Samsung Unveils the Galaxy Note10 and Galaxy Note10+

Samsung has unveiled the Galaxy Note 10 and Galaxy Note 10+, which will both be available on August 23, 2019, in Aura Glow, Aura White, and Aura Black.

The Galaxy Note 10 and Galaxy Note 10+ mark the first time Samsung is offering a Galaxy Note in two sizes. The Galaxy Note 10 features a 6.3-inch FHD+ display that is 2280×1080 (401ppi), while the Galaxy Note 10+ has a 6.8-inch Quad HD+ that is 3040×1440 (498ppi).

All Galaxy Note 10s utilize an edge-to-edge design with screens that boast Dynamic AMOLED with HDR10+ certification and Dynamic Tone Mapping.

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This Barbarian Hero Will Give You Deja Vu

Artist Mike Deodato, Jr. has been a fixture at Marvel Comics for decades at this point. That’s why it was so surprising when Deodato announced in March he was leaving Marvel to focus on creator-owned comics for a change. Berserker Unbound is the first fruit to blossom from that career change, as Deodato teams with the inhumanly prolific Jeff Lemire to weave a sword-and-sorcery saga about an ancient barbarian warrior being dragged into the 21st Century. Let the inevitable Conan comparisons begin.

To be fair, it’s pretty much impossible not to be reminded of the Conan franchise while reading Berserker Unbound #1. The main protagonist, the Mongrel King, is a fearsome, loincloth-clad warrior with a penchant for wandering the land and slaughtering his enemies. He’s one dye job away from being a dead ringer for the Marvel Comics version of Conan. It doesn’t help that Marvel so recently introduced a new status quo where Conan himself has been dragged into the present-day Marvel Universe. Heck, Deodato’s final Marvel assignment was the Conan-centric Savage Avengers, where he was among the first creators to explore that new status quo. Suffice it to say, Deodato isn’t exactly venturing into unknown territory for his first post-Marvel assignment.

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Age Of Wonders: Planetfall Review

The fifth and latest in the long-running Age of Wonders series is the first to trade in the staple high fantasy setting for a sleek and shiny sci-fi theme. Despite the change of scenery, it remains true to its roots, delivering a very good hybrid between turn-based tactics and 4X strategy game that is at its best when it focuses on people–both the people you meet and the people you send to war.

4X strategy games tend to present the lands they ask their players to explore, expand, exploit, and exterminate as uninhabited. It’s common to begin a new game with a settler unit and the implicit promise that this is a world yet to be settled. It’s there for the taking. The colonialist fantasy extends to indigenous populations, if they exist at all, being treated as incidental. At best they are neutral props without any ambition of their own; at worst they are nothing more than vermin to be eradicated.

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Age of Wonders: Planetfall offers a different perspective. Instead of conquering a new world, you are returning home ages after a calamity drove your ancestors away. There is still war to be had, there are still peoples to displace–this remains a 4X game in the Sid Meier tradition. But in the light narrative touch of a quest system that gives voice and purpose to everyone you meet, there are moments of reconnection and rediscovery. In a sense it becomes a 5X game, allowing you to exhume and reclaim traces of your civilization’s history.

This emphasis on archaeology is more prevalent in the surprisingly substantial campaign mode than in the randomly-rolled maps of the scenario mode. The 13 campaign missions, which let you play as all six of the game’s half-dozen factions, are peppered with scripted story beats that succeed in fleshing out the history of and relations between the various civilizations. Visit a foreign colony and you might trigger a conversation between your commander and another faction leader in which you’re asked to perform a quest to gain their favor. Later you might encounter a third faction who promises you some vital insight into your own objectives in return for betraying the friendship you recently forged.

Such choices are fraught. Each faction, even the minor indigenous ones, is busy cultivating relationships with the others, and it soon becomes clear that every new decision you make will ripple out and meaningfully affect your standing in the world.

The random scenario mode can’t rely on the scripted story of the campaign, but each procedurally generated map still supports the same dynamic quest system. One faction might task you with helping them complete some important research, while another urges you to hunt down a pack of troublesome enemies pillaging their lands. Such quests not only keep you engaged with interfactional diplomacy but also serve to provide clear motivation for exploring new areas and expanding your borders in specific directions.

Regardless of whether you opt for the campaign or a scenario, you begin with a single settlement and gradually take over adjacent sectors to secure access to their resources. You build military units to go to war or to protect your newly acquired holdings. You colonize unclaimed sectors and upgrade them to specialize in supplying your colony with food, energy, research, or production. You have to get your head around the unintuitive sci-fi names of many technologies, structures, and units, but hover the mouse over Kinetic Force Manipulation to bring up the tooltip and you quickly realize it simply means “Better Guns.”

Indeed, it’s all fairly straightforward for anyone who has played Civilization or dabbled in the strategic layer of a Total War, though sometimes it does feel like expansion decisions are not really choices at all. When faced with the prospect of expanding into one of two possible sectors, you’re always going to pick the one that receives bonus production from its quarry over the one that offers no bonuses of any kind. Occasionally you’ll have to weigh the benefits of one resource over another, but they aren’t genuine either/or choices–they’re more akin to whether you need that food-rich river sector now or whether you want it a little bit later.

Among the structures you can build with a colony, there’s also a disappointing lack of variety. Most of what you can construct are incremental upgrades that boost resource production while unique buildings, like the world wonders in Civilization, or anything that truly changes your style of play (rather than merely accelerating it) are felt only in their absence.

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More interesting decisions arrive in combat. Armies can contain up to six units and are lead by a hero unit commander. When two or more hostile armies meet on the world map, combat is resolved via a remarkably full-feature XCOM-style tactical battle. Every unit can move individually, take partial or full cover, attack in melee or at range, and call upon a number of specialized abilities. The range of options at your disposal here is dizzying.

Each unit can be outfitted with primary and secondary weapons and up to three ability mods earned through quest rewards or unlocked on the tech tree. You can apply a template to all units of the same class, so that newly recruited infantry, for example, will all have increased accuracy and healing. But if you’re like me, you’ll enjoy rolling up your sleeves to customize every single unit in your army. Adding to the complexity, hero units can learn skills that not only enhance their own abilities but confer buffs to the units they lead.

I loved having the authority to develop specialized armies. In my current game, I have one army composed of snipers led by a commander who uses mind control debuffs and a second army focused around a melee tank supported by defensive grunts who can throw down portable cover anywhere on the battlefield. The degree of customization allowed is both flexible and powerful.

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This sort of specialization matters because you can bring multiple armies into the same fight–and indeed, it becomes essential as you encounter tougher armies into the mid- and late-game. Any army on the world map that is situated adjacent to the hex where combat is initiated will be drawn into the conflict. Thus, a huge part of the tactical considerations at work here comes from maneuvering your troops to outnumber the enemy. Combat can be auto-resolved, allowing you to either watch the AI simulate the tactical battle or skip straight to the outcome, but doing so results in unnecessary losses in all but the most lopsided contests.

Overall, Age of Wonders: Planetfall is a robust package for 4X players who want to test themselves against a more in-depth combat system than is typically found in the genre. It suffers a little from its sci-fi setting making things just that little bit harder to relate to than, say, actual human history, but it compensates by creating a cast of fictional alien civilizations that are worth getting to know. It might not quite feel like home at first, but you’ll quickly settle in.

Netflix Wins Game of Thrones Showrunners for Massive Overall Deal

Netflix announced Wednesday that it has signed a major deal with Game of Thrones showrunners David Benioff and D.B. Weiss. The duo will write, produce, and direct new movies and TV shows for the streaming giant. The deal is valued at $200 million, according to Hollywood Reporter.

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Pokemon Go: September Community Day Details And Featured Pokemon Announced

Pokemon Go‘s August Community Day may have ended, but players won’t have to wait too long for the game’s next monthly event. Niantic has now announced the first details for September’s Community Day, which will take place on Sunday, September 15.

The featured Pokemon for September’s event will be Turtwig, the Grass-type starter from the series’ Gen 4 games, Diamond and Pearl. Throughout the Community Day, the turtle Pokemon will appear in the wild much more frequently than it normally does, making for a good opportunity to catch as many as you can and stock up on Turtwig Candy. Not only that, you’ll also have your first chance to catch a Shiny Turtwig.

On top of increased spawns, any Turtwig that you evolve all the way into Torterra up to an hour after the Community Day ends will also know a special event-exclusive move that it couldn’t otherwise learn in the game. Niantic hasn’t announced what this move will be just yet, but the developer will share more details closer to the event.

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Beyond that, Niantic will offer a couple of other bonuses during September’s Community Day. This time, you’ll earn triple the normal amount of Stardust for each Pokemon you catch. Any Lure Modules you use during the event will also remain active for three hours rather than 30 minutes.

As usual, September’s Community Day will run for three hours. Whereas the past two monthly events took place from 4-7 PM local time to account for the hot summer weather, September’s Community Day will take place much earlier than usual, from 11 AM-2 PM local time. You can read more details about the event on the official Pokemon website.

In the meantime, there’s still some time to catch the Legendary Rayquaza, which has returned to Raid Battles until September 2. The Sky High Pokemon has appeared in Raids before, but this time, you’ll have a chance to encounter its Shiny version. You can read tips on how to catch Rayquaza in our guide. Team Rocket is also still appearing at various PokeStops with their Shadow Pokemon, and it looks like the evil team’s boss, Giovanni, could be coming to the game soon too.

New Cadence Of Hyrule Update Fixes Several Game-Breaking Exploits

A new update is now live for Cadence of Hyrule, The Legend of Zelda-themed Crypt of the Necrodancer-like game. The update implements several quality-of-life improvements and bug fixes.

Crypt of the Necrodancer speedrunner wilarseny posted the patch notes for the update on Reddit. In terms of new features, the update gives Cadence of Hyrule achievements, leaderboard categories for co-op play, and a Beat Rumble option–the latter of which causes your controller to vibrate to the beat of the music to better help you time your movements.

There are several bug fixes in the update as well, the most notable of which is the removal of an issue that “could cause enemies to take an extra move when the song looped.” The update also removes some game-breaking exploits, like picking up a bomb even after it had exploded and preventing Ganon from refilling his health by skipping cutscenes during his boss battle. The full patch notes are outlined below.

Cadence Of Hyrule Update 1.0.2 Patch Notes

  • Added achievements
  • Added leaderboard categories for co-op. If co-op is used at any point during a run, the run will become a “co-op” run for leaderboard purposes
  • Added more granularity to time-based leaderboard scores
  • Added a “Beat Rumble” option, that gently vibrates the controller on the beat
  • Added “( only)” flyaway when a player picks up a weapon their character cannot currently use
  • Added collision in several areas to prevent map escapes and dungeon skips
  • Added an option to see the credits from the main menu
  • Adjusted enemy movement behaviour when an enemy is being pushed against a wall by wind
  • Adjusted player movement behaviour when holding an object while being pushed by wind
  • Adjusted player movement behaviour when pushing an object while sliding on ice
  • Added an option to change some HUD elements to improve readability for colour-blind players
  • Changed HUD elements to grey-out when the player does not have enough stamina for that action
  • Prevent giving out dagger/shortsword in “Flawless Victory” blue chest
  • Fixed a bug that could cause enemies to take an extra move when the song looped
  • Fixed a bug where bombs could be lifted after they had exploded, with unintended results
  • Fixed a bug where game time would continue to count up if the console was put to sleep or quit to the home menu
  • Fixed a bug where skipping the cutscene between phases of the Ganon battle could prevent him from refilling his health
  • Many other bug fixes

Cadence of Hyrule is available for Nintendo Switch. In GameSpot’s Cadence of Hyrule review, James O’Connor wrote, “Cadence of Hyrule is a fantastic Zelda game in its own right, even though it adopts the gameplay mechanics of another series. Beyond the aesthetics, it nails the satisfying sense of exploration and increasing power, and it revels in the joy of discovery, as all the best Zelda games do. It’s an extremely successful melding of two great game series and an experience that makes you feel eager for Nintendo to do more interesting things with their major licenses.”

Call Of Duty: Modern Warfare Has A Tamagotchi That Feeds Off Your Skills

While Call of Duty: Modern Warfare is expected to explore heavy subject matter in its single-player mode, developer Infinity Ward has decided to go in a more campy direction for multiplayer. The Modern Warfare reboot takes us back to the ’90s with the Tamagunchi, an optional accessory euippable in both multiplayer and the Spec Ops cooperative mode.

As the name suggests, Tamagunchis are Infinity Ward’s version of the Tamagotchi, a ’90s relic that requires constant babysitting of a virtual pet or else it kicks the bucket. Tamagunchis function very similar–except these are ravenous beasts feeding off your kills. The more kills you get, the happier it is. Go too long without killing and, as art director Joel Emslie told Game Informer, “it will rot and die.”

The idea was birthed after a coder found a way to synch the in-game wristwatch with the console’s internal clock to display real-world time. Muiltiplayer design director Geoff Smith told Game Informer that the team, upon uncovering the limitlessness of coding, “[grew the idea] into more and more madness.”

Tamagunchis react directly to your performance, reminding you that you are either doing great or terrible by going “Ya-ta” and making a little noise or just dying. The virtual pets even evolve out of their eggs should you pull together a successful string of kills.

While Tamagunchis are optional, Modern Warfare is expected to drop one multiplayer option found in Black Ops 4. According to co-multiplayer design director Joe Cecot, Infinity Ward’s upcoming first-person shooter will not feature a battle royale mode. However, Mordern Warfare will feature a brand-new mode that hones in on the franchise’s most compelling multiplayer elements.

Sword & Shield Give An Old Pokemon A New Evolution

The Pokemon Company has shared a new trailer for Pokemon Sword and Shield. Not only does the video give us our first look at the games’ villainous team, it also reveals a few more Gen 8 Pokemon, including Galarian forms of a couple of older monsters–one of which is receiving a brand-new evolution.

Just as in Sun and Moon on 3DS, some older Pokemon will have a different appearance and typing in the Galar region. That includes the raccoon-like Pokemon Zigzagoon and its evolution, Linoone, which were originally introduced in Pokemon Ruby and Sapphire on Game Boy Advance. In the Galar region, Zigzagoon and Linoone are Dark/Normal-types and have black and white fur rather than brown, giving them a rocker look.

While Linoone is traditionally the end of this evolutionary line, in the Galar region, it is capable of evolving into a brand-new Pokemon called Obstagoon. It may not be the only old Pokemon to receive a new evolution, either; as the official Pokemon website explains, “some regional forms have developed unique Evolutions unseen in any other region,” suggesting other Galarian forms may also get a new evolutionary branch.

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In addition to Zigzagoon and Linoone, we saw a new Galarian form of Weezing, which has smokestacks atop its two heads that resemble top hats, making it look like a dapper English gentleman. The Pokemon Company also revealed a new monster called Morpeko, which has “fully belly” and “hangry” forms, as well as the first details on Poke Jobs.

Pokemon Sword and Shield launch for Nintendo Switch on November 15. Controversially, the games won’t feature every old Pokemon, but you can see all the new Gen 8 Pokemon so far in our gallery. For more on the titles, check out our Pokemon Sword and Shield pre-order guide.

8BitDo SN30 Pro Plus: A Fully Programmable Switch And PC Controller With Retro Flair

Over the past few years 8BitDo has released numerous Bluetooth controllers that work with retro console adapters, computers, Android OS devices, and Nintendo Switch. Build quality and variety have helped the company stand out from the competition, and as evidenced by last year’s M30 controllers designed for use with your Sega Genesis, 8Bitdo’s craft continues to improve. Its latest product, the SN30 Pro Plus Bluetooth Gamepad, looks comparable to other Super Nintendo-inspired controllers from 8Bitdo (albeit with prominent handles) but it is actually one of the most advanced controller options for Switch owners. Though it doesn’t feature the official Pro controller’s HD Rumble or a motion-detecting gyroscope, the SN30 Pro Plus’ distinguishing capabilities make it easy to overlook these arguably minor deficits.

A quick look at the SN30 Pro Plus reveals a familiar button layout, with four face buttons, four shoulder buttons (two of which are triggers), a directional pad, and start, select, home, and capture buttons. 8Bitdo sent us the model colored to look like the classic “DMG” Game Boy color scheme; it’s generally on point, though a slight red tint isolated to the applique on the face of the controller does stand out against the more desaturated plastic that surrounds it. Otherwise, the overall build quality is solid, with mixed materials and good-feeling buttons lending a high-quality feel throughout. Most buttons relay a satisfying tactile response when pressed, and the triggers offer a notable amount of resistance, which is good to have in general but even more important when you consider the ways in which you can adjust their sensitivity.

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With the SN30 Pro Plus connected to your PC (or Mac, once the upcoming software is released) 8bitdo’s Ultimate Software tool lets you dive into the deep end of configurability. The first option you’ll see is button remapping, with individual profiles for the controller’s two operating modes dialed in for Switch or the Windows-centric X-Input API. Like every setting we’ll discuss here, the Ultimate Software’s user interface is clear, organized, and very easy to use, leaving little room for guesswork. Simply look to the panel on the right, find the button you want to change in the left-hand column, then pick which input you want to reassign to that button and hit the big purple ‘Sync to Controller’ button to commit your changes. If you ever need a visual reference, the image of the controller on the left of the Mapping tab will reflect your new settings.

This sort of visual feedback is helpful for button remapping, but it’s essential for the next two options: adjusting the active area of the analog sticks and trigger shoulder buttons. In each case, you are given a real-time look at the components in question. Being able to set the dead zone for these inputs can make a big difference to the right player and game, and the fact that you can both test and visualize these settings in real time, with your controller in hand and the Ultimate Software reflecting your actions, greatly streamlines the trial and error process. Beyond dialing in the sensitivity, you also have settings for inverting the axis of your analog sticks, or swapping their relative functions entirely.

Though less critical, you can also adjust the intensity of the controller’s basic vibration functionality (again, not proper HD rumble), with feedback coming from the controller as you dial in your preference.

8BitDo’s Ultimate Software can also be used to manually assign macros (a series of inputs) to a single button press. This is useful in a number of scenarios like, say, creating an automatic Hadoken button for Street Fighter or a quick build-rearm process for Fortnite. Rather than record your inputs directly from the controller during the macro creation process, you manually assign buttons by picking them from a palatte within the software–up to 18 inputs per macro, which will also correspond to a flashing light around the home button when activated. Macros are definitely questionable in the context of competitive multiplayer games, but that fact doesn’t detract from the benefit of having the option on the SN30 Pro Plus, should it prove useful in other scenarios.

The SN30 Pro+ ''G Classic EditionThe SN30 Pro+ ”G Classic Edition” closely matches the classic Game Boy color scheme, but the layer of plastic around the buttons has a different tone then the rest of the controller.

8BitDo claims that the rechargeable battery driving the controller in wireless mode can last for 20 hours, but unlike its previous controllers the battery in the SN30 Pro Plus is removable via a simple hatch, and you can even put two AA batteries in its place for the same 20 hours of playtime. This flexibility is greatly appreciated, more so because you won’t be stuck with a dead controller once the lifespan of included battery (like all batteries) eventually dries up.

In nearly every respect, the SN30 Pro Plus is an impressive product that goes above and beyond 8BitDo’s previous offerings, and most competitors’ as well. About the only thing you could wish for was the independence to remap buttons or create macros without the use of 8BitDo’s software. That’s only worth pointing out because it adds a requirement to the process, but in general using the tool is, like playing with the controller, a pleasant experience overall. In the SN30 Pro Plus, 8BitDo has delivered one of the best third-party controller options for Switch owners and a formidable option for PC users who have far more options to choose from. At only $50, it’s also competitively priced in a market that tends to favor high prices for feature-rich peripherals.

The SN30 Pro Plus is available in the US for $50 on Amazon, and interested EU customers can pre-order on Amazon UK for £42.99, where it will start shipping on September 27.

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Amazon | Amazon UK

Some links to supporting retailers are automatically made into affiliate links, and GameSpot may receive a small share of those sales.

Editors note: 8BitDo sent GameSpot a complimentary review sample of the SN30 Pro+ controller for review.

The Best PC Gaming Computer Desks

Finding the best computer desk for your glorious PC gaming set up is an essential, and oft-overlooked, part of any battlestation. If you spend your gaming time enjoying the smooth frame rates and high-resolution textures only a gaming PC can provide, why nestle it in anything less than the best desk for gaming?

No matter what your needs, we’ve scoured the internet to find the best computer desk to fit both your living space and your full-sized tower. These are the best computer desks for gaming – at any budget range.

TL;DR – These are the Best PC Gaming Desks:

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