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Outriders is out now and while the servers are more stable now, that wasn't exactly the case at launch. With the arrival of the game as an Xbox Game Pass day one title and the interest surrounding what the latest adventure from People Can Fly has to offer, the servers buckled under pressure. The studio did an amazing job at being transparent about any and all issues with detailed updates on what's happened and what's next. Now, People Can Fly is elaborating a little more on what went wrong. 

In a recent Reddit post, the studio went into more detail about the issues surrounding the server. We previously covered the "appreciation" package on the way for players as a "thank you" for being patient with the team, but they also added some clarity surrounding the mess to begin with. 

Comment from discussion Outriders Post Launch Dev News Updates.

In the studio's most recent Reddit post, the team worked all through Easter weekend and "around the clock" to get the servers stable for players eager to jump into Enoch. Furthering their promise to be completely transparent with players, the post details the more technical deviations that caused such a chaotic launch. Instead of giving the standard "the server demand was too much for us" explanation, People Can Fly took it one step further. 

"We managed to understand that many server calls were not being managed by RAM but were using an alternative data management method ("swap disk"), which is too slow for the flow of this amount of data," explains PCF. "Once this data queued back too far, the service failed. Understanding why it was not using RAM was our key challenge and we worked with staff across multiple partners to troubleshoot this."

The post continues, saying, "We spent over two days and nights applying numerous changes and improvement attempts: we both doubled the database servers and vertically scaled them by approximately 50% (“scale-up and scale out”). We re-balanced user profiles and inventories to new servers. Subsequent to the scale-up and scale-out, we also increased disk IOPS on all servers by approximately 40%. We also increased the headroom on the database, multiplied the number of shards (not the Anomalous kind) and continued to do all we were able to in order to force data into RAM."

The steps detailed helped to ensure a more resilient database that can withstand heavy pressure, but that still wasn't quite enough for the dev team as far as a solution goes. 

The team added, "At this moment in time we are still waiting for a final Root Cause Analysis (RCA) from our partners, but ultimately what really helped resolve the overloading issue was configuring our database cache cleaning, which was being run every 60 seconds. At this frequency the database cache cleaning operation demanded too many resources which in turn led to the above mentioned RAM issues and a snowball effect that resulted in the connectivity issues seen."

As for right now, the database has been reconfigured regarding cache cleanup operations, which has seen the success PCF has been working towards. There is still more work on the way, but for now? At least players can jump into the game and see what all of the fuss is about. 

I'm glad everything is more stable now and I'm eager to learn what's next. I couldn't get enough of my time in Enoch, so much so that I'm already mostly complete with my second run through the story. You can learn more about why I had so much fun with Outriders and how it offers some surprising twists and turns with our full review right here, alongside a small blurb seen below:

“Outriders isn’t revolutionary, and it’s not trying to be. Outriders is a well-thought-out shooter with expertly tailored RPG twists. It's an enjoyable ride that is made infinitely better by playing with friends, but not inherently hurt by running solo either. This game takes the best parts from other looter-shooters and the best aspects of sci-fi RPGs and blends these elements into an experience that is worth diving into because of its high replayability, customizable play style, and fun story. I'm already strapping in for another run.”

Click here to watch embedded media

Super Meat Boy Forever is heading to PlayStation and Xbox consoles this later month. The game, a sequel to the challenging 2010 platforming hit, launched last December for PC (via the Epic Games Store) and Switch. 

Look for the game to arrive on PlayStation 5, Xbox Series X/S, PlayStation 4, and Xbox One on April 16. It’ll set you back a cool $19.99. 

What is Super Meat Boy Forever? The sequel retains the same tight platforming and tough-as-nails level design as its predecessor but with a twist: the game is an auto-runner. Meat Boy, as well as the now playable Bandage Girl, moves automatically, presenting a new type of challenge as players must time their jumps while also using a new melee attack to take out enemies. Your goal? Recuse Meat Boy and Bandage Girl’s child, Nugget, from the clutches of the nefarious Dr. Fetus. 

In his review, GI editor Ben Reeves scored Super Meat Boy Forever an 8 out of 10, saying:

“Super Meat Boy Forever’s simplified controls produce a bit of frustration, but this is a game that rewards pushing through the pain for the thrill that comes with completing a harrowing platforming sequence. My thumb grew numb, but that didn’t stop me from wanting to play more. In fact, on some levels, I died over a hundred times, but I rarely cared because Super Meat Boy Forever’s respawns are mercifully quick, its checkpoints are short, and its bite-sized platforming sequences are a total rush.” You can read the full review here

All that’s left now is for the game to make its way to Steam. There’s still no word on when that’ll happen, but the game’s Steam page lists a tentative 2021 release window. 

Will you be jumping on Super Meat Boy Forever now that it’s coming to PlayStation and Xbox? Let us know in the comments! 

Hasbro Pulse Fan Fest is underway, and toy reveals are expected all day long for Star Wars, Transformers, Power Rangers, and G.I. Joe. Hasbro kicked off the livestream event with a look at new merchandise for Fortnite, the popular battle royale game. Hasbro and Fortnite developer Epic Games recently extended their product licensing partnership for another five years. The partnership allows Hasbro to create Fortnite action figures, vehicles, and role-playing gear.

We've already gotten a tease of what we can expect when Hasbro unveiled a Fortnite x G.I. Joe figure for Snake Eyes, who appeared in the game's Zero Point event. Hasbro also continues to create Fortnite Nerf gear.

During today's livestream, Hasbro unveiled a Victory Royale line that consists of some of Fortnite's better known original creations. This first wave of figures features Ripley, Lynx, Midas Rex. Each figure comes with a harvesting tool, weapon, and backpack prop. You can see all four figures below:

Hasbro next unveiled a deluxe figure for Meowscles. Unlock other figures that have already been based on this adorable character, this one is features his shadow skin. Like the other figures in the line, Meowscles comes with a variety of props, including a workout bench.

Sky Snipes is also getting a deluxe figure, complete with the adventure pack back bling that can store one of her swords.

If you like the sharks in Fortnite, you can add one to your collectibles shelf. This giant figure can split in two to reveal a number of accessories, including a fishing rod. You can put the fishing hook in the mouth of the shark to have one of your other figures ski behind him.

No release dates or price details were given for any figure, but Hasbro did say details will be coming soon. What do you think of Hasbro's entry into Fortnite action figures? Let us know if you are excited for this line in the comments section below.

Destiny 2: Season of the Chosen is arguably the best thing that could have happened to the space shooter. We broke down exactly how with our previous analysis here, but that doesn't mean every update is sunshine and roses. Case and point? The most recent wave of nerfs that Bungie has detailed, including bludgeoning our beloved Falling Guillotine to almost nothing. 

As Season of the Chosen continues to careen towards completion, Bungie is hard at work preparing for season 14. Given that season 14 will be bringing with it a whole slew of changes, including having Ada-1 taking over Banshee's job, some pre-emptive balance tweaks are needed. I guess. I'm a little salty because I love my Falling Guillotine and Lament is too good for Deep Stone Crypt...

Next season, we already know that season 14 will bring new weapons, including more rewards for Iron Banner. Bungie holds to the "out with the old, in with the new" philosophy, making what they see as necessary adjustments to make the new arrivals fit in more organically. Weapons and archetypes are both targeted, though not everything is nerfed. Bungie also confirmed in a recent blog post that there will be some buffs for underused perks on the horizon, as well as some positive changes to Linear Fusion Rifles and more. But let's talk about what hurts us the most: nerfs. 

According to weapon feature lead Chris Proctor, here are the changes you can expect from some of the most beloved weapons in Destiny 2 (though thankfully, Anarchy looks untouched): 

Weapon Archetypes 

  • Aggressive (120 rpm) Hand Cannons are very dominant in PvP, and we've received enough feedback that we want to rein them in a bit without completely taking away their range benefits.  
    • These weapons will now have damage and aim to assist falloff distances reduced by between 2 and 4 meters, based on the Range stat. 
    • This roughly halves the range buff they received in Beyond Light. 
  • Vortex Frame Swords – With Falling Guillotine now viable forever, we need to adjust it a little, as its damage output is flat out higher than all other Legendary swords. With this change, we allow it to keep its high damage output but are reducing its full-reserves damage output by reducing the number of Heavy attacks you'll be able to perform. 
    • Full energy Heavy attack ammo cost increased from 4 to 6. 
  • Chip damage – Certain weapons (Swords and Bastion) bypass shields by varying amounts, which has caused numerous issues with Stasis-encased enemies, encounter mechanics, and other content. 
    • We have removed chip damage from Swords and Bastion. 

Perks 

  • Quickdraw – This perk is intended to provide faster swap speed, but it also passively buffs handling by +100. This completely negates the downside of using low-handling weapons (such as Aggressive Shotguns, Sniper Rifles, and Hand Cannons), which isn't something we want to encourage. Those weapons should have downsides, and working around those completely via a perk isn't healthy. We don't think allowing a fast-swap to the Shotgun subfamily with the highest one-hit-kill range is great either. 
    • The Handling bonus is now removed one second after switching to this weapon or upon aiming down sights. 
    • Replaced Quickdraw with Surplus on new and existing drops of Felwinter’s Lie and Astral Horizon. 
  • Frenzy – This perk has extremely high uptime in PvE, to the point where it is clearly a better choice than most other damage perks. We like the high uptime and want to preserve that, but we want it to award less damage than harder to activate damage perks. 
    • Reduced bonus damage from +20 percent to +15 percent. 
  • Reservoir Burst – Now increases magazine size in addition to its other effects, reduced full battery bonus damage from 33 percent to 25 percent. 
    • Upcoming content requires revisiting the Power Level of a damage perk that can be activated simply by having a full magazine. 
    • Wink wink, nudge nudge, say no more... 

Exotics 

  • The Lament – This weapon is a clear outlier for Sword damage, so for the health of Heavy weapon diversity, we're pulling it back a bit. 
    • Reduced damage of revved Heavy attack by approximately 16 percent. 
    • Note that The Lament retains standard anti-barrier despite removing chip damage. 
  • Bastion – Since we're removing chip damage, Bastion gets something else instead. We’ve noticed increased feedback on Bastion and higher than normal usage in PvP, so we are making a small change here and will revisit Bastion later. 
    • Intrinsically staggers Unstoppable Champions. 
    • Increased spread angle by 13 percent. 

Falling Guillotine hurts the most, though I feel like most of us knew it was inevitable. Lament, however, Lament requires a little finesse, but when used the way it is meant to? Wreaks some serious havoc, especially against boss-type enemies. It will be interesting to see what the player feedback is with these changes and how they will stick. Bungie is really engrossed in its community and receptive to feedback, so anything can happen between now and season 14

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