New Armored Core 6 trailer sets the mech game’s narrative tone

Bandai Namco and FromSoft released a new Armored Core 6 trailer highlighting the action robot RPG’s story, and it’s characteristically bleak

Bandai Namco and FromSoft released a new Armored Core 6 trailer highlighting the action robot game’s story, and it’s characteristically bleak. FromSoft previously teased a bit of what Armored Core 6’s story is about – the search for a specially augmented human – and now we see just how brutal that search is.

The RPG‘s trailer switches between a scientist working on that augmented human, known as 621, and a team of Armored Cores unleashing absolute chaos and destruction at a site. Whether they’re fighting something or just tearing a facility to pieces isn’t completely clear. What is clear is that nothing’s left once the Cores finish their work – even the Cores themselves.

As the lights go out on 617, the final Core, Handler Walter walks into what looks like a high-tech military hospital-slash-lab and forces the person in charge to awaken 621.

“I’ll give you a reason to exist,” he says before the screen fades to black. “Let’s get to work.”

Armored Core 6 launches on Aug. 25, 2023. If you’re very keen, you can pick up a deluxe edition that comes with a digital soundtrack; a collector’s edition that includes an artbook, steel case, pins, and a figure; and a premium edition that has all of that plus a fancy garage for the figure. You can check out the Armored Core site for details on prices and platform availability.

Written by Josh Broadwell on behalf of GLHF

[mm-video type=video id=01fqpcc5fy4z69j31mar playlist_id=none player_id=none image=https://images2.minutemediacdn.com/image/upload/video/thumbnail/mmplus/01fqpcc5fy4z69j31mar/01fqpcc5fy4z69j31mar-5fd567aebf1e13ea394e4522425d1f3f.jpg]

FromSoftware surprises fans with Armored Core 6 release date trailer

FromSoftware announced the Armored Core 6 release date in a new trailer for the mecha combat RPG, highlighting its robots and action combat

FromSoftware announced the Armored Core 6 release date in a new trailer for the mecha combat RPG. Armored Core 6: Fires of Rubicon launches for PS4 and PS5, Xbox One, Xbox Series X|S, and PC via Steam on August 25, 2023.

The new trailer is the first we’ve seen of the game in months and shows much more of Armored Core 6 in action than the Game Awards 2022 reveal did, including some fantastic-looking mechs, plenty of slick skills, and a generous glimpse at some of the battlefields. Most of the action might take place in steel-covered factory settings, but the trailer still shows plenty of variety, from sun-soaked facilities high in the sky to dusty desert outposts and icy wastelands.

Most of the robots on parade this time look like your standard mechs, but one or two buck the trend, including a particularly deadly-looking mech with a vertical rack of missiles on its shoulders. Some phased in and out of sight, getting strategic angles on their opponents and launching surprise attacks. One had a giant laser sword, while some use fire and electricity. In other words, it seems like the series’ traditional emphasis on customization and over-the-top action is still intact.

Armored Core 6 follows a team of soldiers as they race to claim the “augmented human,” a sample called C4-621. There’s no telling just yet what C4-621 is, but if the trailer is anything to go by, it’s probably not something that bodes well for the universe. Armored Core is all about robot wars, after all.

Written by Josh Broadwell on behalf of GLHF

[mm-video type=video id=01ggmp652nm1065vcyv5 playlist_id=none player_id=01gp1x90emjt3n6txc image=https://images2.minutemediacdn.com/image/upload/video/thumbnail/mmplus/01ggmp652nm1065vcyv5/01ggmp652nm1065vcyv5-92caa681db3e4c1e875e59c341cc9351.jpg]

Lords of the Fallen 2023 could be something special

After spending some time with Lords of the Fallen 2023, it seems it’s shaping up to be a promising Soulslike RPG and a big improvement

You only have to poke the thin membrane between dimensions, and the skin of our reality snaps back, revealing a twisted sister realm. In one, you’re successful, rich, and loved by everyone. In the other, you’re getting mixed reviews on Steam and have a middling Metacritic score. 

The first Lords of the Fallen was one of the original Soulslikes, the genre that rose from FromSoftware’s brutal game series. There were flashes of potential, but it still felt like an imitation next to the likes of Demon’s Souls and Dark Souls

CI Games is back nearly a decade later to give it another go. It’s the same name, but a much different game, and, more importantly, another shot at living up to the genre greats. 

The first substantial change CI shows off is character customization. The original Lords of the Fallen forces you to play as a specific character with a pre-chosen moveset, you can create your own now: big, small, quick, powerful, skinny, hench – whatever you want. You have quite a few options and archetypes to choose from, including one who starts out looking like they were ripped from the streets of Bloodborne’s Yarnham, which was a particular favorite. 

The RPG‘s hands-off demo started in the tutorial section, with the game director talking through what we see as another developer plays. The first thing that stands out is how stunning new Lords o the Fallen is, in grimy, filthy kind of way at least. The art team clearly worked hard  to bring the visuals up to modern standards, and it even at its worst, it goes far beyond FromSoftware’s previous works on a technical level. 

The developers seem aware of this as well since the game features a button just for bringing out your lantern amd highlighting the beautiful lighting work illuminating the heavy, gothic architecture surrounding you. 

As with a lot of other things in Lords of the Fallen, however, there’s more to the lantern than meets the eye.

As the contrived intro hinted at, Lords of the Fallen is set in a world where two dimensions exist in parallel. The lantern offers you a glimpse at that other world. 

Each world not only has its own topography, which gets used in clever environmental puzzles, but they also have unique enemies and dangers. Raising the lantern places you between the two worlds. In one section, the player explores a scaffold on the side of a cliff. Lighting the area reveals that the entire structure is built on just one small part of a long-dead titan. “You can climb that,” the person playing the demo says.

Enemies can even pull you into the other world, which where you’re trapped if you to die there. However, you only lose your resources if you die in the dark dank of the other dimension.

Your character slowly loses their grip on reality while exploring the alternate world. Enemies descend on you as your madness grows, and you’re faced with illusions and other obstacles. If you reach an anchor before it’s too late, you can safely escape to the real world with all your experience and loot intact. 

The team even lets you customize anchors and drop them anywhere in the world. They only last for a limited period, but you can create your own checkpoints in the more difficult areas. When you reach New Game+, these customizable anchors are the only ones that exist, so if you don’t place any checkpoints, you have no way back.

This might sound offputting, and even more so considering the world is five times bigger than the first game’s, but the team has done an exceptional job of creating interconnected levels. The team used the debug camera and flew us through the environments, showing off just how impressive the design is. It’s strongly reminiscent of the first Dark Souls, with areas looping back around and reemerging in unexpected locations. At one point, the camera zoomed up the inside of a huge church tower, revealing yet another area high above where the character stood.

“So the world is semi-open, which means from every level, you can go in two directions, and every three levels loop back into each other,” game director Cezar Virtosu explained. “Our areas are hard to be defined by levels because some of them are vast, and some of them are small, but it is supremely interconnected.” 

It also borrows that FromSoftware habit of letting you piece together how the people of this world lived by using environmental cues. Lords of the Fallen’s two dimensions aren’t just a series of spaces. They’re a place where people lived and worked, where they ate and shat, where they held their religious artifacts or prayed together, or where they studied the stars and looked into the secrets of the cosmos. 

Duality is the game’s main theme. It’s reflected in the literal dual realities, but also elsewhere in the worlds and characters.. One boss  is actually two characters – conjoined twins who hate each other because one dominates the other. The second phase of the fight sees the less dominant twin take over and unleash his untapped power. The boss moves like a contortionist, twisting and flailing, making them hard to read, and looking nightmarish while doing it. 

“We wanted bosses to shock you, and we wanted body horror, because we wanted you to ask, ‘what is the nature of this world?’” Vitosu said. “Why is it skeweing things the way it is? Obviously, the nature of it – it’s a huge part of the narrative, and why we’re so keen on having the player piece everything together. Now for this boss, as unbelievable as it sounds, it was mocapped by a gentleman called Troy James, who fits in a box.” 

You can also explore this vast world with another player in co-op, if you’re so inclined. A system that grants co-op players access to certain goodies, including full sets of armor, for reaching certain milestones together, gives you some nice incentives to bring a friend along as well, and. the combat difficulty will be scaled up to account for another warrior.

Combat has been completely reimagined from the original, too. It retains the original’s methodical nature, but you have quite a few more tools at your disposal. At one point in the demo, the player rips an enemy’s soul from their now-empty shell, pulling it just over a ledge and forcing their body to chase after their essence, which causes them to fall off the platform and to their death. 

“We wanted to nail that elusive Soulslike combat,” Virtosu says. “There is a lot of knowledge that we found out along the way, but we want it to land perfectly to address all the feedback that the previous game had.” 

The first major change is the way parrying works. You’ll parry if you tap the block command as the enemy hits, but if you miss the timing, you just block instead. As long as you’re thinking defensively in fights, you can try for those reversals without worrying about taking heavy damage for poorly judged timing. You can also just dodge and avoid blocking entirely.

Then there’s the magic, which is the most impressive thing about combat here. You can map magic to a quick radial however you like to create your own spell combos. Magic in Lords of the Fallen is fast and violent, akin to melee combat or gun kata from the 2002 movie Equilibrium. There’s no massive wind-up with a catalyst – it’s all spins and pirouettes, with fire and crackling energy firing from the player’s hands. You can even get in close and fire them off, mixing spellcasting with sword strikes, the animations fluidly blending from one attack to the next. If you want to lean right into it, later spells allow you to call in biblical meteor showers and annihilate entire groups of enemies. 

“We wanted to achieve that Jedi fantasy, where you swing the sword and do a little force push and you continue with the sword,” Virtosu says. 

From what we’ve seen so far, the team appears to be nailing it. The world is intriguing and darkly beautiful, the combat is fast without losing the methodical nature inherent in the genre, and the dual worlds system is implemented in a way that rivals Soul Reaver. We’ve taken a peek into an alternate dimension where Lords of the Fallen could be something special, and we can’t wait to find out. 

Written by Kirk McKeand on behalf of GLHF

[mm-video type=video id=01gchpw2cy0590j7r4ea playlist_id=none player_id=01gp1x90emjt3n6txc image=https://images2.minutemediacdn.com/image/upload/video/thumbnail/mmplus/01gchpw2cy0590j7r4ea/01gchpw2cy0590j7r4ea-855a3881559771f93ca5dfbb3b594fa7.jpg]

PSA: Don’t let the Elden Ring hug lady touch you

Sure, it might seem like a nice idea to let the Elden Ring hug lady embrace you — but secretly, she is evil.

You know the lovely hug lady in Elden Ring? The one at Roundtable Hold who offers you a much-needed warm embrace in a world of bitter cold?

As it turns out, she’s evil. Whatever you do, do not hug her.

Well, maybe “evil” is a bit of a strong word. Fia the Deathbed Companion seems as if she truly does want to offer you a shoulder to cry Tarnished tears on in The Lands Between, but perhaps unbeknownst to herself enacts a brutal toll on you for accepting her kindness.

[mm-video type=video id=01fwpahjwc7xx54tby2a playlist_id=none player_id=none image=https://images2.minutemediacdn.com/image/upload/video/thumbnail/mmplus/01fwpahjwc7xx54tby2a/01fwpahjwc7xx54tby2a-189608c30e2feb16af69b3e0d2339a21.jpg]

After you hug Fia, you’ll get a consumable item called Baldachin’s Blessing. While this is something the game makes very clear, what you might not notice is the 5% hit to your vitality that accompanies it (cheers, VG247).

A lot of people will probably think that 5% is a minuscule, nigh trivial amount of health to lose in a video game. This, however, is a video game made by veteran studio FromSoftware — 5% could well be the difference between life and death.

A player warns you of the hug lady's curse

Fortunately, there is a way to remove the curse. If you use Baldachin’s Blessing — the item Fia gives you after embracing her — the small red square beneath your health, FP, and stamina bars will disappear, signaling the removal of the debuff.

The only downside is that you need to spend FP to use this item, which will also increase your poise, making it more difficult for enemies to knock you over. Basically, the entire cycle ends with you regaining your normal HP meter while trading some FP for a small boost to your balance. The problem is that most people don’t even know they’re cursed, let alone that they can cure themselves.

There is an argument to be made for certain builds benefiting from increased poise in specific boss battles, but in the vast, vast majority of cases, hugging Fia will only end badly for you.

As the Elden Ring player warns in the screenshot a few paragraphs above, “be wary of trap” when you approach the hug lady — her hugs often come at a devastating cost.

In related news, streamers are already beating bosses in Elden Ring using Ring Fit controllers. If you’re a normal person who struggles with doing the same using regular controllers, don’t forget to bookmark our Elden Ring complete guide and walkthrough.

Written by Cian Maher on behalf of GLHF.

[listicle id=1851301]

Elden Ring players are already beating bosses with Ring Fit controllers

An Elden Ring streamer has already managed to take down a boss first try using nothing but a Ring Fit controller.

Soulsborne fans have never been the type to do things the easy way. While the majority of players all over the world are naturally struggling with a game as skill-based and taxing as Elden Ring, some streamers are reveling in the challenge, with one particular Tarnished managing to defeat a boss using nothing but a Ring Fit controller – on their first attempt, no less.

The streamer in question is SuperLouis 64, who recently shared his battle with Bloodhound Knight Darriwil on Twitter. You can check out the video for yourself below.

https://twitter.com/SuperLouis_64/status/1498158662082347009

As you can see from the annotations, SuperLouis moves by jogging and attacks using the Ring Fit controller’s motion controls. Perhaps most impressive – and least ostensible – is the fact he also heals by squatting, which sounds… tough, to say the least.

The clip only highlights the end of the fight, although SuperLouis points out that this was his first attempt at taking on Bloodhound Knight Darriwil. Beating a FromSoft boss first try under normal circumstances is impressive enough. Doing it with a Ring Fit controller is bizarre.

[mm-video type=video id=01fwpahjwc7xx54tby2a playlist_id=none player_id=none image=https://images2.minutemediacdn.com/image/upload/video/thumbnail/mmplus/01fwpahjwc7xx54tby2a/01fwpahjwc7xx54tby2a-189608c30e2feb16af69b3e0d2339a21.jpg]

If you scroll through SuperLouis’ page, you’ll see he’s also managed to take down some other bosses since, all while using the same Ring Fit strategy. Whether or not he succeeds in rolling credits with this creative approach to playing is anyone’s guess, although given the skill and determination he has exhibited so far, we’d say it’s far more likely than not. 

On top of that, this isn’t even SuperLouis’ first foray into absurd video game challenges. He’s also played Demon’s Souls with a dance pad, literally ran across Hyrule in Breath of the Wild, and beaten Dark Souls using a controller made of bananas. What can’t this man do?

If you, like us, are a normal human being who is barely capable of stringing two parries together under normal conditions, there’s a good chance you might need some help with Elden Ring.

If so, we’ve got you covered – here’s our complete guide and walkthrough for Elden Ring

Written by Cian Maher on behalf of GLHF.

[listicle id=1851301]

Bandai Namco issues statement on Elden Ring performance issues

Bandai Namco and FromSoftware have issued a statement pertaining to reported performance issues in Elden Ring.

Bandai Namco and FromSoftware have responded to a number of issues that are reportedly affecting the recently released Elden Ring.

While Elden Ring has already become one of the most critically acclaimed games of all time, it is apparently not without its problems. Most of these are minor, easily forgivable bugs that have not changed how people feel about the game, but players have still reported them in the hopes that the experience will become even smoother in the near future.

Less than 24 hours after launch, Bandai Namco has already posted a blog describing the next steps in rectifying the issues with Elden Ring.

The post begins with a standard apology before getting into the nitty gritty of what you can expect to be amended first. Details vary from minor grievances like excessive mouse sensitivity on PC to more readily ostensible problems such as frame rate drops.

[mm-video type=video id=01fwk8tygv3y59z5hppe playlist_id=none player_id=none image=https://images2.minutemediacdn.com/image/upload/video/thumbnail/mmplus/01fwk8tygv3y59z5hppe/01fwk8tygv3y59z5hppe-b57837ef6f015a138272a174e588f6ed.jpg]

Players have also reported issues with saving the game on PS5, which is obviously a particularly impeding factor in that it quite literally prevents progress. While FromSoftware is working on a patch, it recommends that you “quit the game by opening the system menu using the Option button and selecting ‘Quit Game'” to temporarily circumvent the problem.

The post ends by stating that the team is also working to fix some smaller issues, and welcomes further reports from anyone who experiences any complications while playing Elden Ring.

If you’ve just jumped into Elden Ring for yourself, we’ve prepared plenty of guides to help you on your journey through The Lands Between. From how to two-hand wield weapons to choosing the best Keepsake, we’ve got plenty of material to steer you in the right direction. Just make sure you don’t pick this class.

If you’re still on the fence, however, make sure to check out our Elden Ring review.

Written by Cian Maher on behalf of GLHF.

[listicle id=1850868]

Elden Ring review – dungeons and dragons and bats with old womens’ faces

Nothing is as you expect in Elden Ring, the next game from Dark Souls developer FromSoftware.

I can hear a song. Discordant and melancholic, it’s like a siren’s verse in some forgotten language. Simlish, maybe. As I turn the corner, I see the songstress, sitting and singing. With scraggly long hair and a wrinkled face, I’m convinced it’s an elderly woman right up until the moment she unfurls. Not stands – unfurls. Old women don’t generally do that. I saw some strange stuff when I visited my grandmother at the home, but never that. Not once. No unfurling OAPs.

Nothing is as you expect in Elden Ring, the next game from Dark Souls developer FromSoftware. Honestly, even the sheep are deranged. This being an open-world game, Elden Ring has a crafting system by royal decree. If you don’t want to buy projectiles, you need to murder animals to create them yourself. Of course, you’d expect a sheep to run away if a knight started sprinting at it with a god-slaying twinblade, but these sheep aren’t any ordinary sheep – they’re FromSoftware sheep. If they see you coming, they curl up into a ball before rolling away like a fluffy armadillo. Feeling normal, looking normal. 

[mm-video type=video id=01fwk8tygv3y59z5hppe playlist_id=none player_id=none image=https://images2.minutemediacdn.com/image/upload/video/thumbnail/mmplus/01fwk8tygv3y59z5hppe/01fwk8tygv3y59z5hppe-b57837ef6f015a138272a174e588f6ed.jpg]

George R.R. Martin – the author of Game of Thrones – apparently lent his writing talents to this world. He cooked up the lore, the flavor of the world, and FromSoftware sprinkled the rolling sheep seasoning on top. If no one told you before you played it, you wouldn’t know. You still piece together the story from vague conversations, the state of your surroundings, and abstract item descriptions. Barely animated NPCs still deliver speeches without a hint of emotion. You still rest at bonfires (now called sites of grace), and you still slowly push open double doors to reveal a new area. It’s unmistakably FromSoftware. 

What sets this apart from other FromSoftware games isn’t the worldbuilding – it’s the world itself. Rather than a series of interconnected levels, Elden Ring tasks you with exploring a fully open world with dynamic weather and a day and night cycle. If you’ve played a triple-A game in the past decade, you know the drill. But a FromSoftware open world doesn’t feel like any other you’ve explored. If you don’t respect them, every single enemy can kill you. Every landmark exists as a tease for some labyrinthine dungeon. You’re never asked to repeat a series of mind-numbing tasks for the sake of it. It’s just you, your horse, and the world. Go in whatever direction you want.

Lonely battlements, crooked hovels, and rugged ruins litter the landscape. Towering castles jut out of the horizon, overshadowed only by the branches of a great, ethereal tree. There are (of course) poisonous swamps, abandoned villages where magic crackles in the air, sweeping plains, and rotting towns riddled with pestilence. There are battered beaches, frostbitten fields, and creepy caverns. The land is almost as varied as your arsenal, which includes axes, greatswords, katanas, whips, knuckle dusters, bows, clubs, and plenty more besides. 

When exploring the world you’ll see giants stomping across the dirt, small armies patrolling the fields, and crestfallen soldiers licking their wounds on the burnt remnants of a battlefield. Beyond all this, there’s more. So, so much more. I don’t want to spoil the sense of discovery because it’s mind-boggling. Every time you think you’ve seen all an area has to offer, you stumble upon something else that leads you down into a new dungeon, or up into an undiscovered area of the map. Like that singing “old woman”, the world unfurls. Constantly. 

Souls games have always been focused on delving deep. Outside of their hub areas, there’s barely any respite. Some people love that sense of confinement, where the more you push in, the harder it is to backtrack. In Elden Ring, you unlock fast travel early on, allowing you to easily leave a place if you find it too difficult. There’s always another direction to venture. And when you do push on and make it through one of the many dungeons, there’s a fist-pumping feeling of elation when you reach the other side and emerge, once again, in the overworld. Beating a difficult dungeon here mimics that feeling you get when you leave the gym and feel the wind on your face. 

Fast travel isn’t the only way Elden Ring is more approachable than other Souls games, either. Fall damage is much less strict, for a start. You can fall much further, and a dedicated jump button makes platforming feel a lot less like jamming a sewing needle into your urethra. The only downside to this is that it’s hard to judge whether a fall will kill you or not, which sometimes leads to frustrating deaths. Still, Elden Ring doesn’t punish you as much for dying either. Yes, you lose the runes you were carrying (the currency used to buy items and level up), unless you make it back to the place of your death before you die again, but it’s not like you lose a chunk of your health. There’s also no weapon degradation, so there’s no need to stop what you’re doing to find a blacksmith. Elsewhere, stamina isn’t used outside of combat, allowing you to sprint indefinitely whenever you’re not being chased by some twisted granny. 

In most parts of the world, you’re free to ride your horse. Not only does this get you around the map quicker, but mounted combat makes many of the enemies you encounter easier to manage. Since I chose the samurai starting class, I felt like Sekiro’s Gyoubu Oniwa, a mounted menace who easily cuts down foes from horseback. It might not be as effective a strategy for mages, but dragons are a doddle when you can cavalry charge them until they drop dead. It also allows FromSoftware to create vast spaces, such as a grand staircase guarded by ballistae and soldiers – charging up it on horseback feels more epic than anything the studio has ever done before.

When you do hit a boss-shaped brick wall, you can summon phantoms – AI helpers who can damage and distract a boss for as long as their health pool lasts. While they’re not as reliable as summoning another player (which will also be an option once the servers go online), they’re a good solution for players who are stuck and don’t have an online connection or prefer to play solo. Bosses also have more forgiving checkpoints – often one right before the boss arena. This solves one of the more irritating features of FromSoftware games, which usually require you to run through a gauntlet of ordinary enemies every time you want to have another attempt at a boss – in Bloodborne, you were arguably more likely to die on the way to The One Reborn than you were to the boss itself.

Many of the bosses are much easier than in previous FromSoftware games, too. Some will stomp you into dust repeatedly, but you’ll find yourself beating many on your first attempt. This is partly because of how they’re designed and also a symptom of the open world. You might stumble upon a mine that gives you access to weapon upgrade materials or find yourself beating a late area earlier than you were meant to. When you eventually get back on the critical path, you might find you’re way overpowered. It also helps that you don’t need perfect parry timing to land counter attacks here, since there’s a new block-parry that allows you to counter straight after a successful block instead of a timed shield backhand. 

It’s not all a cakewalk, of course. The final third of the game has some pretty cheap tricks waiting for you. Remember that boss from earlier? What about that other one? Well, now they’ve teamed up and you have to kill them both three times. Enjoy! Whenever you get complacent, Elden Ring reminds you that you’re a mote of dust suspended in a sunbeam and punishes you for your hubris. 

When I finally reached the last area of the game – 50 hours in – I hit that duo I just mentioned. After a dozen attempts, I could tell it wasn’t going to happen. Not yet. It was time to explore a little more and double-check areas I’d already scoured to upgrade my weapons and maybe level up a bit. After a couple of hours back in the overworld, I’d found two entirely new areas that I’d never visited before. I’m not talking about little caves, I mean whole new areas with their own bosses, enemies, and items – I uncovered one of them because I smacked a wall, revealing it to be illusory. Elden Ring’s world is intimidatingly vast. But despite spending all this time crunching through it for review, I can’t wait to go back and see more of it unfurl.  

Written by Kirk McKeand on behalf of GLHF.

[listicle id=1357937]

Elden Ring unveils new story trailer at The Game Awards 2021

The latest Elden Ring trailer from The Game Awards 2021 gave us a closer look at what to expect from the game’s story.

With just over two months to go before launch, Elden Ring’s most recent trailer at The Game Awards 2021 has provided fans all over the world with a more solid idea of what to expect from FromSoftware’s upcoming blockbuster. 

Aside from the content of the trailer itself, Elden Ring’s presence at The Game Awards alone is enough to cause a stir in the Souls community. Before it was officially unveiled during Summer Game Fest earlier this year, many people thought an Elden Ring reveal was a shoo-in for The Game Awards in 2020, meaning tons of fans were left disappointed when it didn’t show up. This latest trailer seems like a conscious effort to remedy that, offering those same fans some much appreciated context for The Lands Between.

As you can see in the trailer above, there’s quite a lot going on here, to the point where the narrative looks a little bit more straightforward than those of previous Souls games. It’s definitely still convoluted, mind – just not as convoluted as usual. The rune of death gets stolen, there are a bunch of demigods with fancy names, and the titular Elden Ring breaks. Oh, and apparently you might be the Elden Lord. Nice!  

Written by A Song of Ice and Fire author George R. R. Martin and directed by FromSoftware’s own Hidetaka Miyazaki, Elden Ring is the latest entry in the studio’s long spanning Souls series. While Elden Ring is confirmed to exist in the same universe as the three Dark Souls games, fans generally also consider Demon’s Souls, Bloodborne and Sekiro as part of the series on account of the shared DNA between all of From’s games.

Elden Ring is set to launch for PC, Xbox Series X/S, Xbox One, PS5 and PS4 on February 25, 2022.

Written by Cian Maher on behalf of GLHF

[listicle id=1326139]

Dark Souls is the Ultimate Game of All Time, according to the Golden Joystick Awards

Praise the sun!

Dark Souls  won the 2021 Golden Golden Joystick award for Ultimate Game of All Time.

Yes, indeed, FromSoftware’s seminal action RPG had more fan votes than any other nominees at Gameradar’s  Golden Joysticks. The category celebrated 50 years’ worth of video games, so Dark Souls  had some stiff competition. 

The complete list of nominees included:

  • Dark Souls
  • Doom (1993)
  • The Legend of Zelda: Breath of the Wild
  • Half-Life 2
  • Minecraft
  • Street Fighter II
  • Tetris
  • The Last of Us
  • Super Mario 64
  • Metal Gear Solid
  • Halo: Combat Evolved
  • Super Mario Bros. 3
  • Grand Theft Auto V
  • Portal
  • Call of Duty 4: Modern Warfare
  • Pac Man
  • Super Mario Kart
  • Space Invaders
  • Sim City (1989)
  • Pokémon GO

While Dark Souls is ridiculously popular, it’s wild to see it come out on top given some of the inclusions on this list. Both Minecraft  and Grand Theft Auto V, for example, tower over it in sales. Betting on the underdog paid off this time!

That wasn’t the only big win for FromSoftware either. The studio’s forthcoming open-world RPG, Elden Ring, took home the Golden Joystick’s Most Wanted Game award. 

We spent some time with Elden Ring  recently and quite liked it. While the game recently got hit with a delay, it’s  still coming out fairly soon.

Written by Kyle Campbell on behalf of GLHF.

[mm-video type=video id=01fke1r1cjv1yfsm1x1s playlist_id=none player_id=none image=https://images2.minutemediacdn.com/image/upload/video/thumbnail/mmplus/01fke1r1cjv1yfsm1x1s/01fke1r1cjv1yfsm1x1s-52fe1ba3c275fac9bd26d2c7ce204b3e.jpg]

[listicle id=1197520]

Here’s how ‘Elden Ring’ will look and run on consoles

Want to know how Elden Ring will perform on PlayStation 5 and Xbox Series X? We got the details!

Elden Ring  isn’t coming out until next year, but we now know how the highly-anticipated action RPG will look and perform on Xbox and PlayStation consoles.

Publisher Bandai Namco shared a specs and compatibility information sheet that goes into some technical details. For Xbox One and PlayStation, the last generation consoles, Elden Ring  will run at 30 FPS. Xbox One will have a max resolution of 1600x900p, while the PlayStation 4 will go up to 1920x1080P. Poor old Xbox One still can barely handle 1080P!

Meanwhile, the mid-generation versions of those consoles fair a bit better. The PlayStation 4 Pro reaches resolutions of 3200x1800P, while the Xbox One X supports up to 3840x2160P. Both consoles are still capped at 30 FPS, though. Not bad.

PlayStation 5 and Xbox Series X, the current generation consoles, will flex some technical muscle with Elden Ring. Both of them support 3840x2160P resolutions with a cap of 60 FPS. So yeah, the console versions of Elden Ring  will look best on these machines. Total shocker, I know. The Xbox Series S, however, will only support up to 2560x1440P.

PC system requirements are still a no-show, sadly. We do know, however, that it’ll support 3840x2160P resolutions and have a 60 FPS cap. Bummer for those of us with high refresh rate monitors!

Elden Ring  will also support ray-tracing on PlayStation 5, Xbox Series X and PC, but that’s coming until a post-launch patch.

The hype for Elden Ring  is reaching a boiling point, especially as fans continue to go wild on social media. There’s a beta coming soon, thankfully, which should help mend the souls of anyone jumping up and down in anticipation for FromSoftware’s latest. At least we have that Bloodborne demake coming out soon to hold us over for a bit. 

Written by Kyle Campbell on behalf of GLHF.

[mm-video type=video id=01fke1r1cjv1yfsm1x1s playlist_id=none player_id=none image=https://images2.minutemediacdn.com/image/upload/video/thumbnail/mmplus/01fke1r1cjv1yfsm1x1s/01fke1r1cjv1yfsm1x1s-52fe1ba3c275fac9bd26d2c7ce204b3e.jpg]

[listicle id=1197520]