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Star Wars: Jedi Fallen Order try it for Free- FULL GAME

Star Wars

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Oxenfree II: Lost Signals will bring back more spooks and delightful dialogue

Walkin’ and talkin’ mystery game Oxenfree has just announced an upcoming sequel with a new cast of talkative spook hunters. Oxenfree II: Lost Signals will follow new characters, but include that natural dialogue system of Night School Studio’s original Oxenfree and their more recent Afterparty. You can catch the first spooky trailer right here for the newly-announced sequel that’s coming later in 2021.

This is the best way to quickly get diamonds in Minecraft – WIN.gg

If Minecraft is about one thing, it’s about getting diamonds.

As much as Minecraft is about building, farming, and slaying mobs to find that last piece of string players need to make a bow, it’s most of all a game about mining. And even then, players will happily throw out a stack of redstone for the chance to add even one diamond to their collection. Diamonds are Minecraft’s most valuable material. They’re strong. The tools they make last much longer than tools made from stone or iron, and there are some blocks, such as obsidian, that can only be mined by using a diamond pickaxe. The block is so important that many survival playthroughs are are divided up into “before diamonds” and after. But finding diamonds can be hard, especially when new players don’t know where to look.

How to find diamonds in Minecraft

Minecraft’s diamonds are only found deep inside caves. Players who go searching for them unprepared might not come back at all thanks to the Creepers, skeletons, and spiders that like to hang out in the dark. And if the mobs don’t send players back to their beds., the lava might. Sometimes it’s hard to figure out if players are deep enough to even find diamonds. Before players take the trip, there are a few things they should have. These are the most important items to carry when going after diamonds:

  • Plenty of pickaxes
  • Torches
  • Lots of food

Players will have a ton of stone on them from all the mining, so it’s easier to bring a stack of sticks and make them as they go. Since iron can be limited early on, stone pickaxes are available and easy to craft. But they also shouldn’t go cave diving without at least one iron pickaxe. Diamond blocks can only be mined with an iron pickaxe or better.

There’s nothing worse than hitting bedrock and finding out that players don’t have any torches left. Minecraft’s mobs won’t spawn in a bright area, so placing torches as players go is important to keep mobs off their back.

Finally, it’s easy to spend full days, real ones and Minecraft ones, hollowing out Minecraft’s blocky world. Nothing ruins that more than having to climb all the way back to the surface for a loaf of bread. Bringing enough food, at least 20 bread or 15 steaks, will keep players going long into the night.

Once players are all geared up, it’s time to go deep.

Step 1: Dig down to level 12

There’s two ways to make sure that players dig deep enough that they can find diamonds. Minecraft has a coordinate system that counts the number of blocks from the deepest part of the game, bedrock. Minecraft has a handy coordinate system that helps players find out where they are, and it’s pretty easy to understand. Bedrock is the deepest players can dig , but the highest it will spawn is level 6. So if players start to see a light gray block that they can’t mine, they’re too deep. Lava is another danger in caves, but players can actually use lava to help them find diamonds.

The best place to search for diamonds is all the way down on Y=12, and that’s for two reasons. First, lava starts to spawn in big, flat pools at 11. By digging down to and stopping at Y=12, players won’t have to worry about accidentally mining into a lava pool and dying. Level 12 also puts players right in the middle of the prime spot for diamonds.

Step 2: Make a home base

Once players are there, they should dig out a little home base by hollowing out a small room. Chests, a furnace, and a crafting table are a smart idea, and a bed will make sure players won’t have to run back to their items if something goes wrong. After they’re all set up, players can grab their pickaxes and start mining! Here’s the best strategy.

Step 3: Dig the perfect mine

Dig a long hallway straight into the stone

  • Place a torch every seven blocks on the left hand side. This helps players know which way they’re going; if the torches are on their left, they’re “L-eaving” home base. If the torches are on the right, the player is “R-eturning.”
  • Pick a spot to stop directly across the last torch, turn to the right and dig another long, straight hallway. Place torches every seven blocks on the left side. While mining, check both sides of the tunnel for diamonds. Don’t forget the top and bottom!
  • Pick a spot and turn around, heading back to the original tunnel. Once there, go back two blocks towards home. The torches should be on the right. Dig another shaft off the main hallway, leaving two blocks inbetween the first a second “branches.”
  • Repeat

This is a very efficient way of searching for diamonds. Since players have already checked right wall in their first branch, only leaving one block in between branches means the right wall would now be the new tunnel’s left wall.  Only leaving one block in between branches means that players will end up checking the same block twice. By leaving two blocks in between, they can cover more ground. 

Eventually players will run into the precious block of diamonds, all shiny and sparkling, waiting to be mined. Players can then pull out their iron pickaxe and go to town. 

Finding diamonds in Minecraft isn’t hard, but it does take a bit of luck. Some players find the gem immediately, and it takes others a bit more time. But following these tips makes the whole thing faster, and it sets up a killer mine for players to use in the future. Stay out of the lava!

Oddworld: Soulstorm Review

Oddworld: Soulstorm has been a long time coming. A direct sequel to Oddworld: New ‘n’ Tasty, Soulstorm is a loosely drawn reimagining of the second Oddworld game, Abe’s Exoddus. Soulstorm looks shiny and PS5-new, with beautifully detailed characters and vast sweeping landscapes in its backgrounds, but it has an old soul. Soulstorm’s stealthy platforming feels like a throwback: It’s unlike any game I’ve played in a long time, and that’s refreshing. But with old-school gameplay, Soulstorm retains some archaic design choices that feel outdated in 2021. The pain from those choices is accentuated by the game’s many serious technical issues, which can blow even the most carefully played sequences at the drop of a hat. Soulstorm has a lot of heart, but its poor tuning makes it a bit of a slog.

Like its predecessors, Soulstorm puts you in control of Abe, a now free slave with the ability to take control of his former captors using a special chant. Each level strings together a gauntlet of side-scrolling stealth-platforming puzzles. As Abe, you’ll sneak across each stage, jumping across platforms to dodge traps while avoiding conflict as much as possible. All the while, you’re searching for your fellow Mudokons, Abe’s species of lanky green Oddworlders, most of whom are still slaves in factories and mines. Staying out of harm’s way requires careful planning and timing. Like many stealth games, you’re carefully monitoring guard movements and vision cones to find the perfect moment to move from one hiding spot to the next, or to dispatch a guard. There’s a tense, nail-biting thrill to maneuvering your way into and out of danger.

Though stealth factors into most areas, there are also a fair number of pure platforming sequences. Dodging flamethrowers, buzzsaws, spikes, and other dangers is also often a matter of getting the timing right. Soulstorm’s best platforming sequences feel more puzzle-like than a reflex test, balancing time pressure and a need to methodically feel your way through whatever lethal obstacles it throws your way.

In both situations, patience is a virtue. Though running and jumping are responsive, most other actions take time. Hiding in a locker or stepping out of one takes a second. If you don’t get the drop on a guard, they’ll shoot and kill you before you can aim and throw a rock. The windows for moving around and staying out of sight are pretty small, so you need to know how every enemy in the area moves and how they’ll react to whatever you plan to do. If you ever have any doubt, waiting and seeing is the best course of action. That means, of course, that you’ll progress through each encounter quite slowly.

Abe isn’t a fighter, but he has some tools at his disposal. He can find and craft makeshift weapons like rubber band balls, smoke screens, and explosive sodas, which can either help him avoid detection or knock guards unconscious. Abe also has the ability to control certain enemies with the aforementioned chant ability, which lets you use guards to open doors and fight enemies. While there are often many options to deal with any given situation, all of these tools are fairly straightforward and obvious in their application. If it looks like you need to make a smokescreen to block a patrolling guard’s vision, then that’s probably the best thing to do. Soulstorm’s particular brand of stealth measures your timing more than your creativity.

This is doubly true when you’re leading a group of AI-controlled Mudokons around. After recruiting them, the Mudokons will follow close behind Abe unless you tell them to hang back. Though they’re packed closely, a group of stragglers makes your movements infinitely larger and easier to spot. And while they can technically defend themselves if you give them tools, they’ll die very quickly if seen. They’ll also step right on a landmine, even if you jump over it. Moving around with allies in tow requires you to take the slowest, steadiest pace and give every obstacle a wide berth. It can make for interesting and more strategic play but stings when someone gets smashed by a piston because they didn’t take that one extra step to dodge a giant swinging pendulum.

No matter how slow you move forward, that demanding precision is where things fall apart for Soulstorm. The character AI for both your enemies and Mudokon allies is relatively unpredictable. In some cases, it’s purely a glitch: When your alert status drops from “Medium” to “Calm,” guards don’t always revert to their peaceful guard patterns, making it impossible to pass without engaging them. In other cases, the AI simply reacts poorly: When you enter a locker, your Mudokon followers are supposed to find other lockers and hide, but I lost many followers because they stood still like a deer in headlights rather than enter an empty locker. Too often, the machinery of an encounter would break down and force a reset or a less than desirable outcome. With an antiquated checkpointing system and no option for a manual quicksave, a costly AI error can roll you back to the start of a very long, slow-moving sequence that becomes less interesting with each try.

There are also plenty of other impactful bugs. I encountered enemies that could see beyond their vision cones, I’ve lost control of mind-controlled enemies, and I’ve woken up at least one sleeping Slig because it was floating in mid-air rather than on the ground. As with all games in the modern era, it’s possible that all of these issues will be fixed in future versions, but until they are, a game that offers little room for error is rife with technical problems that force you to retry. At the risk of beating a dead horse, it can’t be understated how big a deal it is that Soulstorm relies purely on progress-based checkpoints for saving. You can easily find yourself stuck in a poor situation if you, let’s say, roll through a checkpoint as an enemy is about to find your hidden Mudokon pals. It can also force you to repeat mundane tasks like picking up items and crafting. Both problems cause difficult sequences to take longer and make bug-induced resets more frustrating. Oddworld: New ‘n’ Tasty, a game from seven years ago, had a quicksave feature, so this feels like a huge oversight.

Soulstorm’s setting and story are charming, though. The story, which picks up from the end of Oddworld: New ‘n’ Tasty, brings us back to Abe and his flock of revolutionary Mudokons, who are now free and on the run from their former masters, the Glukkons. Abe’s escape has thrown Oddworld into turmoil. Through traveling and meeting more escaped Mudokons, he finds that his symbolic position as the first Mudokon to successfully throw off his shackles will require him to take on a real leadership role. The established but still-unique look of Oddworld’s characters makes the world and its story immediately captivating. For longtime fans, seeing that world reimagined with PS5-level graphics may be worth the price of admission, despite the game’s technical shortcomings.

Even if you don’t already have an affection for Oddworld, Soulstorm looks great. The levels feature what developer Oddworld Inhabitants calls a “2.9D” visual style: 3D art on a 2D plane, which twists, turns, and shifts to make the levels feel less linear. In the background, you can often see an entire level stretched out into the distance, along with rocky mountain faces, massive buildings, and factory machinery, which all create an incredible sense of scale. Abe, important as he is, is just a little fish compared to Oddworld’s sprawling industrial landscape. Though the background is often just set dressing, there are a few instances where the background elements come into the fore, and while that isn’t exactly a new trick, the speedy, smooth animation of an oncoming train hurtling toward you from out of the blue remains impressive.

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Gallery

At the same time, Soulstorm’s clear penchant for spectacle also frequently gets the better of it. There are a handful of set-piece sequences sprinkled throughout the adventure, most of which have unique technical problems and/or design flaws. In the game’s third level, mortar fire rains down, creating random explosions as you progress. The explosions are only semi-randomized, though: If you stand still for more than a few seconds (which isn’t unlikely in a stealth game) the explosions will find you and target you. There’s no crosshair or indicator that you should be worried about the explosions following you, and there are very few places to hide. A series of sequences where you must defend a large number of escaping Mudokon dispense with stealth altogether, pushing you to defeat the guards as quickly as you can. In both cases, Soulstorm plays against type: Abe’s movements are honed for stealth and platforming, and the game never does well when it deviates from those two core competencies.

Those core ideas, stealth and puzzle-platforming, work well in Soulstorm, but only some of the time. Though plodding and slow-paced relative to modern stealth games, there is something satisfying to its puzzle-like approach. Unfortunately, it’s hard to see the good through issues with the AI, frustrating checkpointing, and technical troubles. Oddworld is an interesting world and I hope we get to see the rest of Abe’s saga, but the series needs more than a new coat of paint to breathe new life into the series.

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Creeper World 4 is a triumph of consistency

Consistency. That’s the word that comes to mind.

It’s one to use carefully when talking about a sequel. I’m prone to criticising games, particularly long-running series, for iterating gradually rather than taking bigger chances. I’ve bemoaned Tropico’s rehashes. I’ve whinged about everyone copy-pasting XCOM to a fault. I’ve sent guys to show GTA a picture of Saints Row before throwing it through a window.

But here’s Creeper World 4, quietly releasing at the end of 2020 in an already busy month. I can’t say anything about it is revolutionary, or even drastically different to the rest of the series. And yet I become utterly engrossed every time I play it. Again.

Vermintide 2’s next free update adds a roguelike mode

The cooperative ratmasher Warhammer: Vermintide 2 already has some degree of change and surprise across runs, with different enemies in different places, but it’s about to go squig-wild. Developers Fatshark have announced the free Chaos Wastes update will launch next week, introducing a new mode with roguelikelike runs. Squads will set out on expeditions, fighting through a random selection of levels, picking up gear and buffs along the way, and risking a return to base if they wipe.

Minecraft’s Caves & Cliffs update is getting split in two

The next major update to Minecraft is a biggun, so big that it’s now getting split in two. Mojang have announced that due to technical complexity and number of changes they have planned for the Caves & Cliffs update, it will now roll out in summer and holiday releases. The 1.7 update was previously expected this summer, which will now be focused on adding new blocks, items, and creatures. The winter release will include the big world generation changes that add new cave types, mountain types, and increasing the world build height.

Oxenfree II: Lost Signals Announced For This Fall

Nintendo’s Indie World showcase concluded with the surprise announcement for Oxenfree II: Lost Signals. The game is a follow-up to the 2016 original and sports a new cast, new story, but the same eerie weirdness. 

Oxenfree II takes place five years after the events of the original. It stars Riley, an environmental researcher who returns to her hometown, Camena, to investigate the mysterious radio frequencies that are all too familiar to fans of the first game. We get a look at one of Riley’s companions and Edwards Island seems to make a return based on the premier trailer. The choice-driven dialogue that formed the core of Oxenfree will still play a big part in steering Oxenfree II’s narrative. Check out the spooky announcement video below. 

“Words cannot begin to express how happy I am to finally talk about Oxenfree II: Lost Signals,” said Sean Krankel, co-founder and studio director at Night School Studio in a press release. “Oxenfree is such a special game to us, and it has been an incredible experience to revisit this world. We’re eager to welcome our players back while inviting newcomers to embark on an adventure with an entirely new cast of characters that retains the weird, heartfelt, and personalized experience of the original.”

Oxenfree II: Lost Signals launches this sometime this fall. We only know it’s coming to Switch and PC as other platforms have yet to be confirmed. For more on what to expect, you can read our review of the first game here. In between Oxenfree and Oxenfree II, Night School has released the supernatural comedy Afterparty as well as Next Stop Nowhere for Apple Arcade. 

Did you enjoy the first Oxenfree and are you excited for the sequel? Let us know in the comments!

LEGO Ideas is searching for the next Minecraft – Brick Fanatics

LEGO Ideas is on the hunt for the next Minecraft as the team may be searching for more opportunities to expand single sets into fully-fledged themes. 

An interview was recently held between select fan media and LEGO designers including the original creator of the 21326 Winnie the Pooh project, Ben Alder. Topics included how the set was developed and other expected snippets of information. 

However, as discussed in a summary video from Ashnflash, the LEGO Ideas team mentioned that they are looking for the next Minecraft. The video game theme has been a part of the LEGO Group’s catalogue for almost 10 years, but it started as a single set from the CUUSOO platform. 

CUUSOO is the previous name for LEGO Ideas and 21102 Minecraft Micro World: The Forest was the third project developed into an official model, and it seems that the LEGO Group want to repeat the submission’s success. 

Other licensed properties have seen multiple sets come from LEGO Ideas such as Ghostbusters but from the sounds of it, it’s not been enough for the LEGO Ideas designers. With this information and eight projects currently being transformed into upcoming builds, there’s potential for some of them to be chosen for future themes such as Seinfeld, Sonic Mania, or Home Alone.

We’ll have to see which, if any, of the upcoming LEGO Ideas sets go on to produce more models than originally submitted and nothing is confirmed beyond the builds we already know to be on the way.  

Support the work that Brick Fanatics does by purchasing your LEGO through one of our affiliate links.

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OlliOlli World Grinds Onto The Scene This Winter

The OlliOlli series has let players skate across several environments, ranging from humble, basic beginnings to some of the most over-the-top, seemingly impossible skateparks imaginable. Following sequel success in OlliOlli2: Welcome to Olliwood, developer Roll7 is back six years later with OlliOlli World.

Announced during today’s Nintendo Indie World presentation, OlliOlli World hopes to capture the creativity and expression afforded by the art of skateboarding. OlliOlli World takes you on a journey across Radland to meet the legendary skate gods. “We’re embracing the weird, wonderful, and diverse sides of skateboarding in a game that’s all about going on a road trip with your friends, finding crazy spots, and, of course, skating everything in sight,” creative director John Ribbins said in the Indie World presentation.

OlliOlli World

Featuring a beautiful, hand-drawn art style, OlliOlli World tasks you with skating, grinding and wall-riding your way across the island on your quest for gnarvana. The smooth 2D gameplay of past games allows developer Roll7 to combine skateboarding action with elements from platforming, rhythm, and puzzle games to create a unique experience that appeals to far more than typical skateboarding or sports fans.

The OlliOlli series presents players with a massive collection of tricks to master, and OlliOlli World appears no different. If you’ve played previous games, you know that much of the fun comes from finally landing that trick you’ve been struggling with, or learning how to best combo your way through a sequence within a stage.

With new elements like quarter-pipes introduced into the stages, OlliOlli World is said to feature an even greater emphasis on level design that encourages you to flow between tricks within combos. You can also enjoy branching paths within the same level, allowing you to directly choose how intense or chill your experience is. You can also meet a colorful cast of characters, take on side quests, and uncover the secrets of Radland.

OlliOlli World is set to launch on PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, and PC this winter. For more on the OlliOlli series, check out our reviews of OlliOlli and OlliOlli2: Welcome to Olliwood.

Teenage Mutant Ninja Turtles: Shredder’s Revenge Confirmed For Nintendo Switch, New Gameplay Trailer

Earlier this year, we got our first look at the throwback title Teenage Mutant Ninja Turtles: Shredder’s Revenge that brings fans back into simpler times filled with delicious pizza, a chorus of “Cowabunga,” and pixelated glory. While the game looked incredible, we didn’t have any platform information at that time. Luckily, Nintendo changed that when it confirmed that Teenage Mutant Ninja Turtles: Shredder’s Revenge is coming to Switch later this year. 

During Nintendo’s latest Indie World Showcase, the team gave us a new look at Teenage Mutant Ninja Turtles: Shredder’s Revenge with a brand new trailer, showing off the bodacious blast from the past on the hybrid platform: 

Sure, the Tribute Games team could have gone a more modernized route, but the beauty of Shredder’s Revenge is that it takes us back to the glory days of the arcade. “We wanted to bring back a game for the fans of the ‘87 animated series and also the old arcade games of the ‘90s,” said Tribute Games co-founder Jean-Francois Major to Game Informer when the game was first announced. “Because we felt that people missed it. And including us, because, personally, I played those games a lot as a kid and I missed them a lot. So that was the idea that started it.”

Teenage Mutant Ninja Turtles: Shredder’s Revenge reunites Raphael, Donatello, Michelangelo, and Leonardo once more in a nostalgia-filled new adventure in perfect 1987 style. The side-scrolling beat-em-up game pulls from a long legacy of adventures for one of the most passionate fandoms out there. Choose your fighter, play with friends, and kick butt with 4-player co-op and a totally radical new story mode. 

As a long-time fan of TMNT, I’m stoked to see how this game plays out, even more so now that it’s on Nintendo Switch. I have fond memories playing TMNT on my Game Boy Advance, so taking the next adventure on the go with the Switch feels natural and right. 

We don’t have a release date at this time, nor do we have what other platforms it will be available on other than PC, but that’s OK. We have pizza until then. 

Thoughts on Teenage Mutant Ninja Turtles: Shredder’s Revenge and our latest gameplay look? Shout out those hot takes loud and proud in the comment section below!

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