Bethesda Articles and News 5t4s3m Siliconera The secret level in the world of video game news. Fri, 09 May 2025 14:03:46 +0000 en-US hourly 1 https://wordpress.org/?v=6.7.2 https://d3la0uqcqx40x5.cloudfront.net/wp-content/s/2021/04/cropped-cropped-favicon-new-270x270-1.jpg?fit=32%2C32 Bethesda Articles and News 5t4s3m Siliconera 32 32 163913089 Review 702e4y DOOM: The Dark Ages Builds on DOOM and DOOM Eternal https://siliconera.voiranime.info/review-doom-the-dark-ages-builds-on-doom-and-doom-eternal/?utm_source=rss&utm_medium=rss&utm_campaign=review-doom-the-dark-ages-builds-on-doom-and-doom-eternal https://siliconera.voiranime.info/review-doom-the-dark-ages-builds-on-doom-and-doom-eternal/#respond <![CDATA[Jenni Lada]]> Fri, 09 May 2025 14:01:00 +0000 <![CDATA[Featured]]> <![CDATA[PlayStation 5]]> <![CDATA[Bethesda]]> <![CDATA[Doom: The Dark Ages]]> <![CDATA[Europe]]> <![CDATA[iD Software]]> <![CDATA[North America]]> <![CDATA[Reviews]]> https://siliconera.voiranime.info/?p=1091782 <![CDATA[

t1z4l

There are times when I sometimes feel like DOOM: The Dark Ages might be one of the more accessible and inviting installments, yet at the same time could be too focused on prior releases' reveals and details. The gameplay is tight and encourages diverse strategies that use every item in your arsenal and the Chapters’ locations are expansive and littered with secrets, which might make it inviting enough even if you don’t know the whole backstory ahead of experiencing the newest game. While I do think I had a bit of a better time with DOOM Eternal, this is still a delight.

I missed the 2016 DOOM installment and, while DOOM: The Dark Ages is a prequel, it heavily relies upon knowledge of DOOM and DOOM Eternal. After all, it begins on Argent D’Nur with the Night Sentinels requesting Bishop Kreed Maykr dispatch the Doom Slayer to Khalim to face the forces of Hells attacking. Hell’s Prince Ahzrak. However, it’s clear the Doom Slayer is under Maykr control, with a rather notable piece of technology on his chest pointing to a degree of control, and we learn about this new threat, the fate of an organization, and the familiar figure’s beginnings along the way. A very brief four sentences set the stage before we’re plunged into protecting Khalim, and I felt id Software often assumed I’d be familiar with characters and situations. 

To start, the execution and implementation of DOOM: The Dark Ages is downright perfect. It welcomes players from both ends of the spectrum. There are six difficulty levels, as well as some settings in options that can be adjust. So Aspiring Slayer feels like a somewhat easy experience that lets someone newer to the series or perhaps with less experience with the genre still cut through enemies, learn the mechanics, and feel powerful thanks to damage modifiers, parry windows, less aggressive enemies, and things like aim assist. Meanwhile, Ultra-Nightmare difficulty is available from the very outset and essentially punishes you for any lapse in awareness or mistake. Enemies are savage, know exactly where you are, and hunt you down, you don’t get any saves, you need to find Life Sigils to recover, the parry window is shorter, and if you die the campaign is completely over. You can also swap to different ones at any time as you play, in case you need more (or less) of a challenge. Couple this with tutorials that are well implemented as new weapons and mechanics are introduced and Chapters set up so enemies susceptible to them appear for you to gain experience.

https://www.youtube.com/watch?v=s1i3YfGl5ag&ab_channel=BethesdaSoftworks

While 2016’s DOOM and DOOM Eternal seemed a little faster pace, I found I benefitted more by leaning into the Doom Slayer’s more thoughtful and methodical movements in DOOM: The Dark Ages. This isn’t to say that you can’t move fast. I adored a strike carried out with the shield that lets you lock onto an enemy and essentially dash and smash into them to deal massive damage and perhaps even collateral damage to entities around it. Once you’ve set up an enemy for a finishing blow, you can tap a button to zip in and smash. Also, depending on the difficulty and your abilities, you could probably rush in if you want! But there ended up being so many moments when taking my time, analyzing the situation, and responding before immediately reacting and rushing in worked toward my benefit. Letting enemies come to me meant I could use melee hits, including the finisher that would force it to drop all types of necessary ammo. Parrying some ranged blasts could send them back, dealing more damage in a single counter than I could by wasting a few bullets or direct hits. 

Another thing id Software nailed with DOOM: The Dark Ages involved making each type of weapon feel different and important. It is to your benefit to not rely on one type of attack, since swapping between them often is the best approach for not only dealing with hordes, but even with certain heavier types of foes. In some cases, you’ll need to use a standard gun, such as a Shotgun or Shredder, to superheat a shield and use a Shield Saw to destroy the enemy. Or when there’s a larger foe that can take more hits surrounded by Zombies and Soldiers, using a Shield Saw to stun them, swapping to the Accelerator for a faster rate of fire, then jumping in with a melee Power Gauntlet strike to ensure it drops ammo you need. And since bringing up the weapon wheel to swap guns is also easy, it could be just as handy to use an Accelerator to get rid of enemies with Energy Shields, then swap to something like Pulverizer to take out larger groups. The recoil feels good on the PS5, the is fine, and the speakers in the controller chime in with sounds taken from the assault. And the execution means every attack feels different, so there’s a faster pace with the Flail than the Power Gauntlet, and you could feel the weight of the Mace. The only complaint I have is that, unless I did feel like I needed ammo, I sometimes was so satisfied with the guns and Shield Saw that I didn't resort to melee. Melee does work well and can be another effective option in the arsenal, but the shooting is so punchy and shield so useful that it sometimes can't compare.

In addition to those typical means of assaulting foes, DOOM: The Dark Ages includes the ability to fight off foes in an Atlan mech or ride a Mecha Dragon. While I liked the concept behind both, especially the dragon, I feared they’d be a bit of a gimmick ahead of launch that wouldn’t mesh with what we expect from a DOOM game. Now that I’ve played, I still think the concept behind the Mecha Dragon is incredibly cool and I get why they would feel important for a sense of progress and scale, but these segments didn’t really click with me. It is fine and doesn’t ruin the experience since they aren’t a major focus in stages, but I recommend tempering your expectations for them and not expecting too much. I feel like the more diverse gameplay in Chapters spoiled me a bit. I got so used to setting the pace and choosing between varied types of assaults. So while these are totally serviceable, especially since they are rather infrequent, I didn’t find them as much fun.

What I will say is I appreciated the spectacle of them, as well as the settings for all the chapters. I love the mash-up between medieval armor, weaponry, and elements alongside the advanced relics, technology, and guns. They go together so well, I found myself sometimes finding the many types of collectibles scattered throughout Chapters because I’d occasionally take in my surroundings and explore set pieces once I’d eliminated demons. It’s especially impressive when in outdoor settings and seeing titanic demons facing off against one another. They’re massive, and again I’d stop and watch their reign of terror or fights against equally gargantuan foes or dragons. Also, as you’d expect, the soundtrack is great and filled with metal that amps up at appropriate moments. 

Another perk to it is the layout and size of each Chapter makes replaying an attractive prospect. There are multiple types of collectibles, such as Codex Entries or Skins, that can be hidden away. Spaces can have multiple layers to them, inviting you to drop down into spots or explore to see if you can reach certain spots. A map can be checked, in case you’re looking for assistance or trying to suss out a secret. I also found the level design meant there would be a natural flow even if I did venture off the beaten path, which I appreciated. It’s very well thought out.

DOOM: The Dark Ages feels packed with situations that test a player and challenge them to use every element in their arsenal. Not to mention, it’s also quite accessible and filled with collectibles that make it worth replaying Chapters in its story. However, I do feel like it is geared toward people who played DOOM and DOOM Eternal, with a narrative that sometimes necessitates prior knowledge of the storyline since 2016. Also, the mecha dragon and Atlan mech sections don’t leave the sort of grand impression one might expect.

DOOM: The Dark Ages will come to the PS5, Xbox Series X, and PC on May 15, 2025. 

The post Review: DOOM: The Dark Ages Builds on DOOM and DOOM Eternal appeared first on Siliconera.

]]>
<![CDATA[

Review: DOOM: The Dark Ages Builds on DOOM and DOOM Eternal

There are times when I sometimes feel like DOOM: The Dark Ages might be one of the more accessible and inviting installments, yet at the same time could be too focused on prior releases' reveals and details. The gameplay is tight and encourages diverse strategies that use every item in your arsenal and the Chapters’ locations are expansive and littered with secrets, which might make it inviting enough even if you don’t know the whole backstory ahead of experiencing the newest game. While I do think I had a bit of a better time with DOOM Eternal, this is still a delight.

I missed the 2016 DOOM installment and, while DOOM: The Dark Ages is a prequel, it heavily relies upon knowledge of DOOM and DOOM Eternal. After all, it begins on Argent D’Nur with the Night Sentinels requesting Bishop Kreed Maykr dispatch the Doom Slayer to Khalim to face the forces of Hells attacking. Hell’s Prince Ahzrak. However, it’s clear the Doom Slayer is under Maykr control, with a rather notable piece of technology on his chest pointing to a degree of control, and we learn about this new threat, the fate of an organization, and the familiar figure’s beginnings along the way. A very brief four sentences set the stage before we’re plunged into protecting Khalim, and I felt id Software often assumed I’d be familiar with characters and situations. 

To start, the execution and implementation of DOOM: The Dark Ages is downright perfect. It welcomes players from both ends of the spectrum. There are six difficulty levels, as well as some settings in options that can be adjust. So Aspiring Slayer feels like a somewhat easy experience that lets someone newer to the series or perhaps with less experience with the genre still cut through enemies, learn the mechanics, and feel powerful thanks to damage modifiers, parry windows, less aggressive enemies, and things like aim assist. Meanwhile, Ultra-Nightmare difficulty is available from the very outset and essentially punishes you for any lapse in awareness or mistake. Enemies are savage, know exactly where you are, and hunt you down, you don’t get any saves, you need to find Life Sigils to recover, the parry window is shorter, and if you die the campaign is completely over. You can also swap to different ones at any time as you play, in case you need more (or less) of a challenge. Couple this with tutorials that are well implemented as new weapons and mechanics are introduced and Chapters set up so enemies susceptible to them appear for you to gain experience.

https://www.youtube.com/watch?v=s1i3YfGl5ag&ab_channel=BethesdaSoftworks

While 2016’s DOOM and DOOM Eternal seemed a little faster pace, I found I benefitted more by leaning into the Doom Slayer’s more thoughtful and methodical movements in DOOM: The Dark Ages. This isn’t to say that you can’t move fast. I adored a strike carried out with the shield that lets you lock onto an enemy and essentially dash and smash into them to deal massive damage and perhaps even collateral damage to entities around it. Once you’ve set up an enemy for a finishing blow, you can tap a button to zip in and smash. Also, depending on the difficulty and your abilities, you could probably rush in if you want! But there ended up being so many moments when taking my time, analyzing the situation, and responding before immediately reacting and rushing in worked toward my benefit. Letting enemies come to me meant I could use melee hits, including the finisher that would force it to drop all types of necessary ammo. Parrying some ranged blasts could send them back, dealing more damage in a single counter than I could by wasting a few bullets or direct hits. 

Another thing id Software nailed with DOOM: The Dark Ages involved making each type of weapon feel different and important. It is to your benefit to not rely on one type of attack, since swapping between them often is the best approach for not only dealing with hordes, but even with certain heavier types of foes. In some cases, you’ll need to use a standard gun, such as a Shotgun or Shredder, to superheat a shield and use a Shield Saw to destroy the enemy. Or when there’s a larger foe that can take more hits surrounded by Zombies and Soldiers, using a Shield Saw to stun them, swapping to the Accelerator for a faster rate of fire, then jumping in with a melee Power Gauntlet strike to ensure it drops ammo you need. And since bringing up the weapon wheel to swap guns is also easy, it could be just as handy to use an Accelerator to get rid of enemies with Energy Shields, then swap to something like Pulverizer to take out larger groups. The recoil feels good on the PS5, the is fine, and the speakers in the controller chime in with sounds taken from the assault. And the execution means every attack feels different, so there’s a faster pace with the Flail than the Power Gauntlet, and you could feel the weight of the Mace. The only complaint I have is that, unless I did feel like I needed ammo, I sometimes was so satisfied with the guns and Shield Saw that I didn't resort to melee. Melee does work well and can be another effective option in the arsenal, but the shooting is so punchy and shield so useful that it sometimes can't compare.

In addition to those typical means of assaulting foes, DOOM: The Dark Ages includes the ability to fight off foes in an Atlan mech or ride a Mecha Dragon. While I liked the concept behind both, especially the dragon, I feared they’d be a bit of a gimmick ahead of launch that wouldn’t mesh with what we expect from a DOOM game. Now that I’ve played, I still think the concept behind the Mecha Dragon is incredibly cool and I get why they would feel important for a sense of progress and scale, but these segments didn’t really click with me. It is fine and doesn’t ruin the experience since they aren’t a major focus in stages, but I recommend tempering your expectations for them and not expecting too much. I feel like the more diverse gameplay in Chapters spoiled me a bit. I got so used to setting the pace and choosing between varied types of assaults. So while these are totally serviceable, especially since they are rather infrequent, I didn’t find them as much fun.

What I will say is I appreciated the spectacle of them, as well as the settings for all the chapters. I love the mash-up between medieval armor, weaponry, and elements alongside the advanced relics, technology, and guns. They go together so well, I found myself sometimes finding the many types of collectibles scattered throughout Chapters because I’d occasionally take in my surroundings and explore set pieces once I’d eliminated demons. It’s especially impressive when in outdoor settings and seeing titanic demons facing off against one another. They’re massive, and again I’d stop and watch their reign of terror or fights against equally gargantuan foes or dragons. Also, as you’d expect, the soundtrack is great and filled with metal that amps up at appropriate moments. 

Another perk to it is the layout and size of each Chapter makes replaying an attractive prospect. There are multiple types of collectibles, such as Codex Entries or Skins, that can be hidden away. Spaces can have multiple layers to them, inviting you to drop down into spots or explore to see if you can reach certain spots. A map can be checked, in case you’re looking for assistance or trying to suss out a secret. I also found the level design meant there would be a natural flow even if I did venture off the beaten path, which I appreciated. It’s very well thought out.

DOOM: The Dark Ages feels packed with situations that test a player and challenge them to use every element in their arsenal. Not to mention, it’s also quite accessible and filled with collectibles that make it worth replaying Chapters in its story. However, I do feel like it is geared toward people who played DOOM and DOOM Eternal, with a narrative that sometimes necessitates prior knowledge of the storyline since 2016. Also, the mecha dragon and Atlan mech sections don’t leave the sort of grand impression one might expect.

DOOM: The Dark Ages will come to the PS5, Xbox Series X, and PC on May 15, 2025. 

The post Review: DOOM: The Dark Ages Builds on DOOM and DOOM Eternal appeared first on Siliconera.

]]>
https://siliconera.voiranime.info/review-doom-the-dark-ages-builds-on-doom-and-doom-eternal/feed/ 0 1091782
Review 702e4y Oblivion Remastered Is a Stunning Remaster https://siliconera.voiranime.info/review-oblivion-remastered-is-a-stunning-remaster/?utm_source=rss&utm_medium=rss&utm_campaign=review-oblivion-remastered-is-a-stunning-remaster https://siliconera.voiranime.info/review-oblivion-remastered-is-a-stunning-remaster/#respond <![CDATA[Jenni Lada]]> Thu, 08 May 2025 13:00:00 +0000 <![CDATA[Featured]]> <![CDATA[PC]]> <![CDATA[PlayStation 5]]> <![CDATA[Xbox Series X]]> <![CDATA[Bethesda]]> <![CDATA[Europe]]> <![CDATA[Microsoft]]> <![CDATA[North America]]> <![CDATA[Reviews]]> <![CDATA[Virtuos Games]]> https://siliconera.voiranime.info/?p=1091330 <![CDATA[

Review: Oblivion Remastered Is a Stunning Remaster

What we end up getting when a company releases a remaster of a game varies. Sometimes, there are only some improved textures and HD enhancements. We might get a new or updated localization, if it involves a Japanese release. If we’re really lucky, the alterations will be so extensive that it might feel more like a remake. That’s what’s happened with Bethesda and Virtuos’ The Elder Scrolls IV: Oblivion Remastered, as the remaster is so comprehensive and detailed that the experience often feels entirely new.

Oblivion Remastered begins with a player’s imprisoned avatar being tasked with a royal mission to get the fallen Emperor Uriel Septim VII’s Amulet of Kings to Blades Grandmaster Jauffre, while also dealing with the invasion of Oblivion’s Daedra as a result of the ruler’s death. We must forge our own path through Cyrodiil and find a way to save it and Tamriel. It's... fine. I'm not a huge fan of the main game's campaign and preferred supplemental missions in the past, and I found it remained true here. As a very welcome bonus, the remaster of Oblivion includes the Knights of the Nine and Shivering Isles expansions. While Knights of the Nine is totally fine, I always really enjoyed the Greymarch campaign in Shivering Isles and found returning to it a welcome premise.

https://www.youtube.com/watch?v=wFJ3PZuAjK4

As a refresher, Oblivion Remastered is an open-world action-RPG like other The Elder Scrolls games, filled with mainline and side quests to undertake. You can go through in either the first or third-person perspective, using melee, ranged, and magical attacks to cut through foes. There’s also crafting, with players able to use skills such as Alchemy to make potions and Armorer to repair equipment. There are also ample opportunities to do some roleplaying, with factions to like the Dark Brotherhood or Fighters, Mages, and Thieves Guilds and ways to pretend you’re a merchant by combining Mercantile and Speechcraft when buying and selling.

When first heading into Oblivion Remastered, the most obvious change in the remaster is the visuals. This is a stunning game that looks more like Skyrim than its original release. Environments are gorgeous. Buildings look realistic. Monsters and opponents are updated, and I appreciated how much more they look like more recent installments’ counterparts. All NPCs look different, often for the better, and the voice acting and lip sync looks so much more realistic and better. As someone who always prioritized the third-person perspective in The Elder Scrolls games, the camera settings are vastly improved. Everything just looks and sounds great. This even applies to player characters, since we get so many more options in the creator as well as updated original ones.

But once you start really getting into Oblivion Remastered, it’s evident how much fine-tuning Bethesda and Virtuos put into the remaster. I’ve always prioritized ranged weapons and magic in The Elder Scrolls series, and I could tell right away how much better things felt. I noticed magicka regenerated at a better pace, which I appreciated and left me feeling more secure early in my adventure. Also, archery feels like it got a major buff. The controller’s aim assist is great, and arrows both do more damage at a faster pace. Also, again, I felt more comfortable as an archer because I could get arrows from fallen enemies instead of worrying they’d be lost. There are lots of perk adjustments, and I especially noticed this when using alchemy and when I’d see greater chances of my arrows paralyzing enemies. 

There are even entirely new elements that make The Elder Scrolls IV more accessible in Oblivion Remastered. The best example of this is Clairvoyance. It’s a spell added for this release and pulled from Skyrim, and it helps you find your way in case you get lost by showing a line to your direction. The tutorial ended up being adjusted as well, so it also tells you how to use it. If someone has issues with the camera and is sensitive to motion-sickness when playing titles with a first-person perspective, I could see the camera motion option assisting with that. You can also add aim assist, as I mentioned before, and adjust how sensitive that is. Also, bless the developers for adding a text and subtitle font size options, as the medium and large options for both are so helpful.

Speaking of which, I think what I love most about Oblivion Remastered is how Bethesda and Virtuos used the remaster as an opportunity to add all of the Skyrim quality of life adjustments. We can sprint now! Sprinting is so great. And if you’re using any skill, it’s going to help you get experience to level up, which is so efficient. Skyrim’s horseback riding, health regeneration, and over-encumbered rules are in effect for the sake of convenience and ease of play too. This means you’re automatically swapped to the third-person perspective when you ride, to help you better take into what’s around you. Your health will regenerate when combat is over. If you are carrying too much, you can still move. The remaster’s HUD and difficulty levels also match the more recent release. In addition to being more efficient and working better, I feel it’s a big help for people who got into the series after The Elder Scrolls V debuted. 

Even if you don’t count Oblivion among your favorite The Elder Scrolls games, Oblivion Remastered is a triumph and sets a high bar for what we should expect from a video game remaster. While the game will play exactly as you would expect, it looks, sounds, and perhaps even feels smoother than ever before. Given how different the world looks and quality of life adjustments and changes based on Skyrim, it still might feel like a whole new experience this time around.

The Elder Scrolls IV: Oblivion Remastered is available for the PS5, Xbox Series X, and PC. 

The post Review: Oblivion Remastered Is a Stunning Remaster appeared first on Siliconera.

]]>
<![CDATA[

Review: Oblivion Remastered Is a Stunning Remaster

What we end up getting when a company releases a remaster of a game varies. Sometimes, there are only some improved textures and HD enhancements. We might get a new or updated localization, if it involves a Japanese release. If we’re really lucky, the alterations will be so extensive that it might feel more like a remake. That’s what’s happened with Bethesda and Virtuos’ The Elder Scrolls IV: Oblivion Remastered, as the remaster is so comprehensive and detailed that the experience often feels entirely new.

Oblivion Remastered begins with a player’s imprisoned avatar being tasked with a royal mission to get the fallen Emperor Uriel Septim VII’s Amulet of Kings to Blades Grandmaster Jauffre, while also dealing with the invasion of Oblivion’s Daedra as a result of the ruler’s death. We must forge our own path through Cyrodiil and find a way to save it and Tamriel. It's... fine. I'm not a huge fan of the main game's campaign and preferred supplemental missions in the past, and I found it remained true here. As a very welcome bonus, the remaster of Oblivion includes the Knights of the Nine and Shivering Isles expansions. While Knights of the Nine is totally fine, I always really enjoyed the Greymarch campaign in Shivering Isles and found returning to it a welcome premise.

https://www.youtube.com/watch?v=wFJ3PZuAjK4

As a refresher, Oblivion Remastered is an open-world action-RPG like other The Elder Scrolls games, filled with mainline and side quests to undertake. You can go through in either the first or third-person perspective, using melee, ranged, and magical attacks to cut through foes. There’s also crafting, with players able to use skills such as Alchemy to make potions and Armorer to repair equipment. There are also ample opportunities to do some roleplaying, with factions to like the Dark Brotherhood or Fighters, Mages, and Thieves Guilds and ways to pretend you’re a merchant by combining Mercantile and Speechcraft when buying and selling.

When first heading into Oblivion Remastered, the most obvious change in the remaster is the visuals. This is a stunning game that looks more like Skyrim than its original release. Environments are gorgeous. Buildings look realistic. Monsters and opponents are updated, and I appreciated how much more they look like more recent installments’ counterparts. All NPCs look different, often for the better, and the voice acting and lip sync looks so much more realistic and better. As someone who always prioritized the third-person perspective in The Elder Scrolls games, the camera settings are vastly improved. Everything just looks and sounds great. This even applies to player characters, since we get so many more options in the creator as well as updated original ones.

But once you start really getting into Oblivion Remastered, it’s evident how much fine-tuning Bethesda and Virtuos put into the remaster. I’ve always prioritized ranged weapons and magic in The Elder Scrolls series, and I could tell right away how much better things felt. I noticed magicka regenerated at a better pace, which I appreciated and left me feeling more secure early in my adventure. Also, archery feels like it got a major buff. The controller’s aim assist is great, and arrows both do more damage at a faster pace. Also, again, I felt more comfortable as an archer because I could get arrows from fallen enemies instead of worrying they’d be lost. There are lots of perk adjustments, and I especially noticed this when using alchemy and when I’d see greater chances of my arrows paralyzing enemies. 

There are even entirely new elements that make The Elder Scrolls IV more accessible in Oblivion Remastered. The best example of this is Clairvoyance. It’s a spell added for this release and pulled from Skyrim, and it helps you find your way in case you get lost by showing a line to your direction. The tutorial ended up being adjusted as well, so it also tells you how to use it. If someone has issues with the camera and is sensitive to motion-sickness when playing titles with a first-person perspective, I could see the camera motion option assisting with that. You can also add aim assist, as I mentioned before, and adjust how sensitive that is. Also, bless the developers for adding a text and subtitle font size options, as the medium and large options for both are so helpful.

Speaking of which, I think what I love most about Oblivion Remastered is how Bethesda and Virtuos used the remaster as an opportunity to add all of the Skyrim quality of life adjustments. We can sprint now! Sprinting is so great. And if you’re using any skill, it’s going to help you get experience to level up, which is so efficient. Skyrim’s horseback riding, health regeneration, and over-encumbered rules are in effect for the sake of convenience and ease of play too. This means you’re automatically swapped to the third-person perspective when you ride, to help you better take into what’s around you. Your health will regenerate when combat is over. If you are carrying too much, you can still move. The remaster’s HUD and difficulty levels also match the more recent release. In addition to being more efficient and working better, I feel it’s a big help for people who got into the series after The Elder Scrolls V debuted. 

Even if you don’t count Oblivion among your favorite The Elder Scrolls games, Oblivion Remastered is a triumph and sets a high bar for what we should expect from a video game remaster. While the game will play exactly as you would expect, it looks, sounds, and perhaps even feels smoother than ever before. Given how different the world looks and quality of life adjustments and changes based on Skyrim, it still might feel like a whole new experience this time around.

The Elder Scrolls IV: Oblivion Remastered is available for the PS5, Xbox Series X, and PC. 

The post Review: Oblivion Remastered Is a Stunning Remaster appeared first on Siliconera.

]]>
https://siliconera.voiranime.info/review-oblivion-remastered-is-a-stunning-remaster/feed/ 0 1091330
The Elder Scrolls IV 44u4c Oblivion Remastered Remaster Debuts https://siliconera.voiranime.info/the-elder-scrolls-iv-oblivion-remastered-remaster-debuts/?utm_source=rss&utm_medium=rss&utm_campaign=the-elder-scrolls-iv-oblivion-remastered-remaster-debuts https://siliconera.voiranime.info/the-elder-scrolls-iv-oblivion-remastered-remaster-debuts/#respond <![CDATA[Jenni Lada]]> Tue, 22 Apr 2025 15:16:01 +0000 <![CDATA[News]]> <![CDATA[PC]]> <![CDATA[Xbox Series X]]> <![CDATA[Bethesda]]> <![CDATA[Europe]]> <![CDATA[Microsoft]]> <![CDATA[North America]]> <![CDATA[The Elder Scrolls IV: Oblivion]]> <![CDATA[Virtuos Games]]> https://siliconera.voiranime.info/?p=1090476 <![CDATA[

The Elder Scrolls IV: Oblivion Remastered Remaster Debuts

Microsoft and Bethesda announced that the often rumored Oblivion remaster is called The Elder Scrolls IV: Oblivion Remastered. It is now available. We can play it on the PS5, Xbox Series X, or PC, and it is a part of Game Ultimate for those who subscribe to the service. The Shivering Isles, Knights of the Nine, and other DLC is included.

In addition to the standard version for $49.99, a $59.99 Deluxe Edition is available. That includes new quests to earn Akatosh and Mehrunes Dagon armors, weapons, and horse armor, a digital art book, and a soundtrack app.

We had some idea this remaster of Oblivion was on the way. It first came up when Microsoft acquired Bethesda. Various leaks suggested it was in development and might be a shadow drop for months. In addition to details like it using Unreal Engine 5, supposed images, and even early appearances from the site of Virtuos, the developer behind it. Some of Virtuos' other work includes Horizon Forbidden West Complete Edition for the PS5 and PC, the Switch version of NieR: Automata, and the Metal Gear Solid Delta: Snake Eater.

Here’s the official showcase revealing the remaster. It went over new features and additions. For example, there are new animations, new textures, we can now sprint, and the Deluxe Edition added the aforementioned new quests and items.

https://www.youtube.com/live/Ed_E2crglcw

The original Oblivion debuted back on the Xbox 360 and PC in March 2006. About a year later, a PS3 port and Game of the Year edition launched in 2007. The GOTY version included its two expansions. 

The Elder Scrolls IV: Oblivion Remastered is now available, and we can play the remaster on the PS5, Xbox Series X, and PC. 

The post The Elder Scrolls IV: Oblivion Remastered Remaster Debuts appeared first on Siliconera.

]]>
<![CDATA[

The Elder Scrolls IV: Oblivion Remastered Remaster Debuts

Microsoft and Bethesda announced that the often rumored Oblivion remaster is called The Elder Scrolls IV: Oblivion Remastered. It is now available. We can play it on the PS5, Xbox Series X, or PC, and it is a part of Game Ultimate for those who subscribe to the service. The Shivering Isles, Knights of the Nine, and other DLC is included.

In addition to the standard version for $49.99, a $59.99 Deluxe Edition is available. That includes new quests to earn Akatosh and Mehrunes Dagon armors, weapons, and horse armor, a digital art book, and a soundtrack app.

We had some idea this remaster of Oblivion was on the way. It first came up when Microsoft acquired Bethesda. Various leaks suggested it was in development and might be a shadow drop for months. In addition to details like it using Unreal Engine 5, supposed images, and even early appearances from the site of Virtuos, the developer behind it. Some of Virtuos' other work includes Horizon Forbidden West Complete Edition for the PS5 and PC, the Switch version of NieR: Automata, and the Metal Gear Solid Delta: Snake Eater.

Here’s the official showcase revealing the remaster. It went over new features and additions. For example, there are new animations, new textures, we can now sprint, and the Deluxe Edition added the aforementioned new quests and items.

https://www.youtube.com/live/Ed_E2crglcw

The original Oblivion debuted back on the Xbox 360 and PC in March 2006. About a year later, a PS3 port and Game of the Year edition launched in 2007. The GOTY version included its two expansions. 

The Elder Scrolls IV: Oblivion Remastered is now available, and we can play the remaster on the PS5, Xbox Series X, and PC. 

The post The Elder Scrolls IV: Oblivion Remastered Remaster Debuts appeared first on Siliconera.

]]>
https://siliconera.voiranime.info/the-elder-scrolls-iv-oblivion-remastered-remaster-debuts/feed/ 0 1090476
Indiana Jones and The Great Circle Feels Perfect on the PS5 42514r https://siliconera.voiranime.info/indiana-jones-and-the-great-circle-feels-perfect-on-the-ps5/?utm_source=rss&utm_medium=rss&utm_campaign=indiana-jones-and-the-great-circle-feels-perfect-on-the-ps5 https://siliconera.voiranime.info/indiana-jones-and-the-great-circle-feels-perfect-on-the-ps5/#respond <![CDATA[Jenni Lada]]> Sun, 20 Apr 2025 19:00:00 +0000 <![CDATA[Featured]]> <![CDATA[PlayStation 5]]> <![CDATA[Bethesda]]> <![CDATA[Europe]]> <![CDATA[Indiana Jones and the Great Circle]]> <![CDATA[Japan]]> <![CDATA[Microsoft]]> <![CDATA[North America]]> <![CDATA[Playtests]]> https://siliconera.voiranime.info/?p=1090172 <![CDATA[

Indiana Jones in Indiana Jones and the Great Circle PS5

Indiana Jones and the Great Circle might have started as an Xbox Series X and PC exclusive, but the PS5 version feels absolutely perfect. The DualSense is really fantastic. The appearance is great. It just feels like it’s worth your time to consider it on this console if you haven’t already played it yet.

First, I love how Indiana Jones and the Great Circle looks on a PS5. I primarily played on a standard version of the console, but did visit a friend to try it on a Pro as well. The lighting, textures, and ray-tracing are all incredible on both iterations of the system. So much so that usually I do up the brightness beyond recommended levels in games to ensure I see everything, but I didn’t need that here because of the quality. Everything was really crisp and clear. On top of that, it even ran perfectly, and I didn’t notice either the PS5 or PS5 Pro experiencing issues with keeping things at 60fps with no lag. It’s just a solid and reliable experience.

However, what really sold me on the PS5 version of Indiana Jones and the Great Circle is the DualSense controller . Usually, I forget about the lightbar on it. I just don’t care about it! It doesn’t usually affect my gaming experience. It does here! If you look down at it, it will show valuable information at a glance. Since stealth is a big deal here, having it turn yellow if an NPC knows I’m around is so handy. So is being able to see if it is red, telling me I’m in the danger zone after deciding stealth isn’t for me. Especially since I absolutely and repeatedly rolled up to altercations, whip swinging, in fights with multiple enemies.

https://www.youtube.com/watch?v=PxIzXnmNCKI&ab_channel=PlayStation

There are still some elements of the games that I feel wear out their welcome a tad. I do wish there was more freedom to handle early encounters however I’d like, as stealth feels like a less necessary approach once you get further into the game. Considering how few situations do completely force that type of approach, I really appreciated after I got through about the first fourth of the game and could really play however I’d like. Guns also still don’t feel like the optimal way to play.

Also, I didn’t get to test out one of the other PS5 exclusive elements that might prove handy for others coming to Indiana Jones and the Great Circle. It s the Community Game Help feature. I’ve used it in other games to solve puzzles or find collectibles. It could be good here too! We’ll see, I suppose.

If you did already play and beat Indiana Jones and the Great Circle, then I think you’re safe not buying the PS5 version and replaying it. The core experience is still the same, after all. But if you didn’t catch it at the end of last year on an Xbox Series X or PC, it is absolutely worth getting now. The features present work well, and there is value in the enhancements here.

Indiana Jones and the Great Circle is available for the PS5, Xbox Series X, and PC. 

The post Indiana Jones and The Great Circle Feels Perfect on the PS5 appeared first on Siliconera.

]]>
<![CDATA[

Indiana Jones in Indiana Jones and the Great Circle PS5

Indiana Jones and the Great Circle might have started as an Xbox Series X and PC exclusive, but the PS5 version feels absolutely perfect. The DualSense is really fantastic. The appearance is great. It just feels like it’s worth your time to consider it on this console if you haven’t already played it yet.

First, I love how Indiana Jones and the Great Circle looks on a PS5. I primarily played on a standard version of the console, but did visit a friend to try it on a Pro as well. The lighting, textures, and ray-tracing are all incredible on both iterations of the system. So much so that usually I do up the brightness beyond recommended levels in games to ensure I see everything, but I didn’t need that here because of the quality. Everything was really crisp and clear. On top of that, it even ran perfectly, and I didn’t notice either the PS5 or PS5 Pro experiencing issues with keeping things at 60fps with no lag. It’s just a solid and reliable experience.

However, what really sold me on the PS5 version of Indiana Jones and the Great Circle is the DualSense controller . Usually, I forget about the lightbar on it. I just don’t care about it! It doesn’t usually affect my gaming experience. It does here! If you look down at it, it will show valuable information at a glance. Since stealth is a big deal here, having it turn yellow if an NPC knows I’m around is so handy. So is being able to see if it is red, telling me I’m in the danger zone after deciding stealth isn’t for me. Especially since I absolutely and repeatedly rolled up to altercations, whip swinging, in fights with multiple enemies.

https://www.youtube.com/watch?v=PxIzXnmNCKI&ab_channel=PlayStation

There are still some elements of the games that I feel wear out their welcome a tad. I do wish there was more freedom to handle early encounters however I’d like, as stealth feels like a less necessary approach once you get further into the game. Considering how few situations do completely force that type of approach, I really appreciated after I got through about the first fourth of the game and could really play however I’d like. Guns also still don’t feel like the optimal way to play.

Also, I didn’t get to test out one of the other PS5 exclusive elements that might prove handy for others coming to Indiana Jones and the Great Circle. It s the Community Game Help feature. I’ve used it in other games to solve puzzles or find collectibles. It could be good here too! We’ll see, I suppose.

If you did already play and beat Indiana Jones and the Great Circle, then I think you’re safe not buying the PS5 version and replaying it. The core experience is still the same, after all. But if you didn’t catch it at the end of last year on an Xbox Series X or PC, it is absolutely worth getting now. The features present work well, and there is value in the enhancements here.

Indiana Jones and the Great Circle is available for the PS5, Xbox Series X, and PC. 

The post Indiana Jones and The Great Circle Feels Perfect on the PS5 appeared first on Siliconera.

]]>
https://siliconera.voiranime.info/indiana-jones-and-the-great-circle-feels-perfect-on-the-ps5/feed/ 0 1090172
Indiana Jones and the Great Circle Gameplay Highlighted in Trailer a21u https://siliconera.voiranime.info/indiana-jones-and-the-great-circle-gameplay-highlighted-in-trailer/?utm_source=rss&utm_medium=rss&utm_campaign=indiana-jones-and-the-great-circle-gameplay-highlighted-in-trailer https://siliconera.voiranime.info/indiana-jones-and-the-great-circle-gameplay-highlighted-in-trailer/#respond <![CDATA[Jenni Lada]]> Mon, 11 Nov 2024 15:00:00 +0000 <![CDATA[News]]> <![CDATA[PC]]> <![CDATA[Xbox Series X]]> <![CDATA[Bethesda]]> <![CDATA[Europe]]> <![CDATA[Indiana Jones and the Great Circle]]> <![CDATA[MachineGames]]> <![CDATA[Microsoft]]> <![CDATA[North America]]> https://siliconera.voiranime.info/?p=1063590 <![CDATA[

Indiana Jones and the Great Circle Gameplay Highlighted in Trailer

We got a better look at the new Indiana Jones game, as Bethesda shared a new Indiana Jones and the Great Circle gameplay trailer. The video spends about 15 minutes looking at different characters, setting the stage for the story, and showing what it will be like when we step into Jones’ shoes. This comes after rounds of previews and past insights via trailers and events.

The trailer begins with Jones happening upon a treasure on a pedestal in some ruins. He takes it off, then smashes it to reveal something inside. Before we can properly see what it is, his attention is drawn to rocks starting to fall onto the platform where the item once sat. As sand pours down, he pops the item found inside the figure into his mouth and runs.

The game shifts to a first-person perspective from there. Quicksand fills the room, and we watch as Jones runs down a hall, dodges debris, and uses his whip to cross a gap. From there, we get to see more adventure elements in Indiana Jones and the Great Circle, with the gameplay video showing him at Marshall College in 1937 when everything begins. After a peek at the story segment, we see his new ally Gina, learn about the quest to find stolen relics, and learn about the role Emmerich Voss plays in the game. 

Here’s the full Indiana Jones and the Great Circle gameplay video:

https://www.youtube.com/watch?v=vujiFT4cQm8&ab_channel=BethesdaSoftworks

Indiana Jones and the Great Circle will come to the Xbox Series X and PC on December 9, 2024. It will also be on Xbox Game . 

The post Indiana Jones and the Great Circle Gameplay Highlighted in Trailer appeared first on Siliconera.

]]>
<![CDATA[

Indiana Jones and the Great Circle Gameplay Highlighted in Trailer

We got a better look at the new Indiana Jones game, as Bethesda shared a new Indiana Jones and the Great Circle gameplay trailer. The video spends about 15 minutes looking at different characters, setting the stage for the story, and showing what it will be like when we step into Jones’ shoes. This comes after rounds of previews and past insights via trailers and events.

The trailer begins with Jones happening upon a treasure on a pedestal in some ruins. He takes it off, then smashes it to reveal something inside. Before we can properly see what it is, his attention is drawn to rocks starting to fall onto the platform where the item once sat. As sand pours down, he pops the item found inside the figure into his mouth and runs.

The game shifts to a first-person perspective from there. Quicksand fills the room, and we watch as Jones runs down a hall, dodges debris, and uses his whip to cross a gap. From there, we get to see more adventure elements in Indiana Jones and the Great Circle, with the gameplay video showing him at Marshall College in 1937 when everything begins. After a peek at the story segment, we see his new ally Gina, learn about the quest to find stolen relics, and learn about the role Emmerich Voss plays in the game. 

Here’s the full Indiana Jones and the Great Circle gameplay video:

https://www.youtube.com/watch?v=vujiFT4cQm8&ab_channel=BethesdaSoftworks

Indiana Jones and the Great Circle will come to the Xbox Series X and PC on December 9, 2024. It will also be on Xbox Game . 

The post Indiana Jones and the Great Circle Gameplay Highlighted in Trailer appeared first on Siliconera.

]]>
https://siliconera.voiranime.info/indiana-jones-and-the-great-circle-gameplay-highlighted-in-trailer/feed/ 0 1063590
Indiana Jones and the Great Circle Release Date Announced 4n2r2o https://siliconera.voiranime.info/indiana-jones-and-the-great-circle-release-date-announced/?utm_source=rss&utm_medium=rss&utm_campaign=indiana-jones-and-the-great-circle-release-date-announced https://siliconera.voiranime.info/indiana-jones-and-the-great-circle-release-date-announced/#respond <![CDATA[Leigh Price]]> Tue, 20 Aug 2024 20:11:23 +0000 <![CDATA[News]]> <![CDATA[PC]]> <![CDATA[Xbox Series X]]> <![CDATA[Bethesda]]> <![CDATA[Europe]]> <![CDATA[Indiana Jones and the Great Circle]]> <![CDATA[MachineGames]]> <![CDATA[Microsoft]]> <![CDATA[North America]]> <![CDATA[Xbox Game Studios]]> https://siliconera.voiranime.info/?p=1048098 <![CDATA[

Indiana Jones and the Great Circle Release Date

A release date for Indiana Jones and the Great Circle has been announced. The game will be released for PC and Xbox Series X/S on December 9, 2024, plus a PS5 release in 2025.

The release date for Indiana Jones and the Great Circle was announced alongside a new trailer led by Troy Baker. The ubiquitous voice actor will be portraying the famous archaeologist in the game. In the trailer, we got to see snippets of gameplay, including the combat making use of brawling, shooting and Indy's iconic whip. Some puzzle gameplay was also shown off, including the use of photgraphy to help solve these challenges.

https://www.youtube.com/watch?v=STrKl828Aeg

Indiana Jones and the Great Circle was first announced in a teaser by developer MachineGames in 2021. The game initally appeared to be an Xbox exclusive following Microsoft's acquisition of Bethesda, and since been shown off in Xbox presentations such as the January 2024 Developer Direct and Xbox Games Showcase in June 2024. It is the latest of a long line of Indiana Jones games, from LucasArts point-and-click adventures in the 1980s to the Lego Indiana Jones games of more recent years.

Indiana Jones and the Great Circle will release on Xbox Series X/S and PC on December 9, 2024. It will also release on PS5 in Spring 2025.

The post Indiana Jones and the Great Circle Release Date Announced appeared first on Siliconera.

]]>
<![CDATA[

Indiana Jones and the Great Circle Release Date

A release date for Indiana Jones and the Great Circle has been announced. The game will be released for PC and Xbox Series X/S on December 9, 2024, plus a PS5 release in 2025.

The release date for Indiana Jones and the Great Circle was announced alongside a new trailer led by Troy Baker. The ubiquitous voice actor will be portraying the famous archaeologist in the game. In the trailer, we got to see snippets of gameplay, including the combat making use of brawling, shooting and Indy's iconic whip. Some puzzle gameplay was also shown off, including the use of photgraphy to help solve these challenges.

https://www.youtube.com/watch?v=STrKl828Aeg

Indiana Jones and the Great Circle was first announced in a teaser by developer MachineGames in 2021. The game initally appeared to be an Xbox exclusive following Microsoft's acquisition of Bethesda, and since been shown off in Xbox presentations such as the January 2024 Developer Direct and Xbox Games Showcase in June 2024. It is the latest of a long line of Indiana Jones games, from LucasArts point-and-click adventures in the 1980s to the Lego Indiana Jones games of more recent years.

Indiana Jones and the Great Circle will release on Xbox Series X/S and PC on December 9, 2024. It will also release on PS5 in Spring 2025.

The post Indiana Jones and the Great Circle Release Date Announced appeared first on Siliconera.

]]>
https://siliconera.voiranime.info/indiana-jones-and-the-great-circle-release-date-announced/feed/ 0 1048098
REV c1v21 8 Vehicle Being Added to Starfield in a Free Update https://siliconera.voiranime.info/rev-8-vehicle-is-being-added-to-starfield-in-a-free-update/?utm_source=rss&utm_medium=rss&utm_campaign=rev-8-vehicle-is-being-added-to-starfield-in-a-free-update https://siliconera.voiranime.info/rev-8-vehicle-is-being-added-to-starfield-in-a-free-update/#respond <![CDATA[Leigh Price]]> Tue, 20 Aug 2024 19:30:00 +0000 <![CDATA[News]]> <![CDATA[PC]]> <![CDATA[Xbox Series X]]> <![CDATA[Bethesda]]> <![CDATA[Europe]]> <![CDATA[Japan]]> <![CDATA[North America]]> <![CDATA[Starfield]]> <![CDATA[Xbox Game Studios]]> https://siliconera.voiranime.info/?p=1048421 <![CDATA[

Starfield REV-8 Vehicle Update

A new land vehicle, the REV-8, is coming to Starfield in a free update. This was revealed at Gamescom Opening Night Live 2024 in a teaser trailer.

The REV-8 is a land vehicle that will allow players to drive around on planets at high speed. While the vehicle looks a lot like a moon buggy, it appears to handle like a sports car. The trailer shows the REV-8 drifting around moons and alien planets. It also has jet boosters underneath that allow it to jump and the ability to shoot while driving. The new vehicle will be coming to Starfield in a free update later today.

https://www.youtube.com/watch?v=rA1z1DbA_Io

While the Gamescom announcement focused on the new vehicle, there was also a teaser for the Shattered Space DLC expansion at the end. While little was shown in this latest look, a release date of September 30, 2024 was confirmed. More news is likely to arrive during Xbox's own streams, where Starfield is confirmed to appear on August 21, 2024.

Starfield is out now for PC and Xbox Series X/S. The REV-8 vehicle update arrives today.

The post REV-8 Vehicle Being Added to Starfield in a Free Update appeared first on Siliconera.

]]>
<![CDATA[

Starfield REV-8 Vehicle Update

A new land vehicle, the REV-8, is coming to Starfield in a free update. This was revealed at Gamescom Opening Night Live 2024 in a teaser trailer.

The REV-8 is a land vehicle that will allow players to drive around on planets at high speed. While the vehicle looks a lot like a moon buggy, it appears to handle like a sports car. The trailer shows the REV-8 drifting around moons and alien planets. It also has jet boosters underneath that allow it to jump and the ability to shoot while driving. The new vehicle will be coming to Starfield in a free update later today.

https://www.youtube.com/watch?v=rA1z1DbA_Io

While the Gamescom announcement focused on the new vehicle, there was also a teaser for the Shattered Space DLC expansion at the end. While little was shown in this latest look, a release date of September 30, 2024 was confirmed. More news is likely to arrive during Xbox's own streams, where Starfield is confirmed to appear on August 21, 2024.

Starfield is out now for PC and Xbox Series X/S. The REV-8 vehicle update arrives today.

The post REV-8 Vehicle Being Added to Starfield in a Free Update appeared first on Siliconera.

]]>
https://siliconera.voiranime.info/rev-8-vehicle-is-being-added-to-starfield-in-a-free-update/feed/ 0 1048421
Fallout j4o1 London Mod Launches https://siliconera.voiranime.info/fallout-london-mod-launches/?utm_source=rss&utm_medium=rss&utm_campaign=fallout-london-mod-launches https://siliconera.voiranime.info/fallout-london-mod-launches/#respond <![CDATA[Daniel Hudson]]> Thu, 25 Jul 2024 21:30:00 +0000 <![CDATA[News]]> <![CDATA[PC]]> <![CDATA[Bethesda]]> <![CDATA[Europe]]> <![CDATA[Fallout 4]]> <![CDATA[Mod]]> <![CDATA[North America]]> <![CDATA[Team Folon]]> https://siliconera.voiranime.info/?p=1044379 <![CDATA[

Fallout London Mod Launch

Team Folon's Fallout: London mod officially launched, providing an fan-made new setting for Fallout 4 players. This DLC-sized mod transports players from the American wastelands to the post-apocalyptic streets of London, complete with new factions, storylines, NPCs, weapons, and creatures. It is directly available via GOG, in addition to its official site.

Set in the year 2237, the Fallout 4 Fallout: London mod places players in a world distinct from previous games. Notably, it does not include some series staples such as Super Mutants, Centaurs, or Vault-Tec. Instead, it introduces new British-themed factions and a unique version of a vault that differs from the traditional Vault-Tec shelters. The mod features a condensed map focusing on central London boroughs. The mod does not feature a voiced protagonist, following from internal polls and community discussions.

You can view the official launch trailer below, which highlights the new characters, enemies, factions, and locations.

https://www.youtube.com/watch?v=rahBCfRdVac

The developers emphasized that there will be fewer guns in the game, influenced by the historical context of the Fallout universe rather than real-world gun laws. This setting encourages the use of melee weapons and scrapped-together firearms, which is designed to add to the distinctive British atmosphere of the mod.

Fallout 4 is now available for the Xbox Series X, PS5, and Windows PC. Fallout: London requires Fallout 4 and all its DLC to run. The mod is available exclusively on PC and can be ed from GOG or the official site.

The post Fallout: London Mod Launches appeared first on Siliconera.

]]>
<![CDATA[

Fallout London Mod Launch

Team Folon's Fallout: London mod officially launched, providing an fan-made new setting for Fallout 4 players. This DLC-sized mod transports players from the American wastelands to the post-apocalyptic streets of London, complete with new factions, storylines, NPCs, weapons, and creatures. It is directly available via GOG, in addition to its official site.

Set in the year 2237, the Fallout 4 Fallout: London mod places players in a world distinct from previous games. Notably, it does not include some series staples such as Super Mutants, Centaurs, or Vault-Tec. Instead, it introduces new British-themed factions and a unique version of a vault that differs from the traditional Vault-Tec shelters. The mod features a condensed map focusing on central London boroughs. The mod does not feature a voiced protagonist, following from internal polls and community discussions.

You can view the official launch trailer below, which highlights the new characters, enemies, factions, and locations.

https://www.youtube.com/watch?v=rahBCfRdVac

The developers emphasized that there will be fewer guns in the game, influenced by the historical context of the Fallout universe rather than real-world gun laws. This setting encourages the use of melee weapons and scrapped-together firearms, which is designed to add to the distinctive British atmosphere of the mod.

Fallout 4 is now available for the Xbox Series X, PS5, and Windows PC. Fallout: London requires Fallout 4 and all its DLC to run. The mod is available exclusively on PC and can be ed from GOG or the official site.

The post Fallout: London Mod Launches appeared first on Siliconera.

]]>
https://siliconera.voiranime.info/fallout-london-mod-launches/feed/ 0 1044379
Indiana Jones and the Great Circle Story Trailer Appears at Xbox Games Showcase 362d6t https://siliconera.voiranime.info/indiana-jones-and-the-great-circle-story-trailer-appears-at-xbox-games-showcase/?utm_source=rss&utm_medium=rss&utm_campaign=indiana-jones-and-the-great-circle-story-trailer-appears-at-xbox-games-showcase https://siliconera.voiranime.info/indiana-jones-and-the-great-circle-story-trailer-appears-at-xbox-games-showcase/#respond <![CDATA[Leigh Price]]> Sun, 09 Jun 2024 18:32:45 +0000 <![CDATA[News]]> <![CDATA[PC]]> <![CDATA[Xbox Series X]]> <![CDATA[Bethesda]]> <![CDATA[Europe]]> <![CDATA[Indiana Jones]]> <![CDATA[Indiana Jones and the Great Circle]]> <![CDATA[MachineGames]]> <![CDATA[North America]]> https://siliconera.voiranime.info/?p=1035129 <![CDATA[

Indiana Jones and the Great Circle

A new trailer for Indiana Jones and the Great Circle appeared at the Xbox Games Showcase, featuring an extended story scene. No release date for the game has been confirmed.

The new story trailer featured various scenes from Indiana Jones and the Great Circle. These included Indy whip-swinging off a zeppelin, evading traps and, of course, beating up Nazis. There was also an extended scene of Indy and a new companion being confronted by a Nazi commander in a Himalyan military base. There was also a recreation

https://www.youtube.com/watch?v=z2aqnWFpRAY

Indiana Jones and the Great Circle was first teased back in 2021. It's being developed by MachineGames, the developers of the Wolfenstein series. The game became an Xbox exclusive following Bethesda's acquisition by Microsoft. The game is set to take place between Raiders of the Lost Ark and The Last Crusade, as Indiana Jones sets out to uncover the mysteries around a legend known as The Great Circle.

Some of the last Indiana Jones games to appear in recent years were the two Lego Indiana Jones titles. Those debuted in 2008 and 2009 on systems like the PS3, Xbox 360, Wii, and PC.

Indiana Jones and the Great Circle will release for Xbox Series X/S and PC sometime in 2024.

The post Indiana Jones and the Great Circle Story Trailer Appears at Xbox Games Showcase appeared first on Siliconera.

]]>
<![CDATA[

Indiana Jones and the Great Circle

A new trailer for Indiana Jones and the Great Circle appeared at the Xbox Games Showcase, featuring an extended story scene. No release date for the game has been confirmed.

The new story trailer featured various scenes from Indiana Jones and the Great Circle. These included Indy whip-swinging off a zeppelin, evading traps and, of course, beating up Nazis. There was also an extended scene of Indy and a new companion being confronted by a Nazi commander in a Himalyan military base. There was also a recreation

https://www.youtube.com/watch?v=z2aqnWFpRAY

Indiana Jones and the Great Circle was first teased back in 2021. It's being developed by MachineGames, the developers of the Wolfenstein series. The game became an Xbox exclusive following Bethesda's acquisition by Microsoft. The game is set to take place between Raiders of the Lost Ark and The Last Crusade, as Indiana Jones sets out to uncover the mysteries around a legend known as The Great Circle.

Some of the last Indiana Jones games to appear in recent years were the two Lego Indiana Jones titles. Those debuted in 2008 and 2009 on systems like the PS3, Xbox 360, Wii, and PC.

Indiana Jones and the Great Circle will release for Xbox Series X/S and PC sometime in 2024.

The post Indiana Jones and the Great Circle Story Trailer Appears at Xbox Games Showcase appeared first on Siliconera.

]]>
https://siliconera.voiranime.info/indiana-jones-and-the-great-circle-story-trailer-appears-at-xbox-games-showcase/feed/ 0 1035129
Starfield Shattered Space Expansion Teased 336j2v New Update Shared https://siliconera.voiranime.info/starfield-shattered-space-expansion-teased-new-update-shared/?utm_source=rss&utm_medium=rss&utm_campaign=starfield-shattered-space-expansion-teased-new-update-shared https://siliconera.voiranime.info/starfield-shattered-space-expansion-teased-new-update-shared/#respond <![CDATA[Jenni Lada]]> Sun, 09 Jun 2024 17:24:54 +0000 <![CDATA[News]]> <![CDATA[PC]]> <![CDATA[Xbox Series X]]> <![CDATA[Bethesda]]> <![CDATA[Europe]]> <![CDATA[Japan]]> <![CDATA[Microsoft]]> <![CDATA[North America]]> <![CDATA[Starfield]]> https://siliconera.voiranime.info/?p=1035093 <![CDATA[

Starfield Shattered Space Expansion Teased, New Update Shared

During the June 2024 Xbox Games Showcase, the Starfield Shattered Space expansion and new content update appeared. While the new free additions will launch on June 9, 2024, the new expansion only has a 2024 launch window.

The Shattered Space trailer mentions a Great Serpent deciding people’s fate. It also suggests that people will be taken over until “there is no you, only us.” We also get to see gameplay involving new locations, enemies, and equipment. This then leads into other new content.

https://www.youtube.com/watch?v=w-Vwd3oall8&ab_channel=Xbox

The new content tonight adds extra content. New locations, gear, bounties, and custom content creation from Bethesda and “community  creators” will appear on June 9, 2024. The teaser noted The Vulture, Creations, and the Creation Kit will all appear.

Since launch, Microsoft and Bethesda have been regularly sharing new updates for Starfield. One of the biggest ones arrived in May 2024. Part of that involved a lot of new ship decorations, to allow people to better express themselves on their mobile homes. However, that also included a major map update to make it easier to explore and get around planets.

Starfield is available for the Xbox Series X and PC, with the free content update arriving on June 9, 2024 and the Shattered Space expansion arriving in 2024.

The post Starfield Shattered Space Expansion Teased, New Update Shared appeared first on Siliconera.

]]>
<![CDATA[

Starfield Shattered Space Expansion Teased, New Update Shared

During the June 2024 Xbox Games Showcase, the Starfield Shattered Space expansion and new content update appeared. While the new free additions will launch on June 9, 2024, the new expansion only has a 2024 launch window.

The Shattered Space trailer mentions a Great Serpent deciding people’s fate. It also suggests that people will be taken over until “there is no you, only us.” We also get to see gameplay involving new locations, enemies, and equipment. This then leads into other new content.

https://www.youtube.com/watch?v=w-Vwd3oall8&ab_channel=Xbox

The new content tonight adds extra content. New locations, gear, bounties, and custom content creation from Bethesda and “community  creators” will appear on June 9, 2024. The teaser noted The Vulture, Creations, and the Creation Kit will all appear.

Since launch, Microsoft and Bethesda have been regularly sharing new updates for Starfield. One of the biggest ones arrived in May 2024. Part of that involved a lot of new ship decorations, to allow people to better express themselves on their mobile homes. However, that also included a major map update to make it easier to explore and get around planets.

Starfield is available for the Xbox Series X and PC, with the free content update arriving on June 9, 2024 and the Shattered Space expansion arriving in 2024.

The post Starfield Shattered Space Expansion Teased, New Update Shared appeared first on Siliconera.

]]>
https://siliconera.voiranime.info/starfield-shattered-space-expansion-teased-new-update-shared/feed/ 0 1035093
DOOM 2u4r5a The Dark Ages Announced for 2025 Release https://siliconera.voiranime.info/doom-the-dark-ages-announced-for-2025-release/?utm_source=rss&utm_medium=rss&utm_campaign=doom-the-dark-ages-announced-for-2025-release https://siliconera.voiranime.info/doom-the-dark-ages-announced-for-2025-release/#respond <![CDATA[Leigh Price]]> Sun, 09 Jun 2024 17:22:12 +0000 <![CDATA[News]]> <![CDATA[PC]]> <![CDATA[PlayStation 5]]> <![CDATA[Xbox Series X]]> <![CDATA[Bethesda]]> <![CDATA[Doom: The Dark Ages]]> <![CDATA[Europe]]> <![CDATA[iD Software]]> <![CDATA[Japan]]> <![CDATA[North America]]> <![CDATA[Xbox Game Studios]]> https://siliconera.voiranime.info/?p=1035083 <![CDATA[

doom dark ages

DOOM: The Dark Ages was revealed at the Xbox Games Showcase for summer 2024. The latest game in the Doom franchise will be released in 2025.

DOOM: The Dark Ages is set in a medieval world. The trailer features more of the gameplay featured in the most recent DOOM games, with Doomguy now wielding a shield along with his usual arsenal. Also he is shown riding a dragon. It's likely the setting is a reference to Doomguy's backstory as detailed in DOOM Eternal. This is ed by the trailer opening on the words "before he became a hero".

The game is the newest game in the Doom franchise since 2020's Doom Eternal. It will be the first DOOM game released under Microsoft since the company purchased Bethesda in the same year.

DOOM: The Dark Ages will release sometime in 2025. It's coming to Xbox Series X/S, PC and PS5.

The post DOOM: The Dark Ages Announced for 2025 Release appeared first on Siliconera.

]]>
<![CDATA[

doom dark ages

DOOM: The Dark Ages was revealed at the Xbox Games Showcase for summer 2024. The latest game in the Doom franchise will be released in 2025.

DOOM: The Dark Ages is set in a medieval world. The trailer features more of the gameplay featured in the most recent DOOM games, with Doomguy now wielding a shield along with his usual arsenal. Also he is shown riding a dragon. It's likely the setting is a reference to Doomguy's backstory as detailed in DOOM Eternal. This is ed by the trailer opening on the words "before he became a hero".

The game is the newest game in the Doom franchise since 2020's Doom Eternal. It will be the first DOOM game released under Microsoft since the company purchased Bethesda in the same year.

DOOM: The Dark Ages will release sometime in 2025. It's coming to Xbox Series X/S, PC and PS5.

The post DOOM: The Dark Ages Announced for 2025 Release appeared first on Siliconera.

]]>
https://siliconera.voiranime.info/doom-the-dark-ages-announced-for-2025-release/feed/ 0 1035083
Fallout Looks to Be Coming to Fortnite Season 3 Wrecked 2e5j4w https://siliconera.voiranime.info/fallout-looks-to-be-coming-to-fortnite-season-3-wrecked/?utm_source=rss&utm_medium=rss&utm_campaign=fallout-looks-to-be-coming-to-fortnite-season-3-wrecked https://siliconera.voiranime.info/fallout-looks-to-be-coming-to-fortnite-season-3-wrecked/#respond <![CDATA[Cody Perez]]> Fri, 17 May 2024 16:35:00 +0000 <![CDATA[Android]]> <![CDATA[Nintendo Switch]]> <![CDATA[PC]]> <![CDATA[PlayStation 4]]> <![CDATA[PlayStation 5]]> <![CDATA[Xbox One]]> <![CDATA[Xbox Series X]]> <![CDATA[Bethesda]]> <![CDATA[Epic Games]]> <![CDATA[Europe]]> <![CDATA[Fallout]]> <![CDATA[Fortnite]]> <![CDATA[Japan]]> <![CDATA[North America]]> https://siliconera.voiranime.info/?p=1029862 <![CDATA[

Fallout and Fortnite Tease Chapter 5 Season 3 Wrecked

Epic Games is teasing a surprising, timely crossover seemingly coming to Fortnite Battle Royale in the near future. It looks like the two massive franchises Fortnite and Fallout will be coming together for an event, though there is no release window or date for the crossover just yet.

The Fortnite and Fallout tease began with a short tweet from Epic Games with an image. The image appears to showcase one of the Brotherhood of Steel from the Fallout series, but in the Fortnite style. This looks to be hinting at a likely skin players will be able to get in the near future.

In addition to that, the image showcases a factory-like location of some kind underneath the Brotherhood of Steel member. This spot could be a brand new location in the Chapter 5 Season 3 Wrecked. As a result, it is possible this post-apocalyptic-themed season will feature a massive crossover with Fallout.

Here is the official teaser. It also features emojis that recreate the Vault Boy expression of a person winking while giving a thumbs-up sign.

https://twitter.com/fortnitegame/status/1791499072789979575?s=61&t=9YBio6l0V75AlnyR8nX7jQ

This possible Fortnite and Fallout crossover season could feature Wasteland-themed locations from the Bethesda series, plus a Brotherhood of Steel skin possibly in the new Battle . This timing makes a lot of sense, too, with the recent Fallout Prime Video TV series. Fortunately, it won’t take long for players to find out if this is the case, since the new season is coming out in the near future.

Fans can look forward to the release of Fortnite Chapter 5 Season 3 Wrecked on May 24, 2024. Fortnite and Fallout fans alike should wait until then for more info on how this teased crossover event will work.

Fortnite Chapter 5 Season 3 is coming to Android, Nintendo Switch, PS4, PS5, Xbox One, Xbox Series X/S, and PC.

The post Fallout Looks to Be Coming to Fortnite Season 3 Wrecked appeared first on Siliconera.

]]>
<![CDATA[

Fallout and Fortnite Tease Chapter 5 Season 3 Wrecked

Epic Games is teasing a surprising, timely crossover seemingly coming to Fortnite Battle Royale in the near future. It looks like the two massive franchises Fortnite and Fallout will be coming together for an event, though there is no release window or date for the crossover just yet.

The Fortnite and Fallout tease began with a short tweet from Epic Games with an image. The image appears to showcase one of the Brotherhood of Steel from the Fallout series, but in the Fortnite style. This looks to be hinting at a likely skin players will be able to get in the near future.

In addition to that, the image showcases a factory-like location of some kind underneath the Brotherhood of Steel member. This spot could be a brand new location in the Chapter 5 Season 3 Wrecked. As a result, it is possible this post-apocalyptic-themed season will feature a massive crossover with Fallout.

Here is the official teaser. It also features emojis that recreate the Vault Boy expression of a person winking while giving a thumbs-up sign.

https://twitter.com/fortnitegame/status/1791499072789979575?s=61&t=9YBio6l0V75AlnyR8nX7jQ

This possible Fortnite and Fallout crossover season could feature Wasteland-themed locations from the Bethesda series, plus a Brotherhood of Steel skin possibly in the new Battle . This timing makes a lot of sense, too, with the recent Fallout Prime Video TV series. Fortunately, it won’t take long for players to find out if this is the case, since the new season is coming out in the near future.

Fans can look forward to the release of Fortnite Chapter 5 Season 3 Wrecked on May 24, 2024. Fortnite and Fallout fans alike should wait until then for more info on how this teased crossover event will work.

Fortnite Chapter 5 Season 3 is coming to Android, Nintendo Switch, PS4, PS5, Xbox One, Xbox Series X/S, and PC.

The post Fallout Looks to Be Coming to Fortnite Season 3 Wrecked appeared first on Siliconera.

]]>
https://siliconera.voiranime.info/fallout-looks-to-be-coming-to-fortnite-season-3-wrecked/feed/ 0 1029862
Tango Gameworks and Arkane Austin Closed 624d33 https://siliconera.voiranime.info/tango-gameworks-and-arkane-austin-closed/?utm_source=rss&utm_medium=rss&utm_campaign=tango-gameworks-and-arkane-austin-closed https://siliconera.voiranime.info/tango-gameworks-and-arkane-austin-closed/#respond <![CDATA[Elliot Gostick]]> Tue, 07 May 2024 14:46:21 +0000 <![CDATA[News]]> <![CDATA[Arkane Austin]]> <![CDATA[Arkane Studios]]> <![CDATA[Bethesda]]> <![CDATA[Europe]]> <![CDATA[Japan]]> <![CDATA[Microsoft]]> <![CDATA[North America]]> <![CDATA[Tango Gameworks]]> <![CDATA[Zenimax]]> https://siliconera.voiranime.info/?p=1027621 <![CDATA[

Arkane Austin Tango Gameworks Closed

Microsoft announced it closed several studios under its Bethesda and Zenimax branches, including Tango Gameworks and Arkane Austin. Some of the affected developers will be let go, while others will be folded into other teams in order to "[prioritize] high impact titles" (Thanks, IGN and @Jasonschreier!)

Arkane Austin's most recent title was the vampire-themed multiplayer shooter Redfall that released to widespread disappointment, but the studio was perhaps better known for 2017's sci-fi immersive sim Prey. Redfall itself will no longer be updated, but will remain online. Players who purchased battle es or editions will be eligible to receive remuneration.

On Twitter, Arkane Lyon Co-Creative Director Dinga Bakaba lamented to closure of his studio's sister team and criticized the excutive decision-makers behind it.

Permission to be human : to any executive reading this, friendly reminder that video games are an entertainment/cultural industry, and your business as a corporation is to take care of your artists/entertainers and help them create value for you.

Dinga Bakaba, Arkane Lyon Studio/Co-Creative Director

Tango, meanwhile, produced games like The Evil Within series and Ghostwire: Tokyo before "shadow dropping" Hi-Fi Rush in 2023. Other studios to close include the mobile-focused Alpha Dog Games and Roundhouse Games, the latter of which will have its staff folded into the Elder Scrolls: Online development team.

You can find Tango Gameworks' official announcement embedded below:

https://twitter.com/TangoGameworks/status/1787837929332601189

Microsoft also recently announced an patch for Starfield, set to release on May 15, 2024. Meanwhile back in March, Blizzard's Diablo 4 became the first of the studio's games to the Xbox Game library.

Tango Gameworks and Arkane Austin have been closed down by Microsoft. Both Hi-Fi Rush and Redfall will continue to be available but will not receive any further updates.

The post Tango Gameworks and Arkane Austin Closed appeared first on Siliconera.

]]>
<![CDATA[

Arkane Austin Tango Gameworks Closed

Microsoft announced it closed several studios under its Bethesda and Zenimax branches, including Tango Gameworks and Arkane Austin. Some of the affected developers will be let go, while others will be folded into other teams in order to "[prioritize] high impact titles" (Thanks, IGN and @Jasonschreier!)

Arkane Austin's most recent title was the vampire-themed multiplayer shooter Redfall that released to widespread disappointment, but the studio was perhaps better known for 2017's sci-fi immersive sim Prey. Redfall itself will no longer be updated, but will remain online. Players who purchased battle es or editions will be eligible to receive remuneration.

On Twitter, Arkane Lyon Co-Creative Director Dinga Bakaba lamented to closure of his studio's sister team and criticized the excutive decision-makers behind it.

Permission to be human : to any executive reading this, friendly reminder that video games are an entertainment/cultural industry, and your business as a corporation is to take care of your artists/entertainers and help them create value for you.

Dinga Bakaba, Arkane Lyon Studio/Co-Creative Director

Tango, meanwhile, produced games like The Evil Within series and Ghostwire: Tokyo before "shadow dropping" Hi-Fi Rush in 2023. Other studios to close include the mobile-focused Alpha Dog Games and Roundhouse Games, the latter of which will have its staff folded into the Elder Scrolls: Online development team.

You can find Tango Gameworks' official announcement embedded below:

https://twitter.com/TangoGameworks/status/1787837929332601189

Microsoft also recently announced an patch for Starfield, set to release on May 15, 2024. Meanwhile back in March, Blizzard's Diablo 4 became the first of the studio's games to the Xbox Game library.

Tango Gameworks and Arkane Austin have been closed down by Microsoft. Both Hi-Fi Rush and Redfall will continue to be available but will not receive any further updates.

The post Tango Gameworks and Arkane Austin Closed appeared first on Siliconera.

]]>
https://siliconera.voiranime.info/tango-gameworks-and-arkane-austin-closed/feed/ 0 1027621
Starfield Patch Adds Ship Decoration 51563 Better Surface Maps Update https://siliconera.voiranime.info/starfield-patch-adds-ship-decoration-better-surface-maps-update/?utm_source=rss&utm_medium=rss&utm_campaign=starfield-patch-adds-ship-decoration-better-surface-maps-update https://siliconera.voiranime.info/starfield-patch-adds-ship-decoration-better-surface-maps-update/#respond <![CDATA[Jenni Lada]]> Wed, 01 May 2024 17:00:00 +0000 <![CDATA[News]]> <![CDATA[PC]]> <![CDATA[Xbox Series X]]> <![CDATA[Bethesda]]> <![CDATA[Europe]]> <![CDATA[Japan]]> <![CDATA[Microsoft]]> <![CDATA[North America]]> <![CDATA[Starfield]]> https://siliconera.voiranime.info/?p=1026633 <![CDATA[

Starfield Patch Adds Ship Decoration, Better Surface Maps Update

Bethesda and Microsoft announced its next Starfield major update, which will bring the requested ship decoration and better surface maps features, will arrive on May 15, 2024. Ahead of its launch, its Steam beta and the 1.11.33 Starfield patch notes are live. 

A trailer went over some of the more detailed elements of the May 2024 Starfield update, and it specifically focused on the new look for surface maps and ship decoration. First, the team looked at how the surface maps will appear after 1.11.33. Clear icons will appear everywhere, showing where things are in the game. You’ll see structures, foliage, rocks, and markers. These markers will also appear when you’re looking around or at a map, so you can clearly see where things are and get around. 

At about the 2:30 mark, discussions about Starfield surface maps end and the ship decoration update begins. We see how a space starts off as empty, then ends up populated with furniture and decorations. The goal is to make them as customizable as outposts, to allow someone’s vessel to represent their personalities.

https://www.youtube.com/watch?v=3ObHRMHtTMY&ab_channel=BethesdaSoftworks

Here are the full Starfield patch notes for the 1.11.33 update:

New Features: 

  • Improved surface maps - We’ve heard your , and we’ve made some big improvements to surface maps, so you’ll always know just where to go and no longer “get lost” on the way to your parents’ place (and they weren’t buying that excuse anyway, you should really go visit them).
  • New gameplay options - For those of you who like a bit of an extra challenge or want to make some aspects of the game easier, you can customize your experience with brand new options in the Settings menu. Want to make ground combat harder but ship combat easier? You can do just that!
  • Added Ship Decoration mode to the interior of Ships – now you can decorate your ships just like you can with Outposts!
  • Added Tabs to Container menus to make managing your inventory easier.
  • Added the ability to change Traits and appearance after entering the Unity.
  • Added Dialogue camera toggle in the Settings.
  • Added Display settings for Xbox Series X to prioritize Visuals or Performance (Series X).

Xbox Series X Display Settings: 

  • Frame Rate Target: You can now choose between 30, 40, 60 or an Uncapped frame rate on VRR displays. If you do not have a VRR display running 120hz, you will still be able to select from 30 or 60. Screen tearing may occur at times when selecting 60 on a non-VRR display.
  • Prioritize: You can now prioritize between Visuals and Performance while trying to maintain the frame rate target. If you’re choosing a frame rate target of 60 or above, we recommend changing this to Performance. Prioritizing Visuals keeps the highest resolution while maintaining full detail for special effects, lighting, and crowds. Prioritizing Performance lowers internal resolution and detail for special effects, lighting, and crowds. Both modes may adjust internal resolution dynamically when scenes or action get heavier as well. When switching between modes, you will see the lighting change briefly as the system catches up to the new mode.

Bug Fixes: 

GENERAL

  • General Stability and Performance improvements.
  • General improvements for Character fleeing, avoidance and pathfinding.
  • Fixed various issues with object placement.

GAMEPLAY

  • Fixed an issue that could cause a ship's maximum shield capacity to appear decreased after loading a save with certain assigned crew.
  • Fixed an issue where invisibility could persist on a companion’s weapon after invisibility effect ended.
  • Scanning flora/fauna XP is now also awarded via harvesting/killing.
  • Resolved an issue with unintended harvest items appearing in flora from blended biomes.
  • Addressed an issue that prevented repeated docking with a previously commandeered ship.
  • Fixed an issue with Class C flight behavior after entering targeting mode while boosting.
  • Addressed an issue that could occur when attempting to dock with a ship as it grav jumps away.
  • Fixed a ship scanner issue that could occasionally display incorrect hostility or crew count.
  • Fixed an issue where docked ships would appear to overlap after loading a save while boarding.
  • Stunned Characters should no longer display the option to talk to them.
  • Fixed an issue that could cause apparel to not display as intended on mannequins.
  • Helmets placed on Mannequins should no longer cull the neck and torso section.
  • Addressed an issue that could cause weapons to duplicate when looting and enemy.
  • Addressed a rare issue that could cause characters to not exit dialogue when attacked.
  • Fixed an issue that could cause the dialogue camera to quickly shift focus when exiting conversations.
  • Neon and Ryujin security should be more diligent on arresting the player for criminal behavior.
  • An Autosave should now be created when fast travelling to the player ship if Save on Travel is enabled.
  • Fixed an issue with sandstorm hazards not working as intended under certain conditions.
  • Fixed an issue with weather changing incorrectly when entering a ship.
  • Addressed an issue related to using the Starborn Power 'Inner Demon' on certain Robot models.
  • Resolved a few issues related to loading a save after using 'Phased Time' power.
  • Fixed an issue with lip-sync while ‘Phased Time’ was active.
  • Fixed a rare issue that could cause legendary Starborn weapons to lose their special effects.
  • Resolved an issue that could prevent storing items in containers aboard the Razorleaf.
  • Addressed an issue that could cause the player to appear as if they were in zero gravity after completing a temple.
  • Fixed an issue with Rifle Certification skill that could prevent faster reloading benefit.
  • Resolved issue with certain weapons not being able to fire immediately after they were aimed.
  • Resolved and issue that could cause melee attacks to occur without animation.
  • Fixed a visual issue with the Laser sight emitted from an enemy Magshear.
  • Resolved a weapon visibility issue that could occur when opening the hand scanner with 'Toggle Iron Sight' setting enabled.
  • Fixed a weapon visibility issue that could occur when switching between weapons of different types.
  • Addressed an issue with how the Subtitles from the ECS Constant were displayed.
  • Addressed an issue with gaps appearing on the character when previewing helmets in the Transfer Menu.
  • Resolved and issue that could cause clothing to be seen through the spacesuit after aiming with a scope.
  • Addressed and issue that could cause enemies to receive unintended force when killed.
  • Fixed an issue that could occur when killing a seated character.
  • Loading save should retain camera settings.
  • Addressed an issue that could cause quests to have a much longer cooldown than intended.
  • Resolved an issue where UC ships could still send friendly hails to a member of the Crimson Fleet.
  • Fixed areas of Moara's ship where player could become stuck.
  • Fixed an issue that could cause the desk inside the Ship Services building in Akila to disappear.
  • Fixed an issue that would prevent random ship encounters from landing on planets in some situations.
  • Fixed an issue with the turn counter on the persuasion minigame when dealing with the Star Parcel Freighter.
  • Ship Service Technicians should now return to their normal location if they had previously wandered away.
  • Players who find their way into Benjamin Bayu’s penthouse should now be able to exit properly.

GRAPHICS

  • Exterior ship lights should now appear as intended in Photomode and during travel sequences.
  • Fixed various shadow issues (flickering and precision).
  • Fixed an issue that could cause the galaxy map to zoom out to an incorrect extent. (PC).
  • Fixed a rare issue that could cause the ocean to not blend smoothly with the shore.
  • Fixed an issue that could cause the screen to be stretched on 16:10 and 32:10 screens with FSR3 in the character editor (PC).
  • Improved the look of depth of field in specific cases.
  • Fixed subtle flickering that could occur on some on highlighted parts in the ship editor.
  • Improved the look of lighting and shadow under trees.
  • Improved wind direction consistency.
  • Fixed an issue causing the glow of stars to be slightly visible through planets.
  • Fixed a few visual artifacts with some VFX.
  • Improved the look of rain ripples on water.
  • Fixed an issue that could cause missing fog to occur while landing in Neon.
  • Improved flickering artifacts sometimes present with upscaling techniques DLSS, FSR, XeSS (PC).
  • Fixed a few flickering and ghosting issues for FSR3 (PC).
  • Fixed an issue that could cause the game UI to disappear after changing the Borderless Full Screen option when using FSR3 (PC).
  • Fixed an issue that could occasionally cause artifacts during camera transitions.
  • Fixed a rare issue that could cause missing object highlights in the hand scanner.
  • Fixed a rare issue that could cause visible rain effects inside a spaceship.
  • Fixed an issue that could cause water to turn white in New Atlantis when using a particle beam.
  • Adjusting a setting option that read as "Off" to now read as "Low Quality" for motion blur.
  • Adjusted the default value for Ship Third Person FOV.
  • Fixed an issue that could cause weapons on racks or in containers to disappear or change upon re-entering the player’s ship.

OUTPOSTS

  • Fixed an issue that could cause robots to appear unassigned after deleting the Outpost Crew Station.
  • Addressed an issue with Cargo Link parts not updating orientation after moving a structure at an Outpost.
  • Removed red outline that could sometimes remain on objects after they were repaired at an outpost.
  • Fixed an issue where changing greenhouse flora types in Outposts could disconnect the water input.
  • Resolved an issue with environmental hazards persisting inside outpost structures built in hazard areas.
  • Fixed an issue where greenhouse plants sometimes didn’t move correctly when the greenhouse was relocated.
  • Fixed issues where stairs could sometimes be deleted when deleting objects placed on them at an outpost.
  • Addressed an issue that allowed the player to reach unintended locations by stacking furniture in Outposts.
  • Resolved an issue with storage container auto foundations appearing where stackable containers already exist in Outposts.
  • Fixed an issue with Outpost wires not moving correctly when a wired structure was moved.
  • Addressed an issue that could cause habitat modules to float when ing structures were removed.
  • Fixed an issue that could unintentionally affect the ambient audio of Outpost items.
  • Fixed an issue with inner-system cargo ships not unloading resources to capacity.

QUESTS

  • Back to the Grind: Fixed an issue that could cause the camera to unintentionally return to first person when exiting the interview seat with Imogene.
  • Breaking the Bank: Fixed an issue where unselected Dialogue options would incorrectly gray out when talking to Chief Purser Murata.
  • Breach of Contract: Resolved the issue where Dr. Keala may not have been present at the intended location.
  • Crew Encounter: Resolved an issue that could cause Betty Howser to not appear in Jake's bar to be hired.
  • Echoes of the Past: Fixed a rare issue that could cause Delgado to get stuck while traversing the canyon.
  • High Price to Pay: Fixed an issue where progression could halt if a United Colonies character was hit during the escape.
  • Hostile Intelligence: Resolved the issue that could cause the Steam Tunnels to become inaccessible if the mission area was left for a long time.
  • Into the Unknown: Addressed an issue that could cause Vladimir to no longer give the Player Temple locations.
  • Into the Unknown: Fixed a rare issue where the temple location would not populate when receiving the “Go to” objective.
  • Legacy’s End: Fixed an issue that could cause Huan Daiyu to not be positioned as intended at the end of the mission.
  • Legacy's End: Fixed in issue that could cause the Crimson Fleet Prisoners to have incorrect idle lines while standing in the Brig of the Vigilance.
  • Legacy's End: Resolved an issue with returning to the Key if a freed prisoner was killed.
  • Loose Ends: Addressed an issue that could cause the scene between Neshar and Neon Security to not occur as intended.
  • No Sudden Moves: Fixed a rare issue that could cause Petrov to get stuck walking to the artifact.
  • One Small Step: Addressed an issue that could cause Vasco to appear stuck in the floor of a commandeered Crimson Fleet ship.
  • One Small Step: Miners should no longer fire on the player in the Vectera mines.
  • One Small Step: Resolved an issue that could prevent fast travel to the ship from the world boundary.
  • Rook Meets King: Addressed an issue that could cause idle animations to play on a corpse.
  • Sabotage: Fixed an issue that could cause manipulated characters to move in an unintended way.
  • Start-up Stopped: Addressed an issue that sometimes caused the quest not to initiate.
  • The Best There Is: Fixed an issue that could cause player to incorrectly receive and unintended objective.
  • The Devils You Know: Improved where characters were looking in some scenes.
  • The Mantis: Fixed a rare issue that could cause the Razorleaf to disappear.
  • The Old Neighborhood: Addressed an issue that could occur when using area of effect attacks in Moara's ship.
  • War Relics: Addressed an issue that could cause Unit 99 to appear stuck.
  • Left Behind: NPCs will no longer talk about being attacked by wildlife on lifeless planets.
  • Legacy’s End: Resolved an issue that could cause NPCs to be culled depending on where the player is located.
  • Grunt Work: The Terrormorph should no longer get stuck if lured into the room Hadrian is hiding in.
  • One Small Step: Miners should no longer fire on the player in the Vectera mines.
  • One Small Step: Resolved an issue that could prevent fast travel to the ship from the world boundary.
  • Rook Meets King: Addressed an issue that could cause idle animations to play on a corpse.
  • Sabotage: Fixed an issue that could cause manipulated characters to move in an unintended way.
  • Start-up Stopped: Addressed an issue that sometimes caused the quest not to initiate.
  • The Best There Is: Fixed an issue that could cause player to incorrectly receive and unintended objective.
  • The Devils You Know: Improved where characters were looking in some scenes.
  • The Mantis: Fixed a rare issue that could cause the Razorleaf to disappear.
  • The Old Neighborhood: Addressed an issue that could occur when using area of effect attacks in Moara's ship.
  • War Relics: Addressed an issue that could cause Unit 99 to appear stuck.
  • Left Behind: NPCs will no longer talk about being attacked by wildlife on lifeless planets.
  • Legacy’s End: Resolved an issue that could cause NPCs to be culled depending on where the player is located.
  • Grunt Work: The Terrormorph should no longer get stuck if lured into the room Hadrian is hiding in.

Starfield is available on the Xbox Series X and PC, the latest patch is in a beta phase on Steam, and the update will officially release on May 15, 2024.

The post Starfield Patch Adds Ship Decoration, Better Surface Maps Update appeared first on Siliconera.

]]>
<![CDATA[

Starfield Patch Adds Ship Decoration, Better Surface Maps Update

Bethesda and Microsoft announced its next Starfield major update, which will bring the requested ship decoration and better surface maps features, will arrive on May 15, 2024. Ahead of its launch, its Steam beta and the 1.11.33 Starfield patch notes are live. 

A trailer went over some of the more detailed elements of the May 2024 Starfield update, and it specifically focused on the new look for surface maps and ship decoration. First, the team looked at how the surface maps will appear after 1.11.33. Clear icons will appear everywhere, showing where things are in the game. You’ll see structures, foliage, rocks, and markers. These markers will also appear when you’re looking around or at a map, so you can clearly see where things are and get around. 

At about the 2:30 mark, discussions about Starfield surface maps end and the ship decoration update begins. We see how a space starts off as empty, then ends up populated with furniture and decorations. The goal is to make them as customizable as outposts, to allow someone’s vessel to represent their personalities.

https://www.youtube.com/watch?v=3ObHRMHtTMY&ab_channel=BethesdaSoftworks

Here are the full Starfield patch notes for the 1.11.33 update:

New Features: 

  • Improved surface maps - We’ve heard your , and we’ve made some big improvements to surface maps, so you’ll always know just where to go and no longer “get lost” on the way to your parents’ place (and they weren’t buying that excuse anyway, you should really go visit them).
  • New gameplay options - For those of you who like a bit of an extra challenge or want to make some aspects of the game easier, you can customize your experience with brand new options in the Settings menu. Want to make ground combat harder but ship combat easier? You can do just that!
  • Added Ship Decoration mode to the interior of Ships – now you can decorate your ships just like you can with Outposts!
  • Added Tabs to Container menus to make managing your inventory easier.
  • Added the ability to change Traits and appearance after entering the Unity.
  • Added Dialogue camera toggle in the Settings.
  • Added Display settings for Xbox Series X to prioritize Visuals or Performance (Series X).

Xbox Series X Display Settings: 

  • Frame Rate Target: You can now choose between 30, 40, 60 or an Uncapped frame rate on VRR displays. If you do not have a VRR display running 120hz, you will still be able to select from 30 or 60. Screen tearing may occur at times when selecting 60 on a non-VRR display.
  • Prioritize: You can now prioritize between Visuals and Performance while trying to maintain the frame rate target. If you’re choosing a frame rate target of 60 or above, we recommend changing this to Performance. Prioritizing Visuals keeps the highest resolution while maintaining full detail for special effects, lighting, and crowds. Prioritizing Performance lowers internal resolution and detail for special effects, lighting, and crowds. Both modes may adjust internal resolution dynamically when scenes or action get heavier as well. When switching between modes, you will see the lighting change briefly as the system catches up to the new mode.

Bug Fixes: 

GENERAL

  • General Stability and Performance improvements.
  • General improvements for Character fleeing, avoidance and pathfinding.
  • Fixed various issues with object placement.

GAMEPLAY

  • Fixed an issue that could cause a ship's maximum shield capacity to appear decreased after loading a save with certain assigned crew.
  • Fixed an issue where invisibility could persist on a companion’s weapon after invisibility effect ended.
  • Scanning flora/fauna XP is now also awarded via harvesting/killing.
  • Resolved an issue with unintended harvest items appearing in flora from blended biomes.
  • Addressed an issue that prevented repeated docking with a previously commandeered ship.
  • Fixed an issue with Class C flight behavior after entering targeting mode while boosting.
  • Addressed an issue that could occur when attempting to dock with a ship as it grav jumps away.
  • Fixed a ship scanner issue that could occasionally display incorrect hostility or crew count.
  • Fixed an issue where docked ships would appear to overlap after loading a save while boarding.
  • Stunned Characters should no longer display the option to talk to them.
  • Fixed an issue that could cause apparel to not display as intended on mannequins.
  • Helmets placed on Mannequins should no longer cull the neck and torso section.
  • Addressed an issue that could cause weapons to duplicate when looting and enemy.
  • Addressed a rare issue that could cause characters to not exit dialogue when attacked.
  • Fixed an issue that could cause the dialogue camera to quickly shift focus when exiting conversations.
  • Neon and Ryujin security should be more diligent on arresting the player for criminal behavior.
  • An Autosave should now be created when fast travelling to the player ship if Save on Travel is enabled.
  • Fixed an issue with sandstorm hazards not working as intended under certain conditions.
  • Fixed an issue with weather changing incorrectly when entering a ship.
  • Addressed an issue related to using the Starborn Power 'Inner Demon' on certain Robot models.
  • Resolved a few issues related to loading a save after using 'Phased Time' power.
  • Fixed an issue with lip-sync while ‘Phased Time’ was active.
  • Fixed a rare issue that could cause legendary Starborn weapons to lose their special effects.
  • Resolved an issue that could prevent storing items in containers aboard the Razorleaf.
  • Addressed an issue that could cause the player to appear as if they were in zero gravity after completing a temple.
  • Fixed an issue with Rifle Certification skill that could prevent faster reloading benefit.
  • Resolved issue with certain weapons not being able to fire immediately after they were aimed.
  • Resolved and issue that could cause melee attacks to occur without animation.
  • Fixed a visual issue with the Laser sight emitted from an enemy Magshear.
  • Resolved a weapon visibility issue that could occur when opening the hand scanner with 'Toggle Iron Sight' setting enabled.
  • Fixed a weapon visibility issue that could occur when switching between weapons of different types.
  • Addressed an issue with how the Subtitles from the ECS Constant were displayed.
  • Addressed an issue with gaps appearing on the character when previewing helmets in the Transfer Menu.
  • Resolved and issue that could cause clothing to be seen through the spacesuit after aiming with a scope.
  • Addressed and issue that could cause enemies to receive unintended force when killed.
  • Fixed an issue that could occur when killing a seated character.
  • Loading save should retain camera settings.
  • Addressed an issue that could cause quests to have a much longer cooldown than intended.
  • Resolved an issue where UC ships could still send friendly hails to a member of the Crimson Fleet.
  • Fixed areas of Moara's ship where player could become stuck.
  • Fixed an issue that could cause the desk inside the Ship Services building in Akila to disappear.
  • Fixed an issue that would prevent random ship encounters from landing on planets in some situations.
  • Fixed an issue with the turn counter on the persuasion minigame when dealing with the Star Parcel Freighter.
  • Ship Service Technicians should now return to their normal location if they had previously wandered away.
  • Players who find their way into Benjamin Bayu’s penthouse should now be able to exit properly.

GRAPHICS

  • Exterior ship lights should now appear as intended in Photomode and during travel sequences.
  • Fixed various shadow issues (flickering and precision).
  • Fixed an issue that could cause the galaxy map to zoom out to an incorrect extent. (PC).
  • Fixed a rare issue that could cause the ocean to not blend smoothly with the shore.
  • Fixed an issue that could cause the screen to be stretched on 16:10 and 32:10 screens with FSR3 in the character editor (PC).
  • Improved the look of depth of field in specific cases.
  • Fixed subtle flickering that could occur on some on highlighted parts in the ship editor.
  • Improved the look of lighting and shadow under trees.
  • Improved wind direction consistency.
  • Fixed an issue causing the glow of stars to be slightly visible through planets.
  • Fixed a few visual artifacts with some VFX.
  • Improved the look of rain ripples on water.
  • Fixed an issue that could cause missing fog to occur while landing in Neon.
  • Improved flickering artifacts sometimes present with upscaling techniques DLSS, FSR, XeSS (PC).
  • Fixed a few flickering and ghosting issues for FSR3 (PC).
  • Fixed an issue that could cause the game UI to disappear after changing the Borderless Full Screen option when using FSR3 (PC).
  • Fixed an issue that could occasionally cause artifacts during camera transitions.
  • Fixed a rare issue that could cause missing object highlights in the hand scanner.
  • Fixed a rare issue that could cause visible rain effects inside a spaceship.
  • Fixed an issue that could cause water to turn white in New Atlantis when using a particle beam.
  • Adjusting a setting option that read as "Off" to now read as "Low Quality" for motion blur.
  • Adjusted the default value for Ship Third Person FOV.
  • Fixed an issue that could cause weapons on racks or in containers to disappear or change upon re-entering the player’s ship.

OUTPOSTS

  • Fixed an issue that could cause robots to appear unassigned after deleting the Outpost Crew Station.
  • Addressed an issue with Cargo Link parts not updating orientation after moving a structure at an Outpost.
  • Removed red outline that could sometimes remain on objects after they were repaired at an outpost.
  • Fixed an issue where changing greenhouse flora types in Outposts could disconnect the water input.
  • Resolved an issue with environmental hazards persisting inside outpost structures built in hazard areas.
  • Fixed an issue where greenhouse plants sometimes didn’t move correctly when the greenhouse was relocated.
  • Fixed issues where stairs could sometimes be deleted when deleting objects placed on them at an outpost.
  • Addressed an issue that allowed the player to reach unintended locations by stacking furniture in Outposts.
  • Resolved an issue with storage container auto foundations appearing where stackable containers already exist in Outposts.
  • Fixed an issue with Outpost wires not moving correctly when a wired structure was moved.
  • Addressed an issue that could cause habitat modules to float when ing structures were removed.
  • Fixed an issue that could unintentionally affect the ambient audio of Outpost items.
  • Fixed an issue with inner-system cargo ships not unloading resources to capacity.

QUESTS

  • Back to the Grind: Fixed an issue that could cause the camera to unintentionally return to first person when exiting the interview seat with Imogene.
  • Breaking the Bank: Fixed an issue where unselected Dialogue options would incorrectly gray out when talking to Chief Purser Murata.
  • Breach of Contract: Resolved the issue where Dr. Keala may not have been present at the intended location.
  • Crew Encounter: Resolved an issue that could cause Betty Howser to not appear in Jake's bar to be hired.
  • Echoes of the Past: Fixed a rare issue that could cause Delgado to get stuck while traversing the canyon.
  • High Price to Pay: Fixed an issue where progression could halt if a United Colonies character was hit during the escape.
  • Hostile Intelligence: Resolved the issue that could cause the Steam Tunnels to become inaccessible if the mission area was left for a long time.
  • Into the Unknown: Addressed an issue that could cause Vladimir to no longer give the Player Temple locations.
  • Into the Unknown: Fixed a rare issue where the temple location would not populate when receiving the “Go to” objective.
  • Legacy’s End: Fixed an issue that could cause Huan Daiyu to not be positioned as intended at the end of the mission.
  • Legacy's End: Fixed in issue that could cause the Crimson Fleet Prisoners to have incorrect idle lines while standing in the Brig of the Vigilance.
  • Legacy's End: Resolved an issue with returning to the Key if a freed prisoner was killed.
  • Loose Ends: Addressed an issue that could cause the scene between Neshar and Neon Security to not occur as intended.
  • No Sudden Moves: Fixed a rare issue that could cause Petrov to get stuck walking to the artifact.
  • One Small Step: Addressed an issue that could cause Vasco to appear stuck in the floor of a commandeered Crimson Fleet ship.
  • One Small Step: Miners should no longer fire on the player in the Vectera mines.
  • One Small Step: Resolved an issue that could prevent fast travel to the ship from the world boundary.
  • Rook Meets King: Addressed an issue that could cause idle animations to play on a corpse.
  • Sabotage: Fixed an issue that could cause manipulated characters to move in an unintended way.
  • Start-up Stopped: Addressed an issue that sometimes caused the quest not to initiate.
  • The Best There Is: Fixed an issue that could cause player to incorrectly receive and unintended objective.
  • The Devils You Know: Improved where characters were looking in some scenes.
  • The Mantis: Fixed a rare issue that could cause the Razorleaf to disappear.
  • The Old Neighborhood: Addressed an issue that could occur when using area of effect attacks in Moara's ship.
  • War Relics: Addressed an issue that could cause Unit 99 to appear stuck.
  • Left Behind: NPCs will no longer talk about being attacked by wildlife on lifeless planets.
  • Legacy’s End: Resolved an issue that could cause NPCs to be culled depending on where the player is located.
  • Grunt Work: The Terrormorph should no longer get stuck if lured into the room Hadrian is hiding in.
  • One Small Step: Miners should no longer fire on the player in the Vectera mines.
  • One Small Step: Resolved an issue that could prevent fast travel to the ship from the world boundary.
  • Rook Meets King: Addressed an issue that could cause idle animations to play on a corpse.
  • Sabotage: Fixed an issue that could cause manipulated characters to move in an unintended way.
  • Start-up Stopped: Addressed an issue that sometimes caused the quest not to initiate.
  • The Best There Is: Fixed an issue that could cause player to incorrectly receive and unintended objective.
  • The Devils You Know: Improved where characters were looking in some scenes.
  • The Mantis: Fixed a rare issue that could cause the Razorleaf to disappear.
  • The Old Neighborhood: Addressed an issue that could occur when using area of effect attacks in Moara's ship.
  • War Relics: Addressed an issue that could cause Unit 99 to appear stuck.
  • Left Behind: NPCs will no longer talk about being attacked by wildlife on lifeless planets.
  • Legacy’s End: Resolved an issue that could cause NPCs to be culled depending on where the player is located.
  • Grunt Work: The Terrormorph should no longer get stuck if lured into the room Hadrian is hiding in.

Starfield is available on the Xbox Series X and PC, the latest patch is in a beta phase on Steam, and the update will officially release on May 15, 2024.

The post Starfield Patch Adds Ship Decoration, Better Surface Maps Update appeared first on Siliconera.

]]>
https://siliconera.voiranime.info/starfield-patch-adds-ship-decoration-better-surface-maps-update/feed/ 0 1026633
Fallout TV Show Merchandise Includes Vault 33 Clothing o4a18 https://siliconera.voiranime.info/fallout-tv-show-merchandise-includes-vault-33-clothing/?utm_source=rss&utm_medium=rss&utm_campaign=fallout-tv-show-merchandise-includes-vault-33-clothing https://siliconera.voiranime.info/fallout-tv-show-merchandise-includes-vault-33-clothing/#respond <![CDATA[Daniel Bueno]]> Thu, 11 Apr 2024 21:00:00 +0000 <![CDATA[News]]> <![CDATA[Bethesda]]> <![CDATA[Fallout]]> <![CDATA[Japan]]> <![CDATA[Merchandise]]> https://siliconera.voiranime.info/?p=1022844 <![CDATA[

Fallout TV Show Merchandise Includes Vault 33 Clothing

To celebrate the release of the Fallout TV show on Amazon, a new line of official merchandise featuring the Vault 33 will appear in Japan. The items will be available from the Infolens Geek Shop store located in Ikebukuro Parco, Japan, as well as show up in its online store.

The new items based on the TV show’s Vault 33 are now available for pre-order, and they are expected to release in Japan between May and August 2024. Here is the full lineup of Fallout merchandise based on the TV show being released, as well as their prices:

You can also take a better look at the items here:

As of the time of writing, the Vault 33 hoodie is available in L and XL sizes, and the Nuka Girl hoodie in M, L, and XL sizes. Meanwhile, the Vault 33 T-shirt is only available in M and L sizes. Other Fallout T-shirts based on the game are also available for pre-order. There are 5 additional models available and they also cost 4,620 yen (~$30.16.)

Season 1 of the Fallout TV show is now streaming on Amazon via Prime Video.

The post Fallout TV Show Merchandise Includes Vault 33 Clothing appeared first on Siliconera.

]]>
<![CDATA[

Fallout TV Show Merchandise Includes Vault 33 Clothing

To celebrate the release of the Fallout TV show on Amazon, a new line of official merchandise featuring the Vault 33 will appear in Japan. The items will be available from the Infolens Geek Shop store located in Ikebukuro Parco, Japan, as well as show up in its online store.

The new items based on the TV show’s Vault 33 are now available for pre-order, and they are expected to release in Japan between May and August 2024. Here is the full lineup of Fallout merchandise based on the TV show being released, as well as their prices:

You can also take a better look at the items here:

As of the time of writing, the Vault 33 hoodie is available in L and XL sizes, and the Nuka Girl hoodie in M, L, and XL sizes. Meanwhile, the Vault 33 T-shirt is only available in M and L sizes. Other Fallout T-shirts based on the game are also available for pre-order. There are 5 additional models available and they also cost 4,620 yen (~$30.16.)

Season 1 of the Fallout TV show is now streaming on Amazon via Prime Video.

The post Fallout TV Show Merchandise Includes Vault 33 Clothing appeared first on Siliconera.

]]>
https://siliconera.voiranime.info/fallout-tv-show-merchandise-includes-vault-33-clothing/feed/ 0 1022844