Shacknews - Bill Lavoy

In Yonder: The Cloud Catcher Chronicles, Sprite are a very important aspect of the game. Finding these allow you to clear something called Murk, gaining access to new areas. Finding all 26 Sprite won’t be easy, but our guide will show the precise locations and unlock criteria for all Sprite in Yonder.

Note: Images appear above the descriptions of where to find each Sprite.

Grasslands - 5 Sprites

Lumie Sprite: The first Sprite is located after you get off the ship and can move around in the cave. Make your way through the cave, eventually seeing an altar. Approach it and interact to get the Lumie Sprite.

Lock Sprite: Locate the Lock Sprite after completing the “Get the East Docks Open Again” quest received in Fairmont. Complete the quest, then jump to the boat just off the dock and retrieve the Lock Sprite.

Grumble Sprite: This Sprite is obtained right after you clear the Murk from the South Field Farm. Just approach the stacks of hay and you’ll be able to interact and retrieve the Grumble Sprite.

Curio Sprite: Players can acquire the Curio Sprite by completing a quest called “The Grasslands Shrine,” which is located just up the hill behind Goldlake. Repair the Shrine and interact with it to get the Sprite.

Smudge Sprite: Smudge Sprite is found west of Fairmont, and northwest of the South Field Farm. This Sprite is often thought to be in Sunderwind Wilds, but it’s in the Grasslands.

Dapplewood Forest - 3 Sprites

Romp Sprite: When you meet Bob in Dapplewood Forest, he’ll give you the “Got Fish” quest. Return to him with five Dip fish and he will reward you with the Romp Sprite.

Glow Sprite: Glow Sprite is found by completing a quest called “Wet Weather Gear, Dear.” You’ll need to bring a Raincoat to the quest giver, at which point you’ll be rewarded with the Glow Sprite.

Sap Sprite: The Dapplewood Forest Sap Sprite is found on the far east side. You’ll have to complete a quest called “Dapplewood Forest Shrine,” where you bring 10 Vine and four Twine that location.

Crestfall Coast - 3 Sprites

Pitcher Sprite: You can find Pitcher Sprite by entering Mocha Bay in Crestfall Coast. You’ll be able to snag this Sprite without having to complete any quests or jump through any hoops.

Pouch Sprite: Players can obtain Pouch Sprite by completing the “Juiced in Time” quest in Mocha Bay of Crestfall Coast. Deliver Festival Juice to Jubilee and she’ll turn into Pouch Sprite.

Cub Sprite: Cub Sprite can be found in Crestfall Coast, about as far to the south of the region as you can get. Turn two small statues to face a larger one and you can grab the Cub Sprite from the large statue.

Radiant Sands - 2 Sprites

Shore Sprite: Players can find the Shore Sprite on the northwest part of the island. You’ll see a stone archway near the water, and a lighter colored stone hanging from it. Smash it to get Shore Sprite.

Shades Sprite: The Shades Sprite can be found on the east side of Radiant Sands. You’ll have to accept the “Radiant Sands Shrine” quest, and bring back three pairs of Sunglasses. Buy them in Bobbintoff.

The remaining Sprites will be added to this guide shortly.

Shacknews - Charles Singletary

Fable is dead. Long live Fable! Lionhead Studios, the creators of the Fable series, was shut down in 2016 but  former devs have kept the series alive with a crowd funded collectible card game. The game is set within the world of Albion where the series largely took place, includes popular characters, allows you to choose to align with good or evil to change available abilities like in the original trilogy, and it's available on Steam and Xbox One today.

Fable Fortune is part of the growing genre of collectible card games but mixes up the formula a bit with quests. At the beginning of matches you choose a quest, having to summon a certain type of unit for example, and, at their resolution, you must choose to align with good or evil. Doing so gives you access to different abilities you can use during a match and you can switch your alignment multiple times.

Similar to other card games, you chose a specific character to play with and they come with predetermined play styles, powers, and a few unique cards. The current six playable characters are Alchemist, Knight, Gravedigger, Merchant, Prophet, and Shapeshifter.

Fable, a series given birth way back in 2004, rose to infamy as a Microsoft exclusive despite Lionhead co-founder Peter Molyneux recklessly steering the hype train. The main series of games were all action-RPGs that were praised for their incredible depth as players did nearly everything they wanted with the fantasy worlds, though they never quite reached the levels promised by Molyneux. 

The franchise was in the midst of a huge shift with Fable Legends last year, a free-to-play action title with asymmetrical multiplayer elements. It cost roughly $75 million to develop but was canceled along with Lionhead Studios being shuttered.  

Fable Fortune was in development before the doors closed at Lionhead and was crowd funded when ex-Lionhead devs set up a Kickstarter. Development was then taken over by Flaming Fowl Studios, where the former Lionhead developers currently work, and Mediatonic. If you want to give it a shot, Fable Fortune is available on Steam and Xbox Live for $11.99. If Fable Fortune finds a way to climb to the highest tier of a genre that is getting more and more crowded, Fable could find new life in the gaming industry.

Shacknews - David Craddock

The difficulty of FromSoftware's "SoulsBorne" games gets blown out of proportion. They're challenging, sure, but even new players can hone their skills and triumph over the likes of Ornstein and Smough, Darklurker, the Nameless King, Ludwig the Accursed, and Old King Allant. All you need is a little patience.

That said, have you ever tried to cut down a giant, angry tree with a spoon? I have.

This diary chronicles my attempt to play through Dark Souls 2: Scholar of the First Sin using only the Handmaid's Ladle. Miss an earlier entry? Get caught up here.

Wharf Rats

Across five SoulsBorne games, Dark Souls 2's the Last Giant is the easiest first boss that players encounter. He's ponderous, predictable, and susceptible to most types of damage. As if that weren't enough, you're bound to come across a few resins that add elemental damage to your weapon if you search the Forest of Fallen Giants, the boss's domain. With or without resins, you'll be yelling "Timber!" in no time.

Unless you're going up against The Last Giant with a broken spoon.

The Handmaid's Ladle is a deceptively powerful weapon once you apply mundane to it. Until then, and even after, you have to work around its flaws. Pitifully low durability tops the list. After 20 hits, give or take a couple, the ladle will break. Fighting with a shattered spoon isn't a problem if your weapon is mundane. The infusion ignores damage and scales with your lowest stat. Without mundane, a broken Handmaid's Ladle deals zero damage.

I discovered this when my ladle snapped less than 30 seconds into my fight against The Last Giant. Equipping a different weapon was out of the question. I embarked on a ladle-only run. Trembling in a corner, I used a Homeward Bone to teleport out of the boss room. As my screen faded, Last Giant watched without moving. He was probably shocked. Can you blame him? I was probably the first person to flee his lair.

Repairing the ladle was out of the question: I had no souls, and since I couldn't deal damage, I couldn't farm enemies to gain souls and pay the blacksmith, Lenigrast, to repair my weapon. As a matter of fact, I couldn't afford the 1000 souls to buy the key to his forge so I could let him in and get him back to work. (Side note: What kind of blacksmith can't pick a lock?)

I had two choices. Scrap the character and start over, or reallocate my stats. Starting over was a bad idea. It had taken three tries to get a mundane stone by trading with the crows in Things Betwixt and about an hour to get my hands on a ladle. To reallocate my stats, I would need to find Cale the Cartographer in Forest of Fallen Giants and get the key to the locked mansion in Majula, where a Soul Vessel—an item that lets you reconfigure your character—can be found.

Or I could just run over to Lenigrast and have him unlock the mansion's front do… Oh.

Far from feeling discouraged, I was energized. The appeal of a challenge run goes beyond picking a ridiculous weapon and killing bosses with it. Challenge runs are about meeting an obstacle, devising a plan to neutralize it, putting that plan into action, and reveling in your genius when you succeed. That exultation is arguably more rewarding than finally slaying a tough boss after countless tries.  (And I know a little something about that.)

My plan unfolded thusly. First, I went back into the forest and found Cale in his hidey-hole, crawling around in the dirt on his hands and knees. After mashing X to skip through his spiel, he handed over his key. Back in town, I plundered the mansion and left with a Soul Vessel in hand and a skeleton hot on my heels.

I could have killed him, except, well, you know. Spoons.

Returning to Things Betwixt, I handed over my Soul Vessel to the cackling old firekeepers. Rather than keep my stats even across the board, which I'd need to deal mundane damage, I dumped four into Attunement, raising it to 10 to give myself a single spell slot, and put the rest in Intelligence to use a single, important spell.

The next leg of my trip took me to No-Man's Wharf, one of my favorite areas in the game. I normally love running around killing off pirates and setting sail across the smooth, glassy surface of its dark waters, but I wasn't there to sightsee. I needed to talk to Carhillion of the Fold, an NPC who sells magic spells if you've got at least 10 INT. Completing our transaction took a few tries. I knew the area well enough to run straight through and find him sitting at the end of a pier. So did the enemy horde that gave chase each and every time. Getting fed up with the riff-raff, I summoned an AI-controlled phantom to distract the enemies while I chatted with the wizard and bought Magic Weapon, a buff that adds magic damage to any melee weapon.

Look, in my book, "ladle-only" extends to companions, but only for boss fights. No way would I summon a phantom to help kill a boss. I just needed him to buy me some time, and he did. No harm, no foul. (I vowed not to make summoning phantoms in levels a regular habit, even if I had no designs on taking them into a boss fight. I've stuck to that promise so far.)


There's a reason I was so keen to defeat The Last Giant. For one thing, bosses grant lots of souls, and I was flat broke. For another, the game opens up considerably once you bring him down. You get a key that leads to the second boss of Forest Fallen Giants, and beyond him, The Lost Bastille, where I would find another blacksmith—one not locked out of his own forge, I mean—and infuse my ordinary spoon with extraordinary damage.

The third reason, really, was that that damn tree embarrassed me. I ran away! No one runs from Last Giant! Outside his fog gate once again, I cast Magic Weapon on my ladle and reentered his arena determined to do my best impression of Paul Bunyan sans axe.

And I did. Four hours later.

Here's the thing about sprinkling magical damage all over a broken spoon: It's still a broken spoon. Every light attack chipped off fewer than 10 hit points. I switched to heavy attacks, upgrading my damage per hit to a whopping 15 to 22 HP. Heavy attacks are slower, so I got in fewer licks, but the damage evened out.

The problem, I came to realize, was that I didn't know this enemy at all. As hit points flaked away from Last Giant's life bar, it occurred to me that I'd spent maybe 30 minutes of the 1200 hours of spent playing SoulsBorne games battling this boss. He's relatively simple, so I never bothered to learn more than the bare minimum of strategy: run around his ankles like a little dog and hack away at his legs while he stomps.

It's a viable tactic even when running a challenge build like this one, but I'd invested all of my levels into Attunement and Intelligence. My character wasn't a glass cannon. He was a wet sheet of paper. Invariably, the Last Giant stomped on me. With only five Estus Flasks (recovered by racing through levels and grabbing Estus Shards followed by teleporting to safety or getting pummeled in a corner), zero life gems, and no souls with which to buy more, deciding when to heal took on huge significance. Too early, and I'd left without flasks for later in the fight.

Small breakthroughs occurred as the hours wore on. I checked my inventory and discovered I'd picked up three medium-sized life gems somewhere. I don't often use life gems during boss fights because they restore life slowly; I like to pop gems during levels and save flasks for major encounters. At that point, I was happy to have an edge, albeit a temporary one. Unlike flasks, gems can't be restored. Desiring more, I pushed a couple of enemies off ledges and exchanged the paltry souls they gave me for all 10 of the life gems sold by an old crone in the forest.

Those 13 gems became the most important, most precious commodities in my meager inventory. Plunging back into battle against the Last Giant, I changed tactics, swigging Estus first and only deigning to pop life gems if I thought I had a real chance at victory.

My penny-pinching was for naught. Over a series of near wins, I ran through all 13 gems. I was left with the bare essentials. Estus Flasks, a broken spoon, and Magic Weapon. And then I realized that that was as it should be. Dark Souls is perhaps the quintessential example of the "man against self" conflict. The Last Giant wasn't my enemy. My dependence on weapons like dual maces and on items like life gems had dulled my instincts.

I'd become dependent on crutches. There were players out there who had pulled off fists-only was. A spoon wasn't much, but it would be enough. It had to be.

Over the next few attempts, I didn't attempt to cut down the Last Giant. I watched him. After some experimentation, I found an even better weak spot than baiting him into stomping around like a toddler throwing a tantrum. During the first phase of his fight, if you hug the side of his left foot, he'll bend down and try to backhand you with his right hand. To evade his strike, all you have to do is walk—not run, not roll, just walk—behind him and then quickly return to his toes. You'll have just enough time to get in two heavy strikes or three quick ones before the boss bends down and swats at you again, and you won't have wasted stamina rolling, letting you conserve energy for attacks.

Eventually, I baited him flawlessly, not needing to heal until he began his second attack phase at 50% life remaining—tearing off his left arm and wielding it like a club. This phase was trickier. The bend-down-and-backhand move was purged from his arsenal. I had to find a new way, a safe way, to bait him.

The next two dozen or so attempts were more painful than the first few dozen. I'd get impatient and reckless during the first phase. I'd spent so long on the first phase that I found it difficult to adapt to his second set of moves. By the time I'd caught on, I'd died and had to try again. Recklessness is the number one cause of death in SoulsBorne games. I had to muster every last scrap of patience and hold on to them with a death grip.

I steered clear of his stomps and tried to goad him into swinging his makeshift club at me. As soon as he wound up to swing, I'd scurry between his legs, take a swing or two at the closest one, then work my way behind him. He would sense me behind him and begin to stomp. That was my signal to get clear—the shockwaves from his tantrums deal damage, making his stomps twice as risky to instigate—then wait for him to turn around. When I did, I'd make a nuisance of myself until he swung again. Rinse and repeat.

PlayStation 4 records video segments to a maximum of 15 minutes. My final and successful run at that damn tree ate up nearly all of that. At last, I heard the telltale SLICE. The Last Giant jerked, then toppled. I gasped loudly. My wife bolted upright on the couch from where she'd been lounging, probably fighting the urge to nod off (not that I blame her). A surge of euphoria lifted me out of my chair and to my feet. I pumped my fists and let out a barbaric yawp.

At last, I heard the telltale SLICE. The Last Giant jerked, then toppled. I gasped loudly. My wife bolted upright on the couch from where she'd been lounging, probably fighting the urge to nod off (not that I blame her). A surge of euphoria lifted me out of my chair and to my feet. I pumped my fists and let out a barbaric yawp.

As much as I love these games, and Dark Souls 2 in particular, they had become routine by 2014 when Dark Souls 2 was released. Not routine in a bad way. Just a known quantity, albeit one that I loved. The jubilation I'd experienced from previous runs in each game was meted out over a series of small victories: locating the weapon I wanted to use for the playthrough, discovering a secret passageway I'd somehow missed before.

This rush had a different source. It took me nine hours to complete the first level of Demon's Souls when I brought the game home on the day it released in 2009. If I could hop in a time machine and relive any gaming memory, it would be that one. Every death had been a learning experience, every inch of progress a discovery.

Bringing down the Last Giant with a broken spoon was gratifying in a similar way. My usual bag of tricks was unavailable to me. To succeed, I had to learn and appreciate the nuances of a boss I had dismissed hundreds of hours earlier.

That newly-in-love feeling had been at its most potent and addictive back in 2009. Future entries had better mechanics, items, worlds, and lore than Demon's Souls. Nonetheless, they had all felt familiar in ways great and small. All it took to rekindle (if you'll permit me a pun) my passion for the series was for arguably the easiest first boss in the franchise to become a threat again.

Shacknews - Bill Lavoy

Yonder is as relaxed as games get these days. Everything you do is slow-paced, but everything serves a purpose. In the case of fishing, players can use fish as currency while trading, and might be required to catch fish as part of a quest, or to pay a farm hand who wants food. Today, we’ll tell you how you can start fishing in Yonder, and where to snag the elusive Nackle fish.

How to Catch Nackle Fish in Yonder

Before you can start fishing, you’ll need a Fishing Pole. This is obtained by traveling to Goldlake, which is northwest from Fairmont, the first village you encounter. Once there, talk to an NPC named Theodore. He will give you the Fishing Pole, but also a quest called “A Knack for Nackle Fish.” This quest is the perfect opportunity to practice and learn how to catch fish in Yonder.

Head to the East Docks, which is a location you should be familiar with by now. It’s just to the southeast of Fairmont. This is where you can snag the Nackle Fish for the quest, but also where you can learn the mechanics of fishing in general.

Approach the water and follow the on-screen instructions to cast your line. This will be left-click if you’re on PC and using a mouse and keyboard. You can move the bobber around in the water, dangling it in front of fish that you want to catch. On the flipside, you can move the bobber away from fish that you know you don’t want to catch.

When a fish bites and takes the line, you’ll be given two indicators in the form of a red and green arrows. You want to position your Fishing Pole so that the arrow is green. If the arrow is red, you may break the line. On PC, you can position the Fishing Pole by moving the mouse around, and when the arrow is green, follow the on-screen prompts to reel the fish in. This would be the “A” key on PC.

We caught our Nackle fish at night, but they seem to be somewhat rare. It will help you to move your bobber away from smaller fish, focusing instead on medium sized and larger fish. At least this way you can be sure that the fish you’re catching are worth a bit at a trader.

Grab one Nackle fish and take it back to Theodore to complete “A Knack for Nackle Fish,” and then you can go fishing whenever and wherever you please in Yonder.

Shacknews - Jason Venter

Some may have missed the original announcement made on June 21, but Paradox Interactive is bringing Pillars of Eternity and Cities: Skylines to consoles. The popular PC games will have their day in the console sun later this year, in both physical and digital formats.

Today, Paradox Interactive announced you can now place a preorder for Pillars of Eternity: Complete Edition, which will be available for both PlayStation 4 and Xbox One starting August 29, 2017. As the title implies, the new release gathers Pillars of Eternity itself, along with The White March – Parts I & II. The games and their expanded content have been “fully remastered and adapted for a big-screen experience with enhanced UI and controller support,” as per a press release issued to mark the occasion.

Pillars of Eternity is an isometric, party-based RPG developed by Obsidian Entertainment and first announced under the name “Project Eternity” in a 2012 Kickstarter crowdfunding campaign. The initial goal was to raise $1,100,000, but the campaign ended at more than triple that number. The PC edition of Pillars of Eternity was finally released in March of 2015, most of a year after the original estimate, and was favorably received by most critics and fans. A sequel is in development for projected release in 2018, following a successful Fig crowdfunding campaign.

Those interested in Pillars of Eternity: Complete Edition can currently preorder it from the PlayStation Store or Xbox Live for $49.99. 505 Games will handle distribution of the physical edition, so check your favorite retailer if you would like to order the Xbox One edition or the PlayStation 4 edition. Then mark your calendar for the great adventure that awaits you in late August and beyond.

Full Disclosure:

Jason Venter backed the original PC version of Pillars of Eternity during its initial Kickstarter campaign, and it is possible/probable his name even appears somewhere in the closing credits as part of his backer reward.

Shacknews - Asif Khan

Are you one of the millions of people who were disappointed by Nintendo's poor supply chain management of the NES Classic console. ThinkGeek has NES Classic Edition in stock right now, but only if you buy a bundle. There are 6 total bundles with prices ranging from $139.99 to $219.99. U.S. sales only and bundles are limited to 1 per customer. ThinkGeek released the following statement:


We were bummed when we heard that Nintendo halted production of the NES Classic Edition and had no plans to produce it again. After Nintendo shipped the last of them back in April, we shed a tiny pixelated tear and waved a fond goodbye. But then one of the buying ninjas at GameStop revealed they'd gotten their hands on a supply (sometimes it's good to have Corporate Overlords). Timmy thinks it involved some big Colombian banana cartel, but we don't ask questions of the ninjas in Grapevine. Mostly because we can't ever find them.

But wait. There's more. Literally. With your super-awesome, hard-to-find, not-marked-up-on-eBay NES Classic Edition you're going to score some bonus Nintendo goodies."

Please take a look at the 6 different NES Classic console bundles available right now at ThinkGeek.

NES Classic Edition + 3 Canvases, Puzzle, Puppet

Price: $139.99

  • Classic NES Box Art - Exclusive Canvas Art - 3 Total
  • The Legend of Zelda: Classic 550pc Puzzle
  • Mario Piranha Plant Puppet

NES Classic Edition + Book, Lamp, Puzzle

Price: $149.99

  • Playing With Power Book
  • Mario Question Block Lamp
  • World 1-2 550pc Puzzle

NES Classic Edition + Slate & Shield Backpack, Travel Mug

Price: $159.99

  • Breath of the Wild Sheikah Slate Sketchbook
  • Breath of the Wild Shield Backpack
  • Zelda Travel mug

NES Classic Edition + Tetris Lamp & Book

Price: $149.99

  • Tetris Stackable LED Desk Lamp
  • Playing With Power: Nintendo NES Classics

NES Classic Edition + Mega Man Helmet, 8-Bit Pin Set

Price: $169.99

  • Mega Man Helmet Replica
  • Mega Man Collectible Enamel Pin Sets

NES Classic Edition + Mega Man Helmet, Proto Man Buster, Mega Buster Mug

Price: $219.99

  • Wearable Mega Man Helmet: Scale Replica
  • Proto Man Buster Replica
  • Mega Man Buster Gun Mug

A reminder that these NES Classic console bundles are only in stock right now at ThinkGeek. This may be your last chance to finally play with power. Classic power!

UPDATE: All bundles sold out in less than an hour.

Shacknews - David Craddock

Splatoon 2 isn't your run-of-the-mill, team-based shooter. Like the Wii U original before it, Splatoon 2 for Nintendo Switch offers competitive play focused more on territory control and less on "frags." Movement is the cornerstone of Splatoon 2, as you would expect from shooters, but Nintendo put a twist on movement by letting players swim through the ink bathing arenas, providing an exhilarating combination of quick movement and tactical options.

This guide covers the basics of how to play Splatoon 2, including general controls and some tips and tactics that will get you up and running—or rather, swimming—whether you want to play online or go through the game's campaign.

How to Play Splatoon 2: Shooting

Anyone who has played competitive third- or first-person shooters on consoles will feel at home in the bright, colorful world of Splatoon 2. Shoot ink from your currently equipped gun by squeezing the ZR trigger on your Switch Joy-Con or Pro Controller. There are several different weapons available, each with unique attributes such as rate of fire and power.

Unlike other shooters, shooting your opponents is only one way to use your weapons. Each team sprays ink of a specific color. In most matches, the team that covers the most ground wins, so don't be afraid to open fire on the environment even if no opponents are in sight.

How to Play Splatoon 2: Movement

Splatoon 2 incorporates motion controls for snappy, precise aiming. Motion controls are enabled by default; tilt your Joy-Con or Pro Controller to aim the camera. If you prefer to play Splatoon 2 with a more traditional control scheme, go into the options menu to turn off motion controls.

To refill your ink, or to move fluidly through the environment, step into any patch of ground painted in your team's color and press ZL. You'll enter Squid Mode, diving into ink and swimming below the surface. When you pop back up, your weapon will be topped off.

How to Play Splatoon 2: Secondary Fire

The R trigger on your controller of choice is used to throw bombs. Press and hold R to get a look at a bomb's trajectory before you lob it, or tap R to drop a bomb near your position when opponents get too close for comfort.

Now that you've got a handle on Splatoon 2's basic controls, the game world is your canvas. Consult our Splatoon 2 guide hub for info such as how to start the campaign and everything you need to know about Amiibo gear.

Shacknews - John Keefer

Games With Gold has an awesome lineup for August, including Bayonetta, featuring the spectacled, raven-haired, pistol-wielding librarian. The game also joined Microsoft's growing list of backward compatible titles for Xbox One.

Bayonetta will be free for Games With Gold members from August 1-15. Red Faction: Armageddon, which also is now backward compatible on Xbox One, will finish out the month as the freebie from August 16-31.

As for the games created for Xbox One, Slime Rancher kicks things off and is free the whole month from August 1-31. Trails Fusion fulfills the weird cross-month title, being free from August 16 to September 15. All four titles will save you almost $90.

You still have time to grab a few of July's free games. Runbow, Kane & Lynch 2 and Lego Pirates of the Caribbean can still be had if you are desperate to fill out your library.

Shacknews - Charles Singletary

Earlier today, Eurogamer reported that fans were concerned that Illfonic's announcement of zombie shooter Dead Alliance meant that Friday The 13th's development would be neglected along with the various bugs that need to be addressed. We reached out to Illfonic and Gun Media to get a statement and it looks like there's simply some crossed wires on the origins of Dead Alliance. Illfonic announced that they were working on Dead Alliance back in May and it has a release date set for the end of August. It was originally called Moving Hazard, a game that has been around for over a year, and that should alleviate the majority of concerns for the community. 

Here's the full response from Illfonic's CEO, Chuck Brungardt:

"I wanted to address the concerns that IllFonic has abandoned Friday the 13th: The Game for Dead Alliance. This is 100% not true. Most major and independent studios have multiple teams working on multiple projects at the same time. This is critical for the survival of the studio, especially with the ups and downs with the game industry. Dead Alliance was started way before Friday the 13th: The Game. It was a co-development by Psyop Games and IllFonic then titled Moving Hazard. Psyop Games released Moving Hazard to Steam Early Access well over a year ago and it gained interest from Maximum Games for a console port. We’ve had a team who remained working on what turned into Dead Alliance for consoles that has always been separate from the Friday the 13th: The Game team. IllFonic still remains a small studio to this day but we are growing.

With the recent success of Friday the 13th: The Game we have been increasing our staff on the title. We originally had about 20 internal team members working on Friday the 13th: The Game and are now up to about 30 internal team members. We also have opened a second office that sole purpose is to support development of Friday the 13th: The Game. In addition we are continuing to staff up more team members for continued support of the game. So we assure you, continued support for Friday the 13th: The Game has not been abandoned, in fact, it’s quite the opposite."

Let's hope this means Illfonic will be able to address Friday the 13th's issues in the near future. 

Shacknews - Chris Jarrard

Less than a week before AMD plans to unveil its new flagship gaming GPU to the world at the SIGGRAPH conference in Los Angeles, benchmark runs from 3DMark’s FireStrike tool were briefly uploaded to the 3DMark website. The good folks over at VideoCardz first reported that the benchmark results were uploaded to the 3Dmark database by a user tagged ‘TheGameTechnician’. The tag is believed to be that of Jason Evangelho, Senior Tech Marketing Specialist at Radeon Technologies Group. If these results are from Evangelho, the benchmarks are about as “official” as the public will get prior to SIGGRAPH.

The results themselves show three runs that have performance in the neighborhood of NVIDIA's Geforce GTX 1080 and a good deal quicker than the GTX 1070. The benchmarks are believed to have been run on reference-style cards, as custom designs from AIB partners are not expected to be available at launch. These scores fall in line with what was seen out of official reviews for AMD’s Vega Frontier Edition card that was released earlier this month. The Vega Frontier Edition cards and the gaming focused Radeon RX Vega are believed to be using the same silicon.

A performance profile similar to the GTX 1080 has been expected from the RX Vega for a few weeks now, based on Vega Frontier Edition benchmarks and reactions from the AMD’s RX Vega Roadshow. Those events featured a few showcases in the last month allowing gamers to play on masked rigs featuring the RX Vega and what was thought be a GTX 1080. Reports from those demonstrations were inconclusive, though both of the PCs were said to have performed similarly.

Pricing for the Radeon RX Vega continues to be the biggest remaining question surround the card’s launch. AMD is expected to pull the covers off everything within the next week.


Search news
Jul   Jun   May   Apr   Mar   Feb  
Archives By Year
2017   2016   2015   2014   2013  
2012   2011   2010   2009   2008  
2007   2006   2005   2004   2003