It’s safe to say Battlefield 5 brings the biggest shakeup to core Battlefield mechanics since the introduction of destruction.
Unlike destruction, however, Battlefield 5’s new mechanics are not as flashy or easy to understand. DICE made a lot of changes under the surface that are intended to put more emphasis on team play, dictate the pace of the action, and bring back more elements of skill into the moment-to-moment gameplay.
Some of these are immediately noticeable like the reduced reliance on explosives, the lack of visually impressive, but cheap mechanics like Behemoths, Elite Kits etc. Others, however, will take you a bit of time to wrap your head around.
We’ve played a lot of Battlefield 5 and came away with a list of the biggest and most important updates. Anything worth highlighting will be listed below.
Veterans of the series will find a round-up of the biggest and most interesting changes they’ll need to be aware of. For new players, the list serves as an overview of some of the most interesting features in Battlefield 5, many of which are unique to the game.
Attrition is the biggest new system in Battlefield 5, and it touches practically everything you do since the moment you spawn. In simple terms, this affects the amount of ammo you start with, and how your health regenerates.
Your ammo reserve depends on your weapon class, but don’t expect to spawn with anywhere near the number of rounds you had in older Battlefield games. With one already loaded, your reserve will be made up of two to three extra magazines and that’s about it.
You’ll be able to scavenge more ammo from fallen enemies and teammates, as well as obviously from Support players. But there’s another way; supply stations scattered around the map.
Swinging by any of these will top off your ammo and health. These stations can also be built in certain locations through the Fortifications system, which we’ll touch on below. If you haven’t already guessed, having limited ammo trains you not to take every fight.
Tactical shooter players, and those familiar with battle royale, will know the feeling all too well. It works in a similar way here, and it’s intended to keep squads closer together, not to mention cut down on certain play styles like camping in one spot for the entire round.
For health, every player spawns in with one extra medical pouch. This can be used any time to go back to full HP, but you’ll need a Medic or a supply station to get another one. Your health will also never regenerate back to full after taking damage. Instead, health regenerates to the closest segment on your HP bar. The rest can only be filled up with a medical pouch.
If you take small amounts of damage, this won’t be too much of a problem. But, if you take critical damage when you’re out of healing pouches, you’ll need to retreat to a supply station or find a Medic. For vehicles, this means spawning in with limited ammo. This goes for airplanes and tanks, which necessitates having to go back to a supply station – or to base – to resupply.
Attrition systems will probably take the longest to get to grips with, and that’s by design. You’ll have to readjust your play style according to the new rules.
Firing a weapon in Battlefield 5 is going to feel tighter and more responsive than any other Battlefield. To achieve this, DICE made several major changes to weapon handling and general characteristics.
Weapons have more recoil than you expect, but their recoil patterns are predictable, meaning you’ll be able to master them with time. Battlefield 1’s dreaded random bullet deviation does not return, so your shot will always hit where you’re aiming, not accounting for bullet drop obviously.
Suppression, another controversial Battlefield mechanic, does make a return. So far, we haven’t found it to affect any of the weapon’s raw stats. Instead, it’s a visual effect that, while annoying, won’t result in you missing shots you clearly shouldn’t.
Headshot hitboxes are also bigger in Battlefield 5, which should make nailing those headshots a bit easier. This shouldn’t make sniper rifles overpowered, though, since they have very noticeable drop Recon players will need to account for. All of that contributes to a shorter time to kill overall, much closer to Battlefield 3’s.
You’ll be able to customise your weapon with a multitude of attachments, but save for sights, they won’t offer any gameplay changes – only cosmetic. Tweaking a weapon’s performance has been moved over to Specializations – weapon upgrade trees you gradually unravel the more you use that weapon – but more on that below.
Weapon and vehicle upgrades (Specializations)
For better or worse, DICE decided to allow players to continue improving the performance of their weapons and vehicles the more time they spend using them.
Unlike the traditional attachments system, Specializations reward time played with stat-changing alteration. It’s hard to say at this stage what effect this is going to have on weapon and vehicle balance.
Each weapon and vehicle you own comes with two perk trees. These gradually open up the more time you spend with that weapon/vehicle, and you unlock them using Company Coins – an in-game currency.
Trees are typically split between long-range and close-range effectiveness for weapons, and offence and defence for vehicles. In other words, you’ll be able to spec your tank/weapon in a certain direction, making it excel at certain engagements but under-perform in others. Though you will be able to reset your progress and reallocate the various perks, DICE wants players to have different versions of each weapon and vehicle set up for different scenarios.
Think of Specializations as a new manifestation of Battlefield 1’s weapon variants system, where the same weapon would have different attachments and attributes, and therefore a different name. The difference this time, of course, is that you’re in control of these variables.
Like we mentioned in the previous point, this won’t change the look of your weapon or vehicle. Cosmetic attachments is what’ll do that, so don’t expect a muzzle break to actually help with recoil and so on.
Combat Roles and Traits
While the classic Battlefield classes do return, they’re a bit different than you remember them. But perhaps the biggest tweak to the class meta is the new Combat Roles.
Combat Roles, as we explained in our class breakdown are subclasses designed to complement the playstyles each of the four classes offers. This gives names to play styles Battlefield players have always had, such as the aggressive vs the camping Recon.
The only difference is that the various styles are complemented with Traits that make playing that role more rewarding and useful to the team. Each class starts with two Combat Roles at launch, with one unlocked for each from the off. Combat Roles don’t dictate your loadout, but they do decide your Traits. Traits are game-changers, so it helps to pick the right role for the right scenario.
While you can ignore this structure, you’re not losing anything by picking the right one for the job.
The new weapon type distribution
Like previous Battlefield games, weapon types are locked to the class they’re intended for. But since this distribution changes with every new Battlefield game, we thought we’d explain what each class gets this time around.
Assault gets assault rifles, and semi-automatic rifles (DMRs). Medics only get SMGs. Support has access to LMGs, and MMGs. As for the Recon, they predictably have the monopoly on bolt-action rifles and self-loading rifles (the old BF1 Medic weapon).
This should give you an idea of what type of role DICE expects players to take on while playing as any of the four classes.
Finally, as it currently stands, there is no universal weapon type accessible by all. If you want to play with a certain weapon, find the class it’s locked to. That said, your choice of Combat Role doesn’t affect the weapons you have access to.
Next to Attrition, Fortifications is the other big feature in Battlefield 5. This system simply allows players to undone some of the damage done by destruction for a multitude of purposes.
Fortifications can be as straightforward as stacking sandbags on top of each other to create a wall, boarding a window, or as complex as digging foxholes, repairing bridges, or setting up machine gun nests. Fortifications are also necessary on certain maps if you want to reach certain areas, such as the bridge in Rotterdam.
All classes have access to the building tool which allows them to interact with these pre-determined points and build away. You’ll see the locations marked with white brush strokes on the minimap, but you’ll get to know what can be built where over time.
Support is the best class at creating and maintaining Fortifications. It does it faster than all other classes, and has access to a few advanced options not available to the rest; such as the aforementioned machine gun nests.
You may not need to fortify or build something in every round you play, but you can certainly make use of Fortifications when you’re defending a point, especially in Grand Operations. With the right setup, you can lock entry points for tanks and force infantry down narrow corridors for easy pickings.
On top of giving players the tools to counter the effects of destruction, DICE also upgraded this beloved Battlefield mechanic in Battlefield 5. These updates are mostly visual in nature, but they add to the feeling of immersion you get on all maps.
Buildings can be levelled, trees cut and even a field that started out covered in lush green grass will be turned brown by the end of the match. Ground destruction returns as well.
Tanks can now go through houses and the building will react in a more realistic manner. Explosives that detonate indoors will send out debris outwards, and the inverse is true for those that explore outdoors.
This nuanced approach also results in impressive sights such as snow accumulating on house rooftops, only to shatter and fall when the building gets hit.
If you don’t have time to stop and admire the destruction, just know that you can now take your tank through buildings with relative ease, assuming you have the necessary speed.
Complex vehicle mechanics
Setting aside the varied skill trees each tank comes with in Battlefield 5, and how these builds affect the performance of your tank, there’s one aspect to tank combat that may not be immediately clear.
DICE has changed up the way tanks move and shoot a fair bit this time around. For starters, tank speed will largely be dictated by their class (light, heavy, etc). Turret speed, too, has been uncoupled from the main aiming reticule.
This means that while you will be able to whip your aim around 180 degrees, you’ll have to wait a bit for your turret to catch up. Lighter tanks do this faster, of course, for obvious reasons.
This is going to make it easier to sneak up on tanks, and subsequently harder to defend against the flying barrages of rockets as a tanker. While you’ll be able to self-repair, the ability’s effect has been limited.
You’ll also have to consider every shot because you’ll be spawning in with limited ammo. Once again, having one or more players supporting your tank will make the difference.
Then there’s the procedural damage system, which will dictate which part of your vehicle is damage when you take a hit. A hit to the treads can immobilise, for instance, while a turret shot could limit your offensive capabilities.
Looking for the best weapons or want to try a new combat role? Check out our Battlefield 5 guide for more.


Okay this is something pretty impressive. The Witness can be a pretty complicated game at times, especially when you are in the later part of the game where trying to complete those puzzles takes a lot of time as is.
However, the player in the video embedded above did a speedrun of the game and managed to beat it in 25 minutes!
Now we are not saying that he completed 100 percent of the puzzles – those are not needed to end The Witness – but he did what was essential. Some of the more complicated and popular ones, the giant castle floor puzzles were also skipped.
Any how, kudos to him for the skill and memory.


Here is a list of updates that the game Super Smash Bros. Clash of Nintendo] has recieved.
- The game was officially revealed
- 12 veteran fighters were officially confirmed
- The game was confirmed to have a story mode of some sort.
- Captain Toad Searches For Battle! He can use his pickaxe, and grab materials out of his backpack. His final smash involves sending a whole bunch of Toads in mine carts, which will race all around the stage.
- Baby Bros. Come From The Past! They fight as a duo, and can use hammer related attacks, as well as bite. Their final smash freezes everyone in place, whilst a Chain Chomp crashes down.
- Tetra Wakes Up! She uses a mini cannon to attack, as well as her projectile bracelet. Her final smash lets her temporarily turn into Toon Zelda, which can shoot projectile triforces.
- Ridley Sizes Up The Brawl! He can fly, swoosh, and more! He is basically like a flying Bowser. His final smash involves him turning into Meta Ridley, and putting them all on that thing from Brawl.
- Bowser was officially confirmed as a veteran fighter.


Originally shared by T. Franzke
+Tim Franzke will GM a session of “hardcore mode” Dungeon World. If you find character death grimly fascinating then join in! The more corpses the better!
On a serious note, it isn’t supposed to be a slaughterfest or a Tomb of Horror session. Rather, hard moves will be hard, and taking unnecessary risks is generally ill advised.
So, if you like playing smart and being cautious, this’ll be the game for you!


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Party Animals: Preorder Editions and Closed Beta Details
Recreate Games is happy to announce the preorder editions for its upcoming co-op brawler, Party Animals, and a closed beta test.
Party Animals is a highly-anticipated co-op brawler that challenges players to master the floppy and unpredictable physics while containing their laughter. Whether you win or lose, the game ensures that frustration takes a backseat to the sheer enjoyment of the experience.
Party Animals Preorder Editions
Party Animals is releasing as a digital-exclusive game and won’t have any physical editions, at least at launch. Here are the different editions available for preorder:
The Standard Edition will cost US$19.99 / AU$29.45
1300 Nemo Bucks
Exclusive Bathrobe Harry Outfit, Avatar, and Frame
Exclusive Bathrobe Coco Outfit, Avatar, and Frame
Exclusive Bathrobe Garfat Outfit, Avatar, and Frame
Exclusive Golden Nemo Skin and Avatar
Exclusive Golden Macchiato Skin and Avatar
Exclusive Golden Coco Skin and Avatar
The Deluxe Edition will cost US$29.99 / AU$44.45.
All players who preorder the game will receive the preorder rewards, valued at US$12.00. Here is what you can expect:
Exclusive Royal Nemo Outfit
Exclusive Royal Nemo Avatar
240 Nemo Bucks
Party Animals Closed Beta Tests
Recreate Games is giving players a chance to check out Party Animalsbefore the game releases in September with a Closed Beta. Interested players can sign up for a chance to receive a beta invite through Steam or the Xbox Insider Hub app. There will be limited sign-ups and players will be randomly chosen. Here are the closed beta dates and times (Eastern / GMT-4):
September 1st at 8:00am to September 3rd at 8:00am
September 8th at 8:00am to September 10th at 8:00am
September 15th at 8:00am to September 19th at 11:59pm
Party Animals releases on September 20, 2023, for Xbox One, Xbox Series X|S and PC via Steam. Preorders are available now.


A quick question to help with choosing the level of restrictions for the tekkit server. The restrictions on default users (non community/clan) will affect the other groups. If an ability of an item which ignores protections/isn't logged can be turned off for individual groups, they will be, otherwise the items will need to be blocked completely for that group. (as opposed to blocking the ability globally) Items that 'control the server' include the Watch of Flowing Time, Evertide Amulet and Volcanite Amulet for their weather and time control abilities. When considering destructive items that obey protections, consider the effect they can have on land that isn't protected. Many Nukes can leave bedrock deep craters in the landscape and the Hyperkinetic and Catalytic Lenses can instantly mine long 3x3 tunnels for example.


By Kevin Park
Photo by Tucker Judkins
The varsity girls’ golf team continues to dominate the Rio Hondo League. After losing their first league game in eight years on September 24 to Gabrielino, the girls racked up three straight wins to earn an overall record of 7-1 and league record of 5-1.
The team’s season has been excellent so far. The girls won both of the October games on the 8th against Alhambra and on the 1st against Azusa. Unfortunately, the game scheduled on October 5 against La Salle was cancelled due to the lack of players.
“We have a pretty strong team, maybe even better than last year,” junior Caitlyn Yamashita said. “I’ve seen a lot of improvement in the girls’ games. They are more focused when they play.”
The team looks to maintain its success, with league preliminaries creeping close. The Tigers have just two more league games. The first, against Gabrielino High School on October 13, offers South Pas an opportunity for revenge. The second is against Webb High School on October 15.


"Pax Renaissance" is a strategic board game where players assume the roles of wealthy bankers in the Renaissance era, wielding financial influence to shape the future of Europe. The game offers four distinct paths to victory: securing an Imperial Victory through control of kingdoms and vassals; achieving a Renaissance Victory by advancing republics and law; pursuing a Globalization Victory by dominating trade and discovery; or claiming a Holy Victory by leading the supreme religion. Players navigate a complex web of political, religious, and economic power, using their resources to support kings, fund explorations, and instigate revolutions, all while competing to leave the most indelible mark on history.
How to teach Pax Renaissance
Starting with the victory conditions when teaching "Pax Renaissance" provides a clear goal for players, framing all subsequent rules and strategies within the context of how to achieve a win. Understanding the four paths to victory—Imperial, Renaissance, Globalization, and Holy—gives players a strategic direction and helps them make sense of the game's complex systems in relation to these end goals. This approach turns the learning process into a series of strategic decisions rather than an overwhelming set of rules.
Focusing next on how to gain Florins, the in-game currency, naturally follows because the acquisition of wealth is critical to pursuing any of the victory conditions. Florins are needed to purchase cards, fund actions, and influence the board state. By understanding the funding mechanism early on, players can begin to plan their strategy and make informed decisions that align with their chosen path to victory. This foundation in the game's economic system allows players to appreciate the importance of resource management and strategic investment.
Every subsequent rule or nuance introduced can then be linked back to these concepts, providing a coherent learning experience. For example, the significance of trade fairs, commerce ops, and the repressing of concessions can be understood in terms of how they affect a player's ability to gain Florins and, by extension, pursue their victory condition. Similarly, actions like selling cards or engaging in political manoeuvres are contextualized by their impact on a player's economic position and strategic goals.
Teaching "Pax Renaissance" in this manner allows players to understand the interconnectedness of the game's systems, where every action has both immediate and long-term consequences for achieving victory. It simplifies the learning process by giving players a lens through which to view the game's complexity, making it easier to grasp how individual elements fit into the broader strategy. This approach not only aids in teaching the game but also enhances the playing experience by emphasizing strategic thinking and planning from the outset.
Funding in Pax Renaissance is a mini-game in itself
In "Pax Renaissance," the funding mechanism represents a critical layer of strategy, functioning almost as a mini-game within the broader context of guiding the Renaissance to its modern birth. This financial system is not just about accumulating wealth; it involves strategic investment, manipulation of markets, and influencing political landscapes to secure victory. Florins, the in-game currency, are pivotal for purchasing cards, funding actions, and influencing the various victory conditions.
Players can earn Florins by running trade fairs through Europe, collecting tolls from their trade concessions positioned along the trade routes. This method benefits players with numerous concessions and can significantly influence the game's economic landscape.
Cards with commerce operations (ops) allow players to generate Florins by activating these ops. Building a tableau with multiple commerce ops can create a sustainable revenue stream, enabling players to fund further actions and card purchases.
Players can sell cards from their hand or tableau for Florins. This action can provide a quick influx of cash but must be balanced against losing potential strategic advantages offered by the sold cards.
By repressing opponent concessions using the repress ops, players can disrupt their opponents income and gain Florins in the process. This action can be a double-edged sword, as it may also reduce the incentive by other players to run trade fairs which could benefit more than one player.
Gaining More Concessions
Acquiring new concessions, either through regime changes or playing cards with pawn agents, expands a player's income opportunities. More concessions mean more toll collection during trade fairs.
Selling high-value cards, such as royal couples or old maids, can provide a significant amount of Florins, potentially allowing a player to purchase critical cards in the market or fund expensive actions.
Levies Raised During Trade Fairs
While primarily stabilizing empires, raising levies can indirectly influence the economic flow by affecting the outcomes of trade fairs and the distribution of Florins.
The game's funding mechanism demands players engage in a delicate balance of investment and expenditure, where timing and strategic foresight are key. Players must anticipate market shifts, exploit opportunities for economic gain, and carefully manage their resources to fund their ambitions. Success in "Pax Renaissance" is not just about amassing Florins; it's about strategically deploying them to shape the political, religious, and cultural landscape of Renaissance Europe.
In "Pax Renaissance," on your turn, you may perform two actions from the following options: buy a card from the market, play a card from your hand to your tableau, activate a card's operation in your Tableau, sell a card from your hand or tableau for florins, initiate a trade fair and claim victory.
Buy a card from the market
The open drafting of buying cards from the market is a central mechanism in "Pax Renaissance" that significantly influences gameplay and strategy. This process involves players purchasing cards from a shared market, with each card not only providing specific actions and abilities but also playing a critical role in the pursuit of the game's various victory conditions. The market setup and the drafting mechanism encourage strategic flexibility and foresight, making the building of one's tableau—a collection of cards placed in front of a player—a dynamic and tactical aspect of the game.
Strategic Depth through Open Drafting
Dynamic Market: The market is continuously refreshed, presenting a constantly changing array of options. Players must adapt their strategies based on the available cards and anticipate what their opponents might be aiming for. This requires players to balance their immediate needs with longer-term strategic goals, making the drafting process pivotal to the game's depth.
Since the drafting is open, all players can see which cards are available for purchase and at what cost. This visibility allows players to infer their opponents' strategies based on the cards they buy, leading to a deeply interactive and predictive game environment. Players can plan counter-strategies, block opponents from getting cards crucial to their victory paths, or pivot their strategies based on market dynamics.
Flexible Tableau Building
The cards players draft and add to their tableau determine their potential actions, influence on the map, and contribution to victory conditions. A flexible tableau is key to adapting to the evolving game state. Players must make choices not only based on their current strategy but also on maintaining the ability to pivot as the game progresses. This means selecting cards that offer a range of actions and opportunities to respond to opponents' moves and shifting victory conditions.
The cards in a player's tableau interact with each other, the game's economic system (florins), and the broader game board (Europe's political and religious landscape). Drafting cards that synergize with one another or disrupt opponents' tableaus becomes a nuanced decision-making process, integrating the open drafting mechanism with the game's thematic and strategic essence.
Timing and Economy
Deciding when to buy a card and when to save florins or invest them elsewhere is a critical aspect of the drafting process. The cost of cards in the market varies, with cards becoming cheaper as they move toward the left. Strategic timing in purchasing cards can give players economic advantages, allowing for more actions or the acquisition of key cards at critical moments.
By making the drafting of cards an open and strategic process, "Pax Renaissance" emphasizes flexibility, foresight, and player interaction. The ability to build a tableau that is not only coherent but also adaptable to changing circumstances is central to mastering the game. This mechanism encourages players to think strategically about the cards they select, how they interact, and how they can be leveraged across different phases of the game to achieve victory.
Play a card from your hand - one shots
In "Pax Renaissance," playing a card from your hand to your tableau can trigger various one-shot effects, which are powerful, single-use actions that can significantly impact the game's board state, economic conditions, or player strategies. These one-shots fall into categories based on their primary focus:
Military and Political Changes: These one-shots can alter the control of regions, initiate wars, or cause regime changes, directly affecting the political landscape of Europe.
Economic Shifts: Economic one-shots might trigger trade fairs, influence the flow of florins, or change the economic stability of regions, impacting players' income and strategic opportunities.
Religious Transformations: Religious one-shots can spread or suppress certain religions, start religious wars, or affect the religious composition of regions, influencing the holy victory condition.
Playing a card and activating its one-shot effect requires strategic timing and consideration of the current game state, as these actions can provide significant advantages or disrupt opponents' plans.
Activate a card's operation in your Tableau
In "Pax Renaissance," the tableau operations (Ops) are divided into four categories, each representing different strategic actions that players can take during the game. These Ops are activated by cards in the player's tableau and can have significant impacts on the game's political, religious, and economic landscape. Here are the various Ops under each category as listed in the rule book:
Inquisition: Silence the target card and potentially remove opposing figures, solidifying the dominance of your faith.
Commerce: Take 1 florin from a card in the market.
Behead: Discard a card in opponents tableau.
Taxation: Collect taxes from regions, influencing the economic flow and potentially destabilizing opponents' regions.
Repress: Move opposing pieces to the "repressed" area, changing their function and position on the board, potentially gain florins.
Vote: Influence the governance of a region, changing it from Kingdom to republic, which is directly linked to winning conditions of imperial and Renaissance victories.
Corsair: Move pirates and perform naval attack.
Siege: Attempt to remove fortifications or pieces from a region, preparing for conquest or to weaken defences.
Campaign: Engage in military actions to conquer territories, shifting control of regions and potentially changing the map's political landscape.
These Ops provide players with a wide range of strategic options, allowing them to influence the game through economic, political, military, and religious means. Each Op requires careful planning and timing, as well as the appropriate card in the player's tableau to activate, making tableau management a critical aspect of "Pax Renaissance" strategy.
The Trade Fair in "Pax Renaissance" is a critical economic engine that simulates the historical movement of goods and wealth throughout Europe, with its impact and benefits directly influenced by players' concession tokens placed on the game board. When a Trade Fair is triggered, it proceeds along a predetermined route, interacting with regions where players have established concessions, reflecting their involvement in the Renaissance trade networks.
Key Elements of Trade Fairs:
● Concession Dependency: The success and profitability of a Trade Fair largely depend on the placement of concession tokens. As the fair travels its route, it disburses florins (the game's currency) to players who own concessions in the territories it passes through. This mechanism incentivizes strategic placement of concessions to capture the wealth generated by these moving markets.
● Multiple Beneficiaries: Trade Fairs can benefit multiple players simultaneously, as the fair's route is likely to pass through concessions owned by different players. This shared benefit can inject significant amounts of florins into the game's economy, enabling a range of actions from card purchases to military campaigns, thus fostering an interconnected and competitive economic landscape.
● Levies and Stability: Beyond economic benefits, Trade Fairs also involve the raising of levies in the territories they visit. Each territory along the trade route has the opportunity to raise levies, represented by adding military units (knights or rooks) to the board. This process can help stabilize territories by bolstering their defenses against potential threats, including military actions by other players or attempts to change control through political maneuvering. Levies ensure that territories become more resilient and less susceptible to sudden changes in control, adding a layer of strategic depth to territory management.
● Strategic Implications: The raising of levies through Trade Fairs not only secures territories but also influences players' broader strategic considerations. Stable territories can serve as reliable sources of income and strategic strongholds, affecting decisions around military campaigns, political actions, and even the pursuit of victory conditions. Players must balance the immediate economic gains from concessions with the long-term benefits of stability and control over key regions of the board.
In essence, Trade Fairs in "Pax Renaissance" offer a multifaceted mechanism that intertwines economic gain with territorial stability. Players must adeptly navigate these dynamics, leveraging concessions for income while also considering the strategic advantages of stabilized territories through the raising of levies. This blend of economic and military considerations encapsulates the complexity and interdependence of Renaissance Europe's trade networks and political landscape.
"Pax Renaissance" is a strategically rich and thematically deep board game that transports players back to the vibrant and transformative era of the Renaissance. As wealthy bankers, players navigate the intricate tapestry of economic, political, and religious shifts, leveraging their influence to mould the course of history. Through the clever acquisition of concessions, the strategic timing of trade fairs, and the decisive raising of levies, participants not only reap financial rewards but also stabilise territories, ensuring their legacy in a flourishing Europe. The game excels in offering a positive and engaging experience, inviting players to immerse themselves in the historical richness and the dynamic interplay of actions that can benefit many, fostering a sense of accomplishment and connection to a pivotal period in history. "Pax Renaissance" stands out as a testament to the power of strategic thinking and the enduring allure of the Renaissance's cultural and intellectual achievements.


And? How many tries did you need to beat the dragon?
I didn't beat him as for now. These dragon fights are as hard as dragon fights in PoE1. :) I'm playing on Veteran difficulty level. I'll try to defeat him when my characters are more experienced.


How to become a werewolf in Skyrim
How do you become a werewolf in Skyrim? In the mythical world of Tamriel, you can take on many different personas. And one of the most interesting ones available is the werewolf. Here’s what we know.
Werewolves in Skyrim are among the most powerful and agile creatures imaginable. If you’re looking to assert dominance during combat, or simply want to show off your heightened senses, lycanthropy may be the route to take. Not only that, but it’s an alternative playstyle that may freshen up your gameplay if you’re getting bored of the usual routine.
Even so, becoming a werewolf in Skyrim isn’t as straightforward as you might think. Luckily, we’re here to help you achieve your beastly dreams.
How to Become a Werewolf in Skyrim
If you wish to become a werewolf in Skyrim, there are two ways. For method number one, you first need to join the Companions and follow their questline. You can find them in Jorrvaskr, which is on the east side of Whiterun.
Follow the companions’ storyline until you reach the quest “The Silver Hand”. This is a mission where you will undergo a ritual that transforms you into a werewolf. Following this, you’ll gain the “Beast Form” power which allows you to turn into a lycanthrope.
The Benefits of Being a Werewolf
In addition to a cool aesthetic, being a werewolf in Skyrim comes with some benefits. You have increased damage, health, stamina and carry capacity while in beast form. This is especially useful if you’re overencumbered and need to transport a lot of items to a nearby merchant.
You’ll also get some special powers too that work similar to shouts, such as the Howl of Terror and Totem of Fear powers, which grant special properties during combat and stealth.
Finally, you are also immune to all diseases while you have the werewolf effect. This makes it useful for traversing dangerous areas with poisonous and diseased enemies. It will also help you to not be affected by vampirism.
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Is There a Downside to Being a Werewolf in Skyrim?
While it’s enticing to become a werewolf in Skyrim, there are some drawbacks to consider too.
For example, werewolves are creatures of the night, and therefore you can’t receive any rested bonuses from sleeping in beds.
You also have less control over your character’s actions. You won’t be able to use items in your inventory, use weapons, pick locks, talk to characters or loot corpses. What’s worse is your body will also be much larger, preventing you from fitting inside narrow dungeon doorways.
Another downside to consider is that all characters will become hostile towards you if you transform into a werewolf in public. When considering beast form, try to do it away from society lest you become public enemy number one.
Can You Be Both a Werewolf and a Vampire in Skyrim?
You may be wondering if you can also be a vampire as well as a werewolf in Skyrim. Sadly, it is not possible to be both a vampire and a werewolf in Skyrim. The game will only allow one or other. The Dawnguard DLC adds a Vampire Lord transformation, but taking it cures your lycanthropy. This also works vice versa, where becoming a werewolf will cure vampirism.
Those are all you need to know about becoming a werewolf in Skyrim. There are upsides and there are downsides, so be sure to weigh up your options before deciding to take on this massive burden. Be sure to check out some of our other Elder Scrolls content too.


LONDON -- Tottenham boss Mauricio Pochettino has spoken to Dele Alli about his behaviour after the midfielder's moment of controversy in last week's Europa League clash with Fiorentina.
Alli escaped with a caution in the first half of last Thursday's 1-1 draw in Florence after appearing to kick Fiorentina's Nenad Tomovic.
The 19-year-old insisted after the game it was an accident but said he wouldn't change his aggressive style, while Spurs head coach Pochettino admitted Alli has "a lot to learn about elite football" and that he would speak to the player.
It was not the first controversial incident this season involving Alli, who was accused by Crystal Palace boss Alan Pardew of stamping on Yohan Cabaye in Tottenham's 3-1 Premier League win at Selhurst Park in January.
Pochettino said he had a "natural chat" with Alli about his behaviour but felt the midfielder's performance against Palace in Sunday's FA Cup fifth-round was evidence the youngster had learned a lesson.
"We had a chat and it was very good," Pochettino told a news conference ahead of Thursday's Europa League round-of-32 second leg against Fiorentina.
"He's very young, he needs to learn. He's a very nice guy -- a good person -- but he's very competitive. He's showed he's one of the best players in England.
"He's shown very good maturity against Crystal Palace -- he was calm and he played well. It showed he can learn and improve his behaviour on the pitch. It was a natural chat and showed that he has learnt a lot for the future, after that."
A goalless draw at White Hart Lane would see Spurs progress to the Europa League round-of-16 on the away goals rule but Pochettino insisted his players would be aiming for a victory.
"We need to approach the game tomorrow with energy and try to score from the beginning, not think about the result," he said. "It's important to feel free in our heads and try to win the game tomorrow."
Spurs lost 3-1 on aggregate to the Italians at the same stage of last year's competition, while Fiorentina have lost just twice in 11 matches on English soil.
Pochettino is unconcerned about his history and stressed that the Europa League remains an important competition for Spurs, despite their ongoing Premier League title challenge.
"This season will be different: a different coach, different players, different momentum," he said. "We expect very tough game. Fiorentina has a great culture and they're one of best teams in Italy.
"The players do not know the records of Fiorentina. We need to play freely. We respect Fiorentina, because they are a very good team that plays well home and away. But it's only a record, and it's not important for us. We need to do our job and show we are better than them.
"Every game is important, in every competition. I always give a similar speech. The FA Cup was important but we lost, despite deserving to go to the next round. You need to score -- we didn't score. Now it's another competition -- we want to go to the next round. We need to play well, we need to score but some aspects are impossible to manage."
A prolonged run in Europe could either stretch Spurs' thin squad and derail their challenge for a maiden Premier League title or help Pochettino and his players keep up their impressive momentum.
Pochettino preferred not to speculate about the impact of the Europa League on his side's domestic form.
"Always with a victory, it's a better impact than when you lose -- it's psychology," he said. "When you're happy, you play well, you score goals, it's important. But football is not mathematic. Sometimes a win won't help in the future, it can change something. You never know. All you can do is work hard every hard, be ready for the game. We cannot guess about the future."


Update: Rumor confirmed and here’s a scan of Lightning’s new costume.
Famitsu has a feature on Lightning Returns: Final Fantasy XIII this week to go along Square Enix’s showcase at Jump Festa. Details may have leaked out early since someone on 2ch claims to have seen the magazine early and posted a LittleBigPlanet rendition of Lighting’s new armor.
Why LittleBigPlanet? It’s kind of like a Japanese meme to draw things with the game. We can’t verify the story so take this as a rumor for now.


The new race is ready in Racing Masters Game. Are you prepare? Collect cars in your hangar, customize them with unique abilities and weapons and dominate all the tracks. Collect coins to buy the upgrades and new cars and collect diamonds to buy new stuff and be the best racer in the league. Racing Masters is exactly suitable for the car game lovers who want to play a game in their time. You can play it on all devices. So enjoy and have fun.
Racing Masters Game is one of many web based games on Round Games for you to play online without downloading. This game is one of the Racing Games at Round Games. It also tagged as a car and avoid game. To play even more free games, view our most played and all games pages. If you want to play more like Racing Masters. Then you can simply check out the games inside the game tags that are the most relevant to your interests. Or check the Racing Games category or check the related games section at the end of the game page.


Siege matchmaking not working
How to fix Rainbow Six Siege matchmaking error 2-0x0000d00a?
To fix the Rainbow Six Siege matchmaking error 2-0x0000d00a, there are several steps you can take, as we’ve said. The first one is to check the Ubisoft Support Twitter or the dedicated service tracker or some other such source for outages. If there are no outages or scheduled server maintenance, then the issue might be on your end.
What is Rainbow Six Siege?
Current problems and outages | Downdetector Rainbow Six is a series of first person shooter games for consoles and PC that is published by Ubisoft. The latest title in the franchise is Rainbow Six Siege. This chart shows a view of problem reports submitted in the past 24 hours compared to the typical volume of reports by time of day.
What has Ubisoft done to improve siege?
A lot of improvements have come to siege in the past: Vulkan, the replay system, colorblind support, reworks of maps that were god awful, better protection against DDoS, lawsuits against cheat manufacturers, the list goes on. @cyberknown @ColdBeer555 @UbisoftSupport @Rainbow6Game It’s a Xbox issue not Ubisoft.
How do I fix error code 2-0x0000d00a?
In cases where the servers are up and you still receive the error code 2-0x0000d00a, there may be something wrong with your internet connection. Resetting your router will help you reestablish the connection route between you and the game’s servers. Doing the same for your gaming device will eliminate the possibility of a software-related bug.
Is there a way to fix Rainbow Six Siege R1 loading files?
Here is a fix locate the files: uplay_r1_loader.dll & uplay_r1_loader64.dll in the D:/Steam/SteamApps/common/Tom Clancys Rainbow Six Siege and DELETE them, they should only be a few kb in size, then validate the files on steam (Right click,R6siege then properties, local files and there u see verify integrity of game files...)


Helldivers 2 players might be dealing with a Different Game Version Error, which is preventing them from dropping down with friends. Between server issues, black screens, and more, Helldivers 2 has seen a lot of issues since its launch earlier this month. However, that hasn't stopped it from being one of most popular games on the market right now. While the developers are hard at work improving the game, we listed a few possible solutions to your issue.
How To Fix Helldivers 2 Different Game Version Error
🌐 ENEMIES OF SUPER EARTH: The Terminids
Meet the Scavenger. It's dumb, it's ugly, and it's got a singing voice only a mother could love. pic.twitter.com/IQlzwZ3ny1
— HELLDIVERS™ 2 (@helldivers2) February 20, 2024
To fix the Helldivers 2 Different Game Version Error, try restarting and updating the game. Ensure the version you have is the latest by:
- Close application
- Press Start (Options) button on Helldivers 2 (Do Not Start The Application)
- Select Check For Updates
- Update, if necessary
- PC (Steam)
- Close Application
- Right-Click on Helldivers 2
- Verify Integrity of Game File
Additionally, try turning Cross-play on, if you're attempting to play with someone on PC or PS. This seems to have also caused issues, preventing people on different platforms from playing with each other. Furthermore, some users online suggest starting a game, releasing an SOS beacon, and allowing friends to join. Make sure to set your lobby to Public if you're just looking for teammates in general.
Overall, that includes all currently known method of resolving the Different Game Version Error in Helldivers 2. We hope these solutions helped you get back out on the battlefield and restoring democracy. However, we wish you best of luck trying to play Helldivers 2 at all, with Server Capacity seemingly always full. Nevertheless, we'll all soon get our chance to wipe out Terminid and Automaton scum.
Not many expected Helldivers 2 to be such a huge hit for Arrowhead Game Studios. Between exciting gameplay and great co-operative capabilities, Helldivers 2 offers an exciting online experience. The fact that the whole game is a war effort between all players makes it all the more enjoyable to re-visit and play with friends.
Check out our other Helldivers 2 guides, like how to wipe out Terminid Chargers or Automaton Scout Striders. Additionally, we created a Beginner's Guide for those new to the game. Lastly, feel free to check out our review of Helldivers 2, which we really enjoyed!


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It was released on 17 September for the PlayStation 3 is scheduled to be released on 18 November for the PlayStation 4 , Xbox One, Xbox 360 on 27 January for Microsoft Windows. Assassin’ s Creed IV Black Flag pc game download in single direct download link.
GTA 4 mods with automatic installer. Every time when Rockstar make an update getting my own accounts banned to find new safe undetected ways to stay under. Grand Theft Auto V is an open world action- adventure video game developed by Rockstar North published by Rockstar Games.
GTA 5 apk download - Hello guys, today I provide you the download link to have an awesome Grand Theft Auto 5 apk for android OS Finally! How to download gta iv for ps3 free. Multiplayer supports up to sixteen players the game modes include Deathmatch, Mafiya Work, Cops n' Crooks Free. A lot of it depends on the tools and its features that you use.
Assassins creed trilogy download full for windows direct on worldofpcgames, net. Review Assassin’ s Creed Black Flag PC 4. 8Gb and due to more size of this game most of the gamer is.
Get the latest Grand Theft Auto V cheats, codes, unlockables, hints, Easter eggs, glitches, tips, tricks, hacks, downloads, trophies, guides, FAQs, walkthroughs, and Theft Auto IV & Episodes from Liberty City: The Complete and Theft Auto IV is an action- adventure video game developed by Rockstar North and published by Rockstar was released for the PlayStation 3 and Xbox 360 consoles on 29 April, and for Microsoft Windows on 2 December.
It is the eleventh title in the Grand Theft Auto series, and the first main entry since ' s Grand Theft Auto: San Andreas. The peak of the GTA series imo, mostly just due to how deep they went with the engine and mechanics. This version comes with the core game, both DLC expansions, a small but color manual, and a map with a poster on the reverse Games Torrents for PC, XBOX 360, XBOX ONE, PS2, PS3, PS4, PSP, PS Vita, Linux, Macintosh, Nintendo Wii, Nintendo Wii U, Nintendo 3DS. GTA 5 Online Mod Accounts Free Service.
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The all-new Pokemon GO game is enjoying great success at the moment, even though it is still not available worldwide. The game is quite innovative and somewhat simple, which, in combination with the Pokemon brand, seems to keep people glued to their smartphone displays. Now, some of you might not be into the Pokemon GO game, and would love to kick back playing something way simpler than that, and also think a bit while you’re doing that… luckily for you, we have just the right game for that, read on.
‘The Higher Lower Game’ is one of the newer titles in the Google Play Store, and it’s quite fun actually. This game is incredibly simple, as soon as you install it and open it up, you’ll be thrown into it, no hassle whatsoever. Now, this game is all about educated guesses, you need to guess which term gets searched more in Google. The game will throw two terms your way, and you need to guess which gets Googled more, if you make the right choice, you get 1 point… and you can see where this is going, for every correct answer you’ll get a point, the game is based on a high score. Let us give you a an example, ‘The Higher Lower Game’ can make you guess if ‘PewDiePie’ or ‘Maradona’ get Googled more, and you need to guess. There are no rules as far as these comparisons go, the game will throw various different brands, names… your way, and you’ll need to make the right choice.
That’s pretty much it as far as this game goes, it’s extremely simple and there’s really nothing else to talk about. The game is free to play, it currently holds a 4.4-star rating in the Google Play Store, and it has been downloaded over 10,000 times thus far. This is definitely not the first game of its kind on the Play Store, not even close, but it’s one of the better ones we’ve stumbled upon. The UI is quite nice, and the game is quite fun to play, especially if you’re looking for something extremely simple to kill some time.


When I first created this site it was my intention to do full and complete reviews of any games or shows that I have played. The review below is of the first game in the Assassin’s Creed franchise but as time has gone on it has become obvious that it is sometimes difficult to say new things about games or shows that are pretty similar to one another.
Now in certain circumstances I will look at each addition to a series, the Dead Space games spring to mind, but that is not becoming the norm simply because there are so many franchises out there which spawn game after game after game that I don’t have the time or the inclination to play them all. That is basically what happened with Assassin’s Creed. I played the first game, then II, Brotherhood and Revelations but started to lose interest in the franchise after that.
I have done a full review of Assassin’s Creed and after that is the article which shares it’s title with this section in which I take a look at what happened to the franchise as the games continued.
So below is:
The Rise and Fall of Assassin’s Creed
Assassin's Creed IV Black Flag
If you have played the other games and I am in fact mistaken in my opinion then feel free to let me know, and who knows I might take your advice and check them out for myself.
Date Posted: 26/01/15
Not surprisingly this is first installment in the questionably historically accurate Assassin's Creed franchise. It stars demoted assassin Altair as he hunts down and assassinates various historical figures.
Now I understand that by today's standards the ability to go anywhere and climb pretty much anything is the norm, however, it was games like Assassin's Creed that really started the whole see-as-far-as-you-can sandbox game.
This game franchise gives you, the player, the ability to sneak around stealth killing people and living those assassination fantasies that come so naturally to us all...or do they just come naturally to me??
Probably best not to answer that question - anyway, moving on...
Here is the premise of all the Assassin's Creed games, you take the role of a protagonist in the future who is in a machine that allows a chap called Desmond to relive the genetic memories of an ancestor (don’t ask how that works), so you spend most of the game playing as Altair an assassin so that Desmond (in the future) can learn something relevant which may help him in the future...clear?? Excellent.
Even though it began in 2007, Assassin’s Creed franchise is still going strong and whilst it has had its ups and downs, generally it continues to delight fans of the free roaming and assassin genre. Well, when I say fans, I mean of course me. So for this review let’s check out the first of the Assassin’s Creed series...er...Assassin’s Creed. The game was developed by Eidos, the team behind the Hitman series and it seems that they have taken key elements from that series and put them in a new setting which gives a far greater freedom to the player than previous games.
The Jerusalem setting has been very carefully designed, with the scenery being viewed simultaneously as you swivel the camera. This was one of the first next-gen games which showed you everything surrounding you, instead of it popping-up as you get nearer and vanishing when you were far away. All of the major cities of the Holy land are an easy horse ride away from one another but such things are just minor details and that historically inaccurate fact should not get in the way of enjoying the game.
You can go almost anywhere, Altair can climb buildings with an ease which would put Spiderman to shame; there are many ways of hiding in plain sight. You can blend in with robed monks wandering the holy land, or hide in haystacks or rooftop gardens. The reason for this is that you have the chance of rescuing innocent civilians or picking pockets in order to gain more information about your target. There are added advantages of helping out the little people getting picked on by unsympathetic guards, if you rescue them successfully, mobs of vigilantes start roaming the streets. They trip over guards and anyone chasing you which gives you an opportunity to get out of their line of sight and hide.
On the downside, the missions revolve around Altair trying to redeem himself for breaking the Creed, the rules that he, and his fellow assassins, are supposed to live by. He gets sent to a section of Jerusalem and has the option of doing side-missions before being allowed a shot at the target. Regrettably this is where the game gets a little repetitive because even the most skilled assassin seems unable to creep up to the target and kill them in a way which doesn’t alert every guard in the Holy land. You will probably find yourself charging through the streets like a madman with your sword in hand trying to kill a man running for his life with all your careful years of training to be a stealthy assassin disappearing as you slice your way through armies of guards before running your target down.
Altair also cannot swim as this causes the machine Desmond is in to break down so treat water like the “floor is lava” and do not go anywhere near it or you will have to reload a checkpoint.
The other real negative is the voice-overs. After spending so much time making the movements of the characters flow seamlessly, and creating a magnificent environment, admittedly with deadly water that you cannot go near, to play in, you would think that Eidos would also have spent as much time with the voice-overs. Now Altair and those in his Creed are all fine, but the game really loses points with the extra voices. Beggars in particular only have two lines which they repeat over and over as they attempt to get money from you as you wander around, this gets very irritating very quickly, still on the plus side you can always kill them if they wind you up enough. You will lose points off your own health bar if you take an innocent life, but honestly, sometimes it is worth it.
So the final verdict is this a Thumbs Up or a Thumbs Down?? Honestly, by today’s standards when there are tonnes of free roaming games, and characters can perch atop high places and see for miles this game will seem incredibly dated, however, it is because of games like this that now we do have games where you can perch on top of things and see for miles.
Assassin’s Creed therefore gets a Thumbs Up for, in my humble opinion, helping to pioneer a genre.
6/10 – Yes it has dated in the last 7 years but it is still a good game and worth playing although just don’t bother to try and figure out exactly what is going on.
Date Posted: 25/02/18
One of the first reviews for this site was of Assassin’s Creed, and depending on when you are reading this, that review will either be in the TAC Reviews…Games section or above this article. Now at the time I had played the first game, enjoyed it and proceeded to play through Assassin’s Creed II, Brotherhood and Revelations. Each game added stuff and each game seemed to expand the world of the assassins that little bit more.
The second game introduced new series protagonist Ezio Alditore de Firenze, a young man who learns of his family’s legacy when his father, and brothers are murdered by Templars. In my opinion Ezio was a more interesting protagonist that Altair simply because he was learning how to become an assassin and we learned with him. He mastered his skills over the course of the game eventually becoming a Master Assassin. The backdrop to Ezio’s life was Renaissance Italy and he crossed paths with non-other than Leonardo Da Vinci who invented a lot of the tools that made Ezio a more skilled assassin. Whether the game makers were always intending to make more games centred around Ezio I don’t know, but it seems likely as in the final battle Ezio chooses not to kill the man responsible for basically all the bad happening across Italy during the game.
Coupled with the weak ending, the game was also not without some niggles, at Ezio’s home base you could reopen stores and collect feathers for your mother…I know highly exciting stuff…but these served as little side things to do if you wanted to do them. It also gave you something to do with the money that you gathered as you played through.
Keen to see more of Ezio’s life (and judging by the lame ending of the last game) Assassin’s Creed: Brotherhood also featured Ezio. This time a little older and following a crushing defeat at the hands of his enemies (you know the one he should have killed at the end of II) he is forced to relocate to Rome and build his own assassin order.
To that end it became possible in this game to recruit others to join your order and level them up. This could be done by calling them to your aid during battles, or alternatively, by sending them out on missions all over the world. The harder the mission the more xp they would earn and the faster they would level up, but the greater the risk to them. I did get cocky a couple of times and as a result sometimes my assassins didn’t always come back. I quickly learned that the best way to level them up was to send low-level assassins on missions with higher levels, if the mission had a 100% success rate your assassins would always return so the recruits could level up faster. I remember thinking at the time it was a bit of a shame the missions weren’t more tailored to different assassin’s strengths. For example the mission in which your assassin had to seduce someone in order to get closest to their target, it didn’t matter if you sent a man or a woman to do it, nor did it matter if you sent Prince Charming or Quasimodo. If the stats said 100% they would succeed. The benefit of sending out recruits is to earn money but also to have a team of Master Assassins at your beck and call whenever you need them. Like I said they could leap into to battle at your side or rain down a storm of arrows that would kill any guard in the area who had the nerve to look at you funny.
The game was good fun and was the best I’d played because you were playing Ezio in his prime. It also seemed to open up a lot faster than II because I like to go off and unlock everything I possibly can as quickly as I can so I get to use upgrades during the game. However, there were areas locked out until later in the game which were annoying but were locked for story reasons which is fair enough I guess.
The rebuilding mini-game was also built upon in Brotherhood with Ezio able to buy and restore various shops, but also historical landmarks too. There is not real point to restoring landmarks other than the liberation of Rome and you do it to spend the money you’ve earned during the game.
Another issue was that once you sell something in a shop you cannot get it back, in order to unlock the final piece of the game’s best armour you need two Shrunken Heads, one you find early in the game and another in an Assassin’s vault (or something like that). Thing is if you don’t know you need it for the armour and sell one of them then there is no way to get it back again which means you cannot get the armour. Which meant that you did need to be a bit more careful with selling items you collected from chests.
Of the Assassin’s Creed games Brotherhood was the one I played the most because it was my favourite.
We once again joined Ezio, now much older in Revelations where he is on the trail of Altair who has some great secret that Ezio needs to find…that is kind-of it from what I can recall. This time you are in Constantinople and once again Ezio has lost all of his equipment and needs to unlock new tools but perhaps by this time I was starting to get a little bored of the Assassin’s Creed games.
The backdrop of all of these games was that Desmond Miles was looking through the memories of his ancestors in order to learn something of use in the present, he got to go out and about a bit in Brotherhood but is in a coma by Revelations. Apparently the only way to preserve his mind is to delve into Ezio’s life once again but the Desmond sections were always a tad dull that took you away from the more interesting core game as you’d much rather be playing as Ezio.
I finished the game and it did link the Assassins through the ages together which was good.
The adventures of Ezio were obviously popular enough for Assassin’s Creed The Ezio Collection to get a PS4 release, as of yet I haven’t played them on that console, but sooner or later I might pick them up.
Like I said Revelations wasn’t as good as I thought it was going to be, the recruitment of people to become assassins and the mission you could send them on had gotten more complicated. There was also a siege mode that involved waves of Templars attacking strongholds and you having to do a tower defence game to stop them. This addition could be stopped if you placed a Master Assassin at each stronghold so not having to do this new feature is considered a reward.
I did intend to play Assassin’s Creed III but for one reason or another I did not get round to it. I heard that it was actually pretty shit. It was set around the American Revolution or Civil War (I forget which) with Conner (?) I think that was his name somehow having everything to do with the success of the side the Assassins were on.
Can you tell I have very little knowledge of this game??
Basically in the end I did not bother with it and the general consensus from many fans of the franchise was that it had peaked with Ezio’s adventures and the game makers were grasping at straws to keep the games going.
Apparently Assassin’s Creed IV Black Flag was really good, with you getting to roam the seas during a Pirates of the Caribbean style adventure. From what I’ve heard you got to go whaling, dive for buried treasure, have ship-to-ship battles and upgrade your vessel. It sounded really interesting but for whatever reason I haven’t picked it up. I think it is partially because I like to play games in order so I know what is happening, and as I cannot be asked to play through III that may be why I haven’t got IV yet. I don’t know.
Anyway after Black Flag we had Assassin’s Creed Rogue then Assassin’s Creed Unity before moving to Victorian England in Assassin’s Creed Syndicate in which you can play as a woman for the first time in the franchise’s canon. These three games I know very little about and I have no intention of playing through them nor the most recent game Assassin’s Creed Origins. Hell until I did a quick internet search I had completely forgotten that Rogue and Unity even existed which demonstrates how little an impact they had on my attention span.
For a franchise that went from strength to strength from Assassin’s Creed to Brotherhood it miss-stepped a little with Revelations then wandered off a cliff with Assassin’s Creed III. Before managing to get things back on track with Black Flag before dropping off again with Rogue, Unity, Syndicate and Origins.
Personally I assumed that Desmond Miles framing device was going to actually give way to a game in which we played as Desmond in a modern world, but that didn’t happen. From what I understand Desmond died in Assassin’s Creed III to be replaced with a nameless protagonist so what was the point of including him?? Yes, Desmond had the personality of a piece of wood but as the games went on he seemed to be learning the skills to make him a Master Assassin allowing him to take centre stage in a game of his own. Unfortunately it seems that idea was scrapped in favour of just making game, after game, after game in order to keep the franchise going as long as possible. But that will be the nail in its coffin. There is no purpose to these games aside from messing around in different historical eras and obviously keeping them going to make more money.
I might pick up Black Flag at some point but for me the Assassin’s Creed games have lost the spark that made them so much fun to play. Ezio was a great character and his back drop of parkour through Renaissance Italy was a joy, however as things have gone on the games seem to have gotten weaker. They are punctuated by the occasional good game like Black Flag but on the whole they just exist to keep a franchise that needs to die going.
I might play Black Flag in the future but for the moment I have completely lost interest in this franchise because the games just seem to be mediocre now when they used to be really good fun.
Perhaps I shouldn't give the games a Thumb rating because I haven't played, now the majority, of the Assassin's Creed games. For the ones I have played I would have given them a Thumbs Up, but considering that the later games are apparently not very good I would have likely given them a Thumbs Down. I think I will give the overall Assassin's Creed games my meh rating and leave my Thumb Horizontal for the entire franchise.
5/10 – Again maybe I couldn’t give the franchise a rating without having played all of the games it has to offer, however, it seems that for every good game in this franchise there seem to be at least a couple that are mediocre at best. The games that centered around Ezio were my favourite of the franchise, but I lost interest in them after the settings changed and the protagonists became less interesting. I might play Black Flag at some point but for the moment I have got other games that I am going to play through first.
Date Posted: 21/07/19
The fourth game in the Assassin’s Creed series, was released in 2013 and one that managed to restore the series to its former fun and glory, following the lacklustre Assassin’s Creed III. The game is basically a pirate adventure set in the 1700s in which your character Edward Kenway runs into various famous pirates including Blackbeard whilst trying to hunt down a mysterious place known as the Observatory.
If you’ve read my article Rise and Fall of Assassin’s Creed above then you’ll know that whilst I initially started playing the games and looking forward to each new instalment, my interest was lost when we jumped from Ezio to some Native American-assassin wannabe named Connor. I’d heard the game was crap but as I’m someone that likes to have the context in my games when Black Flag came out, I put off playing it as I wanted to play III so I’d have the right context on the fourth instalment in the series. Before I could catch up another Assassin’s Creed came out, then another, and another, and another so before I knew it there were so many games out that I pretty much abandoned the series because I doubted I’d have the time to play them all.
Cut to a few years later when Black Flag was on sale on the PSN so I figured I’d get it.
If you’ve never played an Assassin’s Creed game before then let me give you the gist, you play a guy in the future, previously named Desmond, who is hooked into a machine that allows them to relive the genetic memories of an ancestor. But this is basically just a framing device for a story set in different historical periods, in this case the Golden Age of Piracy. As I said you are playing the game as Edward Kenway, a pirate that washes up on a desert island with another man. The other man is an assassin and Kenway kills him, steals his clothes and manages to bluff his way onto a ship.
Using his disguise he is able to infiltrate a Templar meeting in which he learns they are searching for something called the Observatory. The Assassin’s and the Templars have basically been at war with each other for centuries, the Assassins being the good guys and the Templars the bad seeking to control the world through manipulation and subjugation. His disguise is blown and he is captured. But whilst onboard a ship which is part of a convoy he is able to overwhelm the crew, free prisoners and sail the vessel through a hurricane in order to escape.
Deciding to keep the ship, he rechristen’s it the Jackdaw and sets about plundering the Caribbean, searching for treasures, and his fortune whilst trying to uncover the truth about the Observatory, something both the Assassins and Templars are also seeking.
First off, context is not really important. The future narrative is basically just a framing device and honestly I paid very little attention to what was going on. Apparently Desmond, the future guy from Assassin’s Creed, II, Brotherhood, Revelations and III died during the events of III. A computer company has managed to use his brain or something to search through more of his genetic memories under the guise of creating computer games when they are in reality also searching for the Observatory. You are a mute computer guy who is going through the memories capturing footage for them to use in their video game.
Basically this game has everything that I like about a game. When you start off the Jackdaw has the defensive capability of an egg in a tumble dryer and the offensive ability of a startled field mouse. However, you can upgrade every part of the ship, from its hull damage resistance, its cannon number, its firepower, to the amount of crew it can hold. There are cosmetic stuff too that helps to make the ship a bit more unique. The game also allows you to basically go anywhere you want from the get-go, with the exception of places that are story focussed.
You take control of the ship so steer, controls weapons, defences and as the game progresses you are even able to capture ships sending them to join your own fleet. Initially I was only doing the story missions in order to unlock the next upgrade for the Jackdaw, I think by the time that I’d finished Sequence 3 I’d unlocked enough to be able to sail the seas going where I wanted.
In order to upgrade you ship, materials like wood or metal are required, plus a fair amount of money. Your telescope (or spyglass as the game calls it) basically becomes your best friend as when you look through it you can see what a ship is carrying in terms of cargo, and money. I spent so much time looking through that telescope, spotting different ships and deciding to attack them if they had resources I needed for that next upgrade. Once they are down to minimum health then you can board, the small ships require you to kill 5 crew and as the ships get bigger you have to overpower more of their crew, potentially kill scouts or officers, before the remaining crew surrender and you are given three options regarding what to do with the ship. Repair the Jackdaw, lower your wanted level, or Send to Kenway’s fleet.
As I sailed I quickly discovered that there were Forts around the map, and if you managed to destroy their defences, then kill their commanding officers, not only did you get to see new areas of the map, but they become places you can dock or fast travel to.
The map is massive and it feels like you are sailing between islands, you can encounter floating loot or ship wreaked sailors that can be added to your crew if you have the space. The more places you travel to, and the more viewpoints you synchronise, the more places you can potentially fast track to if you don’t fancy sailing. The thing is that the sailing doesn’t really stop being fun and if you spy a convoy or a powerful ship on the horizon then you can go after them should you want to.
Island have various booty on them, you can find treasure maps to lead you to loot or upgrades, and there is a diving bell that you can use to salvage plans from sunken vessels around the map.
You can go whaling, or shark fishing. From your whaling boat you harpoon a monster of the deep and must chip away at its health before it can sink your ship. It is even possible to taken on the fearsome White Whale. These aquatic animals are not the only ones you can hunt, numerous land based creatures are also useful in crafting new pouches or outfits to increase armour or health.
The world is beautifully rich and colourful with you having to face violent storms and pirate hunters that will come after you should your notoriety level get too high.
Sadly there are some elements that did annoy me a tad.
So whilst you can explore underwater wrecks to find treasures, you have absolutely zero defensive capabilities whilst you are down there. I understand not being able to use guns, but why doesn’t Edward take a harpoon with him?? You get attacked by sharks, eels and can be damaged by sea urchins and jellyfish. A sharp steel pointed tip spear would still work underwater so why doesn’t Edward taken one?? As a result there is nothing you can really do to escape sharks short of hiding in wrecks or seaweed. Sadly you need to be in open water a lot of the time so you will get attacked by sharks frequently. I also once tried to bolt to the surface but the game wouldn’t let me, so basically I had to swim through shark infested waters to get back to the diving bell to return to the surface.
Now when you start boarding ships your crew will leap onto the ship to help you kill the crew, unfortunately they are not decent fighters and will get killed left, right and centre. I had numerous encounters in the game when I was taking on over a dozen soldiers and winning, but when boarding ships I kept getting lost in the crowd. I’d be poised to kill someone and one of my pirates would attack them, throwing off my attack, or someone in the crowd would swing a sword and take off my health. It would have been nice if you could have upgraded your pirates with armour or combat missions or something to make them harder to kill when boarding other ships. Either that or have a command that tells them to remain onboard the Jackdaw whilst I boarded the ship alone to take it over. It is worth boarding enemy ships because if you do that you get their entire cargo plus new members for your crew, if you destroy them you only pick up half their cargo and possibly a single floating survivor
Initially I was of the opinion that combat is terrible and that Kenway wasn’t worthy to lick Ezio’s boots in the combat side of things. Yes, he’s a good pirate but a shit fighter. Basic enemies can block attacks and in the heat of battle it becomes a bit of a cluster fuck trying to see what is happening as a result button mashing won’t work. The combat is a little more involved that it first appears. Basically you need to counter, and when the moment is right go in for the kill. Rather infuriatingly the Counter button is also mapped to the Sheath swords command so I frequently found myself in combat with Edward having put his swords away and I lost precious moments getting him to draw them again whilst some enemy sliced off chunks of my health bar.
Now when I first started capturing ships I was excited. In Assassin’s Creed Brotherhood and Revelations it was possible to recruit civilians training them to become Assassins. Those recruits could be sent out on missions to boost their xp and skills or called to your aid in battle if you were getting overwhelmed. I will admit that I did enjoy capturing ships and when I spotted one called the HMS Enterprise I was very happy that I could have the Enterprise as part of my fleet. I thought that bringing in these ships I was capturing to help in more difficult battles would be really cool. Sadly you are only able to send them on missions. Most of the time for money but getting money was relatively easy if you boarded ships rather than sinking them. Plus if you go to Taverns you can get intelligence which can lead you to Royal Convoys which will grant large rewards in terms of money and resources. The problem with these fleet missions is not that they really only give you money, it’s the timescale, some missions can last 24 hours. That is TWENTY-FOUR real time hours for a ship to do a single mission. Yes I get that they are technically sailing to Europe or wherever from the Caribbean but the money rewards are so small that it isn’t really worth doing them. There is nowhere in-game where you can go to view your captured fleet and like I said you cannot call on any of the ships to aid you in battle so the whole feature is kind of pointless.
Unlike the previous Assassin’s Creed games that I played, especially Brotherhood in particular, I was expecting there to be some kind of passive income mechanic. Upgrades are expensive so it would have been nice to have some ability to gain money from the islands or the home base that you fully upgrade to a pirate paradise.
Honestly all of the above points are niggles, features that it would have been nice if they’d been a bit further developed.
However, the game has a massive drawback...
It’s an Assassin’s Creed game.
Now that might not be something that would count against it, but the problem is that most of the Story missions involve you following someone, where you are almost instantly detected if so much as a toe appears outside cover, then killing them once they’ve walked to some arbitrary location. Engaging with fleets of ships on the high seas is brought to a screeching halt every time you are forced back to land to do one of the same boring, repetitive follow and assassinate missions. The previous Assassin’s Creed games never seemed to be this dull in terms of missions as I never got bored playing as Ezio but Kenway’s tasks were so generic, and so repetitive that they just were not fun
Basically being a pirate is fun, being an assassin in boring
Plus in previous games the Assassins themselves are seasoned bad-asses that had been trained to the point of almost superhuman ability. In this game they seem to die if someone so much as coughs in their direction. Plus Edward is not an assassin, nor is he a Templar, and yet he keeps getting pulled into the conflict between the two regardless of how much he tries to keep out of it. In truth I really started to loath doing the story missions because I knew it would be one boring stealth follow mission after another, and whilst that might have been what anlot of the previous games had been about, here it doesn’t work alongside the swash-buckling fun of being a pirate.
My eyes also kept rolling whenever I was taken out of the Animus (the machine you use to re-live these memories) to undertake dull first-person perspective missions in the real world. These included tedious hacking mini-games and whenever they happened I was sleepwalking through them just so I could get back to the pirate adventure.
Edward trying to find the Observatory leads to some conflict between him and his crew, again that fell rather flat because by the time I actually decided to finish the story (for the purpose of this review) I had over 150,000 of whatever the currency is in my back pocket, a fully upgraded island hideout, and had promoted numerous members of my crew to captains of their own captured vessels...so why are my men unhappy??
Game play reasons...ah right.
The fact that it is an Assassin’s Creed game also means that it is a work of fiction based on characters that may have existed in the past. As a result whilst you can hunt whales and sharks, there is no risk of running into a kraken when travelling around the world.
When the game was being a pirate adventure on the high seas, I loved it and spent hours taking on the forts to unlock more of the map, seeking out buried treasure, and hunting other vessels in order to upgrade the Jackdaw fully. But when it was being an Assassin’s Creed game I found it really frustrating, tedious and made me long to be back on my ship going wherever my fancy took me.
What this game has done is make me want a good pirate game.
I don’t honestly see what it would be so hard to do...think about it. Wash up on a beach somewhere, steal some small ship, attack other ships to upgrade your vessel, capture others and then either bringing them into your fleet or taking them as your flag ship. In this game, characters describe Man O’ War class vessels as floating fortresses so why not give you the ability to command and fully upgrade one should you so desire. Unleash you in a massive sandbox world with hidden treasures to find, wrecks to explore and fantastical mythical monsters for you to battle as you search for some ancient pirate treasure. Black Flag could almost serve as the template for such a game, just strip out all the Assassin bullshit and the real-world crap and there is so much for potential for a truly great game.
By the way I am aware there is a game called Sea of Thieves which is X-Box One exclusive (which is why I haven’t played it) but I have heard from several reviewers that it is boring, and basically has you fighting skeletons, or recovering animals which doesn’t sound much fun when Black Flag exists.
I don’t really care about the Assassin’s Creed franchise any longer, the future narrative doesn’t interested me, and there are so many instalments in the series that I am never going to get round to playing them. Plus I don’t really want to. Black Flag seems to be a peak in the franchise and none of the other settings can ever be as much fun as the Golden Age of Piracy.
The game gets a Thumbs Up because the pirate adventure is really fun, yes the Assassin stuff hangs off it like an elephant sitting on the wing of a light aircraft and more often than not serves to grind the pace to a screeching halt. However, the pirate part of the game is enough to carry the boring elements that being an Assassin’s Creed title the game cannot shake off.
8/10 – The pirate element of the game really shines and makes this a standout title that gives the player a great adventure on the high seas against the beautiful backdrop of the Caribbean in the Golden Age of Piracy. Sadly the game is an Assassin’s Creed title so if you play it expect that side of the plot to be yanking on the choke-chain throughout the proceedings.


Gritty is the best word to describe the New York Jets winning streak, as the team breaths life into its dying season. Can they pull off a full 180?
We are halfway through the 2016 NFL season and our New York Jets aren’t dead yet. That’s probably the nicest thing one can say about this football team. After two solid weeks to open the year, Gang Green became a shell of its potential. Then two gritty wins against desperate opponents followed and the Jets are merely one game behind the pack in the AFC. Granted this pack of teams are all outside of the postseason at the midway point, but to still be a contender is an accomplishment for New York.
I won’t take anything away from their latest victory. The Jets played gritty football. They didn’t give up on themselves or the game, holding on for the win on the road. In the process New York has developed its 2016 identity and its winning formula. The team had a different identity to start the year, but injuries and opponents change even the best of plans. Now the Jets are truly a run-first offense, with a defense made to bend but not break. They grind down opponents, keeping the game close but in their own control. This has been their winning formula the last two weeks. Is it enough to complete the full rebound on the year?
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We know this style of football works and can even win championships. We also know that if the Jets are able to stick with it, they also have a secret weapon in their offense to keep opponents off balance. The Jets wide receivers are really good, but the chemistry with Ryan Fitzpatrick isn’t all there. More importantly, opponents are not scared of anyone not named Brandon Marshall and it shows. This gives the Jets two developing threats to balance the run game. Quincy Enunwa and Robby Anderson are filling the hole left by Eric Decker admirably and Fitz is finally getting his timing down with the duo. Less is more in the Jets passing game. Fitzpatrick needs to slow the game down and protect the football.
Play action and the draw play worked great against Cleveland. Matt Forte and Bilal Powell nearly split carries evenly and both players dominated. A similar bruising approach should be used in every game left on the schedule. It wears down opponents and eats up clock. It forces the defense to respect the run and expect the run, creating extra separation for New York’s receivers. I like what I’m seeing from Fitzpatrick now as well. Playing with a chip on his shoulder is a good look for Fitz, but he still must fight the urge to force plays and press. The Jets do not need him to win football games. They simply need him to not throw games away and to pick up third downs.
New York should see continued success on offense over the coming weeks. Miami and Los Angeles have each shown flashes, but neither team has consistently shut down opponents. The final question which determines the true path of the 2016 Jets is whether the defense can continue to bend, but stop itself from breaking.
Twenty first half points by the Browns is unacceptable. But a mere seven second half points, all in garbage time, was great. The Jets have played excellent second half defense overall, but opponents have come at them hard and fast to start games. New York’s weakness is obvious and its secondary continues to hurt them week after week. Opponents are going for the throat early, throwing right at the Jets’ secondary and winning the battles. I’d like to see some more creativity in coverage to start games and more deception with blitzes. I also don’t want to see New York’s linebackers dropping into coverage, because it hasn’t worked.
Teams know they can’t run against the Jets, so they aren’t. New York must recognize this obvious favor by opposing offenses. Man coverage is not working. Play more zone and double teams. Add an extra defensive back if necessary. Bolster this weakness early in games and the defense will get more sacks, more pressure on the quarterback and create more turnovers. It’s truly that simple.
The Jets winning formula excites me. It’s what I thought this team should be with Matt Forte. Last year’s success blinded the coaching staff to the reality of this year’s crop of players. Once the coaches and the players stopped trying to force themselves into last season’s box, New York began to click with confidence and win football games. I’m not sure the Jets catch the likes of Denver and Kansas City for a wildcard berth, but a .500 record at their bye week is within reach. Respectability is within reach.
Dan Salem is Lead Editor, Staff Writer, and Featured Vlogger at BuzzChomp. He’s also a Staff Writer for NFL Spinzone, as well as an Actor, Writer, Director and Producer. Get lost in his Youtube comedy channel PillowTalk TV. Follow him on Twitter, Facebook, Google+, or Instagram.
Photo Credits: Factory of Sadness and Cleveland.com


|Weapons||Blood Magic, Blade|
The Preacher uses both Blood Magic and Blades to specialize on cruel damage-over-time effects. There is no escape from the torrent of pain heading your way when you face the Preacher. He will Impair and Afflict his enemies over and over again, draining their life force away second by second.
The Deck is good for both group and solo play, focusing on hitting a single target with constantly renewing damage-over-time effects. This strategy can be very effective against strong bosses, which have a wide array of tricks to keep attackers at bay for periods of time. The ability to Impair enemies is also very handy in player-versus-player combat, and seeing opponents die from damage-over-time effects as they try and run to safety never gets old.
Boiling Blood: A Blood Magic attack which hits one target. Builds one Resource for each weapon.
Destiny: A Blade attack which hits one target. If the target is Afflicted the target gains an additional damage-over-time effect which lasts for a few seconds. Consumes all Blade Resources.
Exsanguinate: A Blood Magic Focus attack which is channeled for a few seconds to do several hits to one target. If the target is Impaired it gets Afflicted with a damage-over-time effect which lasts for several seconds. Consumes five Blood Magic Resources. Can be powered by your own health.
Anaesthesia: A Blood Magic attack which hits one target, Impairs it and stuns it for several seconds.
Liquidation: A Blood Magic attack which places an effect on the ground around the target. Several targets in the affected area will become Afflicted with a damage-over-time effect which lasts for several seconds. You gain a small heal-over-time effect on yourself.
Trial by Swords: A Blade attack which hits one target. The target becomes Impaired and unable to act for a few seconds.
Plague: A Blood Magic Elite attack which hits a single target and makes it become Afflicted with a damage-over-time effect which lasts for several seconds. If the target dies from this effect, other nearby targets also become Afflicted with a damage-over-time effect which lasts for several seconds.
Corrupted Blood: Whenever you hit a target with the Boiling Blood attack, you also Afflict the target with a damage-over-time effect which lasts for several seconds. This effect can stack up to five times.
Blood Bank: Whenever you Afflict a target you build up a stacking effect which increases the damage of all your damage-over-time effects. This effect can stack up to ten times.
Destiny Fulfilled: Whenever you hit a target which is affected by the Destiny ability’s damage-over-time effect, the effect ends and the target receives an extra hit for extra damage.
Fortunate Strike: Whenever you hit an Afflicted target there is a chance you will do an extra hit for extra damage.
Unholy Knowledge: Increases the damage of all your damage-over-time effects.
Circulation: Whenever you apply the Afflicted state to a target you gain a heal-over-time effect which lasts for several seconds. If the target is also Impaired you gain a barrier which will block some incoming damage.
Gross Anatomy: Whenever one of your damage-over-time effects expires, you do an extra hit for extra damage.