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SirMadsen

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  1. Last week, the bombshell exploded: the management of the Subnautica studio Unknown Worlds is disappearing and being replaced by Krafton – who in turn claims that they wanted to keep the management trio. "A shock" said one of the three affected members of the management, but also that "we know that the game is ready for early access release". Now we get new news: the release is delayed until 2026. Krafton claims that the postponement is about feedback after player tests – but is that the whole truth? According to Bloomberg (paywall), a bonus of $ 250 million would be activated from Krafton to Unknown Worlds if a certain goal was reached before the end of 2025. This is according to an agreement Bloomberg has seen. It is said to have been concluded in 2021, in connection with Krafton's acquisition. The decision to postpone the game was made in connection with the management being forced out, anonymous sources claim. The management was against the delay, which according to reports planned to share the bonus with the approximately 100 employees. By postponing the launch, it is, according to the sources, very doubtful whether the revenue targets will be met – and thus whether the bonus will take effect. Krafton denies allegationsKrafton, for its part, claims that the decision to delay has nothing to do with "contractual or financial considerations". Words stand for words. The management that disappeared consists of former CEO Ted Gill, technical director Max McGuire and creative director Charlie Cleveland. It is Cleveland, who is also one of the founders, who recently said that the game is ready for early access. Words that take on a different meaning today when Krafton, for its part, believes that the game is not ready. Anyway: the game will be released in 2026 in early access. A new gameplay teaser has been released, announcing the new release window. Comments on YouTube include: "Give the team their $250 million" and "Are you sure whatever you're doing is worth it?" The community is venting its frustration, and it remains to be seen how this story unfolds.
  2. Joins Jason Momoa, Noah Centineo, Callina Liang and more. Already in 2023 we found out that Legendary Entertainment planned to make another movie of the Street Fighter series. Then the details were scarce, but now a lot of actors have been joining, and it is a varied crowd. The last to join (via The Hollywood Reporter) is no less than rapper Curtis Jackson, perhaps better known as 50 cents. He will play the role of boxer Balrog, who has been up to date in the series since Street Fighter 2. Otherwise, we always see Jason Momoa, who plays shiny; Noah Centineo as Ken; Orville Peck as Vega; Joe Anoa'i like Akuma; Andrew Koji as Ryu; And Callina Liang like Chun-Li. Director, in turn, is Kitao Sakurai, who directed the Twisted Metal series and the movie Bad Trip. Production will start in August in Australia.
  3. SirMadsen posted a blog entry in Madsen-Art
    Suno uses Chirp to generate songs, which is a generative model. We must create documents that prompt the model correctly. To do this, we use specific tags to break the songs up into sections that the model understands. Base TagsThis list represents all of the valid base tags. Each of these tags can be modified and has several ways they can be used, but in general these are the only valid tags - [Intro] - [Hook] - [Pre-Chorus] - [Chorus] - [Verse] - [Interlude] - [Break] - [Movement] - [Instrumental] - [Solo] - [Build] - [Bridge] - [Outro] - [End] - [<vocals>] (clarification later) - [<specific instrument>] (clarification later) [Intro]The intro tag should generally only be used at the beginning and is strictly instrumental. It can be modified with several adjectives. For instance: - [Long Mellow Intro] - [Short Exciting Intro] - [Dreamy Slow Intro] As you can see from the examples, you can generally add an emotive and/or a pacing adjective. The system doesn't always honor the intention, but it tends to work best if you use very direct, concrete adjectives that are salient to musical construction (speed, emotion, intensity seem to work best). Modifiers are not strictly necessary, but can be useful for establishing the mood early on. [Hook]Generally not necessary unless you modify it, more or less treated like an intro. Can be used to transition from intro to main part of song, particularly if the intro is different. Pre-Chorus]This is a strictly vocal tag that is often used at the beginning of songs to sort of introduce the story or narrative. It may or may not be sung (could be spoken, can be specified). This tag should generally only be used once or before chorus tags. - [Haunting Whispered Pre-Chorus] - [Staticky Spoken Pre-Chorus] - [Primal Scream Pre-Chorus] - [Opera Female Pre-Chorus] These modifiers, while not strictly required, can confer very specific feels. As with intro, emotive, intensity, and pacing adjectives tend to work well, with the added option of singing styles, gender, and so on. [Chorus]This is about what you'd expect for any song construction. Generally speaking, the Chirp system decides how to render the chorus, so modifiers are often NOT honored, for whatever reason. The documentation says that the chosen style and lyrics tend to do more to modify how the chorus is sung. However, very concrete modifiers are most likely to be honored. This tag is one of the prime workhorses. - [Whispered Chorus] - [Eerie Chorus] - [Ensemble Chorus] - [Slow Chorus] Lyric construction also has a huge impact on how the chorus is sung, and is often more important once the construction has been set up correctly. The system seems to ignore capitalization, but the vibe of the lyrics has an impact. Punctuation seems to have a larger impact - Elipsis... this tends to make the system approach it more slowly, particularly if it's used... multiple times... in the line... - Exclamation! this doensn't often have a huge impact but it can tell the system to emphasize a line - Oooooohhh whoaaa ahhhh! vocalizations generally work extremely well to amp up a chorus (the system will not render non-word vocalizations without explicitly being told) - mmmmmmmmmmm oh... gentler vocalizations will have a similar dampening effect - (parenthesis lyrics) this does really well, and seems to do really good at making it do call-and-response or antiphonal [Verse]This tag is the other primary workhorse and is used pretty much identically to [Chorus]. It is not strictly necessary to modify it, and in many cases the system will decide how to modify it (consider that in most of it's training data, chorus and verse are left plain). So again, the content of the lyrics tend to do more. The system seems particularly sensitive to where in the song it is, meaning that if the generator feels like it's more likely a crescendo rather than a key change, the system will make that judgment call. However, emotive, intensity, and pace modifiers tend to work. - [Angry Verse] - [Mysterious Verse] - [Whispered Verse] - [Spoken Verse] - [Opera Verse] These concrete modifiers are most likely to be honored. The same lyrical modifiers from the chorus also apply - Elipsis... - Exclamation! - Vocalizaaaaaaaaaations - (Parenthesis) For example: \``` I am the void between stars (Beyond the veil of forms...) I am the death of light (Where your deepest terrors remain...) \``` [Interlude]This is one of the main workhorses of the instrumental tags. It's pretty much what you'd expect. Many modifiers don't seem to impact this tag, but a few tend to be more reliable. - [Melodic Interlude] this one is pretty reliable, so similar modifiers should work. - [Long Melancholy Interlude] this works about half the time - [Short Accelerating Interlude] the system tends to prefer short instrumentals anyways Don't get too creative with the modifier tags. For instance, genre-specific modifiers don't really seem to work like [Psychedelic Interlude] even though it makes sense to us, the system doesn't seem to recognize it. However, there is another option we have to modify all instrumental sections, and that is periods and exclamations to try and shape the pacing. \``` [Melodic Interlude] . . . ! . . . ! . . . ! \``` \``` [Intense Interlude] !! . ! !! ! !! !! ! !! \``` And so on. You can arrange the . and ! in any way you like to convey the rhythm and such. [Break]Break is strictly instrumental often defaults to one measure or phrase, and can be used quite frequently. Almost no modifiers work here, and it has the most impact on the song when wedged between verses and choruses. What does tend to work is specifying the instrument to lead during the break: - [Violin Break] - [Drum Break] - [Scream Break] - [Lead Guitar Break] - [Bass Guitar Break] So basically you can use it like a small solo. The rhythem modifiers are generally totally ignored here. [Movement]This is an experimental tag, but might help the engine transition to a new movement. - [Begin Psychedelic Movement] - [Transition to Faster Harder Movement] - [Long Orchestral Movement] The system is liable to totally ignore this tag but it's worth a shot. [Instrumental]General purpose tag to break up a song. Can be used on its own, unmodified. Often used in conjunction with other tags or modifiers (see rest of doc) [Solo]This tag is pretty much exactly what you'd expect. It pairs well with [Interlude] and does best when you specify the instrument, pace, and energy. - [Soaring Lead Guitar Solo] - [Fast and Intense Drum Solo] - [Dancing Fiddle Solo] - [Playful Flute Solo] - [Finger Style Guitar Solo] As you can see, this kind of pattern tends to do best with the solo. It all generally comes back to instrument, pace, emotion/energy. One thing to note is that chaining [Interlude] and [Solo] is often the best way to change the movement or overall tone of a song. The exclamation and period modifiers sometimes work on solos, but the system often just goes with the vibe. [Build]This tag is often less effective than interlude or solo, and is often treated like a break. Period and exlcamation rhythms seem to have relatively little effect, though it seems to have a decent effect when sandwiched between verse and chorus (e.g. to build to a soaring chorus) but that can be redundant. This should only be used when it really makes sense for the song, and probably only once. In most cases, a break, solo, or interlude should be used, that's how specific this use case is. [Bridge]The system doesn't seem to know what to do with bridges. It often just treats them like a verse or a chorus, sometimes a refrain. Use them sparingly, at most once per song. - [Instrumental Bridge] - this seems to have the most impact or be most useful [Outro]This tag seems to work if it's either instrumental or vocal, and can be treated pretty flexibly. It's primary purpose is to tell the system to start preparing for the end of the song and should be used exactly once. - [Long Fading Outro] - [Urgent Loud Outro] - [Mournful Outro] Like many such tags, emotion + pace seems to work well. This tag should only be used once near the end to cue the generator to start winding the song down. [End]As you'd expect, this generally tells the system to end the song. - [Fade to End] - [Lingering End] - [End Resolves to Whispers] You can play with this tag some, but generally it just serves as a standalone tag. Some of the same modifiers here can work for the outro tag as well. Vocal TagsGenerally speaking, the style of the music (not specified in this document) will dictate the voice, which is generated automatically, however, in songs where the vocals change significantly the song will honor it. - [Spoken Word Narration] - [Telephone Call] - [Female Opera Singer] - [Swanky Crooning Male] - [Ethereal Female Whisper] These tags can be used in lieu of verse or chorus tags and there can be a lot of flexibility, as these sorts of tags appear in the training data and significantly modify how the song is delivered. \``` [Spoken Word Narration] *static* ...final log... coordinates unknown... ...oxygen critical... systems failing... ...tell earth we made it... we saw such beautiful things... ...orion spur expedition... signing off... static \``` Instrument TagsYou can also do somewhat the same with specific instruments. This can serve in lieu of solo or as part of a solo \``` [Sad Trombone] waah-Waaah-WAAH \``` \``` [Chugging Guitar] chuka-chuka-chuka-chuka \``` \``` [Overblown Flute] \``` \``` [Trilling Pennywhistle] \``` Simple ExampleThis is a pretty minimalist example which worked really well. The system will fill in a lot of gaps, so you can see you really don't need much. Less is often more, particularly if the STYLE is well defined. \``` [Verse] Sun beats down hard dry road Dust devils dance shadows long Heat waves twist in gold Mirages fade now gone [Chorus] Lost in the wasteland void Echoes of time destroy Lost in the desert sand Seeking the promised land [Verse 2] Cactus stands alone silent guard Hawks circling overhead far Bleached bones in the arid yard Searching for a falling star [Bridge] Time drips slow never ends Mind’s eye bends and bends Vultures fly high in the sky Dreams of rain make me cry [Chorus] Lost in the wasteland void Echoes of time destroy Lost in the desert sand Seeking the promised land [Verse 3] Night falls cool winds rise Stars blaze across the skies Desert whispers truth and lies In the silence spirit flies \``` Intermediate ExampleBelow is an example of the above song but with a bit more control over the flow. \``` [Long Instrumental Intro] [Verse] Sun beats down hard dry road Dust devils dance shadows long Heat waves twist in gold Mirages fade now gone [Chorus] Lost in the wasteland void Echoes of time destroy Lost in the desert sand Seeking the promised land [Lead Guitar Solo] [Verse 2] Cactus stands alone silent guard Hawks circling overhead far Bleached bones in the arid yard Searching for a falling star [Bridge] Time drips slow never ends Mind’s eye bends and bends Vultures fly high in the sky Dreams of rain make me cry [Build] [Ensemble Chorus] Lost in the wasteland void Echoes of time destroy Lost in the desert sand Seeking the promised land [Melancholy Outro] [Verse 3] Night falls cool winds rise Stars blaze across the skies Desert whispers truth and lies In the silence spirit flies [Fade to End] \``` Complex ExampleBelow is one of the most sophisticated songs that worked well, including multiple movements. \``` [intro] . . . ! . . . . ! . . . [build] . ! . . ! . ! . ! . ! ! ! ! . ! ! ! [verse] engines burning bright and strong breaking free from earthly bonds through the atmosphere we climb leaving all we knew behind [break] [chorus] beyond the orion spur where no one's gone before beyond the orion spur ten thousand worlds explore [break] . . . ! . . . ! . . ! . [ verse] hyperdrive ignition flows new stars glowing as we go ancient light guides us here through the void without fear [interlude] . ! . . . ! . . . ! . . [verse] cosmic winds carry us far past the light of dying stars through the gates of space and time leaving known space far behind [solo] ! . . ! . . ! . ! . ! ! [bridge] warning lights begin to flash systems failing coming crash alien world draws us near atmosphere of cosmic fear [break] ! ! . . ! ! ! . ! ! . ! [verse] toxic clouds below our wings alien horrors this world brings must escape this deadly sphere but our engines disappear [break] . . . ! . . . . . . ! . [chorus] drifting through the starlit deep further than our maps can reach signals fading into night earth has vanished from our sight [solo] . . ! . . . . . . ! . . [verse] oxygen running so low our final moment to know that we flew too far too fast beyond where our fate was cast [break] . . . ! . . . ! . . . . [chorus] beyond the orion spur... where no return is sure... beyond the orion spur... forever we endure... [spoken word narration] *static* ...final log... coordinates unknown... ...oxygen critical... systems failing... ...tell earth we made it... we saw such beautiful things... ...orion spur expedition... signing off... static [beeping carrier signal] . . . ! . . ! . ! . [slow fade] . . . . . . [fade to end] \``` StylesStyles are limited to 120 characters total and should not be included in the song, this is crafted separately The system accepts a separate STYLE tag that is a simple comma separate list of genres and modifiers. Interestingly, commas are not necessary and you can get some really interesting hybrid styles without them. Here's one of my most successful examples: - stoner space rock shoegaze slow build epic crescendos psychedelic riffing soaring solos pensive interludes long intro However, the system tends to work better with commas separating the distinct genres and modifiers: - space rock, stoner rock, slow build, epic crescendos, psychedelic riffing, soaring solos, pensive interludes, shoegaze It should be noted that both of these are slightly outside of best practices, as it includes modifiers for solos and interludes, which can be specified inside the song itself. - space rock, psychedelic rock, desert rock, stoner rock, shoegaze Simply creating a list of genres tends to work extremely well, almost like a taxonomy. In this case, space rock provides the most influence, which each subsequent modifier having less and less influence. - witchpop, electro swing, eerie - witchpop, house, hypnotic, dreamy, eerie - Acoustic, Desert, Nubidian, Acoustic nu-metal, - Hurdy-gurdy, dark, scary, otherwordly You can also focus on emotive modifiers. These tend to work better. - witchpop, witchrock, folk, violin, acoustic, eerie, mysterious, clean vocals, classically trained - neofolk, celtic, dance, celebratory, orchestral - Electronic, sweet female voice, eerie, swing, dreamy, melodic, electro, sad, emotional - Folkmetal, Folk, Metal, Hurdy-Gurdy, Hand-Organ, Gaelic Woman, Female, Beautiful, Top 40, English Lyrics - New Age, Celtic, Slow, Celtic Harp, Piano, Flute, ethereal female vocals, atmospheric - Medieval Folk, Neofolk, Pagan Folk, German Folk, European folk, neoclassical music, ethereal music, darkwave, Folk Dance (sounds a lot like Faun or Celtic Woman) So in general the things that work best when constructing styles are: - Genre(s) - one or more genres in sequence - Emotions - one or more "vibes" to go with - Instruments - violins, handpans, orchestras, etc (particularly if it's either not obvious or guaranteed from the genre) - Vocal styles - opera, growling, etc
  4. SirMadsen posted a gallery image in Madsen-Art
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    SirMadsen posted a gallery image in Madsen-Art
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    SirMadsen posted a gallery image in Madsen-Art
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  10. "Stop Killing Games" is a consumer movement started to challenge the legality of publishers destroying video games they have sold to customers. An increasing number of video games are sold effectively as goods - with no stated expiration date - but designed to be completely unplayable as soon as support from the publisher ends. https://www.stopkillinggames.com/ Link to European Citizens' Initiative: https://eci.ec.europa.eu/045/public/#/screen/home Link to UK Government Petition: https://petition.parliament.uk/petitions/702074/
  11. According to discoveries in the APK file, Google Messages will get a feature that makes it easy to invite people to activate RCS. Messages will detect when the recipient does not have RCS and then show a dialog box with a shortcut to SMS an invitation. A message will then automatically be inserted asking if the person wants to try RCS, along with an associated link that explains what RCS is. Here in Sweden, it might have been more appropriate if the feature instead emailed all operators and urged them to start supporting RCS. Almost all Android users already have RCS enabled via Google Jibe. Apple did not want to use Jibe for RCS and instead relies on operators. If an iPhone user's operator does not support RCS, the old and insecure SMS applies to communication between iOS and Android when the built-in apps are used.
  12. Can You Keep Playing Indiana Jones & The Great Circle After Beating It?Despite its focused story, Indiana Jones and the Great Circle is rich with side content, from major quests to a surplus of collectibles. Although it's not an open-world experience, that amount of extra content can raise fears about failing to complete everything before reaching the conclusion. For those who want to reach 100% completion or simply see a lot of what the side quests have to offer, it's important to know if players can return once it's all done. One of the best things about Indiana Jones and the Great Circle is that it encourages players to keep playing even after finishing the main story. Players aren't locked out of their progress after reaching the end and seeing the credits. Instead, the game takes the player back to just before the final battle, keeping all the upgrades and skills they earned up until that point. This lets players easily dive back into the game and revisit areas they've already explored. It's not a New Game+ option, but more like continuing from your saved game after seeing the end. Throughout the game, the Journal allows Indiana to revisit past areas while keeping his upgrades, providing a comprehensive way to take on remaining challenges after completion. This feature ensures that players can explore thoroughly and complete optional tasks whenever they want. There are no time limits on side quests or collectibles. Whether looking for rare Adventure Books to gain new skills, solving hidden Mysteries, or wrapping up unfinished tasks, the zones stay open and accessible. Finishing Up Side Content After Beating Indiana Jones & The Great CircleAfter finishing the main story in Indiana Jones & the Great Circle, players can still enjoy the game by finishing all the mysteries and fieldwork side quests. These are scattered throughout the game and involve solving puzzles, finding hidden secrets, and exploring new areas. It's better for players to take their time and be thoughtful rather than treating the game like an FPS. Completing these tasks helps players get extra lore and Adventure Points, which they can use to unlock new skills. This way of handling post-game content is helpful for those who want to finish the game to see how the story ends. It can feel like holding off on finishing the main story is a punishment for being thorough. There's a lot of content scattered around Indiana Jones & The Great Circle, which can take a while, so holding off on certain side missions can help keep the narrative momentum going. Ultimately, it's up to the player to decide when they want to do anything; canonically, it happens before the end of the game. It's a good idea to wait to go back, because going back to locations with new skills and a better understanding of the game makes previously tough challenges feel more manageable, especially on higher difficulty settings. The game rewards Indy for being thorough and observant, and that's easier to do when there's no pressure to complete the game. Essentially, completing the game doesn't have to be the end for Indy; it's just the beginning of a lot of little adventures in Indiana Jones & The Great Circle.
  13. Jack Betts leaves behind a 67-year career with everything from spaghetti westerns to major Hollywood productions. Hollywood is mourning another legend. Jack Betts, the charismatic actor who charmed audiences in spaghetti westerns and later played a board member in “Spider-Man,” died Thursday at the age of 96 at his home in Los Osos, California, according to The Hollywood Reporter. Betts lived a life worthy of Hollywood. Under the stage name Hunt Powers, he appeared in about 15 Italian westerns between 1966 and 1973. This happened at the same time that Clint Eastwood was filming his iconic “Dollars” films on the nearby mountains. In Sam Raimi’s “Spider-Man” (2002), he delivered the icy line “You’re out, Norman” to Willem Dafoe’s Norman Osborn – just before the Green Goblin turned him into a skeleton in the Times Square attack. The versatile actor also graced soap operas such as “One Life to Live” and “General Hospital.” He also appeared in films such as “Batman Forever,” “Falling Down” and “Gods and Monsters.” His 67-year career spanned from his Broadway debut in 1953 to modern classics. Betts lived with “Everybody Loves Raymond” star Doris Roberts from the 1980s until her death in 2016. It was a friendship that spanned six decades, since they first met at The Actors Studio in 1954.
  14. Game developer NetEase is primarily known for mobile games and as a helper for Blizzard in China (as well as for owning a number of pig farms as a side gig). Now they are going to enter the big gaming market with their first AAA game: “Blood Message”. The game is set in ancient China and follows a messenger on a dangerous journey through a country ravaged by rebellion. The adventure is linear, and will contain both action and exploration. “Blood Message” surprised many when the game was announced a little out of nowhere, without any big games fair or other presentation as a setting. “Blood Message” does not yet have a release date, but it will come to both PC and consoles when the time comes. Check out the trailer below: Blood Message Trailer
  15. Swedish MovieZine has spoken to the developers behind the "Hitman" series and the upcoming Bond game "007 First Light", about what we can expect from their take on the iconic spy. “007 First Light” is a new Bond game by IO Interactive, known for its “Hitman” series. The game is in development for PS5, Xbox Series X/S, PC and Nintendo Switch 2 – and will be released sometime in 2026. Here we meet a young and inexperienced James Bond who is recruited by MI6 and gets to carry out his first missions. MovieZine has spoken to Jonathan Lacaille, who is the franchise director for the game at IO Interactive. 1. The developers really know the brandWhat are the most important elements that a Bond story needs? – When we started working on the game, we obviously looked at what makes a good Bond story. There are some elements that are found in all the films, which we took inspiration from to cook up the game’s recipe. – Exoticism, vehicles and gadgets are some things that always appear in a spy story. Another element is interesting and preferably double-sided characters. Villains and henchmen are also very important. I don't think there's a Bond film without them. – Then of course James Bond is at the center. We've seen different vintages, but I would say that the common thread through all Bond products is that they have always felt modern. Sean Connery was cutting edge for his time when the first film premiered both in terms of culturally, what products he used for the story and the themes they created. It was modern for his time, just like Daniel Craig was for our and now also Bond in the game. So the game takes place in the present? – Yes, or in the very near future, but I can't say an exact year. That's because it feels relevant within the time period we're releasing the game. 2. IO Interactive has already made fantastic spy games with the "Hitman" seriesWhen the game "Hitman 3" by IO Interactive was released in 2021, I wrote in my review that it "makes me feel like James Bond". I'm not alone in that opinion, says Jonathan Lacaille, who says the team has leveraged its strengths from that series during the development of "007 First Light." "We're leaning on what the studio does really well and have mastered the agent genre in the work on "Hitman" for a long time. It would be foolish not to lean on what we do best," he says. James Bond and “Hitman” are very different series, however. They have their similarities, but they are different characters who work in different ways. IO Interactive therefore needed to build some new muscles. – The action sequences and shooting are something we needed to get much better at. In the “Hitman” games, it usually means that you have failed when the guns come out. Then you have been discovered, it's over. In a Bond game, it is one of the tools you can choose to move on. 3. “007 First Light” offers great varietyOther new features are driving, which IO Interactive has never included in its previous games, but also gadgets. – We want the player to feel as smart as Bond. By that I mean that he sometimes ends up in a situation where the odds are against him. We want the player to identify different options – whether it is to take the main entrance and shoot wildly or sneak in through the back door. Something else that is quite unique to Bond is using his charm to get past obstacles. There is a rumor that actor Patrick Gibson will play Bond in “007 First Light”. He has played in “The Tudors”, “Shadow and Bone”, “Tolkien” and recently played the role of a young Dexter Morgan in “Dexter: Original Sin”. What can you say about that? – People are always speculating who will play Bond. Right now we want to focus on showing the game and presenting what it is about. We really want people to care about the game. Regarding the cast, I can only say that it is speculation, but we will confirm who will be involved later this summer. 4. A different James Bond we have never seen beforeHow much freedom have you had in developing this game? Is it a challenge to work with a franchise that does not belong to you? – We obviously have to respect the brand. There are guides and guidelines about what Bond is and is not, but they are not particularly restrictive. It is more of a tool that you can use and build on. Because we chose to do an origin story, everything has to be invented, so that way we have a lot of creative freedom. It's also a different medium. It's a game and not a movie, so that also gives a different kind of freedom. In “007 First Light,” James Bond is 26 years old and an inexperienced spy. He’s not based on any previous interpretation of the character, but a completely new one we’ve never seen in the movies before. – We based a lot of it on how he looks in the books by Ian Fleming. Someone at MGM mentioned that he has a scar on his face at some point, so we thought it would be fun to go with that because he’s never been portrayed that way before. They’ve seen such a huge library to dig into and get inspiration from to build this new story. What are your personal favorite Bond movies? – It’s changed over time. When I was little, Pierce Brosnan was great, but the movies with Daniel Craig were amazing because they really built on the character. He develops through the movies. I felt like I could watch them as a TV series. If I had to choose, I’d have a hard time choosing between Sean Connery and Daniel Craig. 5. The developers hope it will be as loved as “Goldeneye 007”What is your relationship with the game “Goldeneye 007” from 1997 for Nintendo 64, which is considered by many to be the best Bond game? – It’s probably the only one I’ve actually played. It was a fantastic game, there’s no denying that. It’s always the game that people refer to when talking about Bond games. I hope our game will get similar status. They’re two very different gaming experiences, but I think we have a very well-made game in the works that people will like for other reasons than “Goldeneye 007”. “007 First Light” will be released sometime in 2026. We’ll find out more about the game during the summer. Trailer
  16. Adi Shankar is the producer who took “Castlevania” and “Devil May Cry” from games to animated TV series on Netflix. Now he has his sights set on a new franchise to adapt: “Duke Nukem”. In an interview with Esquire he says the following: – I have video games in the works. Obviously more “Devil May Cry”. I get offered various franchises from companies that want to work with me. I bought the rights to “Duke Nukem”. Not the game rights, but I bought it from Gearbox. He goes on to say that he doesn’t plan on taking orders from anyone when he adapts “Duke Nukem”: – It’s a middle finger to everyone. When “Duke Nukem” became big, a group of people tried to make it a brand, when all it is is a middle finger. “Duke Nukem” can’t be made by one company, because the moment a company makes “Duke Nukem” it’s no longer “Duke Nukem”. I'm not going to let anyone tell me what to do with it. Duke Nukem "Duke Nukem" is a series of action games that follows the character Duke Nukem in battle against various enemies. The original game, released in 1991, was a side-scrolling game for computers, but in recent years the series has evolved into full-fledged shooter games. That said, "Duke Nukem" hasn't released a new game since 2011, so one can wonder how relevant it is today. This is not the first time "Duke Nukem" has been in the news for an adaptation. In 2019, for example, there was talk of John Cena playing the lead role in a film, but so far it hasn't happened. Whether Adi Shankar's (probably animated) adaptation will see the light of day remains to be seen.
  17. The controversial online game “Dark and Darker” will be removed from all players’ libraries on the Epic Games Store on November 1. In an email to players, Epic Games writes that the removal is due to a court order in South Korea, between the gaming company Nexon and “Dark and Darker” publisher Ironmace. Earlier in February 2025, a court in Seoul ruled that Ironmace had violated trade secrets by leaking internal information. Players can already no longer purchase “Dark and Darker’s” own currency, Redstone Shards, or upgrade to Legendary Status. Epic Games writes that anyone who purchased Legendary Status in the game will get their money back. However, no money will be refunded for Redstone Shards. Despite all its legal problems, “Dark and Darker” became a huge success in 2024. At the time of writing, it is still available to download via the gaming platform Steam.
  18. A group of Chinese film studios are now planning to make AI remakes of over 100 classic martial arts films, Variety reports. According to China Film Foundation chairman Zhang Qilin, these films are “cinematic calling cards” that show China’s spirit and vitality to the world. AI will be used to improve the productions’ picture and sound quality, while the studios promise to preserve the authenticity of the originals. Among the titles are works by legends such as Bruce Lee, Jackie Chan, and Jet Li – including “Fist of Fury,” “The Big Boss,” “Once Upon a Time in China,” and “Drunken Master.” When the AI versions will be released is still unclear.
  19. DUNE: Awakening Rise from survival to greatness and challenge the power of an Imperium in Dune: Awakening, a multiplayer survival game on a massive scale. Survive the sandworm, craft your ornithopter, build a fortress, and ascend to power on an open world Arrakis shared with hundreds of other players. TLDRIt's a chore and a grind fest. REVIEWThe game-play is solid and the building mechanics are top tier. That's about it. Get ready for a lot of running and drinking. Yes, the water system is really bad in my opinion. The rate at which water drains is ridiculous and you end up always interrupting whatever you are doing to go get water in your base or hunting NPC's to get their blood. It's a choir rather than a fundamental mechanic. Also, hunger is apparently not a thing on Arrakis... There is also this weird mechanic with shielded doors where you have to find a random key just laying around in order to be able to go through the shield. It felt very misplaced and like a lazy way to limit players from entering certain areas (forced exploration). Either make it feel worth it or just skip the mechanic overall. The whole game feels like a big chore. You need hundreds of tools to farm hundreds of materials to build hundred components for one thing (a little exaggerated but you get it). It feels too complicated and it takes away from the game-play and survival aspect when you constantly have to go out farming materials just to keep the base alive. Speaking of base, I'm running one of each simple machines and I need FOUR GENERATORS! Again, I have to constantly run out and farm fuel cells. Why in the frakkin seven hells is there no such thing as a sun collector in the desert? There's obviously a wind turbine and RAIN collector in the desert where there's no rain or winds! There are many more minor things like this that just don't feel thought through, feels lazy and out of place, over-complicated and a chore rather than a task. I'm not gonna go into the poor mission (journey) system and how you have to hunt down class trainers, forced into PvP zones even though devs stated that PvP is optional etc. Because it's bad. Again, a frakkin chore. They claim it's a MMO yet there is no such thing as team work other than being a FOUR MAN PARTY(!). There is no mission sharing, no shareable map markers, nothing really aimed towards group play unless, again, you engage in PvP... Poor server structure and server system, repetitive missions and a lot of grinding. I would honestly wait for a sale and I am once again reminded why buying games early instead of waiting for reviews and game-play videos is a mistake. I'm pretty much done, spending hours and hours grinding materials just to have my base up and running and then not having time to actually play the game is not what I consider fun. Final Score: 2/5
  20. Complex Machinery in Dune: Awakening is a resource that cannot be crafted and must be found as loot. You can locate it in Ironworks and Imperial Testing Stations throughout the Vermillius Gap, or purchase it from Tyg at the Anvil Tradepost for 500 Solari.
  21. Calibrated Servoks in Dune: Awakening can be found primarily in the Jabal Eifrit Al-janub region, specifically in locations like Khidr's Shadow and various bandit outposts. They are often located inside chests, so be sure to loot them while avoiding dangers like quicksand and sandworms.
  22. Tiny Tina and Limbo are the free games on Epic Store for another day. You get some fun hours out of these two and save a pretty penny on Tina. Go grab'em now before they disappear.
  23. Images added to a gallery album owned by SirMadsen in Member Albums
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  24. SirMadsen posted a gallery image in Member Albums
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