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Assassin's Creed Shadows Roadmap Includes Major Update, A Parkour Challenge, And Switch 2 DLC

Assassin's Creed Shadows Roadmap Includes Major Update, A Parkour Challenge, And Switch 2 DLC https://ift.tt/vDXJKNa Ubisoft has released its roadmap for Assassin's Creed Shadows through to the end of March, showing off the game's next title update, a parkour challenge for players to compete in, and a release date for the game's DLC on Switch 2. The game's next title update lands on February 17--that's tomorrow--and will introduce three new additions to the game, all of them significant in their own way. The first is a detailed stats page, which can be accessed from the inventory, which will let you dig into all the stats relating to your loadout at a micro level. If you want to examine exactly how much damage you can do, all the buffs you've assigned and really examine your equipment's cumulative effects, this will make doing so much easier. Critical hits are also getting a visual upgrade. The enemy health bar flashes on a critcal hit now, and animat...

DK Bananza's Chaotic Design Sets It Apart From Mario

DK Bananza's Chaotic Design Sets It Apart From Mario https://ift.tt/rKs5lvc

Drop into the lagoon in Donkey Kong Bananza. Sure, you need to chase Void Kong to the Earth's center to save the day, but maybe you just want to soak in some water-adjacent locales as you explore this new world beneath the surface. There are plenty of secrets tucked away in each level's hidden crevices. When you first hop in there is really only one thing to do: pick a direction and start smashing.

Donkey Kong Bananza takes Nintendo's hallmark sandbox exploration and pushes it somewhere the studio rarely goes--pure chaos. Bananza is not interested in the kind of precision platforming that defines Mario's visits to Peach's Castle, Delfino Plaza, or outer space. It captures that same cheerful vibe, but lets players rip through it.

There is a long-running design idea at Nintendo that movement should feel good on its own. Shigeru Miyamoto once said he wanted players to enjoy moving Mario around an empty room. The reason Mario is so fun to control in Super Mario 64 is that Miyamoto and the small team behind the N64 classic spent months making sure he felt great to play, even if the only action possible was running around an empty space.

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