changed Gold Stake random seeds - now ensures that the first Legendary Joker on that seed is a Joker that you have not won with on Gold Stake (For Completionist++ hunting)

 

  • Changed ante scaling in white stake:
    • Ante 3: 2800 -> 2000
    • Ante 4: 6000 -> 5000

 

  • Changed ante scaling in green stake:
    • Ante 2: 1000 -> 900
    • Ante 3: 3200 -> 2600
    • Ante 4: 9000 -> 8000
    • Ante 5: 18000 -> 20000
    • Ante 6: 32000 -> 36000
    • Ante 7: 56000 -> 60000
    • Ante 8: 90000 -> 100000

 

  • Changed ante scaling in purple stake:
    • Ante 2: 1200 -> 1000
    • Ante 3: 3600 -> 3200
    • Ante 4: 10000 -> 9000
    • Ante 6: 50000 -> 60000
    • Ante 7: 90000 -> 110000
    • Ante 8: 180000 -> 200000

 

  • Changed Orange Stake
  • Scrapped increasing pack cost
  • Added new 'Perishable' mechanic, Jokers have a 30% chance to have a 'Perishable' sticker, disabling them after 5 rounds

 

  • Changed Gold Stake
  • Scrapped -1 hand size
  • Added new 'Rental' mechanic, Jokers have a 30% chance to have a 'Rental' sticker (stacks with eternal/perishable), making them cost $1 up front and $3 every round

 

  • Changed eternal to apply to Jokers in Buffoon packs
  • Changed Eternal/Rental/Perishable sticker location to be in the top left corner
  • Made some non-retroactive scaling Jokers incompatible with 'Perishable' (Ceremonial Dagger, Glass Joker, Hologram, Ride the Bus, runner, constellation, green joker, red card, madness, square joker, vampire, rocket, obelisk, lucky cat, flash card, spare trousers, castle, wee)
  • Changed the first shop in every run to always include a normal Buffoon pack as one of the pack options
  • Upcoming blinds/tags can now be seen in the shop immediately after defeating a boss blind/cashing out

 

  • Some Blinds are now be banned on challenge runs
    • banned Crimson Heart, Verdant Leaf and Amber Acorn on 'Jokerless'
    • banned Verdant Leaf on 'Typecast'
    • banned Verdant Leaf on 'Non-Perishable'
    • banned The Plant on 'Mad World'

 

  • Buffed Saturn
    • Now gives +3 mult instead of +2 mult for Straights

 

  • Buffed Neptune
    • Now gives +4 mult instead of +3 mult for Straight Flush

 

  • Buffed Eris
    • Now gives +50 chips instead of +40 chips for Flush Five

 

  • Buffed Ceres
    • Now gives +4 mult instead of +3 mult for Flush House

 

  • Square Joker now has a square sprite
    • Blue Joker sprite was fixed (2 out of place blue pixels)

 

  • Changed Uncommon tag - Now makes the uncommon joker free
  • Changed Rare tag - Now makes the rare joker free
  • Negative, Polychrome, Holo, Foil tags all make their respective joker free

 

  • Changed Investment to give $25 instead of $15
  • Changed 8 Ball - scrapped old effect, new effect -> 1 in 4 chance to spawn a tarot when any played 8 is scored
  • Changed Blue Seal - now creates the planet card of the final poker hand played during the round
  • Changed both Mad and Clever Joker - scrapped 'contains 4 of a kind' effect, now applies instead to any hand that contains a 'Two Pair'
  • Changed Yorick - scrapped old effect, new effect -> gains X1 mult every 23 cards discarded (starts at X1)
  • Changed Magician Tarot - now applies lucky to 2 cards instead of 1
  • Changed Midas Mask - now only applies Gold enhancement to scoring face cards, costs $7 was $6

 

  • Changed Vampire
    • now only removes enhancement from scoring cards
    • gives X0.1 mult per enhancement instead of X0.2 mult

 

  • Changed Madness - now only applies on small/big blinds, not on boss blind selection
  • Changed To Do list - poker hand no longer changes on payout, always changes at end of round (won't get stuck on Straight Flush)
  • Changed description of Shortcut to include a more apt example (10 8 6 5 3)
  • Changed Ancient Joker - the selected suit is no longer able to repeat between rounds
  • Changed Swashbuckler - Now adds sell value of all other Jokers to Mult, not just the Jokers to the left
  • Changed Hanging Chad - Now retriggers the first played card 2 times instead of once
  • Changed Runner - now starts at +0 chips and gives +15 chips per straight, was +20 and +10 per straight
  • Changed Flower Pot - Now includes the base suit of debuffed cards when determining if it will trigger
  • Changed Bootstraps to include current mult bonus in description
  • Changed all 4 Sinful Jokers (one for each suit) - they now each give +3 mult per suit instead of +4 mult
  • Changed Banner - now gives +30 chips per remaining discard instead of +40 chips
  • Changed Fibonacci - costs $8 instead of $7, because Fibonacci
  • Changed Square Joker - now starts at +0 chips, was +16 chips, now costs $4, was $5
  • Changed Wee Joker - now starts at +0 chips, was +10 chips
  • Changed Steel Joker - Now gives X0.2 mult per Steel card in full deck instead of X0.25 mult
  • Changed Odd Todd - Now gives +31 chips per odd ranked card instead of +30 mult
  • Changed Sixth Sense - Now uncommon and $6, was rare
  • Changed Hiker - Now gives +5 chips to every scoring card played instead of +4 chips
  • Changed Gros Michel - Now has a 1 in 6 chance to go extinct instead of 1 in 4
  • Changed Seance - Now uncommon and $6, was rare and $7
  • Changed Riff-Raff - Now $6, was $4

 

  • Changed Vagabond
    • Rare, was uncommon
    • $8, was $6
    • Applies when you have $4 or less, was $3 or less

 

  • Changed Cloud 9 - Now $7, was $6
  • Changed Mail-In Rebate - Now $5 was $3
  • Changed Reserved Parking - Now common, was uncommon
  • Changed Lucky Cat - Now gains X0.25 per lucky proc, was X0.2
  • Changed Trading card - Now costs $6, was $5
  • Changed Campfire - Now gains X0.25 per card sold, was X0.5
  • Changed Smily Face - Now give +5 mult per face card, was +4 mult
  • Changed Golden Ticket - Now payes out $4 per gold card played, was $3
  • Changed Bloodstone - Now has a 1 in 2 chance to proc, was 1 in 3, gives X1.5 mult, was X2 mult
  • Changed Onyx Agate - Now gives +7 mult per club card, was +8 mult
  • Changed Glass Joker - Now gives X0.75 mult per glass card destroyed, was X0.5 mult
  • Changed Stuntman - Now gives +250 Chips, was +300, is now rare, was uncommon, is not $7, was $6

 

  • Changed Invisible Joker - Now requires 2 rounds and costs $8, was 3 rounds and $10
  • Changed Burnt Joker - Now is uncommon, was rare
  • Changed wording on most scaling jokers to refer to 'this joker'

 

  • Fixed bug where opening a booster pack with hand size of 0 was unskippable
  • Fixed bug where the card generated by 'Certificate' was not being debuffed by the boss
  • Fixed bug in the rate at which eternal/perishable Jokers were being generated
  • Fixed bug where Buffoon Pack could show up in Jokerless challenge
  • Fixed bug where debuffed negative Jokers being sold doesn't reduce the number of available joker slots
  • Fixed bug where sticker seeding was shared between shop and booster packs

 

Those are the patch notes on May 1 for Balatro.

Anime Girl Buys Lonely Nerd Body Pillow

NEW NEO-TOKYO — Hayasato Mara, member of super-powered female anime group Sparkle Squad confirmed she has purchased a lonely nerd body pillow.

Mara confirmed the purchase during an Instagram Live in which she addressed rumors about her relationship status.

“As many of you may have already heard, I have found the love of my life. His name is Josh and we are going to spend the rest of our lives together.” Hayasato then gestured to a body pillow placed on the chair next to her depicting Josh Williamson, an e-commerce analyst living in Kansas City, Missouri. 

Hayasato then shocked fans even further when it was revealed that they were engaged to be married. 

“Josh proposed at the top of the New Neo-Tokyo Skytree right before it was destroyed by a kaiju summoned by the evil Dr. Izanami. Luckily Josh was unharmed from the attack and we plan on getting married atop the New New Neo-Tokyo Skytree once it is rebuilt.” 

The body pillow of Josh is part of a fairly popular line of body pillows in New Neo-Tokyo. The manufacturer’s website states that the pillow is part of a line portraying “Men that have gaming chair-based sciatica and mod for VTubers.” 

The relationship between Hayasato and Pillow Josh is not without controversy. Critics of the relationship point to the disturbing difference between Josh’s actual age and the age he is depicted as. 

“While Josh appears to be in his early to mid-40s, canonically he is 24 years old,” explained Sparkle Squad fan Marcus Brookes. “The difference between age and appearance is explained by a lack of exercise, near-nightly edible consumption, and the general crushing weight of existence. It’s not as weird as a 14-year-old woman that looks 22, but it is still kind of a bummer to have to look at.”

Creators of Josh Williamson, Lance, and Donna Williamson were asked their thoughts about the unusual relationship and the use of the likeness of their creation. 

“What are you talking about? What is the Sparkle Squad? Stop calling us.”

At press time, Mara and Pillow Josh’s wedding is scheduled in a few weeks after the section of the city destroyed by the kaiju attack is rebuilt between episodes.

Crash Bandicoot Once Again Asked to Put on Shirt or Leave 7-Eleven

BROOKLYN, N.Y. — Former PlayStation mascot Crash Bandicoot has once again been asked to leave 7-Eleven if he does not put on a shirt sources inside the convenience store have confirmed.

7-Eleven franchise owner Sal Petino is furious after once again having to throw Crash Bandicoot out of his establishment. 

“Our policy is very clear,” explained Petino. “It’s written on the door. But Crash comes in with no shirt, pissing all over the place, spinning around like a maniac. It’s not right. And to make matters worse, since he started coming in, other Australians have started showing up acting the exact same way.”

When asked for his side of the story Crash simply replied “Whoa,” followed by unintelligible gibberish. Luckily his sister Coco was able to help defend him.

“It wasn’t pee,” claims Coco. “We bandicoots secrete a special lipid mixture from a gland behind our ears whenever it’s mating season. He can’t help that it’s mating season and he’s been lonely since Tawna left.”

But that makes no difference to Sal. “I don’t care where it’s coming from. It’s getting on the nachos.” 

And the store owner isn’t the only person affected. Community members from all over Downtown Brooklyn are speaking out. 

“I understand that not all people have the privilege of shirts,” stated Khytari Brunson, a 21-year-old cellist attending the Brooklyn Academy of Music. “But I think it’s unjust for Crash to get special treatment just because he’s a bandicoot. Bandicoots are known to carry the plague – yet he’s in there every day, foraging for grubs, breaking boxes, and stealing all the wumpa fruit. You know how hard it is to get good wumpa fruit in Brooklyn?”

Bandicoot expert and arch nemesis of Crash Dr. Neo Cortex gave his insight into the situation, advising that Crash be put down.

“I’ve known how awful he is for decades but no one took me seriously. It’s all fun and games when the target of his antics is some evil genetic experiments but once he starts messing up your big gulps you start to see what I’ve always known.”

At press time, Crash was seen spinning out of 7-Eleven and into a CVS.

Season 2 of Fallout TV Series Planned for 2034

LOS ANGELES – Following the renewal of Amazon Prime’s Fallout series, co-showrunners Graham Wagner and Geneva Robertson-Dworet cooled fan expectations by announcing that season two would be released in 2034. Wagner and Robertson-Dworet confirmed the gap between seasons in a Zoom call with members of the media earlier today.

“It’s just how television is done now. We outline the thing, then write the thing, then get notes on the thing, then rewrite the thing, then get notes on the rewrite of the thing, then survive the studio being sold to a new company while new executives decide if they still want to do the thing, then agree to a reduced order of episodes of the thing, then get another set of notes on the thing, then do yet another rewrite of the thing,” Robertson-Dworet shared. “We’d love to have it to you sooner, but this is the creative process.”

Wagner gave the press an even deeper perspective of bringing Fallout to television screens.

“After the final rewrites are done, we’ll finally get to shoot the thing, then I’ll get into a heated argument with Walton [Goggins] about which of us is more handsome and he’ll storm off the set forcing us to recast him in the thing, we’ll cast Pedro Pascal at the behest of Amazon, add a meta joke about the recast, and then proceed to reshoot the thing,” Wagner said. “Once filming is done, we have to edit the thing, and that’s where we realize we didn’t shoot enough footage and have to go back and shoot more of the thing.”

Just before the call wrapped, Executive Producer Todd Howard made a surprise announcement.

“I know Graham and Geneva are hard at work on season two of Fallout, but I am here to announce that they will also be working on adaptations of Starfield and The Elder Scrolls. We’ll be using the same exact process to bring both of those game series to the big screen,” said Howard. “Sadly, this will offset season two of Fallout by another ten years or so. I deeply apologize to anyone who was looking forward to more Fallout in 2034. Please be patient with us as we work hard to bring you these excellent shows.”

At press time, Wagner and Robertson-Dworet were presented with notes from Howard that indicated Howard hadn’t even read the thing he was giving notes on.