Tunic’s easy mode, called “No Fail,” let me enjoy its puzzles more
Tunic, an indie adventure game that melds influences from The Legend of Zelda and Dark Soulsinto an adorable and mysterious package, has taken over my brain for the past two weeks. Since I last beat any game, it’s been years since I jumped into New Game Plus without even stopping to replenish my water glass. I must admit that I would not have made it to the finish without sometimes using “No Fail”, the game’s default mode.
As much as I have savored the puzzles and sense of discovery in Tunic, I’ve struggled with its combat. The tiny vulpine hero’s sword swings feel floaty, sluggish, and imprecise. The game lacks the laser-like precision of similar combat-heavy isometric games like Hades, where failure always felt like my own fault. In Tunic, I’d often fail combat sequences simply because I hadn’t landed an attack head-on, or dodged in the exact right direction — even though I often felt certain that my button-presses should have done the job. Even after a dozen hours of combat in Tunic and several difficult boss battles, I still don’t quite feel like I have the hang of it.
I don’t blame Tunic‘s development team for this. Andrew Shouldice is the programmer and designer of this game. Eric Billingsley, ma-ko and Terence Lee contributed additional art. Janice Kwan and Janice Kwan also helped to create the beautiful score. Still, the combat design was all on Shouldice, as well as the level design and puzzle ideation. Tunic is an amazing feat, especially when you consider that the team was small.
It’s for that very reason that I’ve felt no remorse about turning on Tunic‘s “No Fail” mode. I didn’t use it the entire time; I’d first explore each dungeon with combat fully engaged, enjoying the rigors of battle and the hardship of failure as I learned my way around. But once I’d gotten the sense of each dungeon’s map, I no longer felt the need to battle every single enemy over and over. I’d turn on “No Fail” and dive into each location’s secrets, not worrying about dying as I unearthed every last chest and power-up.
Image: Finji via Polygon
With “No Fail” turned on, Tunic‘s hero still has to engage in battle, and when they get hit, their health meter still ticks downward. When the health gauge reaches zero, however, the hero doesn’t die; their meter just stays at zero forever while the fight continues. There’s also a setting to turn off the stamina counter, allowing the fox to always have a full gauge of stamina. It wasn’t something I used as much as it was because I loved wrestling with the stamina gauge, just as I did in Dark Souls ). Not having to completely restart helped me enjoy the puzzles and not feel dread.
Tunic‘s puzzles are easily its best asset; in my view, they’re the entire reason to play the game. Exploring every room in search of hidden doors, ladders and pathways was my favorite part. I’d slowly walk all the way around each individual area, inching along bridges to see if the telltale A-button prompt would appear, thereby indicating a hidden ladder to climb onto. My fox was barely visible so I would scramble behind walls in search of the prompt that indicated a secret chest.
The game also has significantly more complex puzzles, like learning certain button patterns to unlock specific types of doors, as well as collecting every single page of the in-game manual and making sense of the mysterious language in which it’s written. The more I played Tunic, the more of its world I unlocked and understood — but, again, I wouldn’t have bothered to play for so long if I’d been dealing with the mushy swordplay that entire time.
I love creating challenges in combat-heavy gaming and learning all the movements that are required to win. Metroid Fear ‘ boss battles were a great challenge for me. I also loved the feeling of accomplishment when I learned all the steps to counter and avoid each attack. But in Tunic, I just never had that experience — and that’s okay. This is not the game’s strongest point and doesn’t have to be. By using “No Fail” mode, I got to enjoy the game’s best parts, and I’m still hungry for more. The game still has puzzles to be solved, but it gave me everything I needed to tackle them.
The OnePlus 10R’s full specs leaked last month, suggesting it won’t be an entirely new smartphone. The 10R (codenamed “pickle”) is expected to arrive sometime in Q2 2022, and while there’s no word on that from OnePlus yet, new information by reliable tipster Digital Chat Station reveals this Dimensity 8100-powered OnePlus smartphone will be actually called the OnePlus Ace.
Oppo Reno Ace
If that branding sounds familiar to you, it’s because Oppo launched two smartphones with the Ace moniker already – the Reno Ace in 2019 and the Ace2 in 2020. Oppo’s Ace Series smartphones were the only ones we saw, but we won’t be seeing any more from them later. OnePlus will use that name.
Realme GT Neo3
DCS says the OnePlus Ace will sport a textured back cover and focus on fast charging and gaming. A couple of its images shared by another tipster reveal the OnePlus Ace (PGKM10) will pack a centered punch hole display, which isn’t surprising since it’s said to be a rebranded Realme GT Neo3, meaning you’ll get the Dimensity 8100 SoC, 6. 7″ 120Hz FullHD+ AMOLED screen, 50MP primary camera with OIS, and a 4,500 mAh battery with 150W charging.
Marvel could learn from Everything Everywhere All at Once for the MCU
The latest entry to our rolling list of the best films of 2022, Everything Everywhere All at Once is a delicious potpourri of genres, from frat comedy to generational drama. It begins with a relatively straightforward plot: Can a mother and daughter learn to appreciate their conflicting worldviews? But instead of taking the most direct path from point A to point B, Everything directors The Daniels scribble their way around the map, stretching the journey across a multiverse more human and relatable than the Marvel Cinematic Universe.
We follow the laundromat owner during an audit by IRS. Instead of following a hero, We get instead of multiverses of madness (sorry we couldn’t resist) as a mother attempts to dismantle her daughter’s nihilistic outlook. Instead of an action movie devoid of sex and romance, we get a fight scene in which men draw their power from improvised butt plugs, and a story about the profound power of love.
Tasha Robinson explains what makes it the most multiverse of all time.
” Even in an infinite universe of possibilities, it’s unlikely that we will ever see another movie like this. But at the same time, it means that every moment of Everything Everywhere is an exciting unknown. There’s no predicting where a Daniels project will travel in any given moment: up a character’s ass, or off into their wildest dreams. Sometimes it’s both at once.”
It is fun to keep up to date on the MCU. It’s like watching a juggler add more balls to her performances until it becomes impossible to stop many things from falling to the ground. But for all of the attention the creators of the MCU give to story, they seem less and less interested in why they’re telling said stories. What do they have to say beyond the occasional wink at real-world problems? Everything Everywhere All at Once could be accused of trying to say too much. We’re not going to argue with that.
If you feel comfortable in a theatre, we recommend the movie. And if you’re not comfortable stepping into the nearest cineplex, that’s okay, too. We curated our five favorite movies starring Everything Everywhere star Michelle Yeoh. You can stream them all from your own home via streaming services!
One final note. Whether you are watching Everything All at Once , or not, you must read our interview. James Hong once more gives an incredible performance. At 93 years old, Hong is still doing some of his best work.
This week on YouTube | “BioShock Infinite‘s Bread Boy went viral on Twitter in February, so we asked developer Gwen Frey to weigh in on how exactly she made this king of crumb. The reasons the Bread Boy exists in the Burial at Sea DLC point to the strange, specific problems that developers have to overcome every day. Gwen has been hard at work creating satirical puzzle games Lab Rat , and her own studio .”
Four stories to read
Image: MAPPA
Attack on Titan showed the industry just how big anime could get | Following the “surprise” announcement of another extension to its “Final” Season, it feels like Attack on Titan may never end. It could be for the best, since the show is a symbol of so much about the anime industry.
Nickelodeon created a blueprint for fandom in the early 2000s | Before social media consumed our lives, The N’s community site connected a generation of deeply online teens.
The new Wonder Woman book has to be seen to be believed | They hid pictures in the pictures!
Elden Ring is my new favorite Alice in Wonderland adaptation | We collected many moments in Elden Ring that match the text of Lewis Carroll’s iconic story. Eat your heart out, American McGee.
Three things to watch
Image: Paramount Pictures
Sonic 2 in theaters | It’s better than the first Sonic movie. Will you remember any of the story a week from now? Probably not.
Ambulance in theaters | You might have heard Michael Bay say less than loving things about some of the CGI in this film. We spoke to the director and he explained what he meant. “We did very little CGI for this movie,” Bay said. “There’s some really good and then there’s a couple shots that I’m like, ‘I wish I had more time,’ whatever. There’s some very good work [in this movie]. CGI has always been a great asset to me. However, it’s full of explosions and car crashes. This last sentence, however, is what we need in most Bay movies.
19 great comedies you can stream right now | We promise you will find something new and awesome on this list, which includes overlooked gems like Tampopo alongside genre-benders like Army of Darkness.
Plus, everything new to streaming!
Three games to play
Image: Three Bees
Perfect Tides| Polygon Recommends | Millennials are finally old enough to write auto-biographical video games about life as an emo teenager in the early ’00s. Here’s your chance to experience (or re-experience) the magic and terror of logging onto AOL Instant Messenger on a dial-up modem. Created by Meredith Gran (the author of online comic Octopus Pie) and her studio Three Bees, Perfect Tides is heart-warming as it is gutting. Available on Windows PC and MacOS.
Norco (again! ) | Okay, we had enough time to finish this fantastic point-and-click adventure and now we can’t stop talking about it. We’ve added it to our rolling list of the best games of 2022. The newsletter could be filled with more information about the game but we’ll just focus on the two most important details. First, Norco‘s mind-map mechanic is a great narrative tool that makes this stellar sci-fi adventure relatively easy to follow. And second, Norco gets that smartphones may be hurting us as much as they’re helping. Available on Windows PC or MacOS.
Lego Star Wars: The Skywalker Saga | Unfortunately, we didn’t receive review code until the day of the game’s release. Reviewers who had access to the new Star Wars game ahead of time have been generally positive. You can also read our reporting on the studio’s trouble with extensive crunch. Available on Nintendo Switch, PlayStation 4, PlayStation 5, Windows PC, Xbox One, and Xbox Series X.
Free game of the week
Cellar Door Games
Rogue Legacy| Rogue Legacy 2 will exit Early Access and get a full release later this month. It’s time to get back in touch with the original. Studio Cellar Door Games has updated Rogue Legacy quite a bit since release, so the 2013 rogue-like still feels fresh in 2022. Available for free on Epic Games Store from April 7 to April 14.
Castles of Burgundy reprint could kick off a board game arms race
There has been an increase in board game arms races for the past ten years. The weight of products that consumers buy is now being measured in pounds, not in their complexity. But I feel a sea change is on the horizon. Publishers need to start elevating their back catalogues in new ways, as decades-old properties are still standing strong against the flurry. Castles of Burgundy Deluxe Edition seems like the first step in this direction.
Castles of Burgundy, designed by Stefan Feld and first published in 2011, is one of those European-style board games that always comes up in conversation about the genre. It’s an exemplary game, a fluid and engaging city-builder with many different interleaved systems. The game looks great on the table, even though it is rendered in two dimensions using cardboard tiles.
An early render of a castle tile for Castles of Burgundy: Deluxe Edition. Image: Ravensburger
Now Ravensburger has launched a deluxe version through its Alea imprint. The deluxe edition, according to a news release released on Thursday, will feature a revised graphical design as well as a more intuitive user interface that allows for “easier gaming and better readability.” It will also include component upgrades, such as elaborate castle tokens and metal coins.
Component upgrades are often sold as add-ons for boutique board games. For instance, you can pick up a set of resin resources and metal coins for games like Scytheby Oath: Chronicles of Empire and Exileright on the publisher’s website. But these are relatively recent games, with smaller publishers looking to enhance the margins on the sales of their most profitable titles.
Ravensburger, a multinational company with several lines of business, is a much bigger entity in the tabletop space. It is also an investor in Gamefound in Poland, the largest competitor to Kickstarter in tabletop crowdfunding.
Image: Ravensburger
Image: Ravensburger
Castles of Burgundy: Deluxe Edition could have been a piecemeal collection filled with a la carte upgrades, plush toys, and t-shirts. Instead it feels like a savvy marketing exercise to reward deep-pocketed fans who have loved the game for years — and also target a wider, more affluent audience looking to try something new. If you are going to invest time in learning the most popular board game, why not make sure that it is the best one?
We’ll be able to share more information once the project launches in May. Until then, you’ll find a preview available online, with an option to get a notification of its launch. More than 15,600 have signed on so far.
Minecraft recreation of r/place looks beautifully disorienting
This year’s edition r/place is over. Reddit’s huge communal internet mural project has now been completed. Started on April 1, 2022, it brought together internet strangers with a common goal — filling a massively blank canvas, pixel by pixel. The usual ensued: lots of fighting over real estate for making memes, logos, and fan art. But one Redditor decided to track the project by recreating it in Minecraft, in a feat of code and engineering. The result is stunning and disorienting.
Redditor NickG365 made this mural come to life in the latest 1.18. 2 version of Minecraft. Every pixel represents a tile within the game. The result is the same as how it was placed on Reddit.
In a Reddit comment, NickG365 explained a bit about how it was done. (To be clear: These were not laid down by hand!)
I started by taking a look at how Reddit itself shows r/place in the browser to get an understanding of how it works. After that, it was just a weekend project’s worth of setting up servers to run it on and programming the Minecraft plugin. Reddit sends updates to the plugin, and the plugin receives them. However, the plugin knows what color is which block of the game.
NickG365 had initially designed a flat version of the mural, within Minecraft. It’s almost like watching a plane land and seeing the fields, subdivisions and houses around you.
Reddit’s r/place was carried off for the first time in 2017 — founded by Josh Wardle, whom you might know as the creator of Wordle. It remained the one time the massive social experiment was conducted, until another version was kicked off this year. In 2017, NickG365 had also made a live-updated version of the mural in Minecraft.
Xur is a weekly Exotics item merchant who hangs around random places in Destiny. In Destiny 2, he can appear all over the map, as well as inside the This week, you can find Xur in the EDZ, standing on a bluff overlooking the Winding Cove.
Image: Bungie via Polygon
Xur’s inventory this week consists of the following:
Crimson, Kinetic hand cannon: 29 Legendary Shards
Aeon Swift, Hunter arms: 23 Legendary Shards
Ursa Furiosa, Titan arms: 23 Legendary Shards
Sunbracers, Warlock arms: 23 Legendary Shards
Exotic Engram: 97 Legendary Shards (you can now purchase a second with an Exotic Cipher)
Exotic Cipher quest: free
As of Season of the Risen and The Witch Queen, Xur sells a random roll of both Hawkmoon and Dead Man’s Tale each week.
As of Season of the Lost, Xur also sells a collection of old armor and weapons — similar to Banshee-44 and Ada-1. Usually, these items are difficult to find and from seasons long past. Each item (whether armor or weapon) costs only 1,000 Glimmer and 50 Legendary Shards.
Xur’s Legendary inventory this week consists of the following:
Seventh Seraph Saw, Arc machine gun
Dire Promise, Kinetic hand cannon
Imperial Needle, Void combat bow
Widow’s Bite, Solar sniper rifle
Frozen Orbit, Void sniper rifle
Ignition Code, Kinetic grenade launcher
Wolftone Draw, Arc combat bow
Anti-Extinction armor set
Xur’s items drop at a power level similar to that of your character.
Crimson
The Crimson hand cannon arrived in Destiny 2 with the Curse of Osiris expansion. However, Destiny players may recognize it as an offshoot of Red Death, a fan-favorite weapon from the original game. Crimson’s first perk, Banned Warfare , that allows it to fire three round bursts. Its secondary perk. Cruel Remedies , Crimson can kill the player to heal them. If they’re precision kills, the magazine is instantly refilled.
Crimson is an awesome hand cannon, capable of some real destruction in the right hands. This weapon is one that everyone will love and hate depending on what they like. If you enjoyed Red Death in the original Destiny or just love pulse rifles (which also fire in bursts), this is a great hand cannon.
Aeon Swift
Aeon Swift is one of a trio of gauntlets, one for each class. Swift is a Hunter variety, but they are quite strong in endgame content such as Grandmaster Nightfalls.
Aeon Swift doesn’t have an Exotic perk. Instead, it comes with a bonus, customizable mod slot. These mods give ammo, damage, or healing bonuses to your teammates, depending on which one you select. They are great for very specialized builds. In a group it is worth losing an Exotic perk to help your friends.
Xur’s roll this week comes with 63 total stats.
Ursa Furiosa
Ursa Furiosa is a set of Exotic gauntlets from Forsaken. The Exotic perk of the Ursa Furiosa is Ursine Guard ,, which returns Super energy to you if Sentinel Shield blocks damage. Sentinel Shield activated makes you move quicker. These Exotics used to be dominant but have since been nerfed and are now a little less powerful than content such as GM Nightfalls. These gauntlets can be purchased if you enjoy running Sentinel Shield or if they aren’t in your collection.
Xur’s roll this week comes with 66 total stats.
Sunbracers
Sunbracers are powerful Warlock exotics for the Solar subclasses. Their exotic perk is Helium Spirals, which increases the duration of solar grenades. Melee kills also grant unlimited solar grenades for a brief time. These gauntlets can be very fun and powerful when used in wave-based mode like Escalation Protocol, which is for grinding for solar kills or Hive — or even the weekly Nightfall.
Xur’s roll this week comes with 61 total stats.
Exotic Cipher quest
Image: Bungie via Polygon
Starting in Beyond Light, Xur has a new quest for an Exotic Cipher. The Exotic Cipher lets you buy old Exotics from the Monuments to Lost Light kiosk in the tower. You’ll need these items and some other currencies to pick up Exotics like Heir Apparent and Truth.
This week, Xur wants you to complete 21 Strikes or win Crucible or Gambit matches. You’ll get an Exotic Cipher if you complete the quest.
Norco developer knows some people might be bewildered by its ending
Norco, from developer Geography of Robots,is born out of an experimental, multimedia project that started around 2015 — a series of oral history interviews, archival deep-dives, and video projects, all related to Louisiana’s geography following Hurricane Katrina. Among the videos and recordings was a little side-scrolling game about a robot breaking into an oil refinery in Norco, Louisiana.
” It slowly evolved into a point and-click text adventure,” Yuts, a Geography of Robots designer told Polygon. “And that’s what we have today.” Yuts uses the pseudonym — “a derivation of [his] grandpa’s nickname” — to keep space between his life and the game’s world, which has some “slightly autobiographical details.” The rest of Geography of Robots, the collective of developers that made the game, includes developer Aaron Gray, artist Jesse Jacobi, and music and sound designers fmAura and Gewgawly I, who came on in 2020 after publisher Raw Fury signed the game.
Built from the side-scrolling robot game, Norco is described by Geography of Robots as a “Southern Gothic point-and-click narrative adventure” set in South Louisiana, its “sinking suburbs” and “industrial swamps.” Norco shares its name with its setting: Norco, Louisiana, a community within St. Charles Parish, a place backlit by a Shell oil refinery. It’s where Yuts grew up, several blocks from an oil refinery, one that exploded and “somewhat wrecked” his childhood home.
“It’s this giant, fire-breathing dragon that exists in your backyard,” Yuts said. It’s difficult to ignore .”
Ahead of Norco‘s full release in March, the game won the Tribeca Film Festival’s first-ever games award in 2021. And following its release, Norco is living up to that honor: The game has largely been a critical success, lauded largely for its unique story and honest depiction of the South. Polygon spoke to Yuts after Norco‘s release to talk about the game, its themes, and life in Southern Louisiana.
Image: Geography of Robots/Raw Fury
[Ed. note: This interview has been edited for length and clarity.]
Polygon: Can you start by introducing yourself and your role in Geography of Robots and on Norco?
Yuts: I go by the pseudonym Yuts and I started this project in late 2015. This project was related to one I was working on with a friend. It was more an experimental geography and oral history project. We were conducting interviews and exploring archives, doing other things related to the geography of Louisiana in the aftermath of Hurricane Katrina. This was an experiment that used a variety of media, such as videos, recordings and montages. There were many things. And one of those pieces of media was a side-scrolling video game that followed a robot, an android, named Million, who was attempting to infiltrate the Shield Oil Refinery in Norco, Louisiana. That was a code base I had written in JavaScript. It was a JavaScript code base that I had created. Over the years, it grew to be a simple point-and-click text adventure. That’s how we got here today.
It probably took the form it has now in 2016 at some point. I had released an early, early demo that was largely the same. It contained what would be the first half of Act One of the game. I’d been working on it since then. In 2020, after signing the contract with Raw Fury, I’d gotten Aaron Gray on board, who’s the other developer. I was working with Gewgewly I, the composer of Norco, since 2015. He was also making music and doing a few other experiments. Since then, we’ve collaborated for quite some time. And then in 2020, Aaron Gray came on, and in summer 2021, Jessi Jacobi came on to help with pixel art, as well as fmAura. And that was also 2021. He did a lot of the sound design in the game. Many of the sounds you hear and environmental effects are his creations.
What made the video game genre a good medium for telling this particular story?
I was inspired a lot by older Japanese text adventures because they had an element of visual novels but were a little more interactive, a little more immersive. It felt like this multimedia or hypertextual way of investigating and exploring something. So much of the observations that I was making about Louisiana’s landscape at the time were intimately tied in with a lot of pop culture and postmodern representations of disaster — you know, Norco being similar to Midgar. These analogies being present in pop culture media meant that video games feel like a natural extension of my research.
Image: Geography of Robots/Raw Fury
What was it like to design Norco, the place in the game, as this transient space knowing that it will eventually submerge, but right now is still standing?
I’ve said before that I don’t consider Norco to be a dystopian work. It’s up to the creator not to give genre labels. Other people will ultimately decide the genre of the game. I can only add my own personal feeling about it, which is that I tried to write it from a place of honesty. It wasn’t my intention to create something prescriptive. I wanted to write something that spoke to the reality of Louisiana as I had experienced it. As I do experience it, which, in many ways, there’s not much room for optimism. But there are glimmers of hope, glimmers of humanity.
Norco is attempting to capture a complex picture. As far as knowing that it will submerge, inevitably that the Mississippi River will change its course, I did want to address those feelings and the dire circumstances. But it’s still home and still a place that I love.
It’s, in a way, being present. This is something that’s also true in my own life right now, which is that me and my partner have been living in central Virginia because she got a job up here. We’re moving back to New Orleans this summer after being away for a few years and knowing that it’s not necessarily a place we can settle, or it’s not a wise investment to stay there long term, is a difficult thing to factor into decision-making. We want to stay there for at least a few more years. We want to experience it. Louisiana has a unique quality that requires you to experience it. This is true of most things but it’s especially true about the Louisiana coastline.
Can you speak to the role the oil industry plays in both Norco the place and Norco the game? Can you speak about the role of oil industry in Norco and Norco? Why is this important for your story?
I grew up several blocks from an oil refinery. Since I was young, I have been fascinated with it from a physical, material and aesthetic standpoint. It also exploded while I was a child, and our home was badly damaged. We had to flee. It’s a giant fire-breathing dragon, I believe I have said this before. It’s hard to ignore. This was something that attracted my attention as a child and has remained a fascination ever since. I’ve been intrigued by it on both an aesthetic and intellectual level for quite a while now. I went to graduate school for urban and regional planning, specifically to study the impact that petrochemical infrastructure has on the built environment in the river parish region of Louisiana. As a teenager, I used to go to shows. The first zine I made was a Xerox copy of a thesis on Norco. It was fun to hand it out at shows because it seemed so strange.
Image: Geography of Robots/Raw Fury
I think that part of it might be due to the media I was watching. I was reading all this sci-fi stuff and I was projecting that onto the refinery. It was novel to me from an early age, in a way other people might not have noticed. This subject has always occupied my attention. This has always been my intellectual focus. That’s just one reason. It has a physical impact on Louisiana’s environment in such a way that you can’t ignore it if your goal is to tell a comprehensive story about Louisiana. This must be dealt with.
One thing that struck me is how naturally the weirdo science fiction elements fit together with the smaller moments of reality. Can you talk about how those two work together and what it was like to blend these things to create Norco?
Some people will enjoy the game for that reason, while others might find it a bit too challenging. But the game, in many ways, is very stream of consciousness and freely associative. It pulls in elements of reality as much as it pulls in various genre tropes as the logic of the game sees fit. Each game has its own logic structure. This type of free association is what I believe was the core of all the design elements in the game. Mike Davis writes, among other things, about the critical geography of California. When I was young, he was one of the academics who were an influence on me. He used science fiction and popular culture tropes — Zizek also does this to some degree — to create intellectual understanding and analyze things using science fiction analogies.
Norco the game is rooted, at least in part, in some academic research, but academic research that has gone to an extreme of using analogy to depict what’s happening, and also communicate emotional truths that can be difficult to communicate through simple, mundane observations.
Where do you start in creating characters to put into these spaces?
A lot of this is based on personal experience and conversations. The game contains my dad’s fishing friends. There are many intimate relationships in the game that have been reflected or inspired by characters. And there are so many fascinating people. Louisiana is home to many different cultures. The punk stuff was always such a stark contrast to the more familial relationships that I had in the river parishes outside of New Orleans, or friendships I had developed with people who didn’t have any of the subcultural baggage. That diversity was what I sought to discover.
There is also element that is more collective, or archetypes of characters, created more collaboratively in our Discord. These elements are better reflected of the culture of Geography of Robots and Discord by collectively discussing ideas. I wrote the script, ultimately, but a lot of it was flavored by conversations that I’ve had with other members of the collaborative.
Is there anything else you think is important to mention about Norco or the development experience or the team?
I don’t believe anyone is doing anything wrong with the game. All of the takes I’ve seen have been true to the person writing it. I love hearing people’s interpretations. There seems to be some division between people who enjoyed the end, or the third act in general, as well as people who find it confusing or irritating. You get strong reactions to it. To those who are not able to understand, I can only say that I fully comprehend it. I think it’s a reasonable feeling to have. The game does try to embed, to some degree, a resolution to everything that it presents in the game. In the third act, some of it may be a little bit obscure or hidden. This is because of design. This kind of design may not be for everybody.
Nonetheless, we value hearing all the feedback. We appreciate all feedback, regardless of how critical. Most of it has been very gracious. And I think appreciation really is what we’ve felt the most. Because I wasn’t expecting the engagement to so high, I have been running around on Twitter thanking everybody who has played this game. And this is the first large public facing project that I’ve personally been a part of, and the fact that people are engaging with it, and also sharing their emotional experience of it and willing to discuss it and take the time to do so is rewarding. We love the trolls too, but there are also other trolls. Thanks for hanging out.
iQOO Z6 Pro 5G teased ahead of launch, will be powered by Snapdragon 778G
iQOO unveiled the Z6 last month, and the company will follow it up with a Pro variant soon, dubbed iQOO Z6 Pro 5G.
iQOO’s Indian branch teased the iQOO Z6 Pro 5G on Twitter, and while it hasn’t detailed the phone’s specs sheet yet, during the grand finale of iQOO Raid Nights, the company said that the Z6 Pro 5G will be “India’s fastest smartphone in 25K segment,” and it will score over 550,000 points in AnTuTu tests.
Season 2, Grand Finale of #iQOORaidNights, Q1 of this contest!
The phone maker didn’t reveal the iQOO Z6 Pro 5G’s processor, but a reliable source told us that it will come with the Snapdragon 778G SoC at the helm – the same chip that powered last year’s iQOO Z5, which scored 572,549 points in our AnTuTu 9 tests.
iQOO Z5 * iQOO Z6
Our source further told us that the iQOO Z6 Pro 5G “will be heavy on performance and gaming” and “offer immersive gaming experience.” We are also told that the iQOO Z6 Pro 5G will launch in India in April, but there’s no confirmation on the date yet.
You can expect to hear more about the iQOO Z6 Pro 5G in the coming days since iQOO has kicked off its promo campaign.
Samsung Galaxy A52 is receiving Android 12-based One UI 4. 1 update
Samsung released the Android 12-based One UI 4. 1 update for the Galaxy A52 5G last month, which is now rolled out for its 4G model that received One UI 4 in January.
We don’t have the complete changelog of the update, but a screenshot shared on Twitter reveals the addition of editing tools to the Galaxy A52’s Gallery app.
One UI 4. 1 for the Galaxy A52 is currently seeding in Brazil, and the rollout should expand to other regions soon.
Samsung Galaxy A52
If you live in Brazil and haven’t got One UI 4. 1 on your Galaxy A52 yet, you can try checking it manually by navigating to the phone’s Settings > Software update menu.
The first OnePlus foldable smartphone will be the Oppo Find N, rumor says
See a new phone and think you’ve seen something eerily similar before? Increasingly that’s not just because all phones kind of look alike – there are also more and more rebrandings happening with every month that goes by. Xiaomi and its sub-brands Redmi and Poco are perhaps by far the guiltiest of playing this game, but Oppo and OnePlus are no strangers to it either. And according to a new rumor, they’re at it again.
Apparently there is going to be a OnePlus foldable smartphone this year, and it’s one we’ve already met – the Oppo Find N. By a different name, of course, but the source of today’s rumor insists that’s going to be the only actual difference between the two. Unfortunately there’s no information yet about when we should expect this model to arrive on the market, and honestly it can’t come soon enough – the Find N is an excellent device, which Oppo doesn’t want to launch internationally for some reason, even though it’s gathered by far the most interest, internationally, of any Oppo product in recent years.