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- Starfield Guide: Where To Buy And Sell Loot
Like Fallout 4, Diablo IV, and probably Borderlands 4 whenever that comes out, the sci-fi space opera action role-playing game Starfield is populated with enemies who always seem to have tons of good stuff in their pockets. And if you're like me, you take everything that isn't nailed down, keep the good stuff, and sell the rest so you always have cash when you need to buy health packs, bribe a bounty hunter, or have to buy a new spaceship. But in Starfield, finding a store where you can sell excess loot can be harder than fighting an enemy who's thirty levels above you. Especially since the maps of the big cities aren't very helpful. While the first store I found was in the first big city I visited, New Atlantis, I was never able to find it again, and it was only much, later, when I unlocked the ability to customize my ships, that someone told me there was another store near the landing pad. Though you'd never know it from its facade. (It also didn't help that most of my visits to New Atlantis dropped me off far from the port.) Luckily, I did find some much earlier, and ones I could easily find again without much trouble. They're called Sheppard's General Store and Rowland Arms, and they're located in Akila City, on the planet of Akila, which is located in the Cheyenne System. You can't miss it; Cheyenne is on the starmap to the right of both Sol (our system) and Alpha Centauri, which you'll end up in a lot. Once on Akila, simply go through the city's main gate, and go down about a block. They're both on the left; if you reach the McDonald's, you've gone too far...and aren't in the game anymore; there's no Mickey D's in Starfield. Now, it took me a while to find Akila. I was about seven hours into the game before I made my first trip. Once I found it, though, I was easily able to go back to sell off the weak guns, unnecessary space suits, and other junk I didn't need. It was also helpful that, unlike the shopkeepers in Fallout 4, both Sheppard and Rowland usually have a good amount of cash on hand (though Rowland only buys guns and ammo). Both shops also have workbenches so you can customize and upgrade your new guns and space suits. One last note: Because you can never carry much stuff, either on your person or in the storage locker of your spaceship, you might be tempted just to drop things on the deck in the main cabin, thinking they'll still be there when you get back from your mission. Don't. They will disappear from those spots after a while. And that's doubly true for the lower deck, the part you first go into when you walk up to your ship, where you click on the ladder to go into the main cabin or the cockpit. While you're here, check out our full review on Starfield. If you're reading this, there's a pretty good chance that you already know it's really good.
- Baldur’s Gate 3 Guide: How to Refill Spell Slots
Similar to DND 5E, if you use magic in Baldur's Gate 3, you have to be smart about how you use your spell slots. One of the earliest inconveniences you will encounter in Baldur’s Gate 3 will be exhausting your spell slots. If you are unfamiliar with how D&D 5E works, spells have limited uses to balance them, and once these slots are used up, you will have to rest. Depending on the spell, you will need to short rest or long rest. Spells come in various tiers, and as you level up, you will increase the number of slots you have in those individual tiers. On top of this, Cantrips are spells that are usable whenever and will not expend spell slots; these are tried and true moves that you should rely on, especially in the early game. For example, Gale starts with Firebolt and Frost Ray as cantrips. He can use these freely without worrying about rest. When it comes to refilling slots, resting is key. You can take up to 2 Short Rests per Long Rest. A short rest will refill Warlock’s indicated spells and 50% of your health. Remember to use them sparingly. You can also use Long Rest. Long Rest will refill full health and all the spell slots for your party if you have the required food items. Be careful when Long Resting, especially during quests, as many times long resting will pass time and cause the story to progress. Avoid Long Rests where possible and try to ration your spells for when needed; focus on using Cantrips unless you need bigger spells. Lastly, some classes can use “Spell Slot Restoration.” You can use this ability outside of combat to refill your spells once per Long Rest. Using your Short Rests, Cantrips, and being careful about your spell usage will help you avoid Long Resting as frequently.
- Baldur’s Gate 3 Guide: How to Multiclass
Just like in the tabletop version of Dungeons and Dragons, you can multiclass in Baldur's Gate 3. Multiclassing in Baldur’s Gate 3 can be a little confusing initially, especially because it does not unlock until level 2. But, once players hit level 2, the option to multiclass is unlocked and is simple to set up. Be warned, your class will level up every other level. So, if you decide to multiclass, you will only put half as many levels in each class, giving you more options but fewer high-end abilities. Once you hit level 2, the option to multiclass will appear after the usual splash screen, indicating what enhancements and options your new level brings. In the top left, near the “Level Up” text, you will see a small indicator of crossed weaponry with a “+” symbol. Scroll over it, and it should say “Add Class.” Clicking this option will allow you to start multiclassing. From here, you can select a second class. Once again, be wary because you will be limited to leveling up that class every other level. This allows you to spread out your options but also limits your late-game abilities to some extent. Good luck, and have fun with your expanded options!
- Review: Starfield boldly goes where a few games have gone before
Bethesda delivers everything you've come to expect, just bigger and bolder than before It should surprise absolutely no one that Bethesda Game Studio's sci-fi space opera action role-playing game Starfield (Xbox Series X/S, PC) is rich, engaging, and effortlessly fun, given the publisher’s track record. Or that Starfield deserves its place in the pantheon of great space adventure games alongside the Mass Effect series and The Outer Worlds, as well as next to their own games Fallout 4 and The Elder Scrolls V: Skyrim on any list of great action-RPGs. Starfield is, quite simply, a triumph in almost every way... almost. The year is 2330, and it's your first day working the mines of a far-off planet. Upon touching a piece of an alien artifact, you are shown a mysterious vision, decide to quit your job and set out to learn what the artifact is, what the vision means, and where the rest of the object might be, even if it means exploring all known space. For anyone who's played one of Bethesda's games before — or any action-RPG — Starfield delivers everything you've come to expect: story-driving missions, side quests, opportunities to improve yourself and your skills, challenging combat, deep customization and conversations, and the option to denigrate people you've just killed by stealing their stuff. But Starfield is bigger and bolder than anything Bethesda's done before. You're not just exploring one world, you've exploring hundreds of varied ones (though none offer as much to do as, say, the Washington D.C. of Fallout 3 or the Tamriel of Skyrim). See deals on Starfiled bundles on Newegg The bigger and bolder paradigm rings most apparent in Starfield's leveling up system, which features 82 skills across five categories (Physical, Social, Combat, Science, and Tech); each skill can be upgraded once you fulfill certain conditions. For example, you will unlock the Ballistics skill under Combat and Ballistic weapons do 10% more damage. Furthermore, once you achieve killing 20 enemies with a ballistic weapon, you will use an upgrade point to do 20% more damage. In terms of plotline, conversation has evolved beyond earlier RPG entries. You can now let your companion say something, while a risk/reward mechanic comes up when you want to persuade someone. Starfield even improves the third-person camera, putting it much more in line with the recent remakes of Dead Space or Resident Evil 4. More importantly, the combat in Starfield is an upgrade over how Bethesda presented it in Fallout 4. Gone is the V.A.T.S. targeting system; in Starfield, everything occurs in real-time. Whereas Fallout 4 needed V.A.T.S. to compensate for its rather loose aiming, here it's unnecessary, as the shooting is more accurate and fluid. Not quite Call of Duty: Modern Warfare II or Battlefield 2042, but more than enough to make this a solid shooter. The new targeting system helps when gunfights happen outside, in part because those areas are so large that some battles are simultaneously up close and personal like in Call of Duty, and like playing game of cat & mouse with Nazi snipers in Sniper Elite 5. That said, if you prefer melee combat, tough luck. In Starfield, you'd be bringing a knife to a gunfight. Naturally, Starfield also adds space combat. When you’re thrusting through the galaxy visiting different planets, sometimes the welcoming committee includes pirates or bounty hunters. Lucky for you, your ship has upgradable engines and weapons systems, and you will discover that dogfighting is as intuitive and exciting as it was in Star Wars: Squadrons. Starfield's visuals are also improved over what we saw in Fallout 4 and Skyrim, with more detail and better animations. In terms of an overall visual motif, the art takes an interesting approach of combining sci-fi influences; while some cities are white, clean, and neat like Star Trek and Mass Effect, others are wet and dirty like Blade Runner and Cyberpunk 2077, while outposts and ships have the industrial look of Alien and Dead Space. It is unfortunate that the story isn't more unique; even though Starfield's take on the "alien artifact gave me a vision" trope plays out differently than it does in Mass Effect, it's still nothing we haven't seen before, especially if you've read a lot of sci-fi. You will recognize callouts to 2001, Firefly, The Expanse, and other sci-fi standbys as you move through the game. Now, as I said at the beginning, Starfield is almost a triumph. Here’s where almost comes into play. For starters, inventory management in Starfield feels annoyingly dated compared to such similarly loot-heavy games as Diablo IV and Outriders. Even when upgraded, you can't carry much, nor store much on your ship, which you'll probably use as home base (you can build a house somewhere if you like, but why bother when your ship is always nearby). You also can't scrap unwanted items into crafting resources or mark them as junk. Nor can you fast-travel to where there's a store unless you're on a planet that has one, and you wouldn’t have a quick way back even if you could. Thankfully, being overburdened doesn't reduce your foot speed to a crawl; instead, it drains your oxygen if you move faster than a jog, though you can always stop and catch your breath. Finding a store can be frustrating, too. While there are cities in Starfield, city maps are woefully inadequate for locating anything other than a mission objective. And even this isn't easy; while your scanner draws a line of arrows on the ground telling you where to go, it turns off way well before you get there, requiring you to turn the scanner off and then on again. But then, these issues with inventory management and navigation really only annoy me because of how I play games like Starfield: as deep action games with first-person shooting combat. And that's one of the other great things about this game (and, honestly, this genre of game): you have so much choice in what you do and how you do it that you might not be bothered by having overflowing pockets or being unable to find a store. Heck, bring a knife to a gunfight if you want. You do you. Me, I'll be exploring the stars, with a gun in my hand, a song in my heart, and a grin on my face. Pros Epic sci-fi space opera story Engaging combat Vivid mix of sci-fi influences Endless possibilities Cons Inventory management feels dates. Navigating big cities can be frustrating Not the best story Starfield review score: 9/10 Reviewer played on Xbox Series X Starfield is available now on PC, and Xbox Series X/S
- How much does PlayStation Plus cost?
Starting in September, the price for a year is getting more expensive by up to 35%. Starting on September 6th, Sony announced this week that the prices of all of their 12-month PlayStation Plus subscription plans are going up. While each is going up at different rates, here in the USA, we’re looking at a price increase of up to 35%. Whoa. In other parts of the world, the prices are also going up, but some not nearly as drastically. Below, we’re going to break down both US and international prices, as well as their increases. PlayStation Plus Essential 12-Month Subscription Old Price: $59.99 | £49.99 | €59.99 New Price: $79.99 | £59.99 | €71.99 | 6,800 Yen PlayStation Plus Extra 12-Month Subscription Old Price: $99.99 | £83.99 | €99.99 New Price: $134.99 | £99.99 | €125.99 | 11,700 Yen PlayStation Plus Premium 12-Month Subscription Old Price: $119.99 | £99.99 | €119.99 New Price: $159.99 | £119.99 | €151.99 | 13,900 Yen How will I be affected by the PS Plus price increase? The good news is that those with already paid-for plans won’t get the price increase until later. Current 12-month subscribers will see the price changes if their plan ends after November 6th, 2023. However, on Sony’s blog, they explain that if you make any changes to your account after September 6th, it will not reflect the new pricing. This includes “upgrades, downgrades, or buying additional time”. The price increase will only affect the 12-month plans. If you’re looking for a shorter-term commitment, the 1-month and 3-month plans still remain at the same pricing. Back in June, Microsoft also had a price hike for their Game Pass tiers. While not as drastic, it was likely to set themselves up for the removal of the classic Xbox Live Gold memberships that are now merged into the Game Pass options. For comparison, a Nintendo Switch Online subscription, on the other hand, has remained the same price since 2018. If you’re reading this before September 6th, 2023, make sure to secure yourself at the older, much cheaper pricing.
- Baldur's Gate 3 Guide - How to Romance Shadowheart
Wondering how to romance that dark and mysterious half-elf cleric and worshipper of Shar, Shadowheart? Shadowheart is one of your earliest companions in Baldur's Gate 3 and can be found trapped on the Nautiloid where you start the game. If you can free her, she will show up on the beach where you crash; make sure to accept her into your party. If, for some reason, you cannot rescue her, she will show up near the location “Dank Crypt” at the end of the starting area, the Ravaged Beach. She will offer to join your party there as well. Shadowheart responds well to similar actions in her class. She likes any time players can pass skill checks that involve things like religion, persuasion, or deceit since she is a trickery cleric herself. She also prefers kindness; while she will occasionally accept your darker decisions, treating people well will go a long way with her. Lastly, the more you associate with Lae’zel and her decisions, the further you push Shadowheart away. In act one, if you stick to the above suggestions, you will have success with Shadowheart overall but make sure to rescue the emerald grove’s refugees to show how selfless you can be and to show Shadowheart that doing good is the right thing after all. If you are going in the right direction romance-wise, the dialogue option should pop up that says, "I can't help but feel like you and I might have missed a chance to connect. Truly connect." Make sure to select it and choose the right responses so that she will offer a night alone with her at a point of her choosing. Once you have rescued the Emerald Grove, a large party will occur the night after. This is an opportunity where Shadowheart will approach you if you made the correct choices earlier. When you approach her, select “refugees” in response to her question. Continuing, respond with “Not so odd. We did the right thing.” She will offer to share a bottle with you, and you can gladly accept. Once you hit your bedroll, the narrator will ask who you want to share the night with (if you have multiple options). Select Shadowheart. Once selected, you will proceed to a scene with Shadowheart near a waterfall. You two will share an intimate moment and respond positively to her first question, but any response is fine, including draining the whole cup of wine. You can then toast “To us.” Anything else will end up in her disappointment. Follow through by sharing something about yourself and asking her to do the same in kind. You can choose to persuade her, but she will keep things close to her chest. Tell her you remember what she likes by mentioning what she enjoyed earlier. Select “Wrong. You like night orchids and can’t swim. You told me once.” Finally, you can follow through and make an advance to kiss Shadowheart. You can look into her eyes and call her beautiful; afterward, you can lean in for a kiss. This should set you on the path to success with Shadowheart; she will approach you the next day to solidify your relationship!
- Review: Blasphemous II is an artistic cocktail of pleasure with a dash of pain
This dark Metroidvania-style sequel marks a wonderful return for The Penitent One. The original Blasphemous will always stand out to me as something special. It took all of the things that I loved about old Castlevania games (the dark, gothic imagery, sometimes punishing difficulty, and incredible enemy, world, and boss designs) and birthed something completely new with its own vast and twisted world. The silent monk protagonist - The Penitent One - from the previous game returns, and now must face a new threat. I don’t want to spoil story aspects from the first game, so I’ll just say that The Miracle is now bringing about the birth of a child in the sky, and The Penitent One must stop this from happening. Does this sound crazy? Welcome to the world of Blasphemous. Shortly after leaving his resting place, The Penitent One is given a choice of one of three weapons. Each has its own movesets and vastly different playstyles attached to them. Once more than one of them is obtained later on in the game, they can be switched up on the fly with a single button press. The closest to the Mea Culpa sword from the first game is the Ruego Al Alba, and this was the weapon I used the most during my playthrough. It has a really strong parry that can be used to counter attacks with damaging blows that vary based on how good your timing is with the guard button. The weapon can also utilize a powerful mode called “Blood Pact” and this can be activated after filling a gauge by attacking with normal attacks. Once activated, the sword hits several more times per swing and can even heal you with each hit. The trade-off to this is that you must first lose some health to activate it. In addition to this, the weapon also has a ground stab that can be done during a jump and can deal damage all around you. If it is done from a great enough height, the damage will be substantial. This attack is also used to break through certain objects that block your path. The next weapon is a sword and dagger set called Sarmiento and Centella. They have a very quick attack speed and can also do a parry, but this time the riposte dashes straight through enemies with lightning speed. The weapon can even gain the ability to add lightning to your attacks if enough hits are done to enemies without receiving any damage. This weapon can also be used to traverse floating mirrors that are found throughout the map of Blasphemous II. Finally, we have the censer weapon known as Veredicto. This large incense burner can do some absolutely massive damage if used correctly. It can be lit aflame and used to smack the hell out of enemies. The weapon is quite heavy though, so the time it takes to recover from throwing out an attack might take some getting used to. Even though you have to make a choice to only obtain one of these weapons at the beginning, they can all be unlocked fairly early on in the game and you get to test them out on an enemy before choosing the one that fits you the best. They can also be upgraded throughout your quest, adding more attacks and magic abilities, as well as more overall damage output. Not only has The Penitent One gained new weapons, but he also has a lot of new abilities that can be unlocked. For instance, a double jump and an air dash. These help not only with getting around the map quicker and reaching new areas but also with avoiding enemy attacks. The slide from the first game returns and it still comes in handy during almost every enemy and boss encounter in the game. Rosary Beads and Prayers have also returned and can help immensely. Rosary Beads allow you to equip certain buffs like resistance to physical damage or elemental damage like fire or lightning. Prayers can also be found hidden away and are magical attacks of all kinds that really help when trying to deal damage, especially from a distance. What fuels Prayers is Fervour. Fervour is gained by hitting enemies, so the more you are punishing enemies, the more you can use these special abilities to punish them to an even greater extent. However, if The Penitent One dies, he leaves behind a remnant of himself called Guilt. When these exist they block off a chunk of your Fervour, but if you travel back to where you died, you can touch them and clear the Guilt. If you leave behind too many of them, you can always go to a priest and have them perform a sacrament relieving you of your guilt, for a price. A neat addition that Blasphemous II has is an artisan who can supply you with wooden doll carvings that give additional buffs like more weapon damage or a quicker cooldown after a dodge, so you can dodge more often. Finding and bringing back tools to the artisan is an important quest throughout the game. I had a few gripes here and there during all of my hours playing the first Blasphemous across a few different platforms. The land of Cvstodia was filled with pain and lots of punishment, and a fair amount of it was mine. However, I can happily state that Blasphemous II seems to have fixed those issues. First of all: spikes. Anyone who played through Blasphemous remembers the spikes and how one tiny misstep could halt a good chunk of progression through an area. Let’s be honest, they were frustrating. In Blasphemous II, instead of an instant death, you are simply teleported to the last ledge you were standing on before your mishap, and you just lose a bit of life instead. The next thing that was fixed was enemy placements. This time around the places where enemies are located do not feel cheap at times like they did in the first game. Sure, you will still have combinations of enemies that force you to stay more grounded or have a smaller area to fight in, but those feel like a well-designed challenge, and not just something to annoy you. Another wonderful thing is the portals that can teleport you to different parts of the map when discovered are actually utilized a bit more here. This makes getting around the map much less of a chore when trying to get that last bit of map completion or just getting back to a certain area in general. And finally, health vials feel like they actually matter. If I took the time to use a health item, it healed me for a significant portion of my health. In the first game, I barely felt like I got healed at all, even when the vials were maxed out. The map screen thankfully still allows you to add markers to areas that you might be stuck at or that are unexplored, and the game will even auto mark certain places where NPCs deal you helpful items or upgrades. Portals were never too far away from these areas either. Blasphemous II isn’t perfect, however. I did find that a few of the boss fights (while well-designed in their visual aspects) didn’t match up to some of the fantastic encounters in the first one. I still loved a great deal of the bosses presented here, but just not all of them. Another issue I had was in one particular area where I got stuck in the floor a few times. I also had a few minor visual glitches where if I switched my weapons rapidly, they still looked like I had them equipped, even when I didn’t. Even though the level design here might not include as many memorable moments as the first game did, I still think the areas were a ton of fun to go through and explore. The map is quite large, and the different locations like cathedrals, caves, forests, towers, aqueducts, and temples show off the beautiful pixel art throughout. Not to mention that the areas in Blasphemous II were so much more enjoyable to traverse than in the first game. The cutscenes this time around are handled in a very different manner than the original, but I still thought they were gorgeous. The art style reminded me a lot of Dante’s Inferno: An Animated Epic movie: with very dark imagery done in a colorful and detailed fashion. Another aspect of the game that I found to be absolutely stellar was the soundtrack. It was honestly so calming and beautiful that I truly just got lost in the game’s world. I can’t praise it enough, and if they release it on vinyl at some point, I’m grabbing one of those for sure. Very minor issues aside, I think that Blasphemous II is an absolutely fantastic and challenging addition to the list of Metroidvania titles that exist, and the majority of fans of the first game are going to adore this. I know I do. Blasphemous II Review Score - 9/10 Pros: Improves on several issues that were in the first game A huge map with plenty to explore and uncover The combat is fast, fun, and brutal with more weapons to choose from The game still offers a stiff challenge The music and hand-drawn art are stunningly beautiful Cons: A few minor visual glitches A few bosses leave more to be desired with their fights Level designs are just slightly less memorable than in the first game Reviewer played on PC. Blasphemous II is now available on PC, Nintendo Switch, PlayStation 5, and Xbox Series X|S
- Red Nintendo Switch OLED announced during Super Mario Wonder Bros Direct (UPDATED)
If you’re a fan of the color red, this Nintendo Switch OLED is for you. Editor's Update 8/31: The leak was mostly accurate. While the original leak said that there was no Mario-themed branding on it, there is. It's just subtle. There is a little Super Mario silhouette on the bottom backside corner of the dock. If you open the back panel that holds all of the cords and ports, there are a ton of coins printed in there. It's meant to evoke the underground hidden chambers from classic Mario games. The red on the controllers and dock are both definitely meant to be similar to the Neon Red of classic Joy-Con controllers, as well. It's slick as heck. Original story: Yesterday, Nintendo announced that a Super Mario Wonder Direct is slated for August 31st and will take around 15 minutes to watch. While it was assumed it would be all about the game itself, it’s now plausible that it could also show off some fresh hardware. According to an alleged leak from billbil-kun on Dealabs Magazine, we should be seeing a “Nintendo Switch – OLED Model – Mario Red Edition” here soon. The special edition would add a splash of Neon Red paint to the dock and Joy-Con controllers. According to the report, the console won’t have anything super special or anything. It’ll be the same shade of red as the Neon Red Joy-Jon controller that comes in the standard red/blue edition. But, it’ll be on both controllers and cover the entire dock. There won’t be any Mario branding on the system, however. This is very similar to the 25th Anniversary Nintendo Wii that was entirely red, released back in 2010. The console came in a shiny red coating with a red Wii remote and Nunchuck. It had no additional branding on the console itself, similar to the reported Switch OLED. That Wii system came with Wii Sports (as usual), as well as New Super Mario Bros Wii. It’s possible that the Mario Red Switch OLED could come with a copy of Super Mario Bros Wonder. The Nintendo Switch OLED normally comes in two flavors. The first is the Neon Red and Neon Blue Joy-Con console that comes with a black dock. The other has an entirely white-colored dock and Joy-Cons, for those who don’t enjoy eating Cheetos while playing their games. Nowadays, their special edition consoles come in the OLED variety, such as the Tears of the Kingdom-themed one that you can find in stores lately. So, having a special edition for a major Super Mario release makes a ton of sense. According to billbil-kun, the Mario Red edition is certain to be released “before October”. This lines up with Super Mario Bros. Wonder’s release on October 20th, 2023, if it comes with a digital code for the game or something. As always, take any leaks or rumors with a grain of salt. But, this one makes sense to possibly be real. The Super Mario Wonder Direct is tomorrow on Nintendo’s official YouTube channel.
- How to watch the Super Mario Wonder Nintendo Direct
Super Mario Wonder is getting a 15-minute Direct on August 31st. Here’s how to watch it! Back in June, Nintendo announced Super Mario Wonder, a new 2D platformer game with some crazy new mechanics to work with. We haven't gotten much in terms of news since. But, that's going to change this week. Nintendo announced a Super Mario Wonder Direct, slated for August 31st. It'll take place at 7 am PT / 10 am ET / 3 pm BST / 4 pm CEST on the usual channel, the official Nintendo YouTube. The 15-minute presentation will go into a lot more in-depth information about the upcoming release, likely showing off various powerups, mechanics, and playable characters. Earlier this month, we learned that Charles Martinet would be stepping down from his iconic role as Mario, effective immediately. While he will still remain with Nintendo as the Mario Ambassador, his usual characters have been recast in this game. While it's unlikely that Wario and Waluigi will be in this game, it's possible that we will finally find out who is taking over the roles of both Mario and Luigi for Super Mario Wonder. As for Super Mario Wonder, the official page for the game explains that this game will have some unique gimmicks. “Classic Mario side-scrolling gameplay,” it says, “is turned on its head with the addition of Wonder Flowers. These game-changing items trigger spectacular moments you have to see to believe!” In the game, we also know about being able to play as Mario, Luigi, Peach, Daisy, Yoshi, and Toad. We know about the Elephant power-up. But, we haven’t seen much beyond that. This Direct will change that. If you want to watch the Nintendo Direct for Super Mario Wonder, you’ll need to head over to the official Nintendo YouTube account on August 31st at 7 am PT, 10 am ET. Or you can watch it right from this page.
- Review: Sea of Stars believes in the power of friendship and Super Nintendo
There’s a weird vibe with games like Sea of Stars. It’s a subtle sense of arrogance I don’t think is warranted or earned. While games like this are often loud homages to classic RPGs like Chrono Trigger, there’s an implication that games of that ilk aren’t around anymore, and these projects are here to fill the void. It’s not really true, and that rubs me the wrong way. It’s mostly a marketing thing though, and a lot of modern, old-school-inspired RPGs are quite good! There’s a lot to be said about consequences and personal responsibility when it comes to defying social order, and those are some of Sea of Stars’ most compelling and emotionally strong moments. Sea of Stars, from Sabotage Studio, takes its breakout hit The Messenger, and molds that world to fit a dramatic genre shift. The connections between the two games are novel and interesting, but you don’t need to play The Messenger at all from a narrative standpoint. Taking inspiration from all-timers such as Chrono Trigger and Super Mario RPG, Sea of Stars uses its nods as a springboard into doing its own thing. It’s a little on the shallow side but has a lot of heart and a central cast of characters whose relationship is strong enough to hold the rest up pretty high. The premise is fairly simple. There’s a world-threatening evil that’s been around for generations, and there's only one way to fight it off. Solstice Warriors, people who are born with the powers of the sun and moon, have little choice but to give their lives up to intense training and constant mortal danger. The Fleshmancer and their creations can only be harmed by these powers, and even then it’s not an easy fight. Sea of Stars begins with the few remaining members of the order, and a couple of new trainees who may be the world’s last chance. There are a few themes at play here. Obviously, we’re looking at questions of duty and free will. But, we also see the other side of that, which is people on the margins, unable to fight the big fight, figuring out what they can do with their own power. These ideas intersect in compelling ways, often driven by the friendship between protagonists Valere and Zale (the Solstice Warriors), and their pal Garl (a normal human). Early on we see how harsh the difference is, and the friends are separated for a decade of training. But when it’s time to start doing the work, Garl finds his way back to the group. There’s a lot to be said about consequences and personal responsibility when it comes to defying social order, and those are some of Sea of Stars’ most compelling and emotionally strong moments. The “A Plot” is often far less interesting, with a lot of leaning on colorful mythology that doesn’t do a lot to add depth to the broader conflict. The game goes hard on my least favorite RPG trope, feuding godlike beings I’m supposed to care about for no reason. I’m sorry, but you have to give me a great reason to feel bad for sad aristocrats. There are plenty of great reasons to play Sea of Stars, though! Not only are the primary characters given time to grow and bond with each other organically, but the bright and colorful visuals paired with a truly impressive emphasis on lighting make the world burst with life from the screen. Combat, which is quite blatantly inspired by Super Mario RPG, is also a lot of fun to engage with. For the most part. One problem I have with Sea of Stars is the “lock” system. In theory, it’s a cool gimmick. When an enemy is preparing a special attack, you’ll see a bunch of locks appear above them, with different elemental symbols. If you break all the symbols before the turn timer runs out, you prevent that enemy from acting entirely. Or, if you only break a few, there’s a damage reduction. This can be really satisfying when it works, but I feel like there’s something off with the way the locks are rolled. It can be fun to plan out the order of attacks based on how these smaller systems crash into each other. There are a ton of different configurations possible, with several types of damage across multiple party members. And to the game’s credit, when you have more characters than the three-party slots you have, you can freely swap without penalty. And between a combo system feeding off a building meter and a boost system that lets you add magic properties to normal attacks, there are a lot of ways to access these properties. It can be fun to plan out the order of attacks based on how these smaller systems crash into each other. However, there were many times throughout the game in which locks popped up that were impossible to break. I don’t mean hard to set up for; I mean straight-up impossible. Sometimes the locks would ask for more hits than possible on the first turn, or a combination of types that’s unreachable without a built-up combo meter, or sometimes asking for type combos you simply don’t have available. It’s like the RNG is so “R” that sometimes the dice just decide you’re gonna eat damage. But when you’re given a tool, and that tool can often drop in a way that’s functionally unusable, it’s frustrating and awkward. Now, Sea of Stars is not a difficult game, and there are many ways (such as “Relics” you can purchase and toggle on/off) to sand down any roadblocks you run into. Even the timed hits that give you extra damage or defense are presented as bonuses, with the game going out of its way to insist you can get by without them. But when you’re given a tool, and that tool can often drop in a way that’s functionally unusable, it’s frustrating and awkward. Luckily, there’s also zero expectation to grind. You can get through the game with no problem as long as you reasonably engage in combat as it comes. And there’s a smartly designed EXP curve that sees you leveling up pretty regularly despite the escalating numbers. Much like many Uncharted-style navigation gimmicks that aren’t really puzzles, there’s a lot to the RPG systems in Sea of Stars that are present as fun elements to play with rather than obstacles. Puzzles are present too of course, but they’re often simple and not meant to twist your brain into knots. Sometimes there’s a puzzle that poorly communicates itself which can be annoying, but there’s a real lack of friction in general. Sea of Stars wants to take elements from beloved, classic RPGs and use them to stimulate vibes more than antagonize the player. I get the intent, but I think it contributes to that feeling of shallowness I mentioned at the top. Much like many Uncharted-style navigation gimmicks that aren’t really puzzles, there’s a lot to the RPG systems in Sea of Stars that are present as fun elements to play with rather than obstacles. Sea of Stars hits a lot of notes with ease, not only wearing its inspirations on its sleeve (and hiring them; they got Mitsuda on the score!) but leveraging them to try new things. For the most part, this game is a standout indie RPG with a level of style, polish, and storytelling that makes it stand out in the crowd. Much like Chained Echoes last year, Sea of Stars shows that Kickstarter is still a platform that can produce bangers in niche spaces. We can go ahead and stop doing the metahumor thing though, please and thank you. Sea of Stars Score: 8 Pros: Lots of heart and earnest character relationships that easily push the story forward Top-shelf visuals, music composition, and level design make the world a joy to experience Cons: The “bigger picture” story is more style than substance Limited fast travel makes backtracking a slog Lock system can be aggravating Sea of Stars is available on August 29, 2023, for the Nintendo Switch, PlayStation, Xbox, and PC. A review copy for PS4/5 was provided by the publisher for this review.
- Microsoft quietly ends $1 Game Pass pricing before Starfield releases
The Game Pass promo will probably return soon, but Xbox doesn’t want to give away the farm just yet. The Microsoft giveth and the Microsoft taketh away. Back in July, Microsoft brought back the $1 Game Pass deal that cemented Xbox Live Gold and Game Pass as must-subscribe services for ages. Now, it’s gone again. All the way back in March, the $1 Game Pass deal had ended. It allowed users to get a full month to try out PC Game Pass or Game Pass Ultimate for only $1. When it came back in July, it only offered 14 days for the trial period. Kari Perez, head of global communications for Xbox spoke with The Verge, at that point, to explain that Microsoft was “evaluating different marketing promotions for new members in the future.” Who are we kidding? Ultimate was the best bang for your literal buck, in any case. Once the month trial was up, you were prompted to continue for the full price. But, it was the best way to garner new signups. In advance of Starfield’s imminent release, Microsoft quietly removed the $1 trial option for now. There was no fanfare or announcement to come with it. It’s just missing as an option now. While it’s likely that they did this to get a little more money during their big launch for 2023, it could also be related to Xbox Live Gold’s demise. Last month, Xbox announced that they were sunsetting the classic Xbox Live Gold program. In lieu of the two-decade-old service, they are introducing Xbox Game Pass Core to better unify their Game Pass branding. Launching September 14th, just over 2 weeks from writing, it’s likely the deal ending could be multifaceted for the sake of pushing the new services out. While the Console-only Game Pass didn’t offer the $1 deal, the upcoming Game Pass Core may get the promo when it inevitably comes back. But, this is speculation. Of course, the deal ending means that people must pay either the full $70 for Starfield or give them a cheaper $10.99 option with the Xbox Game Pass. If you’re looking to grab the PC Game Pass, it’s still sitting at $9.99. Game Pass Ultimate sits at $16.99, but you get access to Xbox, PC, and cloud games that way. As mentioned, it was a good bang for your buck. Give it time. The $1 deal will likely return eventually. We hope.
- Which Nintendo Switch model should I buy?
What Nintendo Switch is the best option for you? The answer really depends on how you plan to use it. If you’re looking to purchase a Nintendo Switch, you have a few options. Don’t get caught during your birthday or holiday shopping not knowing which Switch to buy. It turns out that not every Switch is made for everyone. Each model is made with a particular demographic in mind. We’ve got you covered in this short guide on what Nintendo Switch you should get. If you intend to play on your TV mostly, the standard Nintendo Switch is a great starting point. Nintendo has always innovated the way people play games. Generally, they’d offer an at-home console that plugs into your TV and a handheld gaming system for on-the-go separately. When it was originally introduced in 2017, the Nintendo Switch changed that. Coming in at $299.99 as a standard price in most stores, the iconic basic Nintendo Switch is a perfect easy answer if you just don’t know your true intent of how you will play. We call this version the “baseline”. While they occasionally come with sleek dark gray Joy-Con controllers, the iconic neon red and neon blue Joy-Con option is what you find in stores nowadays. If you’re not a fan of these colors, there is no need to fret. You can buy different Joy-Con controller add-ons as well. They come in a ton of color options, including pastels and bright colors, as well as some special edition options. This model rocks 32GB of internal storage. While that’s enough to get going, we highly recommend grabbing an additional microSD card if you’re a heavy user with a lot of games to download and play. Games aren’t as small as they used to be. This model also runs a 6.2-inch LCD screen, which is perfect for basic use. But, it can be a tad small in comparison to other options. The upside is that it runs a clear 720p resolution on the LCD screen and then boasts a full 1080p when docked to a TV. If you aren’t going to be traveling a ton but still occasionally do, this system is great for both. It connects via the pack-in dock and can be taken with you wherever you want to go. If you’re more of a traveler who also wants to play on a big screen, the Nintendo Switch OLED is the right choice for you. Maybe you’re a similar user to the person above. You need something for both travel and being at home on TV. But, maybe you travel a bit more than are at home. The Nintendo Switch OLED would make a much better option for you then. While the OLED option might have a slight bit more heft to it (only by a small margin, honestly), it also rocks a much higher-quality screen. Coming in at 7 full inches, the OLED screen just can’t compare to the original Switch’s 6.2-inch LED. It comes in the same iconic neon red/blue option for the pack-in Joy-Cons, as well as a nice white and black option that also gives you a white dock. Of course, you can buy other Joy-Cons or controllers to connect as well. Additionally, instead of the 32 GB that other models come with, the Nintendo Switch OLED has 64GB built in. While that still isn’t a ton and you might want to consider grabbing a MicroSD card, it’s a much smarter entry point for a lot of people. Aside from those differences, the console is essentially identical. It still slides right into a Switch Dock connected to a TV, for instance, and plays all the same games at the same resolutions. If you’ve got the wiggle room in your budget, sprint for the OLED model for only $50 more than the normal system at $349.99. You’ll thank me later. If you’re constantly traveling, or just a fan of the handheld eras of yesteryear, the Nintendo Switch Lite might be a fantastic option for you. Nintendo made handhelds a household commonplace in the 1980s all the way into the 2000s with the original Game Boy and DS lines. You didn’t need a big screen. You had Tetris, Pokemon, or Super Mario anywhere you went. You didn’t need to play your games on a big screen. If that’s still true, the Nintendo Switch Lite is a fantastic option for you. Coming in at $199.99, the Switch Lite is the cheapest and lightest model available. Seriously, the entire unit is lighter than any of the other models without Joy-Con controllers attached. But, a price decrease means you’re looking at a lot of downgrades. The screen, for instance, is only a 5.5-inch LCD screen, the smallest of the bunch. For comparison, that’s smaller than a lot of modern smartphones. You’re back down to only 32GB of internal memory, as well. However, there is still a slot to add more via a microSD card. This model doesn’t offer TV support at all. If you want this to work with a Switch Dock, you’re out of luck. It just doesn’t have the hardware built into it to allow that. One of the biggest caveats about this one is that the Joy-Con controllers are built-in and can’t be removed for play. You have one solid piece of hardware, instead of the three. The upside is that the controller issue can be remedied. By buying external Joy-Con controllers, a Switch Pro Controller, or any number of third-party options, you can connect them via the Switch Lite’s Bluetooth. This is also true for any of the other models as well. You can find the Nintendo Switch lite in a handful of various bright colors or gray. If you’re looking for a console with a style that represents your favorite games, you might want to consider one of the Special Edition options. If you’ve got the urge to show off your love of Zelda or Splatoon or whatever else is coming out in the future, you might want to look into the special edition Nintendo Switch OLED consoles. For $10 more than the normal Switch OLED at $359.99, you could be treated to a fantastic skin to show off your love of a particular game. While the systems don’t do or have anything different from the normal OLED model, the designs are often fantastic and top-notch. For instance, at the time of writing, there is a The Legend of Zelda: Tears of the Kingdom edition available in stores. The dock is patterned in white and gold with the iconic Hylian Crest, while the Joy-Con controllers are patterned in gold and green. If you want to read more about the technical specs of each model, check out Nintendo’s own breakdown on their website. If you’re looking for additional Joy-Con controllers, cases, microSD cards, or anything else, you should look at Nintendo’s website or a third-party website like Newegg. Until a potential future Nintendo Switch successor or additional models come, this is a definitive list of options for anyone looking. If you want more of a PC than a console, however, you might want to look into the Asus ROG Ally. (Note: For full disclosure, Newegg publishes GameCrate. This article is not intended to be an advertisement, nor did they tell us to write this article. They just happen to have a good option for the purposes of this article.)