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Crimson Desert's Opening Hours Want You To Rage Quit

Crimson Desert's Opening Hours Want You To Rage Quit https://ift.tt/SyBXegJ Crimson Desert post-intro and onward is absolutely worth playing, but the vague tutorial instructions in the first couple of hours can immediately leave a sour taste in your mouth. First of all, don't worry, we've got you. And better news, it’s not like this for the whole game, it mellows out after a while! So let’s walk you through step by step on how to navigate the opening hours so you can get into the meat of the game. If you ever get soft locked, you can either use the escape feature or one of the three auto save slots. The game auto saves pretty regularly so if you had something catastrophic happen within the past five minutes you can roll back, but anything farther than that it might not be accessible anymore--just be wary and manual save as needed. Start off by simply talking to the Graymanes from the frontside--it's straightforward here, just keep progressing. It’ll then throw you in...

Mortal Kombat: Onslaught Turns The Franchise Into A Team-Based RPG

Mortal Kombat: Onslaught Turns The Franchise Into A Team-Based RPG https://ift.tt/fBgJwub

If there's anything Mortal Kombat has always been known for, it's the crack, crunch, spurt, and gurgle of its graphic violence. But over the last decade, the franchise has become just as synonymous for its Hollywood-caliber cutscenes and epic storytelling, and that's exactly what Mortal Kombat: Onslaught, NetherRealm Studios' new mobile game that is out now, hopes to capture in its gameplay.

That's a tall order considering the grandiose scale of its cinematics, often displaying over-the-top battles of dozens of characters taking on larger-than-life villains--even the mainline games' usual 1v1 fights rarely capture the same Hollywood blockbuster spirit. But Mortal Kombat: Onslaught, a real-time, squad-based mobile RPG, sets out to replicate that sense of scale in the palm of your hands. During my hands-off preview of the game, I got a look at exactly how the gameplay intended to capture that and chatted with lead designer and NetherRealm veteran Mike Lee.

"We designed gameplay off what we wanted it to look like--what we wanted it to represent: the cutscenes," Lee told me. In Onslaught, you'll craft a team of four to five fighters selected from a roster of 50 MK characters and take on a squad of enemies in a standalone story-focused adventure that sees its heroes, once again, fighting to protect several realms under attack. Spread over 10 chapters, the story will unravel over 300 battles that feature the same level of theatrics and high fantasy of its mainline series. Chapters are planned to roll out all the way into 2024, with four chapters available at release.

Continue Reading at GameSpot

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