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Enhance Stalker 2’s Atmosphere with the Debris-Flinging CinematicFX Mod

I’ve long thought of STALKER 2‘s gunplay as an underappreciated component of the eerie survival shooter. It’ll never top anyone’s FPS all-timer list but its shootsticks are thunderously bangy, handling with both weight and smoothness, and your own barely-there mortality usually flavours encounters with a delicious high-stakes tension.

The only shortcoming is a lack of visual drama, but that can now be addressed with Cazanu’s new CinematicFX mod: where missed bullets hitting innocent masonry would previously amount to an understated thunk, scenery impacts now throw up vast clouds of dust, smoke, and debris. Cinematic effects, indeed.

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Leon Scott Kennedy: My Journey with PrEP

**Resident Evil Requiem: An In-Depth Exploration of Leon Kennedy’s Growth and Charm**

The newest chapter in Capcom’s celebrated *Resident Evil* series, named *Resident Evil Requiem*, presents Leon Kennedy in a way that has struck a chord with both longtime and new fans. After finishing the game twice in a short span, players begin to notice the intricate details that the developers have skillfully integrated into the storyline and character aesthetics. A remarkable feature of the experience is how the game enables players to connect with Leon’s character on a more profound emotional plane, especially when dealing with his low-health situations where players can detect his weary grunts and sense the burden of his challenges.

Capcom has disclosed that a dedicated group of female developers was tasked with refining Leon’s character design, with the goal of evolving him into a representation of the “attractive uncle” trope as he approaches his 50s. This initiative was spearheaded by director Koshi Nakanishi, who underscored the significance of detail, affirming that the team painstakingly considered even the smallest elements, like the wrinkles on Leon’s neck, to boost his visual authenticity and emotional impact. Their objective was to create a character that is not only visually appealing but also stirs admiration and fondness among fans.

The progression of Leon Kennedy’s character is intriguing. Since his introduction in *Resident Evil 4*, where his design was striking and unforgettable, he has transformed into an object of desire and intrigue. The character’s multifaceted personality—melding charm, brooding intensity, and self-effacing humor—has established him as a cherished icon, particularly within the LGBTQ+ community. The contrast of his rugged exterior and witty quips set against a backdrop of horror creates a compelling dynamic that players find attractive.

Gameplay components in *Requiem* greatly enhance this charm. From alluring reload sequences to intense finishers, each action Leon undertakes carries a singular weight that adds to his character’s charisma. The game effectively captures his essence, enriching the sensory experience of players. This intensified involvement results in a nostalgic yet novel encounter every time players step into Leon’s role, motivating them to delve into his interactions and movements closely.

Leon Kennedy’s broader appeal can also be linked to the universal fantasy of yearning for a charismatic, rugged hero who exemplifies survival and resilience. His character traits strongly resonate with those who admire mature portrayals of male protagonists, especially in scenarios that emphasize their vulnerabilities and strengths.

In the end, *Resident Evil Requiem* not only provides an exhilarating gaming adventure; it solidifies Leon Kennedy as a cultural symbol—one that continues to enchant various fan groups. For those who have long admired him, he persists as a figure of intrigue, embodying the complexities of aging heroes in video games while still appealing to our fundamental desires for connection and adventure.

For fans seeking a powerful yet relatable character, Leon presents a lasting magnetism. As the community continues to honor his growth and contributions to gaming narratives, he stands as a testament to the artistry of character development and the enduring influence of well-crafted design in video games.

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Ubisoft Appoints New Creative Director for Assassin’s Creed Hexe Following Departure of Clint Hocking

Ubisoft’s latest bout of executive musical chairs continues with a report that Clint Hocking, creative director of Far Cry 2, Watch Dogs Legion, Splinter Cell: Chaos Theory and the forthcoming Assassin’s Creed Codename Hexe, has left the company.

We have Very Gary Computing to thank for this bit of scuttlebutt. Apparently, Hocking’s departure was communicated to staff this week by Assassin’s Creed’s new leadership team. Jean Guesdon, the brand’s just-appointed head of content, will take over as creative director for Hexe.

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“Players of Marvel Rivals Use Bounty Website to Fight Against Griefers, Resulting in Heightened In-Game Tension”

### Intlist: A Controversial Bounty Platform in Gaming

On February 23, 2023, Intlist was introduced, enabling users to issue bounties on “griefers & throwers” in well-known online games such as *Marvel Rivals*, *Overwatch*, and *Valorant*. Nonetheless, the *Marvel Rivals* community has raised considerable concerns about the platform, mainly holding NetEase responsible for the establishment of Intlist and the larger issues related to player misconduct.

#### The Genesis of Intlist

Intlist was established by a collective of individuals, one of whom is a former professional player known as EchoRivals. The platform’s creators contend that it emerged due to a “void” left by NetEase, which they assert has insufficiently tackled matters related to Engagement-Oriented Matchmaking (EOMM) in *Marvel Rivals*. The founders maintain that were NetEase to enhance their systems—particularly by abolishing EOMM and implementing stricter sanctions on players who sabotage games—their platform would cease to exist. Conversely, NetEase has repeatedly denied the use of EOMM in *Marvel Rivals*.

#### Community Backlash

Players of *Marvel Rivals* have shown irritation towards NetEase for its lax stance on punishing individuals who intentionally disrupt games, often referred to as “throwers.” Conversations on the subreddit r/rivals reveal that numerous users routinely voice complaints about the absence of efficient punishment measures, with some posting grievances on a daily basis. The community’s frustration has escalated to the point where they are now calling for action against Intlist, perceiving the website as worsening the problem instead of solving it.

#### The Ethics of Bounties

Intlist provides monetary incentives for players who take steps against the specified targets, which provokes ethical queries. Despite their assertions that posted bounties are “not an endorsement to harass the target,” many bounties include identifiable details—such as Twitch usernames—enabling users to possibly track targets beyond the game itself. This feature has intensified further outrage among *Marvel Rivals* players who worry that such actions could incite harassment.

A notably contentious bounty listed on Intlist targets pro player Jay3, offering a $7 bounty on his virtual head. This explicit instance of singling out an individual for public accountability has ignited intense discussions regarding the motives and consequences behind Intlist’s activities.

#### Security Concerns

Adding to the challenges facing Intlist, the platform encountered a security breach that led to unauthorized access to select user information. After this incident, founder EchoRivals informed the Intlist Discord server that several email addresses linked to bounty posts had been compromised, resulting in increased scrutiny and criticism of the site’s oversight and security measures.

#### Conclusion

Intlist is maneuvering through a divisive environment within the gaming community. While its founders profess to be addressing valid complaints regarding player behavior, the ethical issues it introduces, along with persistent security concerns, place it under considerable examination. The situation is evolving, with both the *Marvel Rivals* community and NetEase being urged to pursue a resolution that will suitably tackle player misconduct without resorting to potentially harmful or risky measures like public bounties. The efficacy and future of Intlist are yet to be determined as the gaming community continues to articulate its concerns.

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Resident Evil Requiem Review: An Exploration of Horror and Action Elements

Resident Evil: Requiem is filled with winking reminders of previous games, so I was surprised the touchstone I kept coming back to was the one Capcom surely want me to forget: Resident Evil 6. The latter set out with bold aspirations. It took all the various reinventions the series had adopted throughout the years and spliced them into one giant hunk of Resident Evil meat, hoping it would mutate into a grisly hybrid that could channel all the styles of previous experiments. Sadly, the Resi 6 Golem also dined out on ideas from Call Of Duty and Michael Bay movies, creating more of a shallow frat bro than an ultimate life form. All these years later, Requiem feels like Capcom picking up the scalpel to take another crack at that ambitious goal.

It’s pulled in various test subjects, but the core elements are the skin-crawling dread of Resident Evil 7 and the karate-kicking action of Resident Evil 4 Remake. On the whole, Requiem’s Golem is a stronger hybrid than Resi 6. The initial six or so hours of its lifespan are a triumph, trapping me under the weight of its oppressive horror before letting me slip free to get sweet revenge in a flurry of hyper-violence. The game starts to disintegrate into messy chunks shortly after, but those opening few hours are absolutely worth letting this prototype out of the lab.

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“Resident Evil Requiem Attains Highest Ratings for a Main Series Entry in More Than Twenty Years”

**Resident Evil Requiem: An Examination of Franchise Revival**

The upcoming release in the acclaimed Resident Evil franchise, *Resident Evil Requiem*, is on the horizon, and critics have already started to share their insights, revealing remarkable praise across various platforms. As of February 25, the game boasts an overall Metacritic score of 89, a notable accomplishment that positions it as the highest-rated mainline, non-remake installment in the Resident Evil series since the legendary *Resident Evil 4*, which debuted over twenty years ago.

### A Nostalgic Comeback

Unveiled in June 2025, *Resident Evil Requiem* brings back beloved character Leon S. Kennedy, while also introducing new lead Grace Ashcroft. This latest title marks a significant achievement for the franchise, offering players the choice between first-person and third-person perspectives from the outset. Revisiting its horror origins, the game’s storyline revolves around the remnants of Raccoon City, drawing upon the series’ deep lore.

Critics have positively acknowledged the fusion of action and horror that *Requiem* provides. Kotaku’s Kenneth Shepard commented on the game’s ability to evoke nostalgia while remaining fresh and captivating. Although some criticisms have been aimed at its dependence on earlier elements, the overall sentiment shows a vibrant appreciation for its narrative and gameplay mechanics, highlighting Capcom’s skill in rejuvenating the franchise.

### Critical Evaluation

Throughout various gaming publications, *Resident Evil Requiem* has received favorable reviews, contributing to one of the highest aggregate scores for the franchise. The overall feedback is particularly noteworthy when compared to earlier mainline entries:

– *Resident Evil Village* – 84
– *Resident Evil 7* – 86
– *Resident Evil 6* – 67
– *Resident Evil 5* – 84
– *Resident Evil 4* – 96

Excluding remakes is crucial when evaluating this score, as those follow distinct design and gameplay philosophies. The recent remake of *Resident Evil 4* achieved a commendable score of 93, complicating comparisons between reimagined classics and original narratives.

### Significance for Capcom

The critical triumph of *Resident Evil Requiem* indicates a robust reconnection with the series’ foundational themes while introducing fresh mechanics that appeal to both newcomers and veteran fans. As reviews pour in, anticipation grows regarding how this will impact sales. Capcom is likely hopeful that the high review scores and positive reception will stimulate significant interest and purchases at launch, enhancing the franchise’s enduring legacy in the gaming industry.

In summary, *Resident Evil Requiem* serves as a testament to Capcom’s ability to merge nostalgic elements with contemporary gaming strategies, setting the stage for potential expansion in a series that has historically seen variability in reception. The blend of familiar characters, innovative gameplay features, and a storyline rooted in the franchise’s history suggests a bright future for Resident Evil, contingent on the player interactions following the launch.

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Ultrakill Returns with New Content Featuring Lies, Portals, and Non-Euclidean Spaces in Its Latest Hellworld Update

Do you like architecture that plays tricks on you? Secret rooms in DOOM? The Ashtray Maze in Control? Thinking with Portals? The 5 a.m.? That painting of some books outside the lockers in the British Library that bends queasily as you approach, revealing itself to be a horrible wedge of tomeflesh, projecting outward into our realm like some dead author’s imprisoned soul? I guess you’ll be playing the new Ultrakill update then.

It introduces the eighth layer of Hell, Fraud, in which nothing you perceive with your eyes can be trusted. A problematic prospect, for a “video” game. Here’s the trailer. I promise you that the play button below isn’t an illusion. Are you an illusion? Blink twice for “Yes”.

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Assessment of Resident Evil Requiem by Kotaku

**Resident Evil Requiem: A Contemplation on Heritage and Fanservice**

The distinction between a thoughtful exploration of a series’ heritage and simple fanservice is exceedingly subtle, and with *Resident Evil Requiem*, it remains ambiguous which path Capcom is pursuing. As the newest installment in the legendary horror series marks its 30th anniversary, *Requiem* presents a remarkable blend of horror and action. However, it falters in offering a deeper insight into its vast legacy, instead resembling a conventional addition to the *Resident Evil* lineup.

Capcom has advertised *Requiem* as a crucial juncture where the seasoned veterans of survival meet fresh faces. In spite of this assertion, the game frequently returns to familiar ground, which may be precisely what certain players desire. Throughout the gameplay, you embark on an intense adventure alongside Leon Kennedy, an experienced fighter, and Grace Ashcroft, a frightened novice, both caught in the repercussions of the infamous Umbrella Corporation’s bioterrorism.

The story develops at the Rhodes Hill Chronic Care Center, with Grace abducted by an irate ex-Umbrella researcher. Concurrently, Leon is on a quest to find a remedy for a latent illness troubling the survivors of Raccoon City. As both characters navigate their intertwined journeys through the unfolding storyline, the game captivatingly draws on various threads from the series’ history, hinting at an exploration of the long-lasting effects of its tumultuous past.

While *Resident Evil* is chiefly recognized for its horror aspects, it has evolved into a melodrama filled with witty anti-heroes who bear the emotional weight of their terrifying experiences. Introspective moments from Leon and Grace convey genuine significance, yet at times, the game feels superficial, merely acknowledging its rich history without meaningful integration into the plot.

The gameplay experience is twofold, showcasing Grace’s escape-oriented segments that emphasize puzzle-solving and resource management, juxtaposed against Leon’s action-driven sections where he brandishes an array of weaponry. Grace’s fragility introduces a unique gameplay style that heightens tension, as players maneuver through a perilous environment with scarce resources, while Leon personifies strength with plentiful firepower, creating a cathartic experience.

This duality fosters interconnected gameplay where decisions made as one character influence the surroundings for the other. Players might encounter echoes of Grace’s earlier choices while controlling Leon, enhancing the sense of shared adversity amidst their individual narratives. Nonetheless, despite the clever mechanics, it becomes apparent that Grace’s screen time is less compared to Leon’s, resulting in an uneven experience where her narrative potential is largely unrealized.

At its core, *Requiem* serves as both a commemoration of *Resident Evil*’s heritage and a reminder of its unfulfilled opportunities for development. The initial prospect of delving into the series’ past while charting a course for its future is eclipsed by a hesitance to fully embrace its introspective aspects. As a seasoned franchise, *Resident Evil* finds itself at a crossroads, where it can either continue to look back or venture into unexplored realms.

In the end, while *Requiem* encapsulates the essential elements that fans cherish—tense scares, action-packed moments, and unforgettable characters—it does so without embracing the necessary risks to redefine its future. The interplay between nostalgia and innovation remains a fragile balance, one that *Resident Evil* has yet to achieve, leaving players to contend with a sense of satisfied nostalgia accompanied by the emptiness of unrealized potential.