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Jump Space: Eines der besten Koop-Spiele auf Steam geht morgen ins ko…

Jump Space: Eines der besten Koop-Spiele auf Steam geht morgen ins kostenlose Wochenende

Heute ist das vielleicht nicht mehr so einfach nachzuvollziehen, aber wenn man Anfang der Neunziger mit Videospielen angefangen hat, wirkt Jump Spaces Konzept wirklich magisch: Als Mitglied einer vierköpfigen Crew bedient ihr ein Raumschiff in sich dynamisch neu verteilenden Rollen. Einer fliegt, die andere ballert im Geschützturm auf Jäger, während ein Dritter auf der Außenhülle des wilde Pirouetten drehenden Raumers Reparaturen durchführt und sich Nummer vier mit der Waffe im Anschlag durch die Schwerelosigkeit in Richtung einer Raumstation katapultiert. Für jemanden wie mich, ist das schon nah am Traumspiel meiner Jugend. truewildslot.com

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Warlock: Dungeons & Dragons won't have waypoints, so that players can figure things out without 'blindly trusting' a UI

I have shifted from a position of 'really? A third-person action D&D game?' to cautiously optimistic about the upcoming Warlock: Dungeons & Dragons. Partially because of a really solid showing at Gamescom, actually leveraging the prospect of playing a spellcaster with a bunch of interesting interactions and some swanky-looking combat.

My optimism continues to grow after an interview with IGN, in which general manager Dominic Guay tells the site that the game will be getting rid of traditional quest markers—there's a compass you can turn off, but that's about it: "We wanted them to engage with the world, to figure things out and feel that when they found things, it was based on their actions and not just blindly trusting a waypoint."

While I'm not always opposed to a waypoint—it really depends on the kind of game—I can say that a surplus of hand-holding is always irritating. Developer Invoke Studios has lucked into a topical time to talk about this stuff, too, since such obnoxious waypointery has made us feel a lot better about not getting the PS5 exclusive Wolverine anytime soon.

Guay continues that "the core team on this game have worked on other open world games before and we've done the, let's say, the heavy-handed guiding approach before. What ends up happening at some point—and it's normal—a lot of players will just [blindly follow] the waypoint, and then you lose that agency, you lose that feeling of curiosity because you're like, well, why even bother? And so we didn't want to go there. We wanted the player to explore."

Instead of typical quests, the game revolves around "Mysteries", which sound like a sort of light immersive sim way of going about things. Like asking for rumours in a D&D game, players can bumble around town chatting to NPCs to accrue clues and information—creating the illusion of stumbling across something organically.

"Not only are there multiple entry points, but depending on how you stumble upon them, it might change how you interact with them … You can chance upon that Mystery from a completely different place, and then it'll lead you toward that settlement, and you'll know before coming in there's something fishy going on here. So then you'll approach that settlement differently than in this case where you learn it from within."

Not all of these mysteries are so straightforward—but this all sounds pretty solid to me. What'll really make this system good is whether Invoke Studios can pull it off in a way that feels natural. Creating the illusion that I'm some super-smart warlock detective is neat on paper, but if every beggar I bump into starts talking about a sinister basement, I might feel just as coddled as I am with big glowing map markers and prompts. Or yellow paint. At least we aren't doing yellow paint again.

2026 games: All the upcoming games
Best PC games: Our all-time favorites
Free PC games: Freebie fest
Best FPS games: Finest gunplay
Best RPGs: Grand adventures
Best co-op games: Better together

Zack Snyder says he had some "catharsis" over the Snyder Cut after a Warner Bros. executive told him "you were right"

Zack Snyder has been opening up about the circumstances around his exit from DC once again.

The director was the original helmer of Justice League before he left the production and it was completed by Joss Whedon, featuring several reshoots and cuts to the original version.

It took Snyder a long time and a lot of campaigning to release his version, nicknamed the Snyder Cut, but it eventually hit HBO Max in 2021. While Snyder has revealed it was a difficult time and he's still never seen Whedon's version, he told Variety in a new interview that he did get some closure from an unnamed executive.

"There was this catharsis of, I met with this executive at Warner Bros. who's long gone since – I won't say who it was – and he said to me, 'You know, Zack, I've got to tell you one thing: You were right about everything.' And I was like, 'That's kind of you.' And he goes, 'We were fighting you, and in the end you were right.'"

According to reports at the time, some of the details that Warner Bros. had wanted changed in Snyder's version were a more humorous tone as well as significantly reduced runtime. Variety reported that the film was the fourth most streamed of 2021 and critical reception was significantly more positive than the theatrical version.

The director was speaking as part of the press rounds for his latest movie The Last Photograph, which marks a change of pace for the director. The passion project has just debuted at TIFF, but unfortunately the first reviews have not been glowing.

For more upcoming movies, check out our guide to 2026 movie release dates.

In brief

Full body tracking could come to Steam Frame courtesy of this supercharged Base Station-like device that doesn't require headset support Soulart says it's working to support Steam Frame with its standalone motion tracker.

ALLE Werbeaufkleber müssen weg - Handball-Bundesligaspiel plötzlich unterbrochen! Die Punkte bleiben. Die Werbung verschwindet. Vier Spiele, vier Siege: Der SC Magdeburg bleibt in der Bundesliga makellos. Doch beim Heimspiel gegen die HSG Wetzlar sorgt plötzlich etwas ganz anderes für Aufsehen. Mitten in der Partie lösen sich die Werbebanner auf dem Hallenboden. Zunächst löst sich nur ein einzelnes…

"They often don’t make it in the door": Wardogs studio Bulkhead check for "anti-crunch messaging" on prospective hires' social media, CEO says Bulkhead CEO Joe Brammer has revealed that the studio behind recent FPS hit Wardogs check the social media accounts of prospective hires for public criticism of crunch practices, and deliberately prefer to avoid bringing such folks on board. In the exec's view, devs working extra or long hours to get