<![CDATA[ PCGamer ]]> https://www.pcgamer.com Tue, 09 Jul 2024 01:26:14 +0000 en <![CDATA[ Elden Ring mod finally lets you wear Ranni as a demigod backpack like the true consort you are ]]> Elden Ring: Shadow of the Erdtree raises the bar for "fashion souls" players who chase the RPG's ultimate endgame: finding the cleanest fit possible. And by "raises the bar" I mean it establishes the concept—at least lore-wise—that you can just strap a demigod to you like you're giving them a piggyback ride. The ultimate drip. Sadly, it isn't possible to equip a demigod backpack in the game normally, so ApolloHoo has released a mod to fix that.

"Ranni's Promised Consort Tarnished" isn't the most descriptive title for a mod, but the images on the Nexus Mods page get the point across: You can wear everyone's favorite moon witch on your back like Godfrey's lion or a certain boss in the DLC. She doesn't do anything special back there but if you're a newlywed in new game+, you can think of it like a honeymoon in the Lands Between.

Comments on the Nexus Mod page say it can be tricky to install. You need to unzip the folder, which can throw up errors (it did for me), and drag the files into a Mod Engine 2 folder. A few people in the comments have uploaded "fixed" contents of the folder, but I'll let you decide how much you trust downloading files from random Nexus Mod strangers. Some commenters say they got it working without any extra help. It's worth scrolling through the comments though, there are instructions for how to prevent Ranni from showing up misaligned on your character and how to switch which weapon makes her appear (by default it's the Finger Seal).

Modder ApolloHoo has a similar mod available that will spoil a fight in the DLC for you, but it could help you understand how to get backpack Ranni working properly if you're having trouble. ApolloHoo actually has several mods that recycle NPC and enemy models for alternative uses, like a mod that turns your horse into the Divine Dragon from Sekiro or one that makes Fia's bed into a weapon for some reason.

Hopefully ApolloHoo can clean up the mod files or write out an installation tutorial because I need backpack Ranni to cast some frost spells and maybe even let you exchange some runes for buffs or level ups. The Seamless Co-op modder had better watch out; backpack Ranni could be the only co-op partner you'll ever need.

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https://www.pcgamer.com/games/rpg/elden-ring-mod-finally-lets-you-wear-ranni-as-a-demigod-backpack-like-the-true-consort-you-are EkTQu7gmSAHdqoL8JSTWRo Mon, 08 Jul 2024 23:13:00 +0000
<![CDATA[ Sony's hero shooter Concord reveals PC system requirements ahead of two weekend beta tests ]]> Concord, the upcoming hero shooter from Firewalker Studios and Sony, "has some juice," executive editor Tyler Wilde declared in a recent preview. Even better, it also has a couple of beta weekends coming very soon, so while I personally would trust Tyler's assessment implicitly, you'll be able to make up your own mind if that's how you prefer to do things—as long as you have a PC up to the task, that is.

The PC system requirements revealed today are a little on the heavy side. My own rig could probably sneak in under the "recommended" wire, but it'd be closer than I'd like—which, alas, is becoming more and more common with each passing year. Getting up to the "performance" level at 2K/60 fps, you'll need a pretty capable rig, including a Core i7-10700K CPU and RTX 3080 GPU.

The details:

Minimum (1080p, 60 fps, low graphics preset)

  • OS: Windows 10 64 bit (Creators Update)
  • CPU: Intel Core i7-8700K or AMD Ryzen 7 2700X
  • RAM: 8GB DDR4
  • GPU: Nvidia GeForce GTX 1660 6GB or AMD Radeon RX 5500 XT
  • Storage: 30GB SSD
  • OS: Windows 10 64 bit (Creators Update)
  • CPU: Intel Core i7-8700K or AMD Ryzen 7 2700X
  • RAM: 16GB DDR4
  • GPU: Nvidia GeForce RTX 2070 Super or AMD Radeon RX 5700 XT
  • Storage: 30GB SSD

Performance (1440p, 60 fps, high graphics preset)

  • OS: Windows 10 64 bit (Creators Update)
  • CPU: Intel Core i7-10700K or AMD Ryzen 7 3700X
  • RAM: 16GB DDR4
  • GPU: Nvidia GeForce RTX 3080 or AMD Radeon RX 6800 XT
  • Storage: 30GB SSD

Ultra (4K, 60 fps, ultra graphics preset)

  • OS: Windows 10 64 bit (Creators Update)
  • CPU: Intel Core i7-10700K or AMD Ryzen 7 3700X
  • RAM: 16GB DDR4
  • GPU: Nvidia GeForce RTX 4070 Ti or AMD Radeon RX 7900 XT
  • Storage: 30GB SSD

You'll also require a broadband internet connection across the board, because (of course) this is an online shooter.

(Image credit: Firewalk Studios)

Those are pretty heavy specs, especially if you want to roll at 4K. Another concern here, noted by PC Gamer shooterman Morgan Park, is the absence of specs for frame rates above 60. That's not entirely surprising, given that Concord is essentially a PlayStation 5 game that's also coming to PC—60 fps is the standard console target—but generally speaking, high frame rates are preferrable to glorious eye candy in competitive PC shooters, and hardcore players may find 60 fps a little less than ideal.

These requirements are strictly for the upcoming beta tests—Sony said final specs will be released closer to Concord's launch—and it's possible the game will offer unlocked frame rates on PC, although hitting 144 fps will naturally require better hardware. Hopefully the graphics settings are heavily tweakable for those who prioritize fps over particle effects.

Concord's early access weekend beta, for those who pre-order the game, runs July 12-14, and will be followed by an open beta running July 18-21. The full game is set for launch a month later, on August 23.

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https://www.pcgamer.com/games/fps/sonys-hero-shooter-concord-reveals-pc-system-requirements-ahead-of-two-weekend-beta-tests eEAXea37e3betHJUn4KK97 Mon, 08 Jul 2024 22:30:02 +0000
<![CDATA[ Elden Ring players team up as 'let us duo her' to spin kick its most infamous boss so fast she can't move ]]>

Poor Malenia, Blade of Miquella, Elden Ring's training dummy for testing some of the most ridiculous builds. If she isn't getting bullied by a naked man wearing only a jar, she's getting flies thrown at her until she can't take it anymore and gives up her Great Rune. Now, thanks to two players who realized Shadow of the Erdtree's new hand-to-hand weapon type won't even let her retaliate, her status as the hardest bosses in the game has been called into question.

Reddit user oRezyn posted video proof that Shadow of the Erdtree's new spin kick ash of war, Dryleaf Whirlwind, can completely trivialize the duel against Malenia, provided you have a buddy with the same loadout. In the video, oRezyn and another player, known together as 'Let us duo her', take turns kicking Malenia—which interrupts literally anything she tries to do—for a solid minute without taking a single hit.

"Imagine being one of the strongest demigods and getting stunlocked into infinity by two naked dudes," Vagabond_Charizard wrote in the comments.

oRezyn says the build they're using isn't even a build at all: It just requires Dane's Footwork and the Dryleaf Whirlwind Ash of War (with bleed) from the DLC. "With how we found this fight to go, we did not need to put on any specific talismans," they wrote. The only thing stopping you from becoming kick gods is that you have to reach the final area in Shadow of the Erdtree to get the right weapon and know someone else who has done the same.

Or you can hope Let us duo her show up in your game to summon as allies for the boss fight. oRezyn and their buddy helped several players fight Malenia during a stream over the weekend and maybe they'll do more assists. If you see two summon signs named Let us duo her, you know what to do. Just don't try to help because oRezyn says other people attacking her can mess up the infinite stun lock and cause Malenia to flee. "Then we just scream and run away."

Elden Ring's original folk hero Let Me Solo Her has moved on from Malenia to help people with the expansion's brutal final boss—a fight that took the legendary player a full three hours to beat. But who better to pick up the torch than two dudes who can kick real good?

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https://www.pcgamer.com/games/rpg/elden-ring-players-team-up-as-let-us-duo-her-to-spin-kick-its-most-infamous-boss-so-fast-she-cant-move 7ZaZv4CWoooMFjyJ4aDXTg Mon, 08 Jul 2024 21:41:10 +0000
<![CDATA[ The First Descendant contains icons from Destiny 2, and one theory about how they got there is a reminder that not everything on the internet is what it purports to be ]]> It came to light recently that an awful lot of icons in The First Descendant look an awful lot like icons in Destiny 2—far more than anyone could reasonably attribute to coincidence. Some have been adjusted to a small degree, others are just about straight-up copies, and it all seemed very strange: Would Nexon, a major player in the games business, really just steal assets from genre competitor Bungie, as if nobody would notice?

Shortly after the similarities were noticed, an explanation was put forward: Destiny 2 and The First Descendant both appear to make use of free-to-use icons sourced from a site called Iconduck. That seemed to make sense at first blush, but it raised an obvious follow-up question: Why the hell would Bungie use free artwork? We're not talking about a one-person indie working on their first project, after all: Destiny 2 is one of the biggest shooters on the planet.

(Image credit: kyle_xii (Twitter))

That question led me down the real rabbit hole. Iconduck does indeed host a pile of "free open source icons and illustrations"—nearly 274,000 of them, according to its website—which can be used "for personal and commercial purposes," but many of them appear to be stolen from other companies or games.

The Destiny icons collection, for instance, includes 204 icons which are offered as open source under a Creative Commons license. The set includes everything from the Destiny logo and class icons to faction logos, weapon icons, and even the Xbox and Microsoft Windows logos. It also carries a completely baffling set description calling Destiny icons "a bit obscure," which is not a word I would use to describe the game Sony paid $3.6 billion to get.

(Image credit: Iconduck)

Other offerings on Iconduck include various Pokémon icons, which the site says "can be used on your website, branding and designs," for "both personal and commercial purposes and projects."

Pokemon icons listed at Iconduck

(Image credit: Iconduck)

I'm not a copyright lawyer, but I'm pretty sure Pikachu cannot be used for commercial purposes not approved by The Pokémon Company. It's also very clearly in violation of Bungie's terms: Bungie does allow the use of Destiny data and game content for non-commercial use—things like interactive Destiny 2 maps or item managers—but "you don't own our stuff, so you can't sell it, use it to sell other things, or give other people permission to use it."

Yet that's what Iconduck is doing. Like the Pokemon collection, the Destiny icon repository states that "all icons can be used for personal and commercial purposes."

Tom Chapman, the maker of the Bray.tech websites for Destiny 2, is credited as the designer of the Destiny icon set. But he said on Twitter that he doesn't want his work used in this way, because the actual designs aren't his at all.

"Most of the icons are ripped from the font files created by Bungie and its designers," Chapman tweeted. "Most of the remainder are designed by Bungie and recreated by me or whoever contributed them to that repo. I don't want @iamiconduck to use my work like this."

The question now is whether Nexon snagged some of these Destiny icons from Iconduck with the belief that it had permission to use them, since the site claims they are free for commercial use, or if they wound up in The First Descendant some other way.

Whatever the answer, it only leads to more questions. How did absolutely no one at Nexon not recognize a single one of these icons? How did Nexon's legal team not vet these icons thoroughly the moment someone in the art department said, "Hey, it's cool, they're free?" And getting back to what started all of this: Why would Nexon use free artwork? It's not like it lacks the resources to make its own icons.

The particulars of this story remain unclear for now, but for developers who do rely on free and open source resources, it is perhaps a useful reminder that not everything on the internet is what it says it is.

I've reached out to Bungie, Nexon, and Iconduck for comment and will update if I receive a reply.

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https://www.pcgamer.com/games/third-person-shooter/the-first-descendant-contains-icons-from-destiny-2-and-one-theory-about-how-they-got-there-is-a-reminder-that-not-everything-on-the-internet-is-what-it-purports-to-be 2ZcY8T88CnKRQkh2gDKyG3 Mon, 08 Jul 2024 21:22:21 +0000
<![CDATA[ Apex Legends announces 'improved' battle pass structure that actually sucks for players, removes option to pay with in-game currency ]]> One thing you never want to see as a player of a live service game is a convoluted new spreadsheet—they're rarely if ever a bearer of good news. Case in point: The "improved" Apex Legends battle pass structure, announced today with a blog post and headache-inducing chart, has immediately led to protest planning.

Here are the two biggest changes:

  • There'll now be two 60-tier battle passes per season instead of one 110-tier pass
  • Premium battle pass tracks will only be purchasable with real money

So, instead of spending 950 Apex Coins (approximately $9.99, but alternatively earned by playing) on each season's premium battle pass track, players are now invited to spend $9.99 cash per "half season" premium battle pass track. A $19.99 Premium+ track has also been introduced for each half season battle pass, replacing the old premium bundle.

What makes this nouveau structure better, according to Respawn, is that it'll be easier to get the most desirable items in each of the smaller half-season passes. Their 60 tiers will still include the same number of legendary skins as the old season-long passes, with a Reactive weapon skin at the top tier, plus more Crafting Metals and Apex Packs. Meanwhile, items that weren't seeing much use, such as weapon charms, will appear less frequently.

"We've seen the numbers, and things need to be more approachable and realistic for our global player community," said the developer. "Each of these updated aspects allows us to make the Battle Pass more attainable and valuable for your time and money."

A player who purchases a half-season battle pass premium track should therefore get as much for their money as they did with one of the old season-long passes, but faster and with less filler. Meanwhile, players on the free track will now get twice as many Apex Coins and Apex Packs per season (because there are now two battle passes per season), as well as a small assortment of epic skins each half-season.

(Image credit: Respawn)

It's not all bad—I like the idea of cutting out filler items—but removing the option to pay for the premium track with Apex Coins obliterated any possibility of a cheerful reception. It doesn't help that Respawn's explanation for that part of the change isn't very coherent. The blog post says that switching to real money will "up the value" of the premium tracks, but you'd have to be a supernaturally-skilled rhetorician to make anyone believe that. Since Apex Coins earned in the battle pass can no longer be used to unlock future premium battle pass tracks, I'd say their value has been seriously reduced.

It's also worth noting that more battle passes per season also means players have less time to finish them. The new 60-tier setup makes them quicker to complete, but compressing a three-month window into six weeks changes Apex's FOMO formula. Now if you buy a pass, you better be sure you're going to be playing a lot of Apex over the next few weeks, because the next one is just around the corner.

Already, one player has laid out a protest plan on the Apex subreddit. The top responses are skeptical that such a boycott will accomplish anything—the specter of that one Modern Warfare 2 "boycott" screenshot always hangs over these things—but it speaks to the level of affront some players are feeling. The titles of other rising posts in the subreddit include "Alright guys I'm out," "Farewell Apex, it was fun while it lasted," and "Is Apex Dying?"

The first half-season battle pass will launch with Apex Legends Season 22 in August. To promote the new format, its premium track will be free for players who complete "a set of challenges within the first two weeks."

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https://www.pcgamer.com/games/battle-royale/apex-legends-new-battle-pass ULLVjokqTGY75ddonYi6tH Mon, 08 Jul 2024 20:37:23 +0000
<![CDATA[ Embracer has reportedly closed Elex developer Piranha Bytes as former creative director announces a new indie studio ]]> Piranha Bytes, the German developer of the Gothic, Risen, and Elex RPGs, has reportedly been closed by parent company Embracer Group. The closure comes less than six months after Piranha Bytes said it was "in a difficult situation" but was still trying to find a way to move ahead with its next game in order to keep the studio open.

The closure was first reported by Polish gaming site CD Action, which quoted a former employee as saying the studio had been shuttered at the end of June after Embracer was unable to find a buyer. 

Shortly after that report came to light, former creative director Bjorn Pankratz, along with his wife and fellow Piranha Bytes veteran Jennifer, announced the launch of a new indie outfit called Pithead Studio. 

"We wanted to keep doing what we love," Pankratz said in the studio announcement video. "This seemed like the best way to do it."

The video makes no mention of Piranha Bytes, but a message posted on the Pithead Studio Discord points to an unhappy ending. 

"As you sure noticed, the gaming industry was not doing well last year," it states. "This was also the case for the Embracer Group, to which THQ Nordic and Piranha Bytes belong. A lot of studios had to close, thousands of people in the gaming industry worldwide lost their jobs. Sadly, Piranha Bytes was also affected by this."

A separate message notes that the Gothic, Risen, and Elex games remain the property of THQ Nordic, the Embracer brand under which Piranha Bytes operated, and Pithead Studio has no knowledge of, or influence over, what will happen to them in the future.

"All we know is that Alkimia Interactive from Spain is working on an Elex remake," Pithead said. "We are not included in the making of the remake in any form, and therefore have no influence on it. Therefore, we are as excited as you are and will follow it with curiosity."

Piranha Bytes wasn't a "big" studio but it did have deep roots in PC gaming. Founded in 1997, its first game was the 2001 fantasy RPG Gothic, and while it wasn't a huge hit, it established Piranha Bytes as a maker of ambitious Eurojank—the sort of games that tend to have small but very dedicated followings. That reputation was cemented over the years by two more Gothic RPGs, the Risen RPG trilogy, and two Elex games: The first Elex, for instance, "is the kind of weird, flawed RPG we don’t always get anymore," we wrote in our 2017 review, the kind of thing that "will appeal to die-hard RPG fans and few others." 

Embracer-owned THQ Nordic acquired Piranha Bytes in 2019, when Embracer's 'buy everything that isn't nailed down' spree was getting up to full speed, but it fell victim to the collapse of a $2 billion investment deal that resulted in hundreds of layoffs through 2023 and '24, and the closure of other studios including Volition, Free Radical, and Pieces Interactive.

A message posted on the Piranha Bytes website in January saying the studio was trying to find a partner for its new project has been removed. Via the Wayback Machine, that message was present as recently as June 2—all that remains now is the studio logo and contact information.

THQ Nordic declined to comment on the reported closure.

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https://www.pcgamer.com/gaming-industry/embracer-has-reportedly-closed-elex-developer-piranha-bytes-as-former-creative-director-announces-a-new-indie-studio 6g2cB8zhoknBWMX3vnphuc Mon, 08 Jul 2024 19:22:22 +0000
<![CDATA[ Google's AI visionary says we'll 'expand intelligence a millionfold by 2045' thanks to nanobots, the tech will resurrect the dead, and we're all going to live forever ]]> AI is undoubtedly the biggest technology topic of the last decade, with mind-bogglingly vast resources from companies including Google, OpenAI and Microsoft being poured into the field. Despite that the results so far are somewhat mixed. Google's AI answers are often just straight-up dumb (and incidentally are behind a 50% increase in the company's greenhouse gas emissions over the last five years), AI imagery and videos are filled with obvious errors, and the chatbots… well, they're a bit better, but they're still chatbots. 

One man, however, both predicted this level of interest and certain elements of how AI is developing. The Guardian has a new interview with Ray Kurzweil, a futurist and computer scientist best-known for his 2005 book The Singularity is Near, with the "Singularity" being the melding of human consciousness and AI. Kurzweil is an authority on AI, and his current job title is remarkable: he is "principal researcher and AI visionary" at Google. 

The Singularity is Near predicted that AI would reach the level of human intelligence by 2029, while the great merging of our brains with AI will occur around 2045. Now he's back with a follow-up called The Singularity is Nearer, a title which doesn't need much explanation. Strap yourself in for a dose of what some might call techno-futurism, while others may prefer the term dystopian madness.

Kurzweil stands by his 2005 predictions, and reckons 2029 remains an accurate date for both "human-level intelligence and for artificial general intelligence(AGI)–which is a little bit different. Human-level intelligence generally means AI that has reached the ability of the most skilled humans in a particular domain and by 2029 that will be achieved in most respects." He reckons there may be a few years beyond this where AI can't surpass "the top humans in a few key skills like writing Oscar-winning screenplays or generating deep new philosophical insights," but eventually "it will."

The real nightmare fuel comes with Kurzweil's notion of the Singularity, which he views as a positive thing and makes some absolutely wild claims about. "We’re going to be a combination of our natural intelligence and our cybernetic intelligence and it’s all going to be rolled into one. Making it possible will be brain-computer interfaces which ultimately will be nanobots—robots the size of molecules—that will go noninvasively into our brains through the capillaries. We are going to expand intelligence a millionfold by 2045 and it is going to deepen our awareness and consciousness."

Claiming that your field is going to "expand intelligence a millionfold" is the kind of total hubris that belongs at the start of a bad science fiction novel, and strikes me as so abstract as to be essentially meaningless. We don't even understand how our own brains work, so the notion that they can both be replicated and altered to the whims of people like Kurzweil strikes me as deeply unattractive. Let's be clear, we are talking about changing peoples' brains and physiology by injecting them with nanomachines. I somehow don't think that's all going to go as swimmingly as some advocates claim.

The AI visionary acknowledges "People do say 'I don’t want that'" and then argues "they thought they didn’t want phones either!" Kurzweil returns to the theme of phones when discussing accessibility, and the notion that AI advancements will disproportionately benefit the rich: "When [mobile] phones were new they were very expensive and also did a terrible job [...] Now they are very affordable and extremely useful. About three quarters of people in the world have one… this issue goes away over time."

Ray Kurzweil, Google's AI visionary, speaking at SXSW.

Ray Kurzweil speaking at SXSW. (Image credit: Diego Donamaria via Getty Images)

Live forever

My first plan is to stay alive, reaching longevity escape velocity. I’m also intending to create a replicant of myself. I take about 80 pills a day to help keep me healthy. Cryogenic freezing is the fallback.

Ray Kurzweil

Hmm. Kurzweil has a chapter on "perils" in the new book, but seems quite relaxed about the possibility of doomsday scenarios. "We do have to be aware of the potential here and monitor what AI is doing. But just being against it is not sensible: the advantages are so profound. All the major companies are putting more effort into making sure their systems are safe and align with human values than they are into creating new advances, which is positive."

I straight-up do not believe that and do not trust these big tech companies or their research teams to prioritise safety over AI advancement. Nothing in tech has ever worked this way, and even though it's now somewhat dated the Silicon Valley philosophy of "move fast and break things" seems to perfectly encapsulate the current AI craze.

Kurzweil's life and work is all bound up with this technology, of course, so you would expect him to be making the optimistic case. Even so, the following is where I check out: immortality.

"In the early 2030s we can expect to reach longevity escape velocity where every year of life we lose through ageing we get back from scientific progress," says Kurzweil. "And as we move past that we’ll actually get back more years. It isn’t a solid guarantee of living forever—there are still accidents—but your probability of dying won’t increase year to year. The capability to bring back departed humans digitally will bring up some interesting societal and legal questions."

Ryan Gosling looking worse for wear looking up lit by purple light

(Image credit: Warner Bros.)

AI is going to raise the dead! I really have heard it all now. As for Kurzweil himself: "My first plan is to stay alive, reaching longevity escape velocity. I take about 80 pills a day to help keep me healthy. Cryogenic freezing is the fallback. I’m also intending to create a replicant of myself [an afterlife AI avatar], which is an option I think we’ll all have in the late 2020s. I did something like that with my father, collecting everything that he had written in his life, and it was a little bit like talking to him."

The phrase "a little bit" is doing a lot of heavy lifting there, because what Kurzweil means is that the replicant of his father was not, in fact, like his father. The interview ends on the note that "it is not going to be us versus AI: AI is going inside ourselves."

Well. Kurzweil is a hugely respected figure, and holds significant sway within the AI field. I'm just blown away by how much of this he seems to think is desirable, nevermind achievable, and the breezy way with which the manifold potential problems with this technology are dismissed. In 10 years we'll be increasing our life expectancy with nanobots, and in 20 we'll all be some sort of human-hardware hybrid with our brains dominated by software we don't understand and don't control on a personal level. Oh, and we'll be resurrecting the dead as digital avatars.

AI is a technology that is currently defined not by what it can do, but by what its advocates promise it will be able to do. And who knows, Kurzweil may well turn out to be right about everything. But personally speaking, I quite like being me, and I have no real desire to bring dead relatives back to life through ghoulish software approximations. Some might call this playing god, but I prefer to put it another way. This whole philosophy is as mad as a badger in a cake shop, and will end just as well.

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https://www.pcgamer.com/software/ai/googles-ai-visionary-says-well-expand-intelligence-a-millionfold-by-2045-thanks-to-nanobots-the-tech-will-resurrect-the-dead-and-were-all-going-to-live-forever nuRtNcB6XuCVkHZ28P4XpY Mon, 08 Jul 2024 18:25:02 +0000
<![CDATA[ Parrying god defeats the hardest boss in Sekiro without moving, admits 'I really need a DLC' ]]> A veteran Sekiro player, GroeneWolf420, has done the unthinkable and defeated Isshin: The Sword Saint by using abilities instead of "walking, running, jumping, or mikiri countering," according to a Reddit post. To be clear, this means facing one of FromSoft's most fearsome bosses and somehow parrying through everything, even thrust attacks that are not meant to be parried in the conventional fashion (via GamesRadar). 

You can watch the entire fight, which is just under five minutes in length, and honestly, it looks rough. Using attacks and abilities to close ground on Isshin and deflect attacks with precision timing instead of relying on mikiri counter for thrusts, which can deal a ton of posture damage to your opponent. There were a few times where GroeneWolf420 was on the back foot during the fight, but on their 45th try, they somehow managed to pull it off and defeat Isshin. 

But it looks like this fight was just the start. In the thread below, GroeneWolf420 asks, "Are there any other bosses you guys want me to fight like this?" Someone suggests the next opponent should be Inner Isshin with all the restrictions of their first fight. Although, it looks like we'll have to wait a bit longer to see the outcome of this fight: "I'm still doing it," GroeneWolf420 says. "[I] had to beat the game yesterday again to activate charmless [but] I'm still doing it right now." 

Another player suggests that the Great Shinobi Owl would be a worthy adversary: "I am gonna say fight Owl, but with thrusts. I know there are openings that Owl has where you can thrust, so it would be educational for me."

Some other onlookers chipped in to try and give more helpful tips and tricks for future fights. A couple of people recommend using iframes (invincibility frames) to their advantage. "At the start of phase 2, when Isshin takes the spear from the ground if you iframe the moment he stomps the floor, you can dodge that," a player says. While jumping isn't allowed during the fight, grappling or dashing will afford you some breathing room. 

Sword Saint without walking, running, jumping or miriki countering from r/Sekiro

Despite Sekiro releasing just over five years ago, there's no DLC or story expansion in sight. Which is probably one of the reasons some seasoned players think up brutal and impressive ways to take on the game's bosses. GroeneWolf420 even admits: "I really need a DLC."

Right now, it feels like Elden Ring's DLC Shadow of the Erdtree is the closest thing Sekiro players will get to any expansion. While that may seem odd, Hidetaka Miyazaki actually said that "Sekiro was a big turning point" for FromSoft games, and many subsequent games take inspiration from its fighting systems. Shadow of the Erdtree's bosses fight much the same as Sekiro's in that they are more aggressive and less forgiving. Shadow of the Erdtree even has a Sekiro-like leveling system, just so players can't steamroll the DLC.  

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https://www.pcgamer.com/games/adventure/parrying-god-defeats-the-hardest-boss-in-sekiro-without-moving-admits-i-really-need-a-dlc GtwECbdvdJf5K5ieLSkA6c Mon, 08 Jul 2024 16:56:00 +0000
<![CDATA[ Multiple governments around the world have secretly agreed to restrict the export of quantum computers ]]> It seems that "secret international discussions" have led to an export ban for quantum computers of a certain level of power, despite scientists around the world being unable to actually explain why.

Quantum computers might seem to be a work of science fiction, but they do exist and are used by academic institutions and computing businesses around the world. Even though they're very limited in capability right now, it hasn't stopped multiple governments from secretly agreeing to limit the export of them to other countries, leaving computer scientists puzzled over the logic behind the decision.

That's according to New Scientist and it contacted the UK government for an explanation for export restriction, only to be told that the request was denied on the grounds of security. You might think that this is a very sensible decision because quantum computers are supposed to be able to crack any encryption in the blink of an eye.

However, while that's theoretically possible, quantum computers right now are too basic and error-prone to be able to do this. In fact, such machines are so far off achieving this kind of computing zenith that there's no logical reason to limit their export.

Of course, anything to do with computing, be it quantum, AI, or encryption, typically invokes a heavy-handed approach by authorities, especially those who worry about other states getting ground on them in the world of technology.

News that the UK had put export restrictions in place came to light last month, with quantum computers sporting more than 34 qubits and a specifically low enough error rate being the main ones blocked. What's particularly unusual about this latest news is that other countries have followed suit, creating export controls that match the UK's word-for-word, specification-for-specification.

Such countries include France, Spain, and the Netherlands, which might lead one to think that this is an EU thing. However, Canada has also done the same so it's clearly not limited to Europe. New Scientist contacted the French embassy, where a spokesperson claimed that the controls were set on the basis of "multilateral negotiations conducted over several years under the Wassenaar Arrangement."

That's an agreement to control the sales of arms and goods that have military applications, so it raises the question as to why some governments think quantum computers meet the criteria for the arrangement. Milan Godin, an adviser to the EU, told New Scientist that quantum computers are a type of technology that has the potential to crack encryption and the potential to improve military strategies, and this could be the reason behind the move.

The upshot of this is that if you can afford to buy a quantum computer, then it looks like you're only going to get your hands on an extremely rubbish one. For academic institutions that have set aside funds to continue research in quantum computing, this will probably mean such endeavours will have to be abandoned.

If you were hoping to see a quantum computer run a spaceship and make you a cup of Earl Grey tea (hot) in your lifetime, it looks like you're going to be disappointed.

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https://www.pcgamer.com/hardware/multiple-governments-around-the-world-have-secretly-agreed-to-restrict-the-export-of-quantum-computers ZY4P5yq6i5nCY2QVyXk9Td Mon, 08 Jul 2024 16:37:23 +0000
<![CDATA[ Helldivers 2 players realise you can survive ludicrous falls by doing a Hug emote while flying through the air ]]> The Helldivers are currently engaged in an all-out brawl over planet X-45, thanks to a major order that has everyone wondering about the potential reward of a mysterious interplanetary battle station. The order is due to wrap up soon and, although players have been making good progress, a renewed assault from the dastardly Automatons in the final day means it's all hands on deck, and over 50% of all Helldivers are on this single planet.

The official narrative aside, however, the hardy defenders of democracy have discovered a new variety of bug: the good kind. Helldivers 2 incorporates fall damage which, depending on the situation, can be as deadly as any Bile Titan. It's mostly a minor factor, with players having to be careful about what heights they jump from, but it can become lethal when you're fighting on higher ground or, particularly, when you're in the epicentre of explosions. With the latter, even if the Helldiver survives the initial damage they tend to get ragdolled across the map (some players think this in itself is a function of the somewhat glitchy physics) and the impact from that can be a killer. 

Players have now discovered that fall damage can be reduced significantly through the simple method of triggering an emote animation once airborne. The below clip shows a Helldiver coming in hot and landing their pod atop an Automaton tank, destroying it, and triggering an explosion as their avatar exits the Hellpod. The explosion sends them into the stratosphere but, partway through the arc, the emote is triggered and the Helldiver character swiftly changes from flailing about to a weirdly rigid posture. They sail through the air like this and land safely from a fall that should have been fatal several times over.

To whoever said emoting reduces fall damage, thanks from r/Helldivers

Players have been testing this and checking just what the damage reduction is at various heights, and it does consistently reduce damage and make fatal falls non-fatal. Even more curiously, it works with both the "hug" and "salute" emotes but the former is ever-so-slightly more effective.

The speculation is that this is a function of Helldivers 2's physics, which are a weird mix of precision and pratfalling. For example: landing on your ass is a surefire and intentional way of reducing damage, whereas landing on your head is always going to be bad news. But players don't usually have any degree of control over this: if you get launched towards a rock head-first, you can't under normal circumstances re-orient your body. But the emote animation does exactly this.

So theory has it that the rigid posture caused by emoting in mid-air causes the Helldiver model to land in a manner where the damage is applied to a single limb such as an arm, rather than being applied to multiple limbs at the point of impact and stacking to fatal levels.

The funniest thing about this is undoubtedly the way the Helldiver's body goes all stiff in mid-air and, needless to say, this most meme-happy of communities has a new one. I give it a day before someone's stuck a helmet on this diver:

Helldivers emoting to avoid fall damage be like: from r/Helldivers

The emote fall glitch has been unofficially christened the T-pose of democracy, though whether Arrowhead will lean into the bug or ruthlessly excise it in the next patch remains to be seen. Until then, get out there, get some action, and if you get too much action then stiffen up for the win.

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https://www.pcgamer.com/games/action/helldivers-2-players-realise-you-can-survive-ludicrous-falls-by-doing-a-hug-emote-while-flying-through-the-air hEdWoTVaHYRYrK94ocPaZJ Mon, 08 Jul 2024 16:15:59 +0000