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Forspoken is finally available on PS5, and it’s time to show off your wicked cool magic-slinging combat skills to the world. You’ll learn a lot of different magic types during Frey’s journey, but Purple Magic will be with you from the beginning and remains a great tool throughout the game. To help you get a leg up on your journey, let’s take a closer look at Frey’s combat-focused Purple Magic and what it can do. Frey will start with the following attack magics: Burst Shot, Shield Shot, and Scatter Shot (each at level 1), along with the support magic Bind. To learn more spells, you’ll need to spend the mana points you accumulate from leveling up and by finding mana pools scattered across the massive landscapes of Athea. The order you learn spells is up to you, but if you think you made a mistake, don’t worry–you can always unlearn a spell to get a mana refund to use elsewhere. Now, let’s check out some Purple Magic spells and detail how to best use them: Attack Magic Burst Shot: A powerful and reliable way to attack, burst shot creates a huge rock explosion after you release its charge. The higher the spell’s rank and the longer the charge, the bigger the ka-boom that ensues. When enemy defenses are tough, give a charged Burst Shot a try–it can penetrate the defenses of enemies who flaunt shields at you with ease. Shield Shot: Some enemies don’t respect Frey’s personal space. That’s where the shield shot comes in. If you’re charging Shield Shot and an enemy tries to attack you from the front, they’re in for a nasty surprise when you counter by blowing up the shield in their face. The shield grows bigger at higher levels and can also function to protect you from certain projectile attacks. Be careful, though, because you’re still vulnerable to side and back attacks and shield-breaking strikes. Scatter Shot: Do you love powerful attacks but hate that whole “can’t attack while you’re charging” thing? Then you’ll appreciate the mechanics of Scatter Shot. Holding down the button will send out a rapid-fire spray of small magic blasts while you charge up to unleash a big finishing blow. The higher the spell level, the bigger the blast. Scatter Shot is excellent for long-range combat and especially effective on many flying enemies. Support Magic Bind: Some enemies aren’t going to sit still while you try to aim at them, but Bind is here to help. Bind will temporarily hold enemies within a wide radius still while you take your shots freely, or if you’re just not feeling up for a fight, you can hold them at bay while you skedaddle. Tendril: If you’ve got an angry mob coming at you from all sides, Tendril is an amazing crowd-control spell. It can be used on the ground or in the air and sends a huge vine sweeping around Frey in a large circle. Not only can it knock down numerous enemies at once, but it also heals based on the damage you’ve dealt. Implant: Implant might not seem to be doing much at first, but every time your attacks hit, you’ll also do a little bit of extra damage. It’s a nice spell to use when facing an opponent with a big health bar. Prime: This spell is a little tricky but well worth it. Use Prime to lay a trap in the ground, then try to lure your foes into it by using yourself as bait. As soon as they step on the trap, a blast will lay nearby enemies on the ground. (Or, if you feel mischievous, your charged burst shot can also set the trap off.) The knockdown potential makes this one great for setting up killing moves. Disperse: This spell lets Frey plant a massive flower in the ground, which quickly blossoms into a beautiful turret hell-bent on shooting any foe that comes into range. It works well in tandem with scatter shot for when you want to keep a distance, and it’s also great on flying enemies. Leach: It cures you if you’re poisoned. Not much else to say here, but keep it close to mind whenever you find yourself at the precipice of death by slowly depleting health. Screen: Want the guard functionality of the shield shot, but up against enemies that it doesn’t work well against? Screen provides a similar protective wall against a hit from the front. Careful, though: it takes quite a long time to recharge and can be broken through with guard-break attacks. Surge Magic Genesis: Genesis is a Surge Magic spell, a powerful attack you can use by pressing L2 and R2, preferably during sticky situations, as it has a long recharge time. The spell sends out rock vines hitting anything on the ground a short distance in front of Fray. By upgrading Surge and holding down L2 and R2 longer, the area of effect grows larger over a few seconds, causing even more damage. As devastating as this spell is, it doesn’t cover Frey’s back and sides and can leave Fray vulnerable to attacks, especially when holding down L2 and R2 for extended periods. Be mindful of your surroundings whenever you decide to unleash Genesis’s power. That’s a lot of spells and plenty to develop fun combat strategies with. And if you think these spells are cool, just wait until you see what Red, Blue, and Green magic offers. Don’t forget to use the Spellcraft books to undertake combat and exploration challenges centered around each spell, as completing them offers some very beneficial combat boosts. View the full article
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Name: PlayStation - Monster Energy Supercross - The Official Videogame 6 - Journey Trailer | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 01/24/2023 Submitter: Commander Fury Monster Energy Supercross - The Official Videogame 6 - Journey Trailer | PS5 & PS4 Games PlayStation - Monster Energy Supercross - The Official Videogame 6 - Journey Trailer | PS5 & PS4 Games
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Name: PlayStation - The Last of Us Developers on Clicker Creation - HBO Producers on Adapting TLOU Action Category: Gaming Industry Videos Date Added: 01/24/2023 Submitter: Commander Fury The Last of Us Developers on Clicker Creation - HBO Producers on Adapting TLOU Action PlayStation - The Last of Us Developers on Clicker Creation - HBO Producers on Adapting TLOU Action
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The Last of Us offers no shortage of challenges to players’ survival, and perhaps none are more imposing than the various Infected Joel, Ellie, and others encounter. They vary in size and tactics, all memorable in their own right, but one of the most iconic among them is the Clicker, one of the first Infected players come across in The Last of Us Part I. Whether you encountered these foes when the original The Last of Us debuted in 2013, watched their live-action versions appear on The Last of Us on HBO, or have recently experienced them in The Last of Us Part I on the PlayStation 5 console, or are planning to play Part I on PC starting March 3 via the Steam or Epic Games Store, the Clickers are not to be taken lightly. Following our deep dive into The Last of Us’ unforgettable opening for our series Building The Last of Us, we next spoke to members of the Naughty Dog team both from the original TLOU and in Part I to make these Clickers, well… click, and about how the TV show’s creators tackled bringing the tension of TLOU combat to live-action. Play Video Creature Creation The Last of Us’ Clickers are an immediate threat when introduced to players, but they of course had to feel natural to The Last of Us’ unique take on a post-pandemic world. “When we started working on the [The Last of Us]…It was very clear you’re going to fight other factions, other humans as they’re trying to survive, and you will have competing goals. That was very clear. And then we’re like, ‘Do we even want the Infected?,’” Naughty Dog Co-President Neil Druckmann explained. The team considered keeping The Last of Us so grounded as to only have human enemies, but in realizing another enemy type could help showcase the idea of what brought mankind to the brink, the germ of the Infected was born. But they didn’t suddenly spring to life fully formed. “We were always wary of how we differentiate ourselves from zombies, because there have been a lot of zombie movies, a lot of zombie games, and we could easily fall into that trap of just being one more zombie thing without having some fresh take on it,” Druckmann said, explaining that a specific piece of art during the concepting phase solidified where the team could take the Infected. “Hyoung Nam, one of our concept artists, eventually did this mash up…he took these fungal growths, these photographs of them and this person that was slumped against a wall and bashed them together, so this person that was against the wall, just covered in fungus, you couldn’t even see their face anymore,’” Druckmann said. From there, the team kept iterating and refining this core idea of what the infected could be, including the idea that the Cordyceps infection at the heart of this outbreak would grow into a person’s brain and split open their head, leading to what eventually became the iconic look of a Clicker’s head. “We tried to be true to the idea and the concept of the Cordyceps,” Art Director Erick Pangilinan said. “That unique bloom in the head is how we were trying to tie that back into the Cordyceps idea. The Clicker bloom was definitely an ‘Ah, ha!’ moment.” Just as important to conveying the fear the Clicker strikes in players is its movements. The quick snaps of its neck, the flicking of its limbs – every step the Clicker takes is one scary step closer to it discovering you. But, as Lead Cinematic Animator Bryant Wilson, who worked on The Last of Us Part I and Part II, describes it, his personal philosophy when animating a Clicker’s movement is rooted in an idea that stays true to Nam’s original concept – a human body being controlled by something else. “My own way of thinking about whenever I was animating a Clicker is that these are alive human beings that have something pulling their strings,” Wilson explained. “It’s almost like they would be marionetted by this fungus inside their brain. That’s why you get these motions where, while they move in the right direction, it’s like someone’s pulling them in that direction.” And as The Last of Us players will know, the introduction to the Clicker is a striking moment. “The first introduction to a clicker, other than the dead one, is one that’s right up in your face, and we do that on purpose,” Wilson said. “It’s a jump scare that works because, at this point, we’ve kind of only talked them up. You’ve seen the regular runners, and this is the first time that you see [a Clicker] that’s, that’s been out there for a while in the wild.” But what players will perhaps know is just as frightening as being up close with a Clicker right in Joel’s face is what you hear before you see it, and that’s what gives it its namesake. Click, click, click The Clickers earn their name for a reason – without sight, Clickers use these sounds to not only conveniently strike fear in the player, but also to understand their surroundings and track their prey. Though the team knew it wanted to emulate the idea of Clickers using these sounds as a means of echolocation like a bat or dolphin, they still needed to land on what that was. “One of the most important things was to try to use human sounds as much as possible. We did not want to just make it very creature-y,” Sony Senior Director of Sound and Lead Audio on the original The Last of Us Phil Kovats said of the entire Infected soundscape. “We weren’t sure what we needed. We weren’t sure how we were going to get that. We hired probably four or five actors and spent some time on the stage with them to let them evolve into a sound and figure out what they could do because that’s what they’re good at,” Kovats explained. “We hired very specific actors. And the one actor that found the voice was Misty Lee. And we’d worked with her in the past before, and she’s amazing, and she’s very fun and creative and playful, and she did this back of the throat, kind of dolphin sound, which Derrick Espino and I look at each other, and we’re like, ‘Oh, my God, what is that? This is amazing.’” Phil and the team took Lee’s sessions and worked with them to establish the depth and range of sounds the Clicker can emit, as the wider Naughty Dog team continued to iterate, refine, and collaborate on what these Infected were capable of. But even with Lee’s work, which was intended for female Clickers, Kovats realized pitching it down or adjusting the audio didn’t sound quite right for what they intended for male Clickers. The answer to that solution came from a surprising place – Kovats himself. “I found out that I could do the same sound. I think I surprised myself in that. I spent a lot of time laughing with Derrick Espino and Erick Ocampo and recording myself in the sound rooms [at Naughty Dog],” Kovats said, noting how he differentiated his performance a bit. “I’m a little resonate, and using the back of my throat, I always had this tailing whine that would happen as well, too.” But as players of The Last of Us will already know, and future players will find out, is how dynamic the Clickers are in their vocalization. There is clear and distinct emotion in their soundscape, and that’s very much intentional and achieved thanks to the collaborative work across departments. “We had to work on creating all these stages and then work with the animation teams and the AI teams to script this as if it was dialog,” Kovats explained. “It’s not just a sound effect. We treated these sounds like dialog of a character.” Delivering that authenticity meant providing enough depth and believability to the various states players might find a Clicker in, from more docile (though still threatening) moments to how they’d behave in the midst of combat encounters. “There was a lot of work that went into making sure that you could place the emotion and the state of the character, from unaware, sleeping, there was just breathing and maybe occasional clicks. We saw the animation and how they would have the character twitch, and so we would add little things that would happen like that randomly. We would have buckets of sound that we could call randomly in this to make it seem very organic and natural in that state,” Kovats said. “And as it started to move…if it was unaware, we would have very quiet vocal tones and nothing that sounded really threatening, but still trying to creep the player out,” he continued. “There were these light clicks as it was navigating its environment…and once it knew something was around, then it was more aggressive sounding, more of the vocal content would be added, as well as higher clicks, louder clicks.” This variety of sound of course not only adds authenticity and depth to the Clickers to make them feel like more of a threat, but it also serves an important gameplay function – as players choose whether to stealthily avoid these foes, being able to hear their alert level, and their location relative to you, allows the player to better determine how to survive against one of The Last of Us’ most iconic threats. And that threat continues to linger all these years later, a legacy built from the work across developers and departments throughout Naughty Dog to bring Clickers to life, and continue to do so, most recently via The Last of Us Part I, now available on PlayStation 5 and available for pre-purchase on PC via Steam and the Epic Games Store. “There were very talented sound designers at the time [of the original game], Derrick Espino and Erick Ocampo, who took on a large mantle of trying to put all that together for the game,” Kovats said. “We worked on it together, and we tried to make sure it was right, and there was a lot of iteration back and forth to get it to be great. And then moving forward into the second game and what people are hearing more now for Part I, Beau Jimenez came in later and reworked a lot of the sounds for the second game. They had a lot more to work with, there were more behaviors, it was more dynamic in the second game and for Part I.” Bringing the Clickers to life And of course, the Clickers have now been seen in live action via The Last of Us on HBO. The second episode also marked Druckmann’s television directorial debut and allowed him to bring the franchise’s most iconic Infected to life. In doing so, he had to consider the differences in making such a scary creation so effective in a new medium during a sequence like the museum Clicker encounter. “One of the biggest differences for an action sequence, we would almost never put that in a cutscene in the game because it’d be like, ‘Oh, I want to play that.’ Those are the parts we want to give control to the player and say, ‘Deal with the situation,’ and that gets you to feel the threat,” Druckmann said. “You can’t do that with the show. So, what the show is a lot about, especially a show like this, was a lot about restraint. When something is horrific like this, it’s scarier when you don’t see it.” That leads to tense moments where Joel, Ellie, and Tess in the TV show get a glimpse of the Clickers, but don’t immediately come into combat with them. “We’re going to see glimpses of them, or you’re going to see them in a reflection in the glass. Even at the end of that episode, when that horde [of Infected] is coming towards Tess, we keep them out of focus because it was creepier not to see them, to just feel their presence,” Druckmann said. And it’s scarier, especially in that medium, to see the fear in the character’s eyes. So, a lot of the direction, as far as where you put the camera is, ‘Let’s show the characters’ fear as much as possible, even more so than the thing that’s chasing them.’” The scarcity of the Clickers, and the tension it elicits in the television version, also plays into some of the differences the creators were challenged by between the different mediums. In the game version, players want to have multiple encounters and test their skills while engaging with stealth and combat mechanics. But too much action in a show could feel repetitive. “When you have an action sequence, it should be singular. So, one of the things we talked about was the role of action in the show and our belief that we would appreciate the action moments more if they were each unique, separate and apart from each other, each one of them impacting the story directly in a very clear way and either being very small or very big,” executive producer Craig Mazin said. And there’s one mechanical element in particular that the show’s creatives had to consider when adapting action to TV: they can’t have characters healing as often as players can. “The other issue with the show where we had to do things differently than the game is games have healing mechanics and healing doesn’t work quite that way on television. It’s just, we can’t crouch, bandage, you know, and be fine. So, violence has a different impact. Smaller bits of violence do a lot more damage, and the damage lasts much, much longer or permanently,” Mazin said. A shift from game to television also necessitates a change in the choreography of a sequence like this. Viewers don’t need to be taught combat or stealth mechanics like players do, and so the ways in which the characters behave can also be changed to better suit the goals of a scene. “We don’t just want Joel to sit there and say, ‘Okay, this is what happens.’ In the game, we actually had to do that because we wanted to make it very clear what those mechanics are. Here, we can go, ‘Okay, let’s do it in a very cinematic way with no dialog,’” Druckmann said. “So, Joel’s putting his finger to his mouth and pointing to the ear and trying to explain to Ellie what they need to do, why it’s so important to be quiet and then demonstrate what happens when you’re not. That became really important.” Action, in general, marked a major difference in philosophy between mediums. “In the game, you need to have enough action for mastery of mechanics so you can connect with the characters, you get into a flow state,” Druckmann said. “With the show, every action sequence, our approach was, ‘How do we make it character driven?’ Something needs to happen with the characters. They can’t be purely about spectacle. And in this [Clicker] sequence, up until that point, Ellie is really connected to Tess. Only when she’s forced to does she talk to Joel, and it feels like it’s an effort for her to ask him questions. They don’t like each other, but this sequence forces them together and forces Joel to protect her in a way that he didn’t want to, but he can’t help himself.” In whatever medium, the action of The Last of Us brings to a head the tension, emotions, and themes of the world through every encounter. And the Clickers themselves represent the work of members across Naughty Dog’s development team working together to bring a frightening, but true-to-the-world adversary to life. For those wanting to test their mettle against the Clickers and many other Infected, The Last of Us Part I is currently available on PlayStation 5, and available for pre-purchase on PC via Steam and the Epic Games Store until its release on March 3. The Last of Us airs on HBO and streams on HBO Max. View the full article
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Name: PlayStation - Shadow Gambit: The Cursed Crew - Cinematic Reveal Trailer | PS5 Games Category: Gaming Industry Videos Date Added: 01/24/2023 Submitter: Commander Fury Shadow Gambit: The Cursed Crew - Cinematic Reveal Trailer | PS5 Games PlayStation - Shadow Gambit: The Cursed Crew - Cinematic Reveal Trailer | PS5 Games
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Name: PlayStation - Street Fighter V | NA Fight Nights Invitational | PlayStation Tournaments Category: Gaming Industry Videos Date Added: 01/23/2023 Submitter: Commander Fury Street Fighter V | NA Fight Nights Invitational | PlayStation Tournaments PlayStation - Street Fighter V | NA Fight Nights Invitational | PlayStation Tournaments
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Name: PlayStation - Dragon Ball FighterZ | NA Fight Nights Invitational | PlayStation Tournaments Category: Gaming Industry Videos Date Added: 01/23/2023 Submitter: Commander Fury Dragon Ball FighterZ | NA Fight Nights Invitational | PlayStation Tournaments PlayStation - Dragon Ball FighterZ | NA Fight Nights Invitational | PlayStation Tournaments
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Name: PlayStation - Rocket League - Neon Nights 2023 feat. Cochise Trailer | PS4 Games Category: Gaming Industry Videos Date Added: 01/23/2023 Submitter: Commander Fury Rocket League - Neon Nights 2023 feat. Cochise Trailer | PS4 Games PlayStation - Rocket League - Neon Nights 2023 feat. Cochise Trailer | PS4 Games
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Sony Music artist The Kid Laroi, Australian rapper, singer, and songwriter has become a global force to be reckoned with since his ascent in 2019. His bangers and dramatic beats are coming to Fortnite starting January 27 at 3PM PT — in The Kid Laroi’s Wild Dreams. This immersive sonic experience will portray Laroi’s journey from humble beginnings to headlining sold-out performances, as well as becoming a worldwide superstar. New music from Laroi will be featured in The Kid Laroi’s Wild Dreams, including his upcoming song “Love Again” being released on Friday, January 27. “Love Again” isn’t the only new song featured in the experience, as three unreleased songs will also play in both this experience and the Afterparty experience. Dress harmoniously for The Kid Laroi’s Wild Dreams with The Kid Laroi and The Rogue Laroi Outfits, available before the experience goes live. Both Outfits will be available in the Fortnite Item Shop beginning January 26. Additionally, on January 24, players can compete in The Kid Laroi Cup for an opportunity to unlock these Outfits early, plus a special Banner Icon and Emoticon Take Part in The Kid Laroi’s Wild Dreams The Kid Laroi’s Wild Dreams will have you venturing in the cybercity “Laroitown,” where you’ll ultimately attend a jam-packed Laroi concert featuring fan-favorite music and new music. After the performance, join Laroi in the Afterparty experience. Here, you can listen to the Wild Dreams mix on loop while getting a look inside the tour life, and beyond, of Laroi. Complete The Kid Laroi’s Wild Dreams Quests (during both experiences!) to earn XP and special Laroi items, such as the Love Again and Thousand Miles Lobby Tracks, Laroi & The Rogue Loading Screen, and the Laroi Was Here and Laroi’s Tag Sprays. These Quests will be live from January 27 at 3 PM PT to 3PM PT on February 3, 2023. To get to the experience, select The Kid Laroi’s Wild Dreams tile on the Discover screen, or input the island code 2601-0606-9081. Either option will take you to the island where the experience takes place, made by creators Alliance Studios, Team Atomic, and TheBoyDilly, and features a video directed by Adrien Wagner and produced by La Pac. Also in an island made by Alliance Studios, Team Atomic, and TheBoyDilly, the Afterparty experience will be available from January 27 at 3 PM PT to April 27 at 3PM PT. Join by selecting the The Kid Laroi’s Wild Dreams Afterparty tile on the Discover screen or by inputting the island code 4294-0410-6136. Choose Your Inner Laroi Want to dress for the occasion? Starting January 26 at 4 PM PT, the Kid Laroi and The Rogue Laroi Outfits (plus more items) will be available in the Fortnite Item Shop. The Kid Laroi Outfit and Back Bling From dreamer to hitmaker. Work your way to the top with The Kid Laroi Outfit. This Outfit has the Electrified Style in addition to its default Style. Included with the Outfit is the Get My Bag Back Bling, which has the blue default Style and pink Left Alone Style. The Rogue Laroi Outfit, Back Bling/Pickaxe, and Wrap From hitmaker to hunter. Eliminate opponents on the battlefield with The Rogue Laroi Outfit, which has the Electrified Style in addition to its default Style. This Outfit comes with the Tragic Blade Back Bling. Unsheathe the Tragic BLADE as a Pickaxe! Also coming to the shop, the Laroi Free Style Wrap matches the Outfit too. Emotes and Lobby Track Keep the party going even after the Afterparty with these Item Shop items: Stay Afloat Emote – Just relax and let it carry you away… Heart of a King Emote – Take a Love(seat) Again.Stay Lobby Track – Press play and feel the way I feel. The Stay Afloat Emote, Heart of a King Emote, and Stay Lobby Track can be purchased individually or via the Laroi’s Party Starter Bundle, which additionally includes the Wild Dreams Loading Screen: Keep your head in the clouds. Battle to the Top in The Kid Laroi Cup Be as fearless as Laroi in The Kid Laroi Cup. Compete in this Duos Zero Build tournament on January 24 for the opportunity to be among the top point-earning players in your region, unlocking The Kid Laroi Outfit (+ Get My Bag Back Bling) and The Rogue Laroi Outfit (+ Tragic Blade Back Bling/Pickaxe) early. Also, earn at least eight points to unlock a Laroi Banner Icon and the Laroi’s Smile Emoticon. Competitors can play up to ten matches within their region’s approximately three-hour time window, and the specific event timing for each region can be found in the Compete tab in-game. See you when the party starts in Fortnite on January 27. View the full article
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Name: PlayStation - World War Z: Aftermath - Horde Mode XL Launch Trailer | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 01/23/2023 Submitter: Commander Fury World War Z: Aftermath - Horde Mode XL Launch Trailer | PS5 & PS4 Games PlayStation - World War Z: Aftermath - Horde Mode XL Launch Trailer | PS5 & PS4 Games
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If there’s one thing the World War Z game franchise is known for, it’s throwing massive hordes of zombies at you. We took that design philosophy to heart as we set to launch World War Z: Aftermath’s long-awaited Horde Mode XL update. Play Video Launching tomorrow, Horde Mode XL is a new game mode that takes advantage of PlayStation 5’s power to put more blood-thirsty zombies on the screen at the same time than ever before, including the previous Horde Mode Z. In the new mode, you and your friends will find yourselves in a new map where you must protect a civilian camp located inside a shopping mall. There are three gameplay areas connected to this mall and each of them is a separate front line under the attack of zombie swarms seeking to reach the civilians The Restaurant Area: The swarm attacks from the temple and the village The Riverside Area: The swarm attacks from the city The Construction Area: The swarm attacks from the factory The rules are simple: survive as long as possible and prevent the zombies from getting to the civilians. The core difference in the new mode is that some zombie waves will be “XL waves” with a mind-blowingly huge amount of zombies on the screen at the same time, and they’re all coming for you and your team. To survive this onslaught, you have to stock up on supplies in order to launch enhanced defenses. These are unique events that trigger at the beginning of an XL wave if you’ve stored enough supplies and they slay a ton of zombies at once. The more supplies you store, the deadlier your enhanced defenses will be. Enhanced defenses differ in each area: there are missiles in the Restaurant area, jet fighters in the Riverside area, and explosive gas at the Construction site. Horde Mode XL also features other new gameplay features and surprises that we can’t wait for you to discover when you jump in. New weapon progression system Horde Mode XL is not the only feature launching with this update. The rest of the update includes the new weapon progression system and is available to both PS4 and PS5 players. In the new system, skins are not tied to certain weapon stats. While you still need experience points and supplies to level up your guns, leveling up is now done with linear stats progression (and unlocking different bonuses), while being able to apply any skin to a weapon. One of the most significant new features are weapon perk slots that become available during progression. Every firearm has three slots where a unique set of perks can be inserted. Perks are divided into two categories based on their effectiveness: Unique and Common. Players can install only one Unique perk and two Common perks. Perks may affect stats or grant unique gameplay benefits, overall providing some flexibility in customizing your guns. We’ve also created a host of new free skins for every gun that can be unlocked through its weapon progression system! It’s also important to note for veteran WWZ: Aftermath players that your progression won’t be wiped with this update. For example, if you previously unlocked a gun’s 3rd version, this gun will now be upped to 3th level in the new weapon progression system; in terms of specs they will be identical. All previously unlocked skins will be available to you as well. Horde Mode XL Update is only the beginning We’re incredibly excited for you to jump into the Horde Mode XL update on January 24. The new Horde Mode XL game mode, revamped weapon progression system, new weapons ( Sai Knives and Tri-Barrel Shotgun), and new skins make for our biggest update yet. This is only the beginning for World War Z: Aftermath. As you’ve continued to support this title, we’re going to do the same. Look out for more exciting updates in 2023. View the full article
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Name: PlayStation - Apex Legends - Celestial Sunrise Collection Event | PS5 & PS4 Games Category: Gaming Industry Videos Date Added: 01/21/2023 Submitter: Commander Fury Apex Legends - Celestial Sunrise Collection Event | PS5 & PS4 Games PlayStation - Apex Legends - Celestial Sunrise Collection Event | PS5 & PS4 Games
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Name: PlayStation - Persona 3 Portable & Persona 4 Golden - Available Now | PS4 Games Category: Gaming Industry Videos Date Added: 01/21/2023 Submitter: Commander Fury Persona 3 Portable & Persona 4 Golden - Available Now | PS4 Games PlayStation - Persona 3 Portable & Persona 4 Golden - Available Now | PS4 Games