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Fortnite’s Item Shop Has Become An Increasingly Annoying Labyrinth Of Frustration

Fortnite’s Item Shop Has Become An Increasingly Annoying Labyrinth Of Frustration https://ift.tt/CIqR0WL The Fortnite item shop has always been kind of annoying, because it's never had a consistent inventory you could browse like a normal store. There are more than 2,000 Fortnite skins that have been sold in the item shop, but only a few dozen are available on any given day. But Epic has never been content with just the FOMO angle--the company has been dinged by regulatory agencies all over the world for its "dark patterns" and coercive sale techniques. In some very significant ways, the Fortnite item shop is in much better shape now because of the changes those agencies forced Epic to implement--like being able to cancel an errant purchase, and knowing exactly when an item will leave the shop. Still, though, Epic continues to come up with new ways to make the Fortnite shopping experience more complicated and annoying, particularly in the past year. Let's break ...

Alan Wake 2 Is What You Get When Remedy Believes In Itself

Alan Wake 2 Is What You Get When Remedy Believes In Itself https://ift.tt/nimZw7Y

When we last spoke to Sam Lake about the long and winding road to getting Alan Wake 2 made, he said, "What we have now as Alan Wake 2--I'm so happy it's this version. I'm so happy we did not get the opportunity to go with the earlier ones because I'm still very excited about this creation and what we are doing with it." While I never doubted the authenticity of the sentiment, it wasn't until I played it myself that I really understood what Lake meant.

I played close to two hours of Alan Wake 2, and, in numerous respects, it was impressive. Lake's quote specifically referenced the shift to survival horror and, based on limited slices of the game, it's already clear that was the right call. There are core mechanics carried over from the first Alan Wake that just make so much more sense in this Resident Evil 4-inspired survival-horror mold. The gameplay systems now feel like a vital part of a cohesive whole, as opposed to a fun gimmick with limited mileage layered on top of a thriller-themed action game.

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As a longtime fan of the studio, however, the most exciting thing for me wasn't how good it felt to burn away the shrouds of darkness enveloping enemies before firing gunshots. Nor was it investigating an environment and piecing clues together to open up a lock. Or even soaking up the unsettling atmosphere of the Dark Place, a surreal alternate dimension that now serves as Wake's prison. What really stuck with me was the pervasive sense of confidence in the execution of ideas, stylistic choices, and decidedly Remedy flourishes. Making Alan Wake 2 a survival-horror game may have been the big breakthrough for Remedy, but it feels like its greatest triumphs could only have come after the games the studio created since Alan's first visit to Bright Falls.

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