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In Other Waters Review – The Life Aquatic
Beyond the reef, the shelf drops away into the turquoise haze of the open ocean. I find myself surrounded by golden-peaked pillars aglow with the shimmering petals of sunlit life. Bright green webs of twisted tendrils extend from pillar to pillar, forming a writhing network of bridges for the feathery, fern-like creatures who patrol and maintain them. It's a spectacular, awe-inspiring scene. Yet it exists mostly in my imagination, its wonder shaped by a handful of single-sentence descriptions and a simple two-colour contour map. In Other Waters does so much with seemingly so little, emerging as a masterclass in prudent, minimalist storytelling.
Dr. Ellery Vas is a xenobiologist following in the wake of her partner who disappeared while researching extraterrestrial life on the ocean planet Gliese 667Cc. Stationed at her partner's abandoned lab and equipped with an AI-controlled diving suit, Vas explores the depths in search of answers. In a disarming inversion of the typical human-AI relationship, you play the AI; Vas sets the objectives, often conferring with you, but it's your job to plot her course, gather samples, and run tests back in the lab.

The setup allows Vas room to breathe as a character. As you guide her maritime expedition, she provides intermittent narration. She pauses to marvel at new sights, thinks out loud as she works through possible theories, and occasionally confides in you her doubts and fears. Conversation may be sparse, and your ability to respond is limited to the odd yes or no answer, yet it's perhaps all the more affecting because of it. The two of you are strangers at the outset, but Vas' wariness at revealing her innermost thoughts to an AI gradually washes away as she realises, despite your reticence, that you understand her predicament--in the process unearthing a memorably multi-layered character. It's a friendship forged in aquatic isolation, one quiet line at a time.
Continue Reading at GameSpotIn Other Waters Review – The Life Aquatic
Beyond the reef, the shelf drops away into the turquoise haze of the open ocean. I find myself surrounded by golden-peaked pillars aglow with the shimmering petals of sunlit life. Bright green webs of twisted tendrils extend from pillar to pillar, forming a writhing network of bridges for the feathery, fern-like creatures who patrol and maintain them. It's a spectacular, awe-inspiring scene. Yet it exists mostly in my imagination, its wonder shaped by a handful of single-sentence descriptions and a simple two-colour contour map. In Other Waters does so much with seemingly so little, emerging as a masterclass in prudent, minimalist storytelling.
Dr. Ellery Vas is a xenobiologist following in the wake of her partner who disappeared while researching extraterrestrial life on the ocean planet Gliese 667Cc. Stationed at her partner's abandoned lab and equipped with an AI-controlled diving suit, Vas explores the depths in search of answers. In a disarming inversion of the typical human-AI relationship, you play the AI; Vas sets the objectives, often conferring with you, but it's your job to plot her course, gather samples, and run tests back in the lab.

The setup allows Vas room to breathe as a character. As you guide her maritime expedition, she provides intermittent narration. She pauses to marvel at new sights, thinks out loud as she works through possible theories, and occasionally confides in you her doubts and fears. Conversation may be sparse, and your ability to respond is limited to the odd yes or no answer, yet it's perhaps all the more affecting because of it. The two of you are strangers at the outset, but Vas' wariness at revealing her innermost thoughts to an AI gradually washes away as she realises, despite your reticence, that you understand her predicament--in the process unearthing a memorably multi-layered character. It's a friendship forged in aquatic isolation, one quiet line at a time.
Continue Reading at GameSpotHenry Cavill Painting Warhammer Figurines to Get Through Quarantine
"Considering we are, both, going through the Easter period, and going through The Lockdown, I figured it a good time to put a silver lining onto the cloud that is some of the darker moments during this time," Cavill posted. "So I've decided to polish some old skills and try my hand at some new ones! It is a time of rebirth after all."
Cavill went on to profess his love for Games Workshop, the British miniature wargames company behind the Warhammer Age of Sigmar and Warhammer 40,000 fantasy game titles:
"So, as you can see here, the obvious might look a little bit like a tiny helmet...which it is. One of my almost life long hobbies, that I've been following but not actively doing, is this. A company called Games Workshop...or plastic crack as 'we' call it. Genuinely can't get enough of the lore they have built over the decades. They have been some of my most enthused reads! If you were in denial about me being a geek before, you can't hide from it now."
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You can also see a computer monitor behind Cavill's with a document being written so it appears Cavill is working on a story of his own while in self-isolation or, as he puts it, "there may just be some completely new skills I'm working on.....or there may not be, so all of your eye squinting and attempts at digital unfocusing will be in vain....orrrr maybe they won't."
Henry Cavill will return as Geralt of Rivia in Season 2 of Netflix's The Witcher, which will introduce several new characters familiar to fans of the books. Production on the next season, however, is currently on hiatus due to the coronavirus pandemic.
[widget path="global/article/imagegallery" parameters="albumSlug=the-witcher-explaining-all-the-characters-and-who-plays-them&captions=true"]Update: Ghost of Tsushima Gameplay Details
While neither OPM nor Sony specified what details are inaccurate, they are likely details regarding the Waypoint system and ally system detailed in the original report.
Original story follows.
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Ghost of Tsushima will eschew traditional video game waypoints in favor of having players navigate the world using landmarks and other physical features, according to a new preview for Sucker Punch’s upcoming samurai-ninja action game.
With only a few months until Ghost of Tsushima’s launch (still slated for PS4 on June 26), Official PlayStation Magazine UK has a new preview for the action-adventure title, including new details about how travel and NPCs work in the game.
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When it comes to making your way through the detailed sandbox of Tsushima, players will have to rely on physical landmarks and understanding of the world to explore. There are no waypoints in the game highlighting where the next mission is, or where a side quest might be located.
Compare this with Sucker Punch’s Infamous series which used different waypoints to highlight various activities players can engage with. So if you’re looking for a destination, you’ll hopefully have a good sense of in-game direction.
Other highlights from the preview include how the eponymous Ghost, real name Jin Sakai, was trained as a samurai but adopts ninja-like skills to take on the Mongol invaders. That means Sakai can use either his samurai abilities or ninja abilities to take on threats.
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The players’ combat choice can even impact interactions with other characters in Ghost of Tsushima. Shimura, Sakai’s uncle and also a samurai, doesn’t approve of the ninja-skills which could negatively impact your relationship with the character if you rely on it too much.
Another character, Makoto, is an expert archer and could be a powerful ally to Sakai. However, if she disagrees with too many of your actions she could end up turning on you. This suggests there are limited branching paths where the story changes depending on your actions.
One cool detail for cinephiles is how the soundtrack features music by Japanese film composer Shigeru Umebayashi, who worked on movies like House of Flying Daggers and The Grandmaster.
Check back with IGN for more news about Ghost of Tsushima, or check out our PS5 page for all the latest details on Sony’s next-gen console.
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Matt Kim is a reporter for IGN.Dune: Here’s Your First Look at the Epic Retelling
Timothée Chalamet as Paul Atreides in Dune. (Photo credit: WB/Vanity Fair)[/caption]
Chalamet was drawn to the role of Paul Atreides precisely because he's not the usual genre hero yearning for adventure. “The immediately appealing thing about Paul was the fact that in a story of such detail and scale and world-building, the protagonist is on an anti-hero’s-journey of sorts,” said Chalamet.
Paul will find the path he thought his life would take radically altered once on Arrakis, where he eventually joins forces with the native Fremen.
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As of now, Warners still intends to release Dune in theaters this December despite so many other films being delayed due to the coronavirus pandemic.
Director Villeneuve paid tribute to his international crew, who he said "are like family to me." He added, "I look forward to a time when we can all get together again as Dune was made to be seen on the big screen.”
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For more on Dune, check out our explainer breaking down the saga, the first look at the film's logo, and our rundown of the film's amazing cast.ESRB Announces New Ratings Label for Loot Boxes
"This new Interactive Element, In-Game Purchases (Includes Random Items), will be assigned to any game that contains in-game offers to purchase digital goods or premiums with real world currency (or with virtual coins or other forms of in-game currency that can be purchases with real world currency) for which the player doesn't know prior to purchase the specific digital goods or premiums they will be receiving (e.g., loot boxes, item packs, mystery awards)," the ESRB said in their announcement.
This new signage will be attached to any game that includes loot boxes, gacha games, item or card packs, prize wheels, treasure chests, and more, according to the ESRB. If a game has in-game purchases but no random items to be purchased, the game will receive only the "In-Game Purchases" rating.
This new rating comes by way of requests to the ESRB, the organization said.
"Since adding the In-Game Purchases notice to ratings assigned to physical games, many game consumers and enthusiasts (not necessarily parents) have reached out to us asking the ESRB to include additional information to identify games that include randomized purchases," the ESRB said. "The In-Game Purchases (Includes Random Items) Interactive Element was developed in response to those requests."
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The ESRB explained why it's not specifically using the words "Loot Boxes," which are words the gaming community as a whole typically use when referring to randomized in-game purchases. According to the ESRB, the organization wanted to ensure that the label covers all transactions with randomized elements — not just loot boxes. It also said that research shows that less than a third of parents have both heard the term "loot box" and understand what that term means.
"'Loot box' is a widely understood phrase in and around the video game industry and among dedicated gamers, but most people less familiar with games do not understand it," the ESRB said. "While the new label is primarily in response to feedback from game enthusiasts, it is still essential that all consumers, especially parents, have a clear understanding of the rating information we provide."
To catch up on the loot box discussion, read about EA's Star Wars Battlefront 2, which is the game that stirred the discussion around the industry back in 2017. EA defended those loot boxes and called them "surprise mechanics" at the time. This larger discussion of loot boxes is still ongoing and just last year, had publishers like Nintendo, Microsoft, and Sony working on new policies regarding loot box probability.
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Wesley LeBlanc is a freelance news writer and guide maker for IGN. You can follow him on Twitter @LeBlancWes.
