Rumor: Conan O’Brien Cast As Main Villain In Death Stranding 2

Former Late Night and Tonight Show host Conan O’Brien has been cast as the main villain in the upcoming Kojima Productions Death Stranding 2 On The Beach, according to a source familiar with the game’s development.

“I can’t tell you who I am, but let’s just say the Simpsons Monorail song wouldn’t exist without yours truly,” The anonymous tipster said. “I also had a brief stint on late night TV, but that’s all I can tell you.”

The source shared details on the process of how Conan was cast to play the villain in the upcoming sequel.

“I visited Kojima Productions during the development of the first Death Stranding, and Kojima added my face to his very normal collection of 3D scans of celebrity faces, and asked if I wanted to be in the game. I said sure, and recorded a few lines and that was it. I think my character in the game gives Norman Reedus an otter hat. Back then I was still on TV, so I couldn’t commit myself to being in the full game, but because my career has totally cratered the only thing I have going on is a podcast with my assistant Sona and whatever celebrity guests I can bribe into coming on.

“So when Kojima called and told me he needed someone who resembled a redheaded Slenderman for the role of the big bad in the sequel I jumped at the opportunity.” Our source said, while doing a string dance. “I made some shall we say ‘questionable choices’ during the big NFT craze, and my kids are still expecting me to pay their way through college. So I said I’d pay for college when one of you ungrateful leeches slashes all the tires in Jay Leno’s garage. Make that happen and then we can talk.”

The anonymous tipster attempted to share details about the game’s plot, but had some difficulty.

“So in the game, Norman Reedus is transporting a baby in an oversized mason jar across the United Cities, and my character controls a herd of flesh-eating otters with a magical kazoo to try and stop him,” The source said. “To be quite honest I don’t know what’s happening most of the time. The dialogue is cryptic at best or self indulgent, navel gazey drivel at worst, but hey, it’s a paycheck. Maybe someday I’ll be allowed back on television. Until then I hope you look forward to seeing me, Conan O’Brien, in Death Stranding 2 On The Beach!”

Hideo Kojima was unavailable for comment as he was on an ice fishing expedition with Geoff Keighley.

Making Games Is Awful, I Love It: A Conversation With Exploding Kittens’ Carol Mertz

Carol Mertz is a Senior Game Designer for the tabletop game company Exploding Kittens, makers of the game and company namesake Exploding Kittens, Throw Throw Burrito, Poetry For Neanderthals, and many others. Mertz began game development as a hobby she did with friends, but would eventually go on to earn her MFA in Game Design from the NYU Game Center in 2019. She has toured the country with HELLCOUCH: A Couch Co-op Game, and has also released With You, a cooperative two-player puzzle-playground game, and We should Talk, a short-form narrative game, which are available on Steam and itch.io.

Minus World: You started doing game design as a hobby, right?

Mertz: Yeah, in 2010 with other friends from college, I graduated with a major in interactive media with emphasis in animation, and that meant that I was surrounded by a whole bunch of other dweebs who were really into animation and video games. And we were like, “Hey, let’s be dweebs together, and work on these things together.” And in Saint Louis, you probably know this, but especially 15 years ago, there was not much of a visible video game scene.

MW: Did you get swarmed with people who were interested in game design wanting to work for you?

Well, no, we were working in isolation, like, you know, we weren’t marketing ourselves or anything. Nobody knew what we were doing and we didn’t know what anybody else was doing. And so we were working in this little bubble of not knowing what we were doing. I had a tiny bit of experience or at least exposure to the industry because I went to my first GDC in 2007. Like I convinced my employer at the time to send me and I have no idea why or how; I wasn’t making games at the time. I was just like a student and they were like, “Yeah, sure, this seems relevant.” Me, a web designer, was at GDC, rubbing elbows with Miyamoto. So I had some minor exposure to the industry, but no experience making games. No idea what the fuck I was doing. I just knew that I liked the industry and was interested in learning more about it. And so when we started getting together and talking about what we wanted to do, we were just like, “Well, let’s experiment, Let’s just play around.” Let’s take an established idea and develop it into something more. So we developed a Simon clone that we made for iOS, and that was when iOS apps were not a common thing to be making. We actually wound up getting quite a lot of downloads. It wasn’t paid or anything, so we didn’t make any money on it, but we were like, wow.

And so we kept kind of experimenting and playing around. The team eventually shrunk down to me and the two friends that I formed the studio with, and we were just doing this sort of hobby approach. And eventually a Game Jam approach where we were just going to local game jams. Once we did find a scene and you know, making games on a weekend and just like trying to churn out as much shit as we possibly could so that we could start making good stuff and we did that for several years.

And then I finally made my own mobile game where I was the lead developer. Like I had been in a support role doing art or doing production. But I finally decided to be lead designer and lead developer on my own title in 2014 I think. That was when I was just like, “No, I really want to keep doing this. Yeah, I want to keep doing this for good.”

MW: Now, how long after you started doing it as a hobby, did you feel like, “Hey, I think this is what I want to do with my life”? Was it immediate or did it take some more time to get to know that for certain?

Yeah, like even when we started as a hobby, I never really saw it even as a viable career path. It took me four or five years of getting to know the industry better, getting to know other indies, and seeing other indies find success and recognizing that this is a viable career path. If I can figure out what I’m doing and can win the lottery ticket of either getting a job that can sustain me or making a game that can sustain me or whatever.

And so I think it was around 2014, 2015 when I was like, actually, this is legitimately what I want to be pursuing. Yeah, because up until that point I had been really focused on web development, like I’m a great web developer. We were making enough doing that for clients that we were sustainable and we were independent, but it was boring.

MW: And it’s not how you want to spend your life.

Exactly. And so in 2016, I left my studio, and it was super amicable. They were interested in maintaining their design direction, and I was interested in moving full time to video games or to games in general. And so I went to work with another full time game studio here in St Louis for a few months. it wasn’t the right fit for me, but it made me realize that yeah, video games are still like the core focus of my life. And at that point I was delving more into like, community stuff.

MW: Stuff like the Pixel Pop Festival?

Yeah, I started Pixel Pop Festival with some friends in 2014, but then I took it over as the executive director in 2016. Because again, I was kind of refocusing all of my energy toward games at that point. And I shifted into teaching. So I was teaching game courses at Lindenwood in Saint Louis and eventually somebody on Twitter reached out and was like, “Hey, NYU is offering this scholarship for women. Maybe you should check it out”.

I had literally never in my entire life, in my entire career, considered going to grad school. But this person reached out, and I feel bad because I don’t even remember who it was. It was essentially a stranger. Like just a random follower was like, “Hey, I saw this and thought of you.”

MW: Isn’t it funny that little things like that happen to us? The little offhand comments that just make you think about something that you’ve never thought about in that way or never even giving consideration to, and suddenly change the course of your life.

Yeah, it was wild. And I appreciated it so much that they thought to send me this thing and they probably didn’t even think that much of it, but it legitimately changed the direction of my life after that.

MW: So you go to NYU and you’re there for two years, right?

I was there for two years. Yeah.

MW: And what was that experience like? I listened to a little bit of another interview that you did a few years ago. It sounds like you had a pretty remarkable time.

Yeah. I mean, this is where we get into. “It’s terrible. I love it” territory. I knew what I wanted going in: I knew that I wanted the mentorship I couldn’t find in St Louis. I had kind of risen to the mentor position in Saint Louis, but there weren’t any mentors who could help me. And so I was desperate for guidance from people who knew more about what they were doing than I did.

And I got that there. I was also desperate for the space and the freedom, but still some structure to make creative, expressive work. And I got that there. But because I got those things, I went into super brain mode and burned myself the hell out within those two years. But I made a ton of work that I’m so, so proud of.

But by the end of it, I was like really…

MW: Almost a dead body?

Yeah, I was just barely trudging through. And I was suffering a lot from mental health issues and stuff like that, not realizing that it was burnout. Like neurodivergent burnout that I was experiencing. I was nonfunctional and I was really, really hurting.

MW: With the projects, were some of them collaborative? Were you on your own? Were you doing the programming, the art, and everything for the games? Or was it a team effort?

A little of both. It really depended on the class and the project and everything. Most of the timethe way that NYU is structured is that they essentially train you to be an indie powerhouse. They give you a background in game design and all of the tools to support that game design.

So you really have to be able to make your own projects, and I excel at that sort of thing. But there were a bunch of projects that I did, like We Should Talk and Hell Couch and Chroma that were all collaborative. Whereas my thesis project With You was a solo project.

That is another example of “Making games is horrible, I love it,” but it was that strange process to me.

MW: But then you had this beautiful thing that you can look at and share with everyone. So has the payoff always outweighed whatever trials and tribulations that you’ve gone through when you’re making a game? At the end are you satisfied?

There are moments where I’m satisfied, but I think, as is the nature with any artist, I’m never satisfied with my own work. It’s like really like I have to decide that something is done, because otherwise it’s never going to be done. I think a lot of us struggle with that, and for something like With You, I look at it and I think about all of the things that I wish I would have done or I wish I had the knowledge to tackle or I wish I had the energy to tackle. And I look at all of the things that I’m afraid that my players are going to see and think that I half assed it.

MW: All the things that you notice that the player probably doesn’t?.

Exactly.

MW: And the audience is like, “no what are you talking about?”

You don’t care. So having those moments of somebody at GDC one year was like,”Wait, you made With You?I just saw that. I just played it. That’s amazing,” And I’m like, wait, wait, this is a game that I released with no marketing, no anything. And yet some random person who I’m having lunch next to recognizes my game.

That’s the moment where I’m like, it matters to me.

MW: This is why I do this.

Yeah, but on the other hand, because With You is a two player game that is designed for dates for romantic couples. It is unusual. It is uncommon. And in a Steam landscape it sticks out in a certain way. And because of that, it sort of became a meme after I launched it and like, people started leaving really sexist and homophobic reviews on it.

MW: Wait, gamers did that?

Gamers right? In what world would they be nasty about a sweet cute little game made by a single person in a really difficult time of her life?

That sort of thing certainly tends to overshadow the small moments of joy, of seeing the kind reviews and the feelings of, you know, of hearing from people who you meet that it was meaningful to them. That’s really important and that’s really special, but it’s so hard not to let the vitriol overshadow the successful moments.

MW: I think as with a lot of things people are probably more willing to go online and make negative comments than the people who really loved what you did considering taking the time to go and write a review. It’s a relatively small percentage of people that actually take the time to write those reviews.

Absolutely, and there’s also an element of like the memetic aspect of it is community driven. Like there’s something like these people are participating with other people and trying to build a community and trying to build a common joke. And I can appreciate that. But at some point they’ve lost the fact that they’re making the joke at the expense of an actual human who made this project and cares about this project. And that sucks.

MW: So after NYU is that when you wind up at Exploding Kittens or you come back to Saint Louis? Or what are you doing after NYU?

I came back to Saint Louis and I was planning on focusing on Pixel Pop and freelance work and community work. I had this goal for myself that I was just going to keep this indie momentum that I had built up through Hell Couch, and the couple of publishing contracts that I had out of NYU. Then the pandemic hit and my biggest client at the time was Exploding Kittens.

I was doing design work with them, and they were part of my freelance plan. It was in the middle of 2020 when they were like, you know, do you want to just like, join us full time? I was like, wait, health insurance structure and steady paycheck. Yeah, I’ll consider that. That was when I kind of abandoned all hope for freelance through quarantine and pandemic stuff and shifted to full time board game design, which I never really imagined myself doing, but it’s been surprisingly satisfying.

MW: I love to hear that. What are unique nightmare scenarios that come up when designing a tabletop game or a board game? Yesterday I was listening to this interview you did a few years ago, and you’re talking about how you have 5 minutes for people to be invested in the thing that you’re trying to get them to play, and I think that is so true… I can’t tell you the number of board games I’ve tried to pick up with friends and there’s an entire book explaining all the rules. And I look at a game like Throw Throw Burrito where it’s a single sheet of paper and it’s like, “Hey, this is how the game is played,” and it’s spelled out with very cute illustrations. There’s also a link to a YouTube video that explains how you play. So what are some unique problems that you run into with tabletop design?

It is very unique, and to be clear, at Exploding Kittens, we make mass market board games, which means these are board games that don’t presume that our players have any prior game literacy. We’re not gearing toward the hardcore gamers, right? We’re gearing toward the moms walking down the aisle at Target.

And so it’s that much more imperative that these games are approachable and accessible and that they’re quick to learn and they keep your attention while they’re playing. They’re engaging the entire room, all of these things. In video games you can have a great little trailer, you can have the tutorial at the beginning that really walks you through. You can have all the systems in the game force you to do exactly what you’re supposed to do. But in a board game, that’s the player’s brain. You have your instructions that you write and you know that the player is going to skip half of those instructions and make up their own rules because why not? We have our How To Play videos for everything, but that still leaves room for error. And it’s just really about making sure that the experience is amazing, even if it’s broken.

MW: Do you have a “time to fun”? Like you only want so many minutes to pass before the people are playing the game and having fun?

Not in specific terms, but we are not going to release a game if we don’t see people laughing within the first few moments. It is so much about the experience for us and it is so much about the community when people are playing that if people are just being really contemplative and like looking at their cards and not really talking to each other and not really reacting to other people’s plays, then it’s not going to be out in the world.

So the other thing that I think is worth noting, like I’m always working on several simultaneous projects, whereas in a video game studio, you’re focused on one thing. For example, last year I led three projects that were released in 2023. I have two projects that have been released in 2024 with another coming, and those are just the ones that made it to shelves. We’re constantly cycling concepts and working on stuff.

MW: How many ideas do you think “this seems wonderful,” but then when you actually make a prototype, you playtest it and say “Oh, this ain’t it”?

All the time. And you know, again, it’s coming up with ideas, testing it out and seeing if people actually seem to enjoy it. And if they don’t, then you decide whether or not it’s worth revising if there’s enough there. But ultimately it boils down to “will people want to buy this?”And that’s the big difference between working at Exploding Kittens versus having been an indie designer, because I never really thought about if people were going to give a shit about my stuff. I would just keep making it to express myself, and now I’m making it to reach as many people as I can.

MW: This needs to be marketable and fun.

Yeah, exactly. 100%. Because that is one part of the process, I have to consider the cost of goods and whether or not it’s even going to be something that we can afford to produce. So that people can afford to buy it, especially “in this economy?” We have all these constraints about how much people are willing to pay for a game, which gives us constraints about how much we can put into a game. Which is just another part of the thought process.

MW: Yeah, that obviously makes sense, but I never would have given that any thought.

So many ideas die because they’re great ideas and super interesting and you know that it would look amazing in a box on a shelf, but, it would make it so expensive.

MW: Is Exploding Kittens still the most successful Kickstarter campaign?

It was the most backed, which means the most people backed it.

MW: Have you had a project or something you know would be so good, but it makes no financial sense for you to try and make it. Have you thought about Kickstarting more elaborate projects like that?

Kickstarter is never going to reach as far as mass market retail. Like, that’s just the nature of it. And because of that, the goal is once a company gets to the point where they’re able to start selling to the mass market, I think the goal is to be mass market first. We have done a couple of Kickstarter since the original Exploding Kittens and they’ve done well, but it’s more of a way of getting our core player base to feel more involved in the process and to have a say in how things turn out. It’s really more of a community thing on our part and it’s a lot of work. So I think it’s something that a lot of companies are kind of cooling down on as they shift more towards retail stuff.

MW: How fun is it to make rules for a tabletop game?

So I actually really like it because I’ve said this before on Twitter and, sneak preview: I’m going to say this in my GDC talk too. But writing board game rules is like programming for a computer that gets bored easily and arbitrarily skips half the code.

I can code, but I don’t love coding. I like the logic of code, but I don’t like having to memorize syntax. I don’t like to, you know, like having to worry too hard about the mathematical aspects of it. I’m terrible at trigonometry, and rarely do I have to deal with trigonometry when I’m writing or designing board game stuff.

And so I’m just thinking about how would a human brain parse this if they came into this with zero knowledge of what I’m trying to get them to do. How by the end of this ruleset can I get them doing as close to what I want them to do as possible? And that to me is such an interesting challenge and has been the most fun part for me of working on board games because it’s also an iterative process of writing what you think it’s going to be, and then it becomes this experiment where then you put it into play testing and you see how wrong you were.

Then you iterate and then you do that process over and over, and I compare it to the scientific method of like you’ve got your hypothesis, which is your game design, and then you build your your prototype, and you run it through the experiment, which is the play test, and then you iterate and revise your hypothesis based on the results of the experiment and it’s this really nerdy but also very like psychological and personal kind of process.

It’s very satisfying for me.

MW: That sounds so fun.

It’s also just really interesting to see how different people process rules differently. Because you can’t rely on one single playtest. Everybody reads differently, everybody processes things differently.

MW: Yeah, everyone will interpret the rules differently or just discard them entirely. Like that thing where you play Monopoly at someone’s house and go, “what are you talking about? Those aren’t the rules.”

They’ve been playing it wrong for years, but the “house rules,” I think that’s another really cool thing about board games is that I’m writing my rules knowing that players are going to make their own rules on top of them, and knowing that this thing that you’re designing, this thing that you’re creating, is just going to continue to evolve in the hands of your players is also really exciting. And there aren’t very many video games that do that.

MW: How do you avoid being complacent at a place like Exploding Kittens? Making sure that you’re not just making a game because you need to make a game because you’re Exploding Kittens. Is it easy to stay excited about the work that you’re doing with Exploding Kittens? Because eventually everything is a job, right?

This is a really interesting and complicated question. I am, like I said, neurodivergent, and games have always been my special interest. And so the fact that games are my special interest, the fact that I care so much about games and the experience of playing games and the impact of games on society and culture. I do view my work with a level of gravity that I think, you know, may or may not be common among other designers. I think among designers probably, but among just generally people in the industry, maybe not so much. And so because of that, I never want to put something out into the world that could cause harm or be considered like a throw away thing, especially in board games, we’re producing physical materials and that makes an impact on the environment, that makes impact on the world beyond just the experience that we’re creating for our players.

Everything has some cost, and I don’t want to charge the planet for a shit product.

If I’m going to be a part of putting something like that into the world, I really want it to be as good as it can be.

That’s just my own perspective, and I also want to feel proud of the work that I do just in general. But it is really hard because as a neurodivergent person working full time, it is exhausting, it is draining. It is hard to maintain life outside of full time work. And so that means I don’t have the time and energy to make expressive work the way that I used to. I don’t have the time and energy to even play for fun the way that I used to

MW: That seems to be a very common refrain. I see interviews with other game devs, and so many of them say “I’m really looking forward to playing some video games” when the project is about to be released. And that’s weird. You’re there making games because you love games, but you don’t get to play that many games because you’re busy making games.

Exactly. Every once in a while there will be a game that sticks and hits that part of my brain that lets me play it for longer periods of time, and that’s just my wind down technique. But in most cases, I’ll pick up a game and it’ll feel like work because I start analyzing it and I start thinking, how can I apply this to my day to day practice? Or even just “I understand what the system is doing, I don’t need to play it anymore”. I get it. It’s hard to shut your brain off and just enjoy things.

MW: What games informed you the most along the way and are there any that you go back to while you’re making games? It can be a board game, it could be an actual video game, but what are some of the ones that informed you the most and your time as a person who loves video games and games in general?

When I think back to the games that I feel like most defined my taste in games, I think about the earliest examples of wholesome games, to be perfectly honest. So thinking back to the introduction of farming games. Harvest Moon was a game that I became so obsessed with in middle school that I got made fun of in class for non-stop talking about my wife in Harvest Moon.

Pokemon, the idea of being able to collect these cute creatures and run around this big world, and they fainted. They didn’t die.

MW: Yeah, I just got to take them to see Nurse Joy. It’s going to be fine.

And Super Mario RPG was the introduction of turn based games. Super Mario RPG for me came before Pokemon and I think they both just share this nice space where it’s cute, it’s funny, it’s endearing. I can’t do action stuff very easily. So the introduction of turn-based gameplay suddenly meant that I had a chance to get to the end for the first time in the history of Mario games, and it made me feel like games could be made for someone like me.

Obviously the games that I have made since then are not like that, but those feelings are the feelings that I’m chasing. Those feelings of “this is made for me” or “this makes me excited to be playing a game”. This makes me remember why I love games. And on the other hand, you know, with board games, I always played really boring board games as a kid.

MW: Like what?

There was Mall Madness, which was fine, but like everything in the eighties and nineties and early 2000s, at least what was geared toward kids and geared for little girls was like Dream Phone and Mall Madness. I had Chutes and Ladders, I had this one game called Strangers and Dangers, which is about the dangers of talking to strangers and doing drugs.

MW: How do you tell you’re a nineties kid without saying you’re a nineties kid?

Elder millennials check in! But I played a lot of these board games, obviously. I played a lot of Monopoly. I played a lot of Sorry, I played a lot of Parcheesi and Backgammon and shit like that. And the strategy of classic Hoyle card games and backgammon and checkers and stuff like that appealed to me, but once I started getting an opportunity to play more modern games in the 2010s, like A Fake Artist Goes to New York by Oink games for the first time. It’s a social deduction game with drawing, and it’s so brilliant because not only is it fun to do, it’s fun to watch other people do things, but then at the end you have this nice little artifact of your play session because you’ve all drawn on this silly piece of paper. Something about that and the explosion of Werewolf in my community groups just made me realize that the social experience of games is so much greater than what I grew up with, and drew me toward designing for board games. It was in that era when I started designing my first card game, which was satire on corporate America. And that was 2016. But that was inspired by the fact that games could be a really beautiful social experience, but also could be expressive and meaningful.

MW: Tell me about Hell Couch.

So one of the games that I worked on out of NYU was a collaborative project that can’t really ever go anywhere because it’s a sofa. Like it’s a playable sofa. And we toured the country with it and the entire process is players have to release a demon from the sofa by doing the sacred butt ritual. They’re basically just playing Simon on the sofa with their asses. It’s called Hell Couch, a couch co-op game where the couch is the controller. This was my first foray into like silly installation work that I fell in love with, but also realized I never wanted to make a game that you couldn’t fit into a suitcase because the amount of physical pain that this game wreaked on my body by like having to take it, you know, we had it in New York.

We had to ship a new couch to every city and then assemble it or like, move it, in L.A. It got shipped to Glitch City. Or I guess Glitch City found us a sofa, moved it up to their second story K Town facility, and then we had to move it back down and then get it into a U-Haul and then take it to IndieCade and set it up at IndieCade, and it was just like such a nightmare. But I love that game and I think it’s one of the most popular games I’ve ever made because it is just so ridiculous. We showed it at GDC and we had like lines of people waiting to play it and it’s so silly and so wonderful and so magical because it’s really simple, but it’s also unlike anything anybody has ever seen before, because it’s a sofa that lights up and yells at you and then spews fog from out underneath when you’re finished playing. I hacked a fog machine, but it’s another example of how games have physically hurt me because of the number of bruises and cuts that I got from that. So having to deal with electronics on a show floor hours before the floor is supposed to open and for some reason I can’t figure out why my chips stopped working.

MW: You have mental and physical scars to show for your time making games.

Yeah that’s a project that I’m super, super proud of and I think is really interesting. And I still have the St Louis one in my living room. It’s just been sitting here and I’ve been using it as a sofa for the last four years.

MW: That’s great, and thank you so much for taking the time to talk to us! 

Last Epoch Keeper Vault Bug Fix

After five long years in Early Access, Last Epoch has finally released its 1.0 version. However, all isn’t quite perfect with the game just yet, with some holdover bugs from pre-release still alive and well in the game. One of those involves a progress arresting bug where the player cannot speak to the Keeper Guard as required by The Keeper Vault quest. Find you why and how the Keeper Vault bug happens in Last Epoch with this guide.

 

Keeper Vault Bug Reason

Last Epoch Keeper Vault Bug
Last Epoch Keeper Vault Bug

The reason the issue occurs is because Keeper Balthas, the old NPC that follows you for awhile, loses you at some point. This could occur if you choose to not continue on the quest’s beaten path by teleporting back to town, for example. When you return, Balthas will no longer be with you, and thus will not trigger an event to which the Keeper Guard can then respond.

 

MORE IN LAST EPOCH:

 

Keeper Vault Bug Fix

Last Epoch Keeper Vault Bug
Last Epoch Keeper Vault Bug

The bug is easy enough to recover from: simply head back to the entrance of The Keeper Vault, and Keeper Balthas will be there to guide along again. If you still don’t see him, try traversing back and forth between The Fortress Walls and The Keeper Vault, to force him to spawn at the exit/entrance.

 

https://hard-drive.net/guides/elden-ring-shadow-of-the-erdtree-release-details/

 

That’s just about everything you can do to fix the Keeper Vault bug in Last Epoch.

 

 

“beihdn u” Types Teammate Without Mic Just in Time for You to Turn and Die

VANCOUVER – Local gamer Jason Chen is the ideal teammate, source say, in that he has no microphone but is always willing to jam in a series of letter close enough to “behind you” just fast enough for you to read them and be killed.

Chen reportedly works multiple food delivery gigs while living in his parents’ rent-controlled apartment complex and loves to wind down with a good night of competitive gaming, but can’t afford the luxuries of a microphone or headset.

“I don’t let those finer things hold me back. I’m going to play ranked CS2 and Valorant regardless. It’s important to break through these ridiculous barriers in the gaming community. No headset, no problem I always say,” Chen said confidently.

Chen claims he always lets his teammates know before the game has started that he has no mic but promises he will type out all his comms. However, many times the lobby strangely restarts and he has to find a new match. He believes it’s due to server and routing issues.

“I was leting u no an enmy was flnking as son as I saw it and cold wrte it,” Chen reportedly typed out in explanation to a teammate at 30 words per minute. This came after an instance where a teammate confronted him about why he just stood there and watched an enemy flank his entire team. They went on to lose that game but Chen claimed it was a skill diff rather than any sort of in-fighting.

Studies show that gamers with no microphones who type a lot tend to face unnecessary online harassment, from being called a scared squeaker to a broke boy, but that doesn’t stop Chen.

“He wrote ‘behind u’ once but didn’t say to who specifically and we all turned around and got aced,” says one disgruntled ex-teammate.

“Get a microphone. It’s 2024,” said another former teammate after they lost a 2v1 because Chen was busy typing “ply togter.”

As of press time, Chen actually recently stated that he does have a microphone but finds it uncomfortable and ruins his “flow.”

Top 10 Ways to Die While Using the Apple Vision Pro

With the Apple Vision Pro comes new and innovative ways to die like a moron. This augmented reality headset not only makes you look stupid but it will make your death look stupid as well. As with any new technology, the Apple Vision Pro promises endless possibilities for your early demise. Like previous technological marvels such as the Tesla or the TikTok challenge, human advancement can only be measured in how dumb one can be as they shuffle off this mortal coil. After all, what’s the purpose of new technology if it doesn’t help the population problem sort itself out a bit? With that, I present to you the top ten ways to die while using the Apple Vision Pro.

Heart Attack

Not everyone using this device will be ready for it. Some elder millennials will think they can handle having a real minimap in their line of sight or even that it might be funny to watch Cats on a virtual movie theater screen in their living room. These people will be wrong and it will cost them their lives. The shock of this new and in-your-face way to see things you can look at on your phone will be too much for many people and their hearts will just give up. Living in the future just isn’t meant for everybody. It’s less flashy than most Apple Vision Pro deaths but at least they’ll have some dignity.

Run Over While Crossing the Street

This will happen in two separate waves. The first wave will be Apple Vision Pro users who are using it safely, not obstructing their view of the real world and looking both ways. Unfortunately, these people will be run over by Teslas that are on autopilot because the driver is also using the Apple Vision Pro. The second wave will be Apple Vision Pro users who are typing up work emails on the go or watching Bring It On while they get their steps in and will simply walk into oncoming traffic.

Fiery Car Crash

This will mostly happen to Tesla and Cybertruck drivers so no harm done.

Beaten to Death

Many Apple Vision Pro users will take it with them on public transportation. These people will be so engrossed in what they’re doing that they’ll miss their stop and end up on the bad side of town. Some will just walk to the bad side of town by accident. Once they’re on that side they are no longer a person, they are a walking victim with an expensive item strapped to their face. They will be promptly beaten to death as their Vision Pro is stolen and stripped for parts.

Falling Down an Elevator Shaft

Many Apple Vision Pro users will think that if they just use it within the confines of an indoor area they will be safe. Not so. For you see many of them will be wandering through the halls of their apartment buildings oblivious to the open elevator shafts. They may avoid it for a time, just barely turning around before they fall into the abyss but sooner or later they will step through the doors and comically plummet to their deaths while they try to get one last email sent as they fall.

Hit by a Train

A lot of Apple Vision Pro users don’t even live near train tracks but when you’re enthralled in the augmented reality thrill of doing Excel spreadsheets on the go it’s hard to notice how far you’ve walked. Inevitably they’ll make it to a train track. They’ll be so locked into the Vision Pro that they won’t hear the train coming. The desperate train engineer’s horn will go unnoticed, the breaks won’t be fast enough, and then splat.

Kidnapped and Killed When No One Pays the Ransom

The Apple Vision Pro is an expensive piece of equipment and that means wearing it in public is going to attract some unsavory fellows. After all, wearing it is like a bright neon sign that screams you have too much disposable income. Some poor sap is going to be filling out their TPS reports and wander into the wrong alleyway. They’ll be kidnapped and held for ransom under the assumption that someone with this piece of tech must also have rich friends and family. Unfortunately, the ransom will not be paid as the friends and family of Apple Vision Pro users will be so engrossed in their own augmented reality that they won’t even notice the disappearance so the kidnappers will have no choice but to kill them.

Walking Into The Middle of a Police Shootout

Let this be a lesson. Don’t watch Heat on the Apple Vision Pro because you’ll wander into a real police shootout and won’t notice. At least you’ll die watching Heat so it’s not all bad.

Falling in the Lion Den at the Zoo

Using the Apple Vision Pro at the zoo might seem like a good idea at first. You get to see the animals and have their stats and bio projected into your view. But that will only lead to accidentally falling into the lion den while looking for the Dippin’ Dots stand. The lions will maul you to death and no one will help because why would they, it’s your fault and the lion is cute.

 

Wandering Onto a Construction Site and Falling Off the Building

The apex of Apple Vision Pro usage. So completely oblivious to real-life surroundings that the user will wander onto a construction site. They’ll narrowly avoid death at every turn as they blindly climb the scaffolding of the in-progress building. Arms flailing about as they type messages and swipe left and right on Tinder. It will be mesmerizing to watch all the ways that the user just barely avoids a horrific death. The construction workers will take bets on what will strike the fatal blow. Onlookers will watch from a safe distance, cheering and booing as the user continues to miraculously survive. Popcorn vendors will make the biggest payday of their lives. Then the user will reach the top and walk off. The crowd disperses, the construction workers go back to work, the Vision Pro is stolen from the corpse and stripped for parts, those parts are sold on the black market, the market seller ships them to China with a fake business name, in China the parts are sent back to Apple factory for the children to make more Vision Pros. It’s the circle of life.

 

‘Borderlands’ Trailer Premieres at What Executives Assume Is Height of Game’s Popularity

HOLLYWOOD – Following a string of delays and reshoots, the first trailer for the upcoming Borderlands film finally premiered this week at what Lionsgate executives assume is the height of the game’s goodwill and popularity, sources report.

“In this business, it’s important not to miss your window,” said Colleen Acaster, an executive producer on the film who is just getting around to trying Turtle Rock Studios’ asymmetrical multiplayer title Evolve. “Hollywood moves fast, but the gaming industry moves even faster. Look at The Last of Us on HBO. That’s a brilliant show that captured both fans of the game and newcomers alike. When did it release? Just a year after the second remake of the first game, and a year before the first remake of the second game. So, there was still all this hype. People were still talking. Laura Bailey was still in hiding. Now imagine if the show aired, say, five years from now. Sure, Laura would still be getting death threats, but no one else would be that invested. It’s so important to be on the pulse with these things.”

“There’s never been a better time to release a Borderlands movie,” continued Acaster. “Not two presidencies ago when we began development. Not three years ago when we wrapped filming. And certainly not when Borderlands 2 dropped in 2012 and there were so many people quoting Handsome Jack at you that the end of the world on December 21st would have been a mercy. No, the August 9th release date is the perfect culmination of a very normal, very sane ten-year production timeline.”

While initially skeptical, longtime fans of the Gearbox looter shooter series had to admit the movie adaptation had a lot going for it.

“At first, I expected it to be terrible,” said Hodge Jennings, a Borderlands fan who reportedly picked up the first game all the way back in the year of our Lord 2009. “But as soon as I got to reading about the different writers and cast members involved, my face just lit up. I mean, who better to write and direct a slapstick action-comedy with a strong female lead than splatter film auteur and practicing misogynist Eli Roth, a man so slimy you could find him by poking a stick into the deepest part of a pond in summer?”

“Cate Blanchett might be a little old for Lilith,” admitted Jennings. “But Kevin Hart? Now there’s an actor who gives 100% to every role he books. God, it’s exciting to have a cast that cares so deeply about the source material. I just hope the compulsory Handsome Jack mid-credits scene lives up to the hype.”

Gearbox Studios reportedly expressed hope that modern audiences would connect with the timeless humor seen in the original Borderlands and its sequels.

“You know most writers, they do jokes like ‘Setup, Setup, Punchline!” said a Gearbox representative. “Well, heh, the Borderlands games throw that formula out the gosh-damn window. How would I describe our humor? Oh, it’s a little something like ‘Punchline! Punchline! Joke a sixth-grader would make! Punchline! Wry observation! Butt Stallion! Punchline! Claptrap says the saddest thing you’ve ever heard. Dry remark! Butt Stallion! The word ‘midget’ 69 times! Punchline! Line punch! An honest-to-god Rick and Morty reference! Punchline!’”

“Get the picture?” continued the representative. “You know how most characters in a movie would walk coolly away from an explosion? Well, our character would do that, but then trip a little and almost fall on their face, before recovering like ‘Well, that just happened.’ Then they would turn around and their ass would be on fire. Sorry, I’m cracking up just thinking about it. So random, lol. The point is, this is the kind of irreverent, self-referential humor gamers and audiences deeply appreciate right now, today, in the year 2024. Like my partner, they yearn for characters who smirk at danger and absolutely never, ever shut the hell up.”

Following overall lukewarm response to the Borderlands trailer, Lionsgate announced at press time they had greenlit movie adaptations of indie hits Palworld and Lethal Company, two games with a long and sturdy shelf-life which fans can look forward to seeing when the films hit theaters in 2034.

Helldivers 2 Patch Notes 1.000.11 Feb 22

Helldivers 2 has been plagued by bugs, crashes, and freezes since its release, but the developers have toiled tirelessly to address them one by one. The latest Helldivers 2 patch 1.000.11 for Feb 22 has just been released to the public and addresses a number of critical issues such as failing to join squadmates’ ships and the “Defrosting Helldiver” freeze.

Perhaps the most interesting fix has been one that prevents players from hogging a server slot even when they aren’t actively playing. The newly introduced feature will kick players back to the title screen after 15 minutes of idling.

Even so, there are a number of as yet unaddressed issues that have also been listed below and await patching. Check out the rest of our guides for potential fixes on some of them, if you continue to be denied your right to deliver democracy.

 

Helldivers 2 Feb 22 1.000.11 Patch Fixes

  • Fixed multiple crashes triggered when joining other players’ ships.
  • Fixed crash triggered when exiting ADS.
  • Fixed crash triggered when players leave a session while bombardments are active.
  • Fixed issue where online missions in Galactic War Map were unselectable.
  • Fixed issue with GameGuard and Steam’s “verify integrity” step.
  • Fixed issue with GameGuard and the Windows firewall.
  • Fixed issue preventing access to Ship Management panel.
  • Fixed issue causing players to get stuck in the defrosting or in the ship intro cinematic
  • Fixed crash triggered when the process of buying Super Credits fails.
  • Fixed crash triggered after consecutive quickplay attempts.
  • Implemented a functionality that will kick players who remain idle for 15 minutes back to the title screen.
  • Continuous improvement on client > backend communications.

 

MORE IN HELLDIVERS 2:

 

Helldivers 2 Feb 22 1.000.11 Patch Known Issues

These are issues that were either introduced by this patch and are being worked on, or are from a previous version and have not yet been fixed.

 

I Put $50,000 in a Shoe Box and Handed It to a Stranger Because He Said He Could Get Me Into Helldivers 2

 

That’s the entirety of the patch notes for Helldivers 2 Feb 22 Patch 1.000.11

Wordle Today – Answer And Hint For #978 February 22, 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 Feb 22.

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 Feb 23 at your location? Try our Wordle answer page for that day instead!

 

Wordle Hint Today 978 February 22, 2024

Wordle Hint Today
Today’s Wordle Hint

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

 

Used as an adjective to indicate having great weight; difficult to lift, move, or carry due to mass or density.

 

 

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:

 

“V”

 

 

Wordle Hint Today Third Letter

The third letter for the Wordle answer today is:

 

“A”

 

 

Wordle Hint Today Second Letter

The second letter for the Wordle answer today is:

 

“E”

 

 

Wordle Hint Today First Letter

The first letter for the Wordle answer today is:

 

“H”

 

 

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 664 days straight! So here goes nothing:

 

3…

 

 

2…

 

 

1…

 

 

The Wordle answer today is “HEAVY”

 

 

Previous Wordle Answers With Their Definitions

 

Wordle Today – Answer And Hint For #977 February 21, 2024

 

Wordle #976 For February 20, 2024

MATCH

To be equal or corresponding to something else in quality, quantity, or significance.

 

Wordle #975 For February 19, 2024

PRICE

The amount of money or value that must be paid or exchanged to acquire goods or services.

 

Wordle #974 For February 18, 2024

RIDGE

A long, narrow, elevated area of land that forms a crest or a continuous line along the top of a mountain, or hill.

 

Wordle #973 For February 17, 2024

PSALM

A sacred song or hymn, typically from a specific titular Biblical book, which is a collection of religious poems and prayers found in the Old Testament of the Bible.

 

Wordle #972 For February 16, 2024

STASH

As a noun: a secret or hidden supply of something, typically valuable or desirable items.

As a verb: to hide or store something away, often for future use or for safekeeping.

 

Wordle #971 For February 15, 2024

ASCOT

A type of necktie or cravat that is typically worn with formal attire. It consists of a narrow strip of fabric that is folded over and tied in a manner similar to a scarf, with the ends tucked into the collar of a shirt.

 

Wordle #970 For February 14, 2024

TALON

A sharp, hooked claw of a bird of prey or a predatory animal, particularly one used for seizing and grasping prey.

 

Wordle #969 For February 13, 2024

SCRAM

An informal or colloquial verb that means to leave or go away quickly, often in a hurried or abrupt manner.

 

Wordle #968 For February 12, 2024

PASTA

A type of Italian food made from a dough typically consisting of wheat flour, water, and sometimes eggs, which is formed into various shapes and then cooked by boiling or baking.

 

Wordle #967 For February 11, 2024

NEVER

An adverb that indicates the absence of something happening or occurring at any time in the past, present, or future.

 

Wordle #966 For February 10, 2024

FRIED

An adjective that describes food that has been cooked in oil or fat until it becomes crispy and golden brown on the outside.

 

Wordle #965 For February 9, 2024

STIFF

An adjective that means inflexible, or not easily bent.

 

Wordle #964 For February 8, 2024

PLACE

A specific point or area in space, indicating where something is situated or located.

 

Wordle #963 For February 7, 2024

AFTER

A preposition that denotes the period following a certain moment or event.

 

Wordle #962 For February 6, 2024

WHICH

A pronoun, as well as an interrogative word that is used to introduce a clause that provides additional information about a noun.

 

Wordle #961 For February 5, 2024

REPEL

A verb that means to push away or drive back forcefully, or to cause strong dislike or aversion.

 

Wordle #960 For February 4, 2024

VERGE

A point at which something is about to happen or undergo a change.

 

Wordle #959 For February 3, 2024

MICRO

A prefix meaning small used in scientific, technical, and everyday language to denote something tiny in size or on a miniature scale.

 

Wordle #958 For February 2, 2024

CLEFT

An adjective that describes something that is split or divided, often into two parts.

 

Wordle #957 For February 1, 2024

ALIVE

An adjective that is characterized by the presence of vital signs, such as respiration, heartbeat, and consciousness.

 

Wordle #956 For January 31, 2024

BULKY

An adjective used to describe something that is large, heavy, and takes up a lot of space.

Mother 3 Fans Overrun Japanese Borders in Desperate Asylum Bid After Nintendo Direct Disaster

TOKYO – Japanese immigration officials are reportedly struggling to keep up with unending waves of Mother 3 fans landing on their coastline in improvised ships and flotation devices, following a disastrous Nintendo Partner Direct announcement the game would only be available on Nintendo Switch Online in Japan.

“We can take no more Mother 3 fans,” said Haruto Abiko, head of Japan’s immigration office. “You can visit our country for some short period with the proper paperwork, figure out how to download the game, but then you must return home to what I assume is a very shameful lifestyle.”

Official numbers are in dispute, but some estimates are that as many as 200,000 Mother 3 fans have already landed on the coastline as well by commercial airline.

“I am fleeing the political persecution of my people,” one Mother 3 fan said while sneaking out of a plane’s cargo hull. “If I can’t play this game I might as well be dead. So if you turn me away my blood is on your hands.”

The situation has reportedly caused international concern, with the UN calling a special meeting to decide on next steps.

“The millions of people displaced by this Nintendo Partner Direct has the ability to destabilize the region,” said António Guterres, Secretary-General of the United Nations. “I am calling on all leaders to take in some of these poor souls. We took a few and they aren’t that bad – a little awkward sure, can’t really make eye contact – but ultimately fine. Good at computers too.”

While several political leaders in Japan have applauded the Mother 3 fans and their “right to game,” some far right organizations announced a protest against government plans to provide each gamer migrant with a Nintendo Switch charging cable and $10 E-shop gift card.

Veracity of Elden Ring DLC Gameplay Trailer Questioned as It Didn’t Show Me Shooting Bosses From as Far Away as Possible

Gamers worldwide are buzzing with excitement and readying their most resilient thumbstick covers after watching the gameplay trailer for Elden Ring: Shadow of the Erdtree. But me, I’m not so sure, as I must unfortunately question the veracity of this supposed official “gameplay” video because at no point did I ever see myself shooting bosses at range from as far away as possible.

My character, Flippin Gizzards, is of the Astrologer class. You think I want to get up close and personal with my 73 Intelligence and 15 Strength? No way. But all I see in the trailer is swordplay and kicking, not me giving the Draconic Tree Sentinel as wide of a berth as possible while I circle safely on my Spectral Steed and shoot him with Loretta’s Greatbow.

Hell, the only time I saw anyone use a ranged weapon in the trailer, they were less than ten feet away from their enemy. I’m out here raining half-court shots like Damian Lillard in the NBA All-Star Game. At a minimum, I’m distracting Godrick with Spirit Ashes while I spam Rock Sling from the logo. It’s Dame Time in Limgrave.

My son loved the trailer, but that’s because he sits there dual-wielding Brick Hammers. Just roll and attack, roll and attack, he tells me. Sure, I’ll stand there underneath a boss’s balls while I wave my hands around like an idiot. Remember what Pumola did to Ricardo Morra in Bloodsport?

Dragons? Loretta’s Greatbow, run away, Loretta’s Greatbow, run away. Hell, I’ll cheese someone by sneaking up behind them and hitting them with Poison Mist over and over if I have to. But if I go by the trailer, it’s a good idea to run right next to a gigantic, flaming, wicker boss? Not for me, thank you.

So for now, until I see representation of who I am as an Elden Ring player, I will remain skeptical that the DLC trailer was actually real.

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