Video Games
TouchArcade is closing
This is a post I’ve known about for some time, but that doesn’t make it any easier to write down. After over 16 years, TouchArcade will likely be closing its doors and going out of business. There could also be an extra post here and there in the approaching weeks as we attempt to honor any previously agreed-upon commitments and likewise prepare a correct farewell post, but for now, our normal day-to-day operations have ceased. The reason we’re closing is probably not surprising: Money.
Many of you who’ve been following TouchArcade for some time are well aware that we now have struggled financially for a few years, and truthfully, I believe it is a miracle that we now have managed to survive this long. The truth is that a web site like ours simply doesn’t generate profits anymore. To our own detriment, we now have resisted things like obnoxious, intrusive ads, blatant clickbait headlines, or ethically questionable sponsorships, that are unfortunately the sorts of things that also generate profits on the web today.
There are many other reasons which have contributed to us getting so far, but I’d reasonably not go into details now. TouchArcade has been an establishment for tens of millions of individuals for the past 16 years, and I’ve been working full time for the past 14+ years. A solid third of my life. In some ways, it’s like one in all my children, and it is very hard to say goodbye to it. I’d really reasonably deal with all the good times we have had, than dwell on the things we will not change.
Also, as a person with a wife and two young children, a mortgage and all that adult fun, this is the tip of my life, and despite the fact that they’re technically “freelancers”, so are the opposite two individuals who were at the center of TouchArcade, Shaun Musgrave and Mikhail Madnani. Which brings me to my next point…
HIRE US!
The job market isn’t great anywhere, and finding a brand new job is tough, especially within the gaming industry. If you’re reading this and wish some very capable gaming industry veterans like us, please reach out to us.
Jared Nelson – That’s me! Of course, I actually have over 14 years of experience working in the course of the mobile gaming boom at TouchArcade. Writing, editing, managing staff, traveling to conventions. I’ve done all of it. I even have a reasonably diverse work history prior to TouchArcade, including management positions, which I believe gives me a extremely well-rounded skill set. You can reach me at LinkedIn or via email at jared (at) toucharcade (dot) com.
Shaun Musgrave – Shaun has been with TouchArcade for somewhat over 11 years, but has been in skilled gaming media for over 25 years. He is by far one of the crucial talented writers I actually have ever met, and if we wanted a review of an enormous, necessary game and needed it on very tight deadlines, Shaun was at all times reliable. He also uses his vast, almost uncanny knowledge of video game history to seek out interesting angles to write down about games that only he could find. Shaun lives in Japan and is fluent in each Japanese and English, which also makes him an important candidate for localization work. Contact him at muzkind (at) hotmail (dot) com.
Mikhail Madnani – As a member of TouchArcade for over 7 years, Mikhail is the workhorse of our team. Publishing most of what you see every day, our website wouldn’t have been capable of run for so long as it has without Mikhail’s contributions. An expert at sniffing out interesting news and publishing it in a timely manner, but additionally capable of create huge features like in-depth interviews and multiplatform reviews. His header images stuffed with coffee are also legendary. If you wish someone who can reliably and consistently publish video game related content, I can’t recommend Mikhail enough. Contact him at hello (at) failgunner (dot) com.
What will occur now?
If there’s a silver lining to all of this, it’s that for the foreseeable future, all the content ever published on TouchArcade will remain online and accessible to everyone. Over 33,000 articles published, including over 4,000 game reviews, not to say all of our annual Best Of content and Game of the Year picks. Hopefully, all of this content will continue to exist in the long run for reference and to easily look back on and see how drastically the mobile gaming landscape has modified over the past decade and a half.
We hope to proceed our podcast, The TouchArcade Show, which recently celebrated its 600th (!) episode. A number of co-hosts have come and gone over the course of the podcast (shout out to Brand and Mike!), but Eli Hodapp and I actually have been a relentless presence on the show because the starting, and it’s truthfully crazy that we’ve spent over 13 years of our lives putting out an hour-long podcast (almost) every week.
So it’s possible you’ll be wondering, our Patreon. Our Patreon support has been by far the most important contributor to TouchArcade’s existence since we launched in June 2015, almost a decade ago. Our thoughts are to redirect Patreon donations to support the podcast, and possibly the occasional post or special feature written by the team here. Maybe a random “SwitchArcade” or a review of a very high-profile mobile game launch. Maybe we could even squeeze in a Game of the Year this yr? It’s only a germ of an idea for now, but it surely can be pretty cool to see TouchArcade continue to exist, even on this small way.
Regardless of how this ends, I will likely be clearly changing the wording of our Patreon to state that it is not about supporting the web site, and if people determine to stop donating, that is completely comprehensible. If persons are giving us money every month, I need to be completely transparent about where it is going. Either way, search for more news on this in the approaching weeks, and on the very least be certain you follow us as a free member on our Patreon to not sleep thus far. If you’ve gotten any questions or concerns, you possibly can contact me at suggestions (at) toucharcade (dot) com or leave a comment below.
Well, I believe that is it. Speaking on behalf of all of us who’ve helped run TouchArcade over the past 16 years—from co-founders Arnold Kim and Blake Patterson to our first full-time worker and future editor-in-chief Eli Hodappa, and the handfuls of other writers and freelancers who’ve helped make TouchArcade what it is—we just wish to sincerely thanks for reading our site, listening to our podcast, or attending one in all our events. It was an absolute pleasure to have such a beautiful audience that appreciated what we did, and we’ll all be ceaselessly grateful for the time we got to spend together.
Video Games
The new tank hero in Overwatch 2 looks like an absolute menace
the most recent tank hero, Hazardwill officially debut next month when the 14th season of the shooter begins, but you may play it now until November 25. Just before the test period began, Blizzard released the primary footage showing Hazard in motion and an outline of the Scottish hero’s activities. In some ways, Hazard feels like an amalgamation of other characters’ skills, as well Juno. However, there’s enough variety here that I can see it feeling quite distinct and never like a carbon copy of the characters it borrows from.
Like most other tanks in , Hazard’s setup is all about taking over space and disrupting the enemy team. His primary fire is a series of mid-range shotgun-like spikes fired from the Gatling gun in his right hand, complementing the remainder of his playstyle as a mobile, capable tank in the vein of Winston or Doomfist. Hazard can jump like Winston after which perform a robust melee attack using the purple spikes growing from his armor. However, his mobility doesn’t end there, as he also can climb partitions like Hanzo and Genji. Both of those abilities help it easily reach high ground and chase down enemies that might otherwise cause trouble for a more stationary tank.
(*2*)
When Hazard does get to enemies at close range, he also can brawl and take up space along with his Spike Guard ability, which greatly reduces the damage he takes, regenerates ammo, and fires spikes from his back a brief distance in front of him. This is helpful each for engaging enemies and for retreating, but unlike Ramattra’s defensive ability, it has a closing date and can’t be used indefinitely.
Perhaps probably the most interesting tool in Hazard’s arsenal is the Jagged Wall ability. Much like Mei along with her Ice Wall, Hazard is in a position to construct a wall that may block incoming attacks, but is just not as wide as Mei’s. It makes up for this with additional advantages, including a spiky surface that deals damage and pushes away enemies who touch it, and the flexibility to construct it on the edges of partitions. This gives him the flexibility to construct a wall in certain places that Mei cannot, and perhaps even knock an enemy off the side of the map should you can do it at the fitting time.
Completing all that is his ultimate, Downpour. This ability shoots purple spikes a good distance in front of Hazard, keeping enemies caught in the, er, downpour in place. Those affected can proceed to fireside their weapon, but will remain motionless for a brief time frame, leaving them open to a lethal shot.
Overall, Hazard seems to thrive when he gains space, and fragile heroes are unlikely to be thrilled along with his arrival. But I’m curious how players react to it after playing it, because each time a champion is released there are weeks of dialogue about how they ruined the sport or aren’t ok to maneuver the needle. Where will Hazard fall? We’ll see in the approaching days.
Video Games
Dragon Age: The Veilguard is getting new photo mode options and a slew of bug fixes in the latest update
If you want Back With , there are some nice quality of life changes and bug fixes in the latest update that went survive November 21, 2024. I’ll break them down below to let you already know what you are getting into.
Photo mode updates
Photo mode now has filters! And if you happen to do not know where images go in Photo Mode, wonder no more: the file path is now displayed in-game when taking screenshots, and filenames are simplified (with the date appended). You can now also bind arrow keys to input mappings.
Gameplay changes
Gameplay-wise, you’ll be able to now compare the new rings to the currently equipped rings in the slot, and the description for the Flash option is barely different. Some weapons have new icons to make it easier to tell them apart and make it easier to see where your companion’s spells are.
Extended dodge won’t be weirdly buggy with Mage’s Tower either. Some ability texts have been modified to be clearer (and accurate), and Antaam Champions deal barely more damage (as intended) and cases where enemies and teammates would get stuck in inaccessible places. Speaking of fixes, this brings us to the bugs that Patch 3 goals to eliminate.
Bug fixes
All kinds of bug fixes are included, but not all of them can have obvious or significant effects. The overall focus is on fixing issues encountered during cutscenes, interacting with meshes and polygons, in addition to some extremely minor balance adjustments to get certain elements working as intended.
In more detail, Rook will not suddenly change body shape or make strange facial expressions during or after certain cutscenes. Other cutscene issues have also been fixed, including strange stretchy capes and clothes showing through the character. The patch also addresses situations where music randomly stopped playing or incorrect sound effects or songs were playing.
Camera popup and stutter issues have also been fixed, and preferred HDR settings will now (finally) be saved accurately.
Fixed issues with the Codex, skill trees, quests, merchant inventory, quest objectives and cinematics, exploration, autosave loading, really shiny visuals, stat buffs, and weapon modifiers.
As a little bonus, some of the characters and environment textures have been tweaked to look higher.
There’s plenty to do in Thedas, and with this update landing, your journey should go a little smoother. Go back there, Rook, and test out that photo mode for me.
Full patch notes will be found on the website official blog post. BioWare has confirmed that one other patch may even be coming, with more details to be revealed soon.
Video Games
The anime Scott Pilgrim on Netflix will not receive a second season
series creator Bryan Lee O’Malley announced that Netflix adaptation of the favored series will not receive a second season, confirming what many fans already assumed.
Released on Netflix in November 2023, it’s an eight-episode animated series based on O’Malley’s best-selling graphic novels. The series does not directly follow the novel’s plot, but reunites the solid of the 2010 live-action adaptation to voice their film characters from the series. Kenneth Shepard called it “a hilarious combination of brilliant wit (franchise) and balanced pop culture references” Unfortunately, the series will not see a second season.
November 20on the one-year anniversary of the premiere, series creator O’Malley tweeted that it was an “honor” to “work with the entire cast and crew around the world” and called the series “a one-of-a-kind miracle.” ” The creator also confirmed that Netflix recently released the second season of the animated adaptation.
“In any case, we recently received information that the series will not return,” he added. O’Malley said. “As you know, we only planned one season and asked a lot of favors to make it happen, so doing more would be almost impossible. But I know some of you had no hope.”
“I’m sorry to all Matthew and Gideon fans, I know you will suffer the most.” O’Malley added later to the tweet confirming the knowledge that there will be no second season.
While some fans were upset concerning the Netflix series and the way far it strayed from the unique graphic novels, many others were joyful to see a recent story featuring these characters. For now, it looks like that is the tip of this chapter of the series, regardless that there was a post-credits scene in the ultimate episode of the series.
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