Gamer’s Driver’s License Clarifies He Will Not Donate Face to Teabaggers After Death

Highway Shoulder – Dead gamer Josh Cummings’ Driver’s License reportedly notes that he will not donate his face to a teabagger in need should he die, which he just did, reports confirm.

“I just find it a bit selfish,” David Rhineheart, a first responder on the scene, said. “That’s a perfectly good face that a gamer could use to really celebrate the kill but no, he won’t let it happen.”

“I mean the steering wheel went straight through his chest, there’s no safe revive happening, just let it happen man,” he added.

According to police, the driver’s license also gave strict instructions for the dead gamer to have a viking funeral at the location of his death and for his loot to be split amongst his teammates.

“Yeah, we’re not doing any of that,” Rhineheart said. “He had some old torn up sweatshirt and a couple bucks on him, we just put it in the trash.”

The decision to not donate his face to those on the county’s teabag waitlist left some families with little hope their loved ones would ever receive a face in time.

“My little Jimmy, he’s been waiting for years,” Samantha Klein, 46, said. “All of his friends have a face to celebrate on. The county says there are others who need it more but he’s waited a long time. The system does not work for Gamers. Something has to be done.”

According to medical experts many on the wait list will likely never get a chance to teabag.

“Honestly, if you don’t go out there and earn it, you probably won’t get it,” Tara Bradley, head of Standford’s biology department, said. “My team and I have been waiting to get some fresh faces for a teabagging study for years and nothing. I think we’ll just have to start doorcamping like those bastards at MIT.”

At press time sources confirmed Cummings had lost his fight in the gulag and was sent straight to hell.

The Isle Update Patch Notes May 3

 

UPDATED May 3

 

 

Patch 0.14.28.61 now available!

Hey Islanders,
Thank you to everyone who participated in our recent hordetest, we're now pushing our latest build to the Evrima Public Branch! As mentioned in an earlier Discord announcement, for this patch, we'll be experimenting with a new server variant based on feedback gathered from our recent Hordetest. These servers will support higher playercounts of 150 without AI, and are based in both NA and EU regions. Initially there will only be two servers of this extra type available, but we will spin up additional servers of this variant as necessary and will remain available for as long as player interest dictates.
Please note; Our regular 100 slot AI enabled servers will still be available alongside the experimental ones.
Additionally, here's an example Game.ini for server owners to utilize the latest server functionality.
[/Script/TheIsle.TIGameStateBase]
AdminsSteamIDs="Admin steam ID here"
AdminsSteamIDs="Admin steam ID here"
WhitelistIDs="White list steam ID here" - needs to be enabled in the GameSession below, keep this empty if whitelist is disabled
WhitelistIDs="White list steam ID here"
AllowedClasses=Dryosaurus - List of all enabled classes - can also be managed in Admin Panel in real time
AllowedClasses=Hypsilophodon
AllowedClasses=Pachycephalosaurus
AllowedClasses=Stegosaurus
AllowedClasses=Tenontosaurus
AllowedClasses=Carnotaurus
AllowedClasses=Ceratosaurus
AllowedClasses=Deinosuchus
AllowedClasses=Omniraptor
AllowedClasses=Pteranodon
AllowedClasses=Troodon
AllowedClasses=Beipiaosaurus
AllowedClasses=Gallimimus
AllowedClasses=Dilophosaurus
AllowedClasses=Herrerasaurus
[/Script/TheIsle.TIGameSession]
ServerName="Server name here"
MaxPlayerCount=100
bQueueEnabled=true
bServerPassword=false
ServerPassword="password here"
bRconEnabled=true
RconPassword="password here"
bServerDynamicWeather=true
ServerDayLengthMinutes=45 - Set in minutes
ServerNightLengthMinutes=20 - Set in minutes
bServerWhitelist=false - Add whitelist steam ids in GameStateBase section above
bEnableGlobalChat=false
bSpawnAI=true
AISpawnInterval=40 - Set in seconds (how frequente it checks to Spawn new AIs)
DisallowedAIClasses=Compsognathus - Add the names of each AI class that should be disabled, one line for each
DisallowedAIClasses=Pterodactylus
bEnableMigration=true
MaxMigrationTime=5400 - Set in seconds - how frequent migration zones change
GrowthMultiplier=1 - Universal multiplier for growth, putting this number too high will stop it to work (stay below ~40)
[/Script/Engine.GameSession]
MaxPlayers=100

 

0.14.28.61

 

Additions:

  • - Added DLSS (NVidia) and FSR (AMD)
  • - Added Skin Creator to the Main Menu
  • - Added Previous and Next buttons for generated skins
  • - Re-enabled aerial directional attacks for troodon and omniraptor
  • - Added Global Chat as a server option (Disabled by default)
  • - Added Growth Multiplier as a server option
  • - Added customization for disabling specific AI to server options
  • - Added AI Density as a server option
  • - Added new /unstuck chat command (has a 90 minute cooldown, can´t be used near other players)
  • - Damage now cancels eat/drink
  • - New breath sounds for small animals
  • - Setup separate medium and small crouch footstep sounds
  • - Re-enabled interactive foliage since UE5 update (Enable/Disable available in settings)
  • - Re-enabled low option for shadows
  • - Added juvenile AI
  • - Added new opacity check for smaller animals to see around themselves in grass
  • - Added Ceratosaurus Manual Vomit
  • - Added new Dryo primary attack sound
  • - Added Pattern C to some species (more to come)

 

Enhancements:

  • - Updated basic attack cooldowns
  • - Adjusted some spawn zone sizes and added a couple more zones for Deinosuchus/Beipiaosaurus
  • - Prevented rain drops from being visible underwater when breaking the surface of watersources
  • - Updated bucking cost math to take into account juvenile pouncers
  • - Map updates and fixes
  • - Improved corpse physics visual and performance
  • - Improved weather lighting during certain weather conditions
  • - Reduced chance for certain weather conditions
  • - Dilophosaurus hallucinations can now be used against AI
  • - Troodon idle camera has been raised
  • - Various VFX improvements
  • - Deinosuchus lunge ability can now drag bigger targets if they are swimming
  • - AI behavior improvements
  • - Increased camera lock angle (total 90º) for when eating/drinking
  • - Moved Deinosuchus spawners to water only
  • - Scavenger AI no longer appear instantly when a corpse is created
  • - Updated carnivore diets
  • - Improvements to spectator mode
  • - Several sounds/music volume improvements
  • - Bees now play the pulse audio for large and small targets
  • - Made schooling fish smaller when caught by beipi
  • - Herbivores/omnivores can now scent while moving
  • - Players can now scent when carrying objects
  • - Adjustments to pounce to avoid various issues with slopes and camera pitch angle
  • - Allow Pounce to work when attacking back of target
  • - Adjustments to Fall damage
  • - Made thrashing a corpse easier to trigger
  • - Made "Perfect Diet" UI status to only showing up if Tier 6
  • - Various improvements to when eye shine shows on an animal
  • - Imported new pachy trot animations
  • - Increased pachy trot speed
  • - Increased herrerasaurus drop attack hit size
  • - Pounce adjustment to avoid latency issues when a nearby target is already hit
  • - Adjusted mouse sensitivty min/max to better range
  • - Allow juveniles to also see diets listed for migration zone
  • - Increased omniraptor and troodon leg health
  • - Held food will now be dropped during the pachycephalosaurus ram instead of blocking the ability
  • - Reduced volume of open sound in profile menu
  • - Underwater NV should now function more consistently
  • - Adjustments to AI spawn rate
  • - Disabled Humans
  • - Adjusted the trot and sprint steps non spatialised radius for small dinosaurs
  • - Adjusted ceratosaurus manual vomit to deplete only 20% of hunger/thirst and nutrients
  • - Removed seeing unnecessary hints when underwater
  • - Gave Herrera underwater Night Vision
  • - Reduced stormy weather volume
  • - Rendering updates for performance
  • - Chat performance improvements
  • - Grazing hint will now only display when hunger is below 20%

 

Fixes:

  • - Organs should now despawn
  • - Constant fog should no longer exist
  • - Fixed an issue where issuing a manual ban would kick the last player who joined
  • - Juvenile deinosuchus can now grab schooling fish
  • - Fixes to corpse interactions near water
  • - Fixed nutrient slots not filling for juveniles during certain conditions
  • - Fixed deinosuchus corpse thrash not working in water
  • - Fixed issue that caused players to sometimes spawn in a tree or rock
  • - Fixed AI corpses despawning too soon
  • - Fixed impact animations sometimes not playing for all clients
  • - Fixed ceratosaurus threaten call sometimes getting cutoff.
  • - Fixed walk/crouch footstep audio sometimes playing footstep trot audio
  • - Fixed charge damage not being reset
  • - Setting weather with the admin panel will no longer cause undesired abrupt weather changes
  • - Fixed juvenile dilophosaurus grab montage repeating
  • - Fixed water splash sometimes not triggering
  • - Fixed lunge shake slide
  • - Fixed random footstep in Hypsi slide
  • - Fixed audio issues with deinosuchus juvenile lunge body impact
  • - Fix to Physics Door replication when a new player appears
  • - Fixed effects on rabbit burrows
  • - Removed holes in the ceiba tree
  • - Fixed pteranodon snapping towards walls when holding RMB while jumping
  • - Fixed beipiaosaurus underwater directional attack animation
  • - Fixed camera rotation with UI open
  • - Ptera no longer uses stamina when aerial diving
  • - Fixed stamina consumption at certain water depths
  • - Fixed pteranodon running takeoff not working
  • - Fixed courting when flying/falling/jumping
  • - Fixed boars sometimes ignoring targets they can detect
  • - Fixed AI sometimes spawning under map
  • - Fixed pounce recovery causing some animal AI to begin sliding
  • - Fixes to chicken sound attenuation
  • - Fixed deinosuchus lunge sound attenuation
  • - Fixed collision with the watchtower mesh
  • - Fixed turtle making noise when killed by pounce then dragged
  • - Fixed recoil animation not playing when lunged if too close
  • - Fixed herrerasaurus fall damage
  • - Fixed deinosuchus rotation while thrashing a corpse
  • - Fixed pteranodon animation going from crash recovery to crash landed
  • - Fixed effects not requiring a game restart when changed
  • - Fixed F6 toggling gameplay settings
  • - Fixed incorrect attentuation for various animal idles
  • - Fixed scalability settings not properly setting
  • - Fixed a check with interactable objects so players no longer have move away and reposition to update
  • - Fix to some audio sounding off centre
  • - Fixed fish dying due to lack of oxygen
  • - Fixed bones not giving nutrients to ceratosaurus
  • - Fixed diet screen UI not showing herrerasaurus and dilophosaurus
  • - Fixed an issue when dragging organs
  • - Fixed getting stuck in hatch animation
  • - Fixed an issue with skeleton physics
  • - Fix to organs disappearing and appearing again after swallow
  • - Fixed fast moving clouds
  • - Fixed AI dying from dehydration or starvation
  • - Fixed moving scent animations
  • - Fixed hatchling pachycephalosaurus attract vocal using incorrect sounds
  • - Fixed being unable to scent while carrying something
  • - Fixed gore sometimes becoming stuck to the character's face after interaction
  • - Fixed underwater night vision post process not respecting the river water line
  • - Fixed Goat AI pinned/swimming/idle animations
  • - Fixed dilophosaurus crouch animation
  • - Fixed Tenontosaurus 180 directional attack vocal playing twice
  • - Fixed deinosuchus underwater vision range not properly scaling with growth
  • - Fixed lunged players not losing oxygen properly
  • - Fixed server crash caused by courting
  • - Fixed an issue causing the Day/Night Cycle to speed up
  • - Fixed herrerasaurus fall damage scale (reduced)
  • - Fixed some AI movement issues
  • - Fixed hypsi blind not cleaning off automatically

 

Those are the patch notes on May 3 for The Isle.

Wordle Today 1049 May 3 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 3.

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 4 at your location? Try our Wordle answer page for that day instead!

 

Wordle Hint Today 1049 May 3, 2024

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

 

A dense black hardwood, native to South Asia. It is known for its deep, rich black color and smooth texture, making it highly valued for woodworking and decorative purposes.

 

 

Wordle Hint Today Fifth Letter

The fifth letter for the Wordle answer today is:

 

“Y”

 

 

Wordle Hint Today Fourth Letter

The fourth letter for the Wordle answer today is:

 

“N”

 

 

Wordle Hint Today Third Letter

The third letter for the Wordle answer today is:

 

“O”

 

 

Wordle Hint Today Second Letter

The second letter for the Wordle answer today is:

 

“B”

 

 

Wordle Hint Today First Letter

The first letter for the Wordle answer today is:

 

“E”

 

 

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 1002 days straight! So here goes nothing:

 

3…

 

 

2…

 

 

1…

 

 

The Wordle answer today is “EBONY”

 

 

Previous Wordle Answers With Their Definitions

 

Wordle #1048 For May 2, 2024

SLICE

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 #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.

Content Warning List Of All Enemies

The viral videogame hit about achieving virality, Content Warning, has a bevy of monsters to capture footage of, or die to, if you’re not cautious. While their true names have been unknown thus far, an enterprising player on Steam rifled through the game’s files and extracted both that and their renders for all of us to see.

We have them all listed here, as well as a description of their moveset, and some tactics to use against them. As stated by the user:

Names are also from the game files

Note that this guide is a work-in-progress. Watch this space for more.

UPDATED May 2

 

 

Content Warning How To Increase Views

 

Angler

Status Unknown.

 

Big Slap

This giant of an adversary poses the literal biggest threat of all monsters in the Old World. First he charges, then he slaps, and if not a one-hit kill, it will be pretty close to death for the victim. Run. Hide. That’s all you can do.

 

Bombs

This legless humanoid has massive mitts to compensate, and uses them to toss bombs at spotted SpookTubers. They also have suicidal tendencies and will leap at you if in close proximity, before self-detonating. With both a slow move speed and attack speed, this one is relatively easy to evade.

 

Barnacle Ball

This weird little ball of barnacles for legs is deceptively dangerous. While not much to look at, it has three distinct attack types: a deadly melee attack that can kill in three hits; a ranged spit at out of reach or distant targets that can disorient them; and a whirlwind that suctions everyone who’s caught in the vortex towards it, where the melee attack is then deployed simultaneously. Avoid this one in any way possible, but remember that the ranged attack can still reach out and touch even if you’re perched up high somewhere. The only way to escape the vortex is to use the environment as hard cover.

 

Dog

This four-legged machine will fire a hail of bullets at you and your buddies. Take cover, and try to evade its scanner while putting some distance between you. Once a target is caught in the red scanning beam, it will focus on them before spinning up their gun. Being as low slung as they are, it’s entirely possible to leap over their heads.

 

Ear

A skeletal humanoid with nothing but an ear for a head. Lopes around on all fours, and grabs SpookTubers to damage them. Shrug them off, and yell at them to scare Ear away. Ear is paradoxically drawn to sounds, even the lowest of them, but can also be chased off with loud noises. While you could avoid them by being ultra-stealthy, that’s pointless given how little damage they can do.

 

Eye Guy

Essentially a non-threat, EyeGuy won’t be aggravated into attacking you if you can avoid beaming it with your lights, even the camera light. Capture footage from as far as possible and be on your way. If you do engage it, then expect to die in 6-8 hits. Easily escaped by simply sprinting away from it.

 

Flicker

If there’s a monster worse than Big Slap, this would be it. Flicker has a Medusa like effect on any SpookTubers caught looking at it, as in instantaneous death. Avoid this fate by being vigilant: if the screen flickers red briefly, that means a Flicker is in proximity. Quickly turn and face a blank wall. As long as you don’t witness it materializing and shuffling around, you’ll be fine. If you do see it though, don’t even bother looking away: you’re already dead. You just don’t know it yet.

 

Ghost

Status Unknown.

 

Knifo

Would be cute if it was Halloween, but it isn’t, and this one’s not a sweet child either. You’ll hear the distinct giggling just in time to see it leap at the nearest target; five strikes and you’re dead. A bum-rush type of enemy, do your best to dodge the stabbing, for as long as possible. Eventually it will just fade away, after a maximum of 30 seconds. Can number anywhere between one and five.

 

Jello

This gelatinous blob is going to rush you and envelope you, to carry you off for a meal, no doubt. Your only option is to dodge as quickly as you can. Use corners and stairs, if you can. While contact itself won’t kill you, Jello is going to drag you towards monsters that will.

 

Larva

This centipede-looking crawler is deceptively slow. Slithering cautiously at first, it will dash and grab a Spooktuber before hurling them away for half their health. Worse, if there’s a team mate nearby, then can expect to find the victim hurled at them instead, dealing damage to both players. Your best bet is to get your footage and skedaddle. If someone does get caught, just let it happen instead of getting close: better one of you takes the hit, than two of you needing a hug from the Hugger afterwards.

 

Mouth

This goofy little cookie-head with a wide mouth is a screamer. Victims will be deafened by Mouthe for the remainder of the session, meaning they won’t be able to hear voice comms from team mates. Not much of a threat overall, and easily shooed away by a group of at least two Spooktubers.

 

Slurper

Half-Life players will recognize the Barnacle rope anywhere. The Slurper dangles the rope down similarly and will reel in and consume anyone unfortunate to get too close. SpookTubers captured by a Jello will suffer a similar fate as they are dragged to the nearest Slurper. Try hurling (hold Throw to charge) a throwaway item at them if they capture a team mate, to force it to release your buddy.

 

Slurper Hand

Status Unknown. Can spawn between one and five at a time.

 

Snatcho

This fella tends to slink around the shadows, waiting on the opportunity to lunge out and carry off one of you into the darkness. Light is its bane, so send it scampering with the camera, flares, or flashlights. Can appear alone or up to five at a time.

 

Spider

Spider does what spiders do. Fires webby balls which pop open into actual sticky webs on impact. Once prey has been captured in its web, it will begin biting. Each bite can take about a quarter of a SpookTuber’s health. Don’t think, just run away.

 

Content Warning Arachnophobia Mode

 

Toolkit Fan

Status Unknown.

 

Toolkit Hammer

Status Unknown.

 

Toolkit Iron

Status Unknown.

 

Toolkit Vaccuum

Status Unknown.

 

Toolkit Whisk

This toolhead will barrel right at you in a beeline, and makes an awful noise which is good for detection purposes. Easy to evade by simply side-stepping it. It can take half your health if it gets you. Try luring it into walls to stun it, or perhaps even lasers; that will make for good content! Can spawn between one and three at a time.

 

Weeping

This sentient medieval torture device will only move when not being looked at directly. SpookTubers that are grabbed will be imprisoned within Weeping. Team mates can set you free by solving the captcha (Catchya) on the tablet that Weeping hands out. If you’re alone when it gets you, that’s that. Easily avoided, just keep them in your eyeline as you sidle past them and onwards. Between one and two of them can appear at a time.

 

Zombie

These little creepers are slow but grabby and can spawn between three and five at a time. Sheer numbers can overrun you, so just stay a few steps ahead of them and you’ll be fine. Eventually they’ll forget all about you.

 

Content Warning List Of All Items

 

Those are all 23 current monsters in Content Warning. Only time will tell if we see more of these creeps in future updates.

FOREWARNED Update Patch Notes May 2

Fresh out of Early Access, FOREWARNED is an Egyptology-theme co-op horror survival game. Since its April 25 full release, FOREWARNED has had a number of patches and those notes are compiled below, in descending order, from latest to oldest:

UPDATED May 2

 

 

Hotfix (v1.08) May 2

 

Fixes:

  • Fixed an AI pathfinding issue on the new tomb variation
  • Fixed an issue in which player vision could remain blurred after focusing on a readable page
  • Fixed an issue in which the librarian's hitbox could remain active at the Library Puzzle's entrance

 

 

Hotfix (v1.07) April 29

 

Changes

  • Improved blue lever spawn location selection for tomb variation #6

 

Fixes:

  • Fixed an issue in which books could no longer be picked up once placed in the Library puzzle
  • Fixed an issue in which books could overlap inside the same bookshelf slot in the Library puzzle
  • Fixed a potential issue in which the ushabti chest would not lower for all players after the Constellation puzzle was solved
  • Fixed an issue where the Circular Rune puzzle was able to be solved before the spike ceiling's descent
  • Fixed an issue in which the Animal Memory puzzle's audio played off-center for one of the buttons
  • Fixed a physics issue with drawers in the lobby area

 

 

Hotfix (v1.06) April 28

  • Added a hint display when approaching a Ritual Ward for the first time
  • Added a "Ritual Wards" entry in the PDA research notes' Tools section
  • Cobras can no longer damage players when they're fleeing / already warded off

 

  • Fixed a hitbox on the ritual cobra being too large
  • Increased the time before Ptahmes can move/attack players after appearing to reduce spawn kills
  • Slightly reduced the size of Medium and Large maps on the newest tomb variation
  • Fixed the Lava Tile puzzle's material glitching out in some cases
  • Spread out the equipment tables on Royal Outskirts to prevent players getting stuck
  • Fixed the Spirit form's eyes not always fading out
  • Updated Chinese translations and characters

 

 

Hotfix (v1.05) April 26

 

Fixes:

  • Fixed Artifact Archon, Healing Force, and Archivist Ascendant achievements
  • Fixed AI pathing through walls of the elevator in the new tomb variation
  • Fixed AI getting stuck in two cases in the new tomb variation
  • Fixed a case where a moving platform's velocity could still be applied to a player after dying on one
  • Further improved performance when looking at the sand portal

 

 

Hotfix (v1.04) April 25

 

Fixes:

  • Fixed Cleanup achievement not working
  • Fixed certain achievements not getting submitted to Steam until the end of the round
  • Fixed gold spawning in the floor after dying in Sobek Oasis ritual rooms
  • Fixed an issue in which the ritual ward "penalty" timeout lasted too long
  • Fixed issue with getting stuck in library

 

 

FOREWARNED 1.0: Final Reckoning – Now Live! April 25

Our largest update yet, with an all new Mejai, new maps, tomb variation, ritual rework, and more!

 

A note from the developers:

The time has finally come. In Early Access since September 2021, this Final Reckoning major content update launches FOREWARNED into its full 1.0 release! Our largest and most ambitious update yet, this release comes with a ton of new content, including the seventh Mejai, two new maps, a new tomb variation, a complete ritual revamp, and so much more detailed below.
We want to thank everyone from the bottom of our hearts for your support and for being part of FOREWARNED's early development. Through your feedback, suggestions, bug reports, and sharing your experiences, you have improved and made the game what it is today. We love hearing about players encountering their first Ouphris, or about your first experience in the "nightmare room". This community and the love for FOREWARNED has motivated us throughout development, so we want to once again thank you!
As a final note, while we consider FOREWARNED to be a game filled with enough content at this point to launch out of Early Access, we're happy to share we already have more in development. This is not the end of content updates, but rather the finalization of the game's base foundation. Stay tuned in our official Discord to stay up to date on the latest and we'll keep you posted.

Stay vigilant during your future expeditions, as the resounding echoes of bones breaking heralds the arrival of the 7th Mejai, Ptahmes the Resilient. Close to death, Ptahmes gave in to temptations of blood magic for salvation. Enduring an endless cycle of agony and healing, this relentless horror will move in for the kill when you least expect...
  • Ptahmes is now an option to select when entering all ruins' inner tomb
  • The PDA has been updated to include Ptahmes' research notes as well as selection in the Evidence tab
  • 10 new lore pages are available for collection which tell the story of how Ptahmes came to be
  • New inner tomb notes are available specific to Ptahmes' behavior
  • A new achievement is available when Ptahmes is banished for the first time


Two new maps have been added to the game.
  • Secret Temple of Ptah: A team of archaeologists discovered an ancient village thought to have been lost to time, with a mysterious temple at its peak. After much effort spent excavating the ruins and even installing a mechanical lift, the entire team of archaeologists seem to have disappeared. Discover what horrors lie within, but take caution to avoid the same fate as earlier explorers.

  • Royal Outskirts: Another team of archaeologists received word of a new ruin etched into the face of a hidden valley. Just as they approached the entrance, a sandstorm picked up, causing them to seek shelter inside. Believed to be where the Mejai Ptahmes first gained his powers, the outskirts hold mysteries worth unraveling...


A new procedurally generated tomb variation - Outdoor Ruins - has been added. This new tomb style can be found within the Secret Temple of Ptah and Royal Outskirts maps.
  • Over 30 new rooms, including several dangerous trap rooms
  • New spirit and horror events to keep you on your toes
  • New tomb lighting and style with sandy floors and open ceilings showing the sky
  • New variations of the existing ushabti puzzles fitting to the Outdoor Ruins theme, plus a special variation-specific puzzle
  • New, thrilling ritual chamber with unique effects and challenges
  • New ambience and sound effects
  • New creature lurking throughout



The Mejai banishment ritual has been reworked to introduce additional challenges and mechanics, and is now designed to feel much more like a final showdown between you and the Mejai you're banishing. The new ritual is best experienced first-hand, but here are some general notes on the changes:
  • The Mejai's spirit now has the ability to break out of the ritual cage and try to impede your progress
  • Each tomb variation has its own unique setup for banishing the Mejai, and the spirit can exhibit different powers in each variation (so be sure to check out each one!)
  • The ritual itself has been reworked into a multi-phase banishment, with several elements added to further excitement and replayability
  • Ritual Wards have been introduced to each chamber. The wards' activation must be performed in a specific way depending on the Mejai's weakness
  • All ritual chambers have received design changes to allow further spawn possibilities for creatures heading towards the altar
  • Ritual creature spawning has been optimized to better take into account the number of players in the expedition and the chosen difficulty, ensuring the challenge scales accordingly
  • All ritual intro sequences have been sped up significantly to avoid tedious delays before the ritual starts
  • Hostile mummies that have been lit on fire can no longer perform damage to the ritual altar
  • Players can now capture proof of the Mejai's existence using a camera while it's in its physical form in the ritual cage
  • Notes near the ritual chamber's entrance have been updated to reflect the new mechanics


To further replayability and make each expedition feel more unique, especially when banishing the Mejai, we've added eight brand new ushabti puzzles to the game.
  • Each tomb variation has a new, special puzzle found only within that particular map type
  • Additional puzzles have been added in each tomb variation, always with a randomly generated solution
  • While the original ushabti puzzles prior to this update may have presented a challenge, many of these new puzzles offer further excitement and horror unlike anything introduced before




The Hierodex (A.K.A. the Hierolens) is now available for purchase in the shop. Starting as default equipment and found in the Research Notes of your journal, this tool allows you to translate even the most cryptic of hieroglyphics on the fly! Useful for several puzzles and a component of the new banishment ritual. Once upgraded, it can even be used to transcribe lore pages in the shop for free.


  • For players that have seen the "relic acquiry" cutscene more than a few times, a significantly shorter cutscene will now play, reducing the time between grabbing the relic and the spawning of both the Mejai and blue escape lever
  • Increased the hitbox on reanimated mummies and sleeper zombies
  • Improved the network syncing of mummies burning
  • Slightly decreased the necessary range to ward off zealots and cobras
  • Slightly increased the torch's hitbox for igniting fire stands
  • Performed AI balancing and improvements to Mejai patrol routines
  • Improved the photo camera's ability to take photos of objectives
  • Tweaked the Mejai spirit's phenomena invocation timings to reduce spamming interactions
  • For new players, certain maps can only be selected once reaching a minimum required player level
  • Changed default frame cap to 120 down from 144 (you can still raise it if desired in Settings)
  • Given the increased depth of the game, FOREWARNED's reward system has been updated. Now, upon a player's demise, instead of forfeiting all XP, a penalty will now apply (scaling per difficulty) that deducts a certain percentage of total rewards, rather than clearing them entirely. This new logic also applies to gold and other collectibles, so long as at least one team member survives the expedition and collects anything you dropped upon death. Therefore, group play is encouraged to maximize your rewards in the case of your untimely demise!
    • EASY = 40% Reward Deduction Upon Death
    • NORMAL = 50% Reward Deduction Upon Death
    • HARD = 60% Reward Deduction Upon Death
    • BRUTAL = 70% Reward Deduction Upon Death

  • Over 30 new achievements have been added to the game, each with a newly designed achievement icon
  • An opening cutscene has been added. This only plays once by default, but can be toggled to always show via the Gameplay settings menu if desired
  • A torch hit confirmation visual effect and sound now occurs when successfully warding off a creature
  • Players can now cross out evidence they believe to be invalid in their journal when selecting observed phenomena
  • 15 new loading screen images have been added
  • Performed minor design changes to the Mejai's spirit to make it more ghastly in appearance
  • Additional bobbing animations have been added to player hands when moving with tools
  • Archaeologist character crouching and other movement animations have been improved
  • Added an Easter egg question and response to the Transmitter

  • Fixed an issue in which pets could collide with the light ray puzzle's laser beams
  • Fixed an issue in which items were reactivating upon exiting the journal
  • Implemented logic to help re-sync tomb generation if the host disconnects during the round starting
  • Fixed an issue in which Dekan would not appear to face the player he was attacking
  • Fixed an issue in which AI would not target VR players' bodies when attacking
  • Fixed an issue with readable notes in the lobby area being unreadable at certain angles
  • Fixed an issue in which Mejais could potentially get stuck in one place and no longer move around
  • Fixed an issue in which zealots wouldn't spawn if the host disconnects
  • Fixed an issue that could cause the game's vignette effect to be too large for ultra wide resolution monitors
  • Fixed an issue with fonts not displaying correctly with certain special characters
  • Fixed an issue related to ectoplasm's radioactivity detection via the Geiger Counter tool
  • Fixed an issue related to shadow casts on rare treasures
  • Fixed an issue in which abominations could fail to behave correctly during variation #5's ritual
  • Fixed an issue related to leaving a game while underwater in the Oasis maps
  • Fixed an issue with the inner tomb door note not appearing in tomb variation #3
  • Fixed an issue with pet placement when first spawning
  • Fixed an issue in which players could navigate out of bounds in the Oasis maps
  • Fixed an issue in which the Animal Memory Puzzle pedestals were missing collision in tomb variation #1
  • Fixed a missing collider in Dread Valley
  • Performed significant performance improvements across the board
  • Performed translation improvements

 

 

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.