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Thronebreaker: How To Forfeit

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Thronebreaker how to forfeit

Thronebreaker: The Witcher Tales utilizes the CCG formula for its gameplay, as you take on an opponent’s deck with one of your own. Sometimes matches will last three rounds, while others will be limited to just one. It’s often easy to tell when things aren’t going to end well for you, and that is when you want to forfeit and try again rather than finishing the whole match.

Forfeiting is actually very simple to do in Thronebreaker, and you can do it as soon as the match begins. All you have to do is bring up the menu and flick through the tabs until you reach the forfeit tab, which is all on its own. It’s accompanied with a cute little chicken icon, which seems to be the developer’s not-so-subtle way of letting you know what they think of the act you’re about to commit. Just click the button and the match is over.

Thankfully, you don’t have to live in shame for too long upon forfeiting a match. Options will come up shortly after your defeat that will let you either retry immediately or restart from your last checkpoint. Hitting retry will get you back in a match in no time, allowing you to get your next attempt in quickly.

While forfeiting is obviously a great way to save time when you know that you can’t possibly win, there are also times when you can use it to help you win certain matches. The game features puzzle matches that limit the cards you can use, though you’ll still be choosing at the beginning which ones you start with. Seeing as what you initially have at your disposal is random, you can just keep forfeiting until you get the perfect deck that will allow you to win the battle. It ain’t pretty, but it gets the job done if you’re really stuck!

Thronebreaker is available now on PC, PlayStation 4 and Xbox One. Be sure to check out our review if you’re debating on picking the game up, as well as our guides on how long it is and how saving works.

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Baldur’s Gate 3 had a more manageable development process compared to Larian Studios’ previous RPGs

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According to Swen Vincke, the founder and CEO of Larian Studios, the level of crunch on Baldur’s Gate 3 was lower compared to their previous games like Divinity: Original Sin 2. Crunch, also known as “crunch culture”, refers to the overtime that many developers are often expected to work when production deadlines are approaching.

According to GamesRadar+, Vincke was questioned about the challenges that emerged during the game’s extensive development and whether the studio had to work under intense pressure. Vincke mentioned that they are investing less in BG3 compared to their previous projects. We definitely did. We encountered unforeseen events.

Vincke highlights Larian’s global studio setup as a method through which the developer alleviated the pressure. This structure was established to guarantee round-the-clock coverage, specifically designed to prevent individuals from having to put in additional effort to resolve late-night issues. The Belgian developer has expanded its reach by opening a seventh office in Poland.

According to Vincke, employees who had to work long hours were compensated with overtime pay. He also mentioned that after 8pm, the offices would be nearly empty, and weekend work was a rare occurrence at the studio. Expanding on the topic, he clarifies: “We didn’t excessively push ourselves, but we did have to put in some extra effort.” And I believe, honestly, there will always be a sense of anticipation when you’re working towards completing a project, particularly when there are numerous intricate elements that need to be integrated.

Did you know that the development of Baldur’s Gate 3, with its immense size and scope, involved developers working tirelessly to meet the deadline? Please share your thoughts in the comments section below.

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Mad Max developer responds to comments made by Furioso director George Miller about Kojima

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Last Friday, we shared with you the news that George Miller, the director of the Mad Max franchise, mentioned Hideo Kojima as his top choice to develop another video game adaptation during the premiere of his latest film, Furiosa: A Mad Max Saga. By doing so, it appears that he also criticized the previous game with the same name. The founder of Avalanche Software and creator of the Just Cause series, Christofer Sundberg, the developer behind the last Mad Max game, has responded with strong determination.

On Twitter (thanks, Eurogamer), Sundberg expressed his disagreement with Miller’s comments about Avalanche’s Mad Max game not meeting his expectations. The director stated: “I prefer to only engage in activities if they can be executed at the utmost level of excellence.” Sundberg strongly disagreed with Miller’s statements, describing them as baseless and arrogant. He then proceeded to provide insights into the game’s development, revealing some interesting details.

Sundberg believes that Hideo Kojima has the potential to create an incredible Mad Max game, but emphasizes that it would offer a unique and distinct experience. He adds: “The publisher made extensive efforts to transform this game into a strictly linear experience, despite partnering with a developer known for their open world games.” In a subsequent Tweet, Sundberg elaborated on the situation, revealing that after the initial year of development, the higher-ups came to the realization that they had inadvertently steered them towards creating a linear experience instead of the open world game they had originally proposed. He stated: “We wasted an entire year of effort and were informed that ‘players desire independence in the current era’.” Well, obviously…”

Larian Studios’ director of publishing, Michael Douse, expressed his opinion, stating that Avalanche faced challenges in capturing the spirit of the 2015 film due to limited access and legal restrictions on intellectual property. He suggests that there may be a subtle detail that Miller is unaware of.

Mad Max, developed by Avalanche and published by Warner Bros Games, was released in the same year as Miller’s previous Mad Max film, Fury Road. Drawn from the series, it presented a backstory for Max, where players were assigned the mission of collecting components for his legendary Magnum Opus.

What are your thoughts? Were Miller’s comments inappropriate? What are your thoughts on Avalanche’s Mad Max game? Additionally, would you be curious to see how a Kojima-led adaptation would bring a unique perspective to the game? Please share your thoughts in the comments section below.

 

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Forges of Corruption DLC adds an explosive twist to the action-packed shooter Warhammer 40000: Boltgun

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Warhammer 40000: Boltgun proved to be an impressively well-crafted shooter, immersing players in the bleak and foreboding world of Game Workshop’s captivating universe. Now, fans can look forward to an extensive expansion with the Forges of Corruption DLC. Get ready to unleash the Emperor’s justice starting on June 18th on both PS5 and PS4.

Auroch Digital’s latest first-person shooter takes players on an exciting new campaign across five distinct environments. Undoubtedly, these pits will be teeming with heretics, including the treacherous Black Legion, who have recently received reinforcements in the form of Terminators armed with Lightning Claws and imposing Helbrutes. The Multi-Melta and Missile Launcher are now available for requisition, providing an effective means of eliminating enemy forces.

In addition, all players can enjoy the new Horde Mode, which offers four levels of difficulty and a unique set of in-game achievements to pursue. An upcoming navigation guide will provide players with a more forgiving experience when navigating through the game’s levels.

Have you acquired Warhammer 40000: Boltgun? Are you interested in experiencing additional content with the Forges of Corruption DLC? Engage in fierce battles against the adversaries of the Imperium in the comments section below.

 

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