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  1. Last week
  2. @hartknyx Would you say it's... your passion

  3. @Nepthen @Aikion_Woce @WarcraftDevs I can understand that, but the tourney is usually won in 10 minutes or so, gene… https://t.co/HSpugXJ9XU

  4. @skamille See that would be so much better if it were "please select a gender to ship" #shippingwars

  5. It appears that big changes are coming to Star Wars: Battlefront II after a very rough week in the press and its community surrounding the loot box and microtransaction systems. In a move signalling potential change, it seems that microtransactions have been removed from the game. You can no longer purchase the premium currency called Crystals. Both PlayStation Network and the PC version have had the ability to buy Crystals removed completely & in game for XBox One they are out as well. View the full article
  6. If you've been waiting to try out Hyper Universe, we have good news. Starting today, you can play the game for free and even try out the newest Hyper named Liu. You'll be able to play free of charge through November 21st and even earn permanent access to the game by reaching level 7 and unlocking a free Founder's Pack when you hit level 15. View the full article
  7. NCSoft has posted a sad not for fans of Master X Master. MXM will be closing down on January 31, 2018. The reason cited is cold, but plain, "Deciding to close the game is not a decision we come to lightly, but ultimately it came down to a matter of business -- we explored several options, but none of them were sustainable." View the full article
  8. MMORPG.com has been give keys for MU Legend that will give you a "Starter Pack" which includes Platinum Service, a costume and more! Get your key now! View the full article
  9. Path of Exile will be expanding in December with War for the Atlas. While Fall of Oriath was an expansion that gave newer players a lot of great content to explore, War for the Atlas is designed to provide new experiences to the game's veteran players. Players will be able to take on challenging fights through new locations and be able to claim some brand new rewards for their efforts. We had a chance to sit down with Grinding Gear's Chris Wilson to learn more. View the full article
  10. It's always fun to upgrade from a regular HDD to a new shiny SSD with the insanely increased read/write speeds. With that in mind, Kingston sent along their new UV400 960GB SSD Upgrade Kit. Is the big price tag for the SSD worth the size and speed? Read on for our review. View the full article
  11. Dead Maze is a zombie-apocalypse themed isometric MMO that has now entered its closed beta phase of development on Steam. The game is preparing for an early 2018 release and closed beta feedback will be integral to attaining that goal. View the full article
  12. It can't be all good news all the time in the mire of MMO development. Crowfall is no different, especially given its crowdfunding roots. Yesterday, J. Todd Coleman and Gordon Walton announced to no one's surprise that Crowfall would not release on their sort-of deadline at the end of this year. They instead moved that date back another year, hoping for a "soft launch" in 2018. View the full article
  13. In my experience thus far in Ascent: Infinite Realm, the new mmo coming from Bluehole Studios, is one of hectic choices and confusion ultimately leading into exaltation. The entirety of our Realm versus Realm experience broke down into two phases: attack and defense. Realm versus Realm combat breaks down into phases, each one on a timer. If you're the defender, protect your core. Obviously, as an attacker, you're tasked with destroying that core. View the full article
  14. If you've ever had a Blade & Soul account, you'll want to log in to claim your free Lost Continent Explorer's Pack that includes a free level 50 boost, a Training Equipment Chest, a Training Gem Pouch and a Training Consumables Pack. This helps players who may not have logged in for awhile get ready for the huge Lost Continent content update coming in December. View the full article
  15. For more than six years, The Elder Scrolls V: Skyrim has captured the imaginations of countless gamers, with its beautiful and snowy fantastical trappings, seemingly endless side quests, and massive modding community. The Switch port of Skyrim is an exciting prospect because it makes an enticing promise that the other console versions don’t: being able to play on the go. I was impressed with how the Switch handles this massive (and infamously glitchy) RPG, resulting in a competent port that transitions wonderfully to portable play. For those who haven’t played Skyrim yet, the game takes place on the fantastical continent of Tamriel, where humans walk alongside talking lizards and feline merchants. The world is filled with various factions, guilds, and kingdoms vying for control. On paper, that sounds generic, but Skyrim’s open-ended design is anything but commonplace. Players explore the world at their own pace, uncovering secret treasures in tombs hidden in mountains or plotting with children to kill an evil orphanage owner. Even a walk through a forest might suddenly be interrupted by a giant spider fighting a dragon. You’re given the freedom to do what you want and develop a play style that interests you. If you’d rather focus on guild quests instead of the main storyline, that’s a valid choice. This flexibility results in a world that you can actively inhabit, not just wait to be shuttled to the next big story beat. Bethesda has done a stellar job packing the lion’s share of the experience onto Switch. The biggest question on many fans’ minds is whether or not the Switch can handle Skyrim’s massive size and propensity for loading those spaces with numerous foes. During my 35-plus hours with the game, my framerate was constantly above 30 FPS and I never encountered a single dip or stutter. Load times were also surprisingly brief in comparison to the original PS3/360 versions, with a one-minute initial load time from main menu to game world, and then brief transitions taking from 4 to 10 seconds. Everything ran smoothly no matter what area I was in, how populated it is, or what activity I was doing. Control functionality is also satisfying, with a pleasant rumble in the Joy-Cons helping capture the pleasurable thunk of combat when you drive an axe into a foe’s head or whip them off a mountainside with a brush of your sword. Bethesda didn’t have to make any huge sacrifices to achieve this performance, either. Outside of textures and rough character models (we’re talking about a game from 2011), the world of Skyrim looks as stunning as ever. I noticed no fuzziness in either portable mode or on three different HD televisions of various sizes during my playtime. The draw distance is equally impressive; I could make out distant mountains, cities, and landmasses without any fog enshrouding them. A slight motion blur occurs when you’re turning, but I hardly noticed it all except in dark spaces like caverns. It might not look quite as pretty as the PC version running at ultra-high settings, but it doesn’t settle for adequacy either, resulting in a world that’s constantly nice to look at as long as you don’t examine textures too closely. (Please visit the site to view this media) While the lack of mod support for this version is disappointing (its PS4/Xbox One siblings have barebones mod support), the amount of worthwhile content in the core Skyrim experience more than makes up for it. This version also packages all the expansions for the game, including two separate and lengthy quests involving vampires and a rival Dragonborn, as well as the addition that lets you build houses and adopt children. The variety of potential activities in Skyrim is maddening and delightful; this game easily has at least a hundred hours of content, plus countless more if you want to do and see everything. And the novelty of doing all of this while sitting in a coffee shop or riding to work still hasn’t worn off. My only substantial criticism about this version is the optional console-specific functions feel like gimmicks. You can use motion controls for combat and lockpicking, but both are too unwieldy to be enjoyable. Amiibo functionality rewards you with treasure chests filled with weapons and ingredients for cooking, but you can also get the best Amiibo gear without using the functionality, so it also feels superficial. Ultimately these are optional niggles you don’t have to bother with, so feel free to turn them off and forget about them. The problems inherent in the original version of Skyrim are still here, too, including wonky enemy AI, stiff animations, and bad voice-acting. Some of these issues are part of the game’s charm at this point, so being able to play it on the go essentially made those non-issues for me. This is especially true since so many of the bigger problems that plagued earlier releases, like uneven framerate and glitches, are not present in this version. The Elder Scrolls V: Skyrim is one of the best games ever made. Years later, that continues to be the case. This adventure offers a rich world, densely packed with exciting things to do, as well as many occasions for creating lasting memories. I jotted down exciting things that happened during this particular playthrough so many times I lost count. I imagine that Skyrim will become a mainstay on my Switch, with multiple playthroughs and characters filling up the save slots before I’m done with it. If you haven’t played Skyrim, or you’re just looking to return and don’t mind exchanging the mods for convenient portability, the Switch version offers up everything that makes this game a stone-cold classic. View the full article
  16. Starting with Pokémon Yellow in 1999, Game Freak has been revisiting its core Pokémon games for follow-ups that tweak the original releases in subtle but interesting ways. Excluding remakes, every generation until Pokémon Black & White received some kind of secondary release. Game Freak seemed to be moving away from this practice, but after Pokémon Sun and Moon became one of the most commercially successful entries in the franchise, it was no surprise to see the developer resurrect the concept. Ultra Sun and Ultra Moon are not new Pokémon games, making them a difficult recommendation to those who already played the 2016 titles, but if you skipped Sun and Moon, this is a fantastic place to jump on. Ultra Sun and Ultra Moon may not be a sequel to Sun and Moon, but it is more than a straight re-release. The things I liked about Sun and Moon are thankfully all here. The improved controls and animation, the new Trial system that replaces gym-badge collecting, and using Pokémon mounts instead of HMs. The things that are new make Ultra Sun and Ultra Moon feel like a director’s cut; entire storylines and characters that did not make it into the original release appear here, and the editing makes certain elements flow differently (and often better). One example is your starter Pokémon – you get it much faster here than you did previously, with less pomp and circumstance to the whole affair. It means you can get to training and fighting faster, with less dialogue setting up the story and world. Other changes include the new Alola Photo Club mode, which is surprisingly shallow. The mode is discovered about five hours in, and lets you take photos of yourself and a Pokémon of your choice in assorted poses and cover that photo in stamps. It’s cute, and not worth complaining about, but it adds nothing significant to the experience. Mantine surfing lets you travel between islands by surfing on the back of a Mantine, another addition I enjoyed. Again, it’s not an explicit reason to play Ultra Sun and Ultra Moon, but this mode is unlike anything that has appeared in a core Pokémon game before, and I liked pulling off stunts and riding the waves on my way to new islands. (Please visit the site to view this media) The other changes are not presented as new standalone modes, but are instead integrated into the total experience. Plenty of new and familiar Pokémon which did not appear in Sun and Moon make an appearance, and your Rotom Pokédex (which is itself a Pokémon capable of speaking) quickly calls out the new creatures he has never seen before when you encounter them. I appreciated these callouts from Rotom, because it made all of those new encounters just a little bit more exciting. You also meet the new Ultra Recon Squad on your journey. This robotic pair pops up frequently to comment on your journey, fight, and learn about Pokémon from you, a trainer they have decided is an expert. The Ultra Recon Squad represent the biggest change to the story, so I was always excited to see them. They don’t improve or diminish the story in any radical ways, but they do change it up a little. With Pokémon’s confirmed Switch future, Ultra Sun and Ultra Moon could be Pokémon’s final core installment on a dedicated handheld system. As a revisiting of the excellent Sun and Moon, it feels like a good note to close the generation on, but if you had your fill with Sun and Moon, don’t worry – you aren’t missing anything important. View the full article
  17. A representative from Marvel has confirmed that the company has ended its licencing relationship with Gazillion Entertainment, and that Marvel Heroes will officially shut down in the near future. Marvel Heroes initially launched in 2013 on PC, and most recently on the PS4 and Xbox. Rumors of turbulence within the company have been swirling around for months, including allegations of sexual misconduct by the current CEO. Some saw the writing on the wall when Gazillion went silent for weeks regarding future development plans. The statement by Marvel is as follows: “We regret to inform our Marvel Heroes fans that we have ended our relationship with Gazillion Entertainment, and that the Marvel Heroes games will be shut down. We would like to sincerely thank the players who joined the Marvel Heroes community, and will provide any further updates as they become available.” No time table for the shutdown has been given at this time. View the full article
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  19. @RosemaryMosco https://t.co/J7vA2eM7Rh

  20. When the next World of Warcraft expansion launches, it's simply not going to be your mama's WoW. In an interview with Game Informer, Game Director Ion Hazzikostas said that traditional raid sets are headed out the door because of the feeling that they tend to lock players in and limit their choices when it comes to acquiring gear. View the full article
  21. A Marvelous Mess

    The pieces of a great game are here, but they’re shattered by near-constant bugs, glitches, and technical issues. ...(read more)View the full article
  22. Sirens roar ominously within the mangled remains of a Rebel frigate, warning all to escape. The clanking of hurried footsteps echoes through the halls before being replaced by a series of ghastly screams, loud enough to drown out the alarm. A door slides open to reveal the glow of a red lightsaber backed by the silhouette of Darth Vader. I fire my blaster, and he nonchalantly takes a shot to the chest. He raises his hand and I levitate with it, my throat closing as I inch upward. This spectacle of power is impressive, but as my life fades away, the only thing I can think is “How much did that player spend to unlock the third level of Punishing Grip?” Star Wars Battlefront II is big, bombastic, and fun. It is also diseased by an insidious microtransaction model that creates an uneven battlefield, favoring those who are willing to spend real money to gain an edge over players who are just here to enjoy the Star Wars experience. Given just how slowly in-game currency is doled out, the notion of keeping up through extensive grinding isn’t realistic. This is especially true of Star Cards, which unlock new abilities, boosts, and upgrades for each class and hero, since they are tucked away in expensive loot crates or eat up rare crafting materials (which you mostly get in crates). The benefits from the Star Cards range from slight bumps like explosive-damage protection increasing from 15 percent to 17.5 percent, to game-changers like a boost that increases the rate Battle Points are earned by 20 percent. This is a huge deal, as Battle Points allow players to control vehicles and heroes that rack up kills and turn the tide of war. With each death on the battlefield, players see which cards their opponent is using – a design that plants the seed of “I need those cards.” Even if a player spends a day playing the game to earn credits to buy a couple of crates, they may walk away with unwanted things like emotes or victory poses rather than cards that help their cause. The same currency is also used to unlock heroes like Darth Vader and Luke Skywalker – a frustrating conflict of goods that makes progress feel endless and hopeless. The most damning show of the game basically saying “We want you to pay to win” is a limit being put on the number of credits a player can earn in Arcade mode. After finishing five Arcade challenges, the player is told to come back in 14 hours to earn more. This is the kind of gating that makes certain free-to-play games nearly unplayable, yet here it is in a $60 game. If all of this microtransaction nonsense were stripped away, Battlefront II has all of the makings of a great multiplayer experience. Spanning 40 years of the Star Wars saga, I had a blast suiting up as a stormtrooper on Tatooine, piloting an X-Wing in the debris of a Death Star, and marching defiantly into Theed’s palace as Darth Maul. The 40-player Galactic Conquest matches are a bombardment of spectacle and awe, delivering a true Star Wars experience backed by excellent gunplay and photo-realistic imagery. These battles are brilliantly devised, making most matches feel like the team is functioning as a united front, all while allowing each player to approach the battle with whatever class, vehicle, or hero they want. The maps funnel the action nicely, offering a nice variety in objectives, and chokepoints where glorious chaos ensues. The last Battlefront’s problem of not having enough maps is not an issue here. Battlefront II has plenty, but I’m not a fan of back-to-back matches taking place on the same map, even if you do get to experience it from the other side. (Please visit the site to view this media) I enjoyed all of the maps almost equally, another testament to the game’s potential for greatness. The tall grass affecting sight lines on Kashyyyk is quite cool, and I also love the how the wars clash against Kamino’s muted colors. The same praise of how the maps can elevate the wars extends to the other avenues of play like Strikes and Heroes vs. Villains. As enthralling as the gunplay is (and boy do these weapons pack a punch), my favorite part of the game is Starfighter Assault. The excitement of Star Wars dogfighting is captured beautifully here, allowing players to weave dangerously in and out of debris, skim along the surface of star destroyers, and lock-on to a foe to unleash a satisfying torpedo strike. Again, the visualization of these battles is nothing short of breathtaking – Battlefront II is easily one of the best-looking games out there. The single-player campaign is the one area where the Star Wars fantasy falls flat. The story starts off on a strong note, giving players a taste of what it’s like to be an Imperial officer (I had to train myself not to instinctively shoot the stormtroopers). This dark perspective unfolds through Iden Versio, a skilled pilot who is immediately likeable and different, and appears to be a great guide into the unknown for Star Wars fans. (Please visit the site to view this media) Just when it seems the story is going to embrace the darkness, it alters course completely and loses its pulse, becoming both predicable and sloppy. Iden’s tale is upended even further by levels that play out as like a greatest hits of Star Wars heroes. Slashing giant bugs as Luke is good fun, but Iden’s tale suffers from it. The highlight of the story is a tease in the final seconds that establishes a legitimate villain (something that is oddly missing up to that point). The dark side courses through Star Wars Battlefront II, playing mind tricks on gamers to spend more money to become stronger. By the time you read this review, there’s a chance EA may change how the Star Cards or loot crates work, but at this point in time, this predatory microtransaction model Force-chokes Battlefront II’s experience. It’s a shame to see a game with such clear greatness get pulled down to these depths. Star Wars deserves better. We deserve better. View the full article
  23. One of the internet’s many running jokes is seeing how many devices people can get to run the original Doom. We’ve seen intrepid coders port the world’s first blockbuster first-person shooter to iPods, printers, and even ATMs. While most any modern device can be jerry-rigged to run that 1993 classic, the fantastic 2016 reboot takes considerably more horsepower. That didn’t stop developers id Software and Panic Button from creating a surprisingly competent port for Nintendo’s console/handheld hybrid, though the Switch’s limited technical capabilities make this version of Doom the least impressive of the bunch. To get this game up and running, the teams had to make some clear performance concessions. The framerate is 30 frames per second (compared to 60 in other versions), and the resolution supposedly tops out at 720p, though I have a hard time believing the game even reaches that modest crest. Textures are noticeably muddy nearly everywhere you go, and though motion blur while traversing attempts to mask these shoddy graphics, they stand out like demon blood splattered against the sterile science lab walls. The drop in graphical fidelity becomes even more pronounced when playing on your TV while the Switch is docked, but this is the understandable price you pay for getting a cutting-edge game on a portable console. If you can look past the technical inferiorities, Doom offers the same great single-player campaign that came to the PS4, Xbox One, and PC last year. Keeping to the form of the original, this action-focused romp is light on narrative beats and heavy on bloodshed. All you need to know is demons have overrun a Mars research facility, and it’s your job to paint the walls red with their guts. The combat eschews many of the recent FPS conventions, with no cover mechanic, ammo reloads, or speed burst button. Instead, Doomguy must move at breakneck speeds, vaulting and dodging to avoid incoming fire. The best way to survive when your health or ammo is low isn’t to hide behind pillars, but instead charge head-first into the ballet of death, ripping through enemies with your chainsaw to create an explosion of firepower and health packs. (Please visit the site to view this media) The frantic combat demands deft controls, and the Switch isn’t always up to the task. In handheld mode, I find the placement of the right analog stick to be an ergonomic problem. The strange angle I have to bend my thumb to control the stick takes a toll on responsiveness to the point that I wouldn’t dare venture into multiplayer matches with this configuration. If you have a Pro Controller, it is the unquestioned way to go. The developers wisely avoided integrating a comprehensive motion control scheme for a game that demands precision; you can shake the right Joy-con to perform a Glory Kill, but that’s it. If you’ve already played the single-player campaign on another platform, the arcade mode lets you test your skills to see where you rank among the best Doom players. Selecting any level to play, you can choose from the full assortment of weapon mods and ability-enhancing runes before taking to the killing field. Each kill adds to your score tally, with multiplier bonuses and feats of skill earning you extra points. Having run through the campaign twice already, this was my preferred method of play. Doom includes a fully featured multiplayer mode, including all of the downloadable updates Bethesda added version post-release. The speed of play and variety of modes bring to mind classic arena shooters, but none of the expanded content helps the game rise above my original complaint of it feeling generic and dated. The SnapMap user creation tools that shipped with the other versions of the game didn’t make the jump to Switch. The mode never became the mod haven id envisioned (most likely due to the design constraints placed on creators), so this isn’t a big loss. Technical limitations make the Switch version the worst way to experience id’s fantastic Doom reboot, but the stellar campaign is still there underneath the layers of muddy textures and resolution dips. Despite its less attractive veneer, being able to play such a demanding game on the go is still a strong selling point. View the full article
  24. A Risky Bet

    Need For Speed has repeatedly attempted to reinvent itself, trying out new twists within the arcade racing milieu to stay fresh after 20 years of releases. In pursuit of that novelty, Payback throws an enormous array of activities at the wall to see what might stick, including car customization, police chases, drifting, collectibles, offroad jumps, blink-and-you-miss-them drag races, and supercar highway sprints. The sheer scope of activities is impressive at first, but consistent technical problems, hackneyed storytelling, uneven balancing, and a wildly frustrating progression system all combine to sap the fun. Payback is like being behind the wheel of a riding mower as you cut the lawn of a beautiful estate; it may be pretty and have lots to look at, but it’s still a tedious chore. Tyler and his crew have been betrayed, and they’re out for revenge against the nebulous threat of “The House,” a shady organization that runs the Need For Speed analog of Las Vegas. With each new stereotypical character intro, plot beat, and dialogue line, the vapid storytelling made me wince a little more, right up until the unfulfilling and anticlimactic ending. After “crushing it” and “doing it for the streets” with “drifting anarchist hackers” for several dozen hours, I found myself longing for the nuanced scripting of a Jason Statham film. On the bright side, the open world of Payback captures the stark beauty of the southwest United States, with the glitzy trash of Vegas, the sprawling deserts of Nevada, and the jagged rocks of southern Utah. The open world has plenty of billboards to smash through, switchback roads to drift along, and secret collectibles to track down. Tons of events, races, and activities can be tackled around the map, and I appreciate the breadth of content, even if some of the races feel like copies of events I already completed. The cars you drive through these attractive settings are varied and cool to look at. Modding your car’s visual style is versatile, but never feels especially meaningful or worth the time and money. It’s too bad that the derelict car system is so tiresome. Ostensibly, it’s built to let you find the parts to an old car and rebuild it into a monster. In practice, between collecting parts from cryptic road maps, rebuilding the vehicles, and upgrading them, these versatile rides end up feeling like they’re simply not worth the ample effort required to make them viable competitors. No matter the vehicle, I struggled to enjoy the feel of the rubber against the road, or to really recognize how any one car in a given class was different from another. Handling across all the car types is often loose and vaguely out of my control. Drifting is oversimplified and imprecise. Police chases don’t have the urgency and challenge of earlier franchise entries. Until the late game, street races lack the speed and control that can make a game like this feel tense. (Please visit the site to view this media) Payback’s greatest sin is its infuriating progression mechanics. In what I can only presume is an effort to extend the life of the game and encourage engagement with the microtransaction system, improving the performance of your rides is a slow and poorly paced process. Instead of giving you clear control over how to make a car better, you’re forced into a strange confluence of currencies, speed cards, spare parts, and numerical values. Growth is tied to random improvements on sale at any given time at the tune-up shop, along with a literal slot machine mechanic – all of which tie back to currencies obtainable through real-world purchases. The further into the game you go, the longer it takes to reach the next story event’s power threshold. The result is you either invest time grinding or spend real money multiple times to get up to snuff, or alternately feel consistently underpowered in every race you enter. And this must be done with multiple car types, not just one, since offroad, drift, drag, race, and runner vehicles all have separate upgrade paths. The problem is exacerbated by wildly uneven balancing and rubber banding during events, teetering back and forth from too easy to too hard, so you never really know when you’re ready to move on and tackle a task. Technical problems also crater the game’s potential. U.I. fails to load immediately after an in-race cinematic sequence or crash, leaving you facing crucial seconds with no navigational aid. Distant objects (like turn warnings and enemy racers) have occasional pop-in problems. Load times are weirdly long. Opponent A.I. acts wonky, sometimes veering into siderails for no reason. Mini-map navigation often sends you along unnecessarily complex routes, rather than recognizing simpler paths to an objective. Multiplayer lets you take on opponents in ranked or unranked playlists. The online battles are passable, but opponent cars regularly fail to load in at race start, leading to a bumper-car-like scrum with invisible foes in the opening frantic seconds. After that, the online races can be enjoyable, but marred by matchmaking that struggles to find a good match of players. And when I ran up against a particularly tricked-out competitor, I couldn’t escape the suspicion that someone had simply paid their way into a winning position. Scattered across its unnaturally lengthy campaign, Payback has several fun event sequences that blend cinematic action with rousing racing. And as players begin to control more sophisticated cars, the sense of excitement and speed can be engaging. Unfortunately, too much of the rest of the game feels lackluster, unpolished, and catered to other priorities besides fun. Payback hits a lot of the checkpoints on a bullet list for a big modern racing adventure, but lacks the discipline and execution to come in for anything but a disappointing finish. View the full article
  25. From gaming to the bus, the new Steelseries Arctis 3 Bluetooth headset fits all facets of life. With the analog 3.5 plug and bluetooth capabilities, this headset can connect to all major gaming consoles, your computer, and your phone. Some even at the same time! View the full article
  26. The latest Trove content expansion has officially launched called "Adventures". Players will be able to "team up and tackle the game's sprawling world together" in new ways. View the full article
  27. This weekend was the Alpha Test of Darwin Project, an arena survival game by Scavengers Studios. Darwin Project is a peculiar survival title. The premise of the game is, with an impending ice age coming, an experiment turned entertainment enterprise drops "inmates" into harsh conditions to try and survive against both the environment and other players. View the full article
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