Call of Duty Black Ops: Cold War to be Exclusive to Battle.net on PC, Beenox Working on the Port
![](https://www.dualshockers.com/wp-content/uploads/2020/08/Call-of-Duty-Black-Ops-Cold-1024x523.png)
While Call of Duty Black Ops: Cold War might be most notably releasing on the next-gen consoles in PS5 and Xbox Series X this year, the annualized shooter will also still be landing on PC as well. Despite having not heard much directly from Activision about what to expect from the PC iteration this time around, some initial details have now been shared.
Coming by way of a press release seen by Charlie Intel, some first bits of information related to Call of Duty Black Ops: Cold War on PC has come about. Likely the most notable thing, for many, is that the game will still be exclusive to Battle.net on PC, the game launcher associated with Activision-Blizzard. This isn't a huge shock by any means considering Activision would want to release the game on its own platform, but fans have in the past been somewhat critical of the launcher.
As for who is handling the PC version specifically, Beenox seems to have been tapped to handle the port. Treyarch and Raven Software are actually co-developing Black Ops: Cold War this year, which is quite the change of pace given that Call of Duty games are usually assigned on a studio-by-studio rotation. Treyarch's development also breaks up the pattern which had been established in the past, as normally, history would have indicated that Sledgehammer Games should have developed this year's entry.
We're set to see a whole lot more of Call of Duty Black Ops: Cold War later this week in two separate instances, so perhaps we'll learn more about the game's PC installment at that time. The title's formal reveal is set to occur on Wednesday, August 26, with additional footage being shown the following day during Gamescom Opening Night Live.
The post Call of Duty Black Ops: Cold War to be Exclusive to Battle.net on PC, Beenox Working on the Port by Logan Moore appeared first on DualShockers.
Horizon Zero Dawn PC Review — Neo Archaic
![Horizon Zero Dawn](https://www.dualshockers.com/wp-content/uploads/2017/03/horizon-zero-dawn1-1024x576.jpg)
I am what feels like one of the few PlayStation owners that didn't play Horizon Zero Dawn at all during its time as a console exclusive. Now with a release on PC, I was vastly more interested in the game's sci-fi world and what it could look and play like. Unsurprisingly, the base benefits of a port to PC are all there for Horizon Zero Dawn: the game's visuals are constantly breathtaking, and controlling Aloy as she jaunts around the new-old world is fun and accessible.
But that's about where the benefits end, because Horizon Zero Dawn also suffers from some of the worst detriments a PC port can have. Performance issues are regular along with bugs, while crashes are luckily just a rarity. These hindrances, experienced now three weeks out from Horizon Zero Dawn's PC release, have been a constant while I would try to enjoy it. But when the game worked well, when its framerate was steady and I wasn't worried about crashes, I became invested in this metal-twisted world and the process of breaking down its monsters component by component.
Horizon Zero Dawn first presents itself as a tale about vengeance. Aloy, your character, is angry during the game's start. She resents the tribal leaders that outcast her at birth from her tribe for, as far as she could tell, no good reason. However, after re-joining the fold of the Nora, the focus of her revenge shifts away from her leaders and towards a new group that serves as the story's antagonists. These beginning hours feel flat compared to the remainder of the game, not just in terms of storytelling, but also gameplay. The same limitations imposed on combat and what you can do immediately shackle down Aloy's character in the same way. It's not until leaving the valley that the Nora call home that either of these facets bloom.
Horizon Zero Dawn does surprise at all times in one regard: the subjects that it decides to tackle. It could have easily built its side-quests around fetching items, killing bandits or other open-world tropes. And I mean, it does do those things, but it also tells some interesting stories with mostly untouched subject matters. The game tackles things like mental health, class politics, survivor guilt, and moving past a bloody history. In these moments that the 20-ton mechs take a back seat, the world of Horizon Zero Dawn mimics our own in a way that feels all too natural, and that's just impressive.
This is why I'm sad to say that interacting with the varied characters in this world is an absolute drag. All of its NPCs–with the exception of a handful of main characters–feel catastrophically out of place, as if they were pulled from a very, very deep uncanny valley. Their eyes look dead and hollow but realistic, mouths move in a way you wouldn't expect, and so many characters are just over-animated. I wouldn't have a problem with this if it were a rare occurrence for NPCs to put me off, but it's not; it's almost constant. Listening to these sometimes poorly-voice-acted animatronics in human skin sharing their problems takes away from the actual story trying to be told.
It's a good thing then that the focus of Horizon Zero Dawn isn't its story. This isn't a David Cage game: there are giant robot dinosaurs on the cover, and those are what we all came here for. Luckily, there's a ton of different mechazoids: horse-like striders that can be ridden, snapmaws with their fearsome jaws spouting icy blasts, and fire bellowbacks that spray brutal flames from sacs of fuel are just a taste of the robotic foes that Aloy and the rest of humanity's remainders compete against. There's such a wide variance of enemies, all with their own unique, gorgeous looks and attacks, that it's hard to be bored when you're focused on taking them down. Beyond being formidable opponents, these mechs serve as setpieces, creating scenes of awe and terror. The first time I traveled to the Sun Kingdom, a different faction's territory, I was standing on top of a cliff looking out over a group of canyons. Over them flew a massive machine, fashioned like a bird of prey. I didn't know what it was, but I did know that I'd be running into it sooner rather than later.
Robotic enemies do one thing first that puts them in a group with other memorable enemies from other games – they terrify. Just like the ghosts and banshees of Dark Souls, these mechanic creatures summon a deep fear the first time you see them. But, just like every other monster, they are much less terrifying once you learn about them and finally take one down. Using an old-world tool called a Focus, Aloy can see past the gnashing metal jaws of these creatures and at their components – specifically their weak spots and vulnerabilities. Every enemy has one–somewhere you can strike with a fire arrow to cause an explosion, an exposed battery to shoot with an electric arrow to stun the creature–and knowing these weaknesses is key to battle. By the end of the game, you'll become a willing expert on the "wildlife" of Horizon Zero Dawn, and while it won't impress strangers at a party, it's hard to deny how enthralling just fighting these creatures can be.
That's without even mentioning the approach to combat that Horizon Zero Dawn takes. As Aloy, you are a small, frail human compared to the lumbering masses of metal, fire and gears that you'll often have to fight. They are without a doubt stronger than you, faster than you, and more accurate than you. Human ingenuity is what tips the scales ever so slightly in Aloy's favor. With what's essentially a utility belt of traps, weapons and different kinds of ammunition, you'll almost always have what you need to take down an enemy. If you don't, the game doesn't punish by preventing you from swapping weapons from your inventory into a quick select wheel either – everything is always available.
Running out of munitions is hardly ever a problem either. One of the benefits of mainly using bows is that everything you need to make more arrows can be harvested either from nature or defeated robots. But instead of taking the slow and heavy approach in crafting–you know, the one involving sitting down with your legs crossed over a campfire–Aloy can do it on the fly. This kind of freedom, especially mid-combat, is part of what allows players to approach any situation with the tools they need to succeed. Using them successfully is a different story all together, but once you've got the hang of it, combat in Horizon Zero Dawn becomes a thrilling and fulfilling, almost cinematic experience.
On reflection, it is an absolute shame that it took me this long to play Horizon Zero Dawn. I've played few open world games that have as many unique twists on otherwise common features for the genre. But after playing the game for over 20 hours, I can safely say I've never played anything like Horizon Zero Dawn. Even now three years out from its original release, I can't say I've played anything that feels wholly similar, even in a very familiar genre.
Despite its hang ups, technological and otherwise, Horizon Zero Dawn on PC is a fantastic experience. You'll come for the giant robot dinosaur fights, and probably stay for them too, but also for the mysterious, enchanting world that developer Guerrilla Games has built. The stories told in Horizon Zero Dawn may not be unique to me, but they're certainly something I didn't expect to find, and the game benefits heavily from that. The fact that I want to hop back onto Horizon Zero Dawn right now, despite its technological flaws, is a testament to how enjoyable of a game it is.
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The Game Awards Confirmed for 2020, Will be Entirely Online
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In a year where gaming events all over the globe have been canceled or repurposed in light of the COVID-19 pandemic, questions surrounding the status of The Game Awards for 2020 were still in the air. Fortunately, the show's iconic host and producer has today come out and confirmed that the annualized awards show will be returning this year, but as expected, it'll be a bit different.
In a new conversation with IGN, The Game Awards' own Geoff Keighley confirmed that the show will indeed transpire later this year. Keighley said that he has been asked quite a bit about the event in recent months and verified that it won't be delayed at all. While not committing to a specific date, this seems to indicate that The Game Awards will take place in December just as it does every year.
However, even though TGA will occur this year, it obviously will not be doing so with thousands of people in attendance. Instead, Keighley has said it will take place entirely online. And while that might make the show naturally seem smaller in scope, Keighley has said the opposite is actually true. "We'll share more in the coming weeks about it, but it's actually probably going to be our biggest show yet," Keighley said. He also went on to say that this year's show will also still be live and won't be pre-recorded.
It remains to be seen how The Game Awards will end up looking in 2020, but at the very least, the show will still be pushing onward. In the near term, Keighley is set to host and produce Gamescom Opening Night Live later this week, which will contain new looks at dozens of different titles.
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Destiny 2 — Here is Everything Heading Into the Vault When Beyond Light Launches
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With Destiny 2 heading into its fourth year, the popular shooter has been iterated on by developer Bungie with an ton of different expansions and content updates over the years. Leading into its next expansion release with Beyond Light later this year, the developer has inevitably run into the issue of trying to continue updating the game will keeping it sustainable for players to download new content. Its ultimate solution is the Destiny Content Vault, and ahead of its debut this fall, you can take a look at what content from Destiny 2 will be shelved (for now) to make way for Beyond Light's release.
Bungie shared a new blog post update for Destiny 2: Beyond Light that specifically outlines which content from the game will be removed from its previous campaigns, expansions, and additional content. You can take a look at the abridged list of content that will be added to the Vault below, but check out Bungie's blog post for more detailed info:
Strikes:
Io
- The Pyramidion
- The Festering Core
Titan
- Savathûn's Song
Mars
- Strange Terrain
- Will of the Thousands
Mercury
- Tree of Probabilities
- A Garden World
Gambit Maps:
- Cathedral of Scars (Dreaming City)
- Kell's Grave (Tangled Shore)
Crucible Maps:
- Meltdown
- Solitude
- Retribution
- The Citadel
- Emperor's Respite
- Equinox
- Eternity
- Firebase Echo
- Gambler's Ruin
- Legion's Gulch
- Vostok
Crucible Playlists:
- Supremacy
- Countdown
- Lockdown
- Breakthrough
- Doubles
- Momentum Control (returning during Year 4)
- Scorched (returning during Year 4)
Raids:
- Leviathan
- Eater of Worlds (Leviathan)
- Spire of Stars (Leviathan)
- Scourge of the Past (Last City)
- Crown of Sorrows (Leviathan)
Exotic Quests:
- Bad Juju
- The Huckleberry
- Izanagi's Burden
- Legend of Acrius
- Polaris Lance
- Skyburner's Oath
- Sleeper Simulant (returning during Year 4)
- Telesto (returning during Year 4)
- Outbreak Perfected (returning during Year 4)
- Whisper of the Worm (returning during Year 4)
- Worldline Zero (returning during Year 4)
The Destiny Content Vault was introduced by Bungie earlier this year as a means of taking older content out of Destiny 2 in order to make room for its upcoming new expansions and other updates. To avoid the game becoming bloated, select missions and more will periodically be removed while also adding in new updates and features, including content that will make its way over from the original Destiny. Specifically, this will include vaulting some of the larger campaign components of Destiny 2, mainly its Red War campaign and the Curse of Osiris and Warmind expansions.
Destiny 2 is available now on PS4, Xbox One, Google Stadia, and PC, and will be coming to PS5 and Xbox Series X at a later date. The game's next major expansion, Beyond Light, is set to arrive on November 10, 2020.
The post Destiny 2 — Here is Everything Heading Into the Vault When Beyond Light Launches by Ryan Meitzler appeared first on DualShockers.
World of Warcraft Debuts Shadowlands Animated Series August 27
![world of warcraft, blizzard](https://www.dualshockers.com/wp-content/uploads/2020/07/World-of-Warcraft-Shadowlands-2-1024x576.jpg)
World of Warcraft fans have long been treated to some of the best-in-class trailers and animations over the years. From the jaw-dropping opening to the original version to the animated series the team has been making before each of the last few expansions, Blizzard's video team has continually pumped out great content. Later this week, we'll get our eyes on the next fruit of their labors. The run-up to Shadowlands kicks into full force with the Afterlives animated series. It's set to premiere at Gamecom on August 27, but you can check out the series' trailer below.
As something of a World of Warcraft lore nerd, I love these animatics. It's not quite as satisfying as a full-blown series would be; however, each version of Blizzard's shorts have been great. So far, Warbringers is probably my personal favorite. That said, I still don't think they've topped The Tomb of Sargeras audio drama. Sure, it's not the visual treat the animatics are, but it's so good that doesn't matter.
Afterlives looks to give players a bit of a history lesson on the various faces and factions they'll meet in the Shadowlands. Plus, we'll get another look at what happens once souls "cross the eternal veil". From a narrative standpoint, it's all very intriguing.
That said, my recent time with the beta has me convinced that I'll probably fall off this expansion pretty quickly. It's not that the game is bad, it's just that I want something new. I've been playing on-and-off since 2005, so I need a little more spice to keep me around. Hopefully, the team is able to prove me wrong.
World of Warcraft: Shadowlands is set to launch later this year. The Afterlives animated series drops on August 27 at Gamescom.
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Wonder Boy – Asha in Monster World Revealed For PS4 Switch
![Asha in Monster World feature](https://www.dualshockers.com/wp-content/uploads/2020/08/Asha-in-Monster-World-1024x576.jpg)
Wonder Boy – Asha in Monster World was announced for PS4 and Switch, with a "beginning of 2021" release. The game was revealed via IGN. A gameplay reveal will be happening at the Gamescom Awesome Indies Showacase on August 29. A teaser site also opened.
Developed by ININ and StudioArtDink, Wonder Boy – Asha in Monster World, is handled by the original staff of the Wonder Boy series. Ryuichi Nishizawa, the main creator of the series, is directing this new entry. The BGM will be handled by Shinichi Sakamoto. The Chara Designer is Maki Ōzora, and Creative Manager Takanori Kurihara is back as well.
Asha in Monster World is also the first game in the series to be fully voiced.
That's everything we know so far. Ryuchi Nishizawa hasn't tweeted about the game yet. In fact, his last tweet dates from June 2020:
この日記とても面白かった。感覚的な思考を言語化しないといけないゲーム開発現場ではこの「脳内論理回路エミュレータ」の性能が重視されるのである。
https://t.co/RJE2IgPSM3— Ryuichi Nishizawa (@WonderBoyWild) June 14, 2020
We'll be sure to translate his comments when he shares some.
![Wonder Boy Monster World IV title screen](https://www.dualshockers.com/wp-content/uploads/2020/08/Wonder-Boy-Monster-World-IV-title-screen-150x150.png)
![Wonder Boy - Asha in Monster World key visual](https://www.dualshockers.com/wp-content/uploads/2020/08/Wonder-Boy-Asha-in-Monster-World-key-visual-150x150.png)
![Wonder Boy - Asha in Monster World artwork](https://www.dualshockers.com/wp-content/uploads/2020/08/Wonder-Boy-Asha-in-Monster-World-artwork-150x150.png)
Asha, accompanied by her flying pet Pepelogoo, was originally the protagonist of Wonder Boy Monster World IV. Released on April 1, 1994, on Mega Drive, it never left Japan. Monster World IV had much more beautiful 2D graphics and deeper gameplay than its predecessors.
If you'd like to hear my Unneeded Opinion TM, MWIV is one of the many Japanese games I've spent many hours on when I was a kid, despite not understanding a thing. Wonder Boy III The Dragon's Trap on Master System is one of the first games I played, so I immediately fell in love with Asha. I'm sure most who clicked on this article would rather not read more about how I was anime otaku since birth whose first crushes were all 2D girls, but ya know, gotta pad when we don't have much details on the game yet. And I am definitely not salty mastodon sites like IGN get to have exclusive reveals like these. Even before the Japanese sites I follow.
In any case, I'm looking forward to the Japanese press release on August 29, which might include a cast list. Seeing Asha is such a classic character, it'd be awesome if we had a similarly great veteran seiyuu to voice her. I'm betting on Mika Kanai or Satomi Koorogi.
A remake of Wonder Boy III The Dragon's Trap was released a few years ago by my French comrades of Lizardcube and DotEmu.
The post Wonder Boy – Asha in Monster World Revealed For PS4 Switch by Iyane Agossah appeared first on DualShockers.
EPOS GSP 601 Gaming Headset Review — Comfortably Done
![](https://www.dualshockers.com/wp-content/uploads/2020/08/EPOS-GSP-featured-image-1024x576.jpg)
Headsets are a gamer's best friend. High-quality audio can be key for immersing oneself into a video game's world, and a microphone with decent quality can be just what an online match needs for unparalleled teamwork. I was able to wrap my ears up nice and snug with the new EPOS GSP 601 headset to see just how well it deals with not only video games but the daily audio grind I go through. It's worth noting that the headset here is the black and white GSP 601; there is another identical variant that is the GSP 602, the difference is that those are blue and orange.
Before I get into the quality of its inputs and outputs, I want to start with what you get. There's a box, with the EPOS GSP 601 headset nicely presented inside. There's a small thin box that contains a booklet, extra plastic cover plates, and two cables. One of these cables has a headphone and microphone jack, while the other just has a standard 3.5-millimeter jack. Both of these cables have a connector that plugs directly into the headset and locks in tightly just under the microphone on the left headphone.
Each cable is coated with a black decorative fabric that not only feels soft and smooth, but it slides across itself, meaning there's less chance of your cable getting knotted and locked into that irritating knot that you know I'm talking about. And if you do get it knotted, the fabric keeps it loose and lets you unknot it easily as it slides apart. The added benefit of these cables being detachable from the headset means you can easily switch from PC to consoles that allow a 3.5-millimeter jack connection. I was able to unplug my headset and plug in my Switch with ease, and without having to unplug anything from the PC itself.
The EPOS GSP 601 is one of the comfiest headsets I have ever had the pleasure of putting on my head. The inside of the band has thick and comfortable padding, and with the addition of the adjustable pressure sliders on the top, you can determine your level of comfort. The padding on the earcups is so soft and deep that the speakers don't squash horribly against your ears, and the design means the only parts of the headset really touching your head is nothing but padding.
Sure, in my hands the headset itself feels on the bulky side, but once it's on my head, it's like my head is being hugged by a caring peripheral. The headphones are fairly heavy though, and when holding one earcup in one hand and letting the other side droop, you can feel some pressure being applied to the earcup connection and also to the plastic band. Thankfully not only is the plastic thick, but the hinge the earcups are connected to relieve that pressure enough for it to not be entirely worrying. But there is that initial fear of a snap if enough pressure was applied.
The padding around the ears isn't just for comfort; they cancel out a lot of the sounds around you. With them on and with no sound playing, the typing of my keyboard appears less loud which is good in itself, but the true experience comes when sound is present.
The sound quality is incredible and crisp. The EPOS GSP 601 has no trouble playing loud guitar leads in music, the whispering of lovers in movies, and the audio clutter of a shooter such as Apex Legends. It handles audio remarkably well, and when surround sound comes in, it feels immersive; even more so if you have an EPOS GSX soundcard and whack on the 7.1 surround sound. What feels great is how it feels like the headset is picking up every layer of sound and working magic with how they're presented to my eardrums. Surrounding sounds feel so precisely located, and I found directional dialogue feels more immersive than ever before.
What's more, while I have an EPOS GSX external soundcard to quickly adjust my overall volume of the PC output, the EPOS GSP 601 headset has a dial on the right earcup that adjusts how loud your headset volume is. This means you can easily adjust the volume whenever you want, and the dial blends in with the headset to be almost unrecognizable. It's aesthetically pleasing.
Now, let's get into the microphone territory. The headset's mic can be brought down from its standard upright position by simply lowering it to be in front of your mouth. If you do it slowly enough and listen carefully, you'll also hear a delicate click inside. That's the lift-to-mute function deactivating. Essentially, if the microphone arm is raised past that point, the microphone is automatically muted.
Personally, I'm not a fan of internal switches that automatically mute the microphone; I'd much rather have an external button. Instead, I worry that over time, constant raising and lowering will wear the trigger out, and the click sounds so delicate which makes me worry more.
The microphone itself is connected to the earcup with hard plastic, then the middle section is sort of rubbery to allow a bit of flexibility–but no bending–and then the microphone part reverts back to hard plastic. The plastic housing has the holes needed for the microphone to pick up your voice, but they are also present on the reverse side. I found that this increased the background noise significantly, especially with a fan on that's nearby or loud typing.
Despite picking up the background noise, sighing, and loud breathing, it handles the volume and clarity of your voice very well. When I tried talking softly, it picked me up nicely. When I tried screaming, it was somewhat distorted but not half as bad as other microphones I'd used in the past. With that in mind, I played some music and games at full volume while recording my voice, and while it picked up the noises being blasted into my ears, it was fantastically quiet in comparison to my voice, which remained clear and prominent.
The headset does work for other consoles. The Switch, for example, lets you make use of the headphone side of things, as does a tablet. The PS4 works by connecting the headset to the DualShock 4. So for a simple plug-and-play experience you'll find this works well, but if you're not a fan of dangly cables, then you'll probably wind up frustrated by it.
I can honestly say that I feel incredibly confident in joining an online match and actually communicating with my team thanks to the EPOS GSP 601. I feel confident that I will be able to hear the team, and that they will be able to hear me, and that my surroundings are actually represented in the crisp quality they deserve.
I adore how comfortable the headset is, and I absolutely love how much quality comes out from listening to songs like Pink Floyd's "Comfortably Numb" through to the explosive soundscapes of video games, whether it's punchy gunshots or directional footsteps. I like the microphone quality, but the background audio and breathing that can bleed through is a bit offputting. But the build quality of the EPOS GSP 601 headset feels solid and it's certainly something a gamer needs. I just wish it came with a case for portability.
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Marvel's Avengers New Trailer Shows Us What's In Store for Launch
![Marvel's Avengers](https://www.dualshockers.com/wp-content/uploads/2020/06/marvels-avengers-listingthumb-01-ps4-22jan19-en-us-1024x576.png)
As one of the most high-profile releases of the fall before the launch of the next-gen consoles, Marvel's Avengers is bringing together Earth's Mightiest Heroes in an action-packed co-op experience. The long-in-development superhero game is finally about to release, and before it arrives in early September, you can take a look at what's in store for launch with its latest trailer
Ahead of its launch next week on consoles, Stadia, and PC, Square Enix and Crystal Dynamics have released the official launch trailer for the upcoming Marvel's Avengers. The new trailer is mainly cinematic footage from the game's single-player campaign, but the minute-long video gives a good indication of what to expect from the story. Specifically, there are plenty of shots of the game's core roster of characters such as Thor, Iron Man, Black Widow, and Kamala Khan, and highlighting the heroes banding together to fight off hordes of enemies.
You can take a look at the full launch trailer for Marvel's Avengers below:
Square Enix and Crystal Dynamics have recently been hosting a series of beta periods for the game across PS4, Xbox One, and PC, allowing players to get hands-on experience with the title ahead of its launch next week. PS4 players that pre-ordered the game had first access to the beta earlier this month, but opened up to players last weekend across all platforms. Our own managing editor Logan Moore got hands-on time with the game and came away from it with mixed feelings, but there seems to be enough material for fans to enjoy punching away enemies in Avengers.
Marvel's Avengers will release for PS4, Xbox One, Google Stadia, and PC on September 4, 2020. The game will also be coming to PS5 and Xbox Series X at a later date as a free upgrade for players that purchase either the PS4 or Xbox One version. It was also confirmed recently that Spider-Man will be added to the PlayStation versions of the game as an exclusive DLC character.
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Children of Morta Teams With Humane Society for New Charity DLC
![](https://www.dualshockers.com/wp-content/uploads/2017/08/Children-of-Morta-12-1024x576.png)
Since launching last September, Children of Morta has been consistently updated by the team at Dead Mage. With new classes, items, and more, the solid co-op roguelike has only gotten better. Today's update is a little different though. Dead Mage has partnered with the people at the Humane Society to release a new critter-based DLC to support charity. The $4 entry price all goes to the Humane Society, so you'll support a great cause while also getting some fun, new stuff in game. Give the trailer a look below.
Children of Morta: Paws and Claws give players access to a new section of the Bergsons' house. Now, you'll have your very own animal shelter to care for some of the furry friends you meet on your journey to save the world. As you look after them, you'll also unlock new boosts that should make your dungeon-delving a bit easier. It's not game-changing, by any means. It is, however, a fun addition that lets you support a good cause.
And, even if you don't grab the Paws and Claws DLC, all Children of Morta players are getting some new toys today. Alongside the paid update, Dead Mage is dropping a free "Treasure Pack" update that gives you several new items to play around with. It's not nearly as cool as the animal shelter, but they should shake up combat just enough.
Children of Morta is available now on Nintendo Switch, PC, PS4, and Xbox One. The Paws and Claws update drops today. Remember, 100% of proceeds for the DLC go to the Humane Society. So, if you're interested in getting some neat content and supporting the cause, make sure to check it out.
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The Lord of the Rings: Gollum First Official Teaser Revealed
![The Lord of the Rings: Gollum](https://www.dualshockers.com/wp-content/uploads/2020/08/Lord-of-the-Rings-Gollum-1024x576.jpg)
First official teaser trailer from Daedalic Entertainment's The Lord of the Rings: Gollum doesn't reveal so much about the game, but at least its a good sign to tell us that there are more to be revealed in the near future.
The new teaser, which has been shared out of the blue, shows off Gollum stepping out of a cave (probably Shelob's place) and looking towards a volcano eruption on a mountain, which might be the Mount Doom. As mentioned before, it's not the thing we would've to expect from Daedalic almost a year after the game's announcement, but this might be a clue for the game's attendance at this week's Opening Night Live showcase.
The Lord of the Rings: Gollum is a stealth adventure that puts you in the shoes of Gollum in a dangerous journey set before the events of Lord of the Rings: The Fellowship movie. While Gollum is the evil personality of the character, you will sometimes control Smeagol, the good side, as well. There will be a moment in the game that you should make a decision; either accepting the guidance of Smeagol or following the unfair rules of Gollum. Not much has been shared about the gameplay elements and story of the game yet, but it's core mechanics will be based on the stealth genre.
The Lord of the Rings: Gollum targets a 2021 release on PS5 and Xbox Series X. The visual quality of the game is yet to be revealed through the gameplay trailers, but based on what we've seen from the in-game screenshots, it's not going to be a benchmark for the next-gen consoles.
Daedalic Entertainment is a German development team with almost 90 employees that have already developed dozens of titles in different genres. The Deponia series is probably their most notable work so far.
The post The Lord of the Rings: Gollum First Official Teaser Revealed by Mehrdad Khayyat appeared first on DualShockers.