Bueno ya con la cabeza fría aquí va el nuevo top 5.
1.- Witcher 3
2.- Baldurs Gate 3
3.- Cyberpunk 2077
4.- Clair Obscur Expedition 33
5.- Elden Ring
En base a como los e disfrutado en su momento de lanzamiento y cuanto deseo de rejugarlo me generaron después de acabarlos.
No va a pasar nada de lo quiero que pase pero bueno hasta pronto la IP de baldurs queda congelada y posiblemente arruinada a futuro en parte por este señor
Hey, Soldier...
A new comic series is coming your way. Stay tuned for more details.
Dark Horse Comics x Baldur's Gate III
With @larianstudios and @Wizards, featured art by Becky Cloonan
Hasbro took a $56 million hit after canceling several video games planned for 2028 and later. The company is shifting focus to games based on its biggest franchises.
Even after the cancellations, Hasbro says Baldur’s Gate 3 remains a huge part of its future. The company believes the game’s success proved players want high-quality games based on brands like Dungeons & Dragons.
Get your first look at THE WITCHER 3: WILD HUNT - SONGS OF THE PAST during @gamescom ONL.
Watch the global livestream on Tuesday, August 25 at 2p ET / 11a PT / 8p CEST.
Doomsday arrives December 18th.
Experience Avengers: Doomsday on bigger, brighter, & more immersive screens. Tickets are now on sale exclusively for Infinity Vision certified theaters: https://t.co/n1EX76qZuo
We have some sad news to share, that Jennifer English will be stepping away from her role as the English voice of Gwendolyn, the main protagonist in Tides of Annihilation due to personal health reasons. She will continue to support the project in an advisory role.
Earlier in June, Jennifer informed us that she would no longer be able to continue in the role. While we were, of course, saddened by her decision, we completely understood and respected Jennfier in prioritizing her well-being. We are also deeply grateful for the care and responsibility she showed throughout this process.
During this transition, Jennifer remained incredibly supportive and, together with other members of our voice cast, helped us identify and connect with talented performers who could carry Gwendolyn forward while staying true to the character.
With Jennifer's support and recommendation, together with recommendations from other members of our voice cast, we've been fortunate to find an incredibly talented performer to carry Gwendolyn forward. Her recent work in video games left a strong impression on both Jennifer and our team—not only for the performance itself, but for the remarkable care and dedication she showed in understanding the character—and we're excited for players to experience her interpretation of Gwendolyn.
She's currently recording Gwendolyn's English performance for our upcoming gamescom 2026 hands-on demo. Players will hear her performance for the first time in the demo this August, as well as in select official updates shared across our channels during the same period.
We'd also like to thank Jennifer for everything she brought to the character and to the project. Her performance brought depth, strength, vulnerability, and heart to the role. We have truly enjoyed this journey together, and wish Jennifer all the very best, and most importantly, good health and happiness in whatever comes next.❤️
To our players, thank you for your continued support and understanding. We’re truly grateful to have you on this journey with us.
— The Tides of Annihilation Team
I've seen a lot of people saying its only 3% of the playerbase because they only release 1 hero per season for the mode... just no I'm sorry.
To be clear i LOVED stadium when it came out, unfortunately horrible balance (nerfing all the fun kits and leaving just weapon power cass for 9 months) + adding heros who have kits that are oppressive/ unfun to play against in a mode where you cant swap heros, and items (for a long time) had minimal impact on that?
OH AND I ALMOST FORGOT THE REMOVING OF PLAYING WITH FRIENDS FOR THE MICKY MOUSE RANKED MODE HAHAHA that one was good
En resumen seguirán comprando con o sin físico al final no va a pasar nada.
Mucho peor llamarles conformista en la cara y sabemos que si va a pasar de esa manera tristemente.
Jason Schreier compartió nueva información sobre el futuro del formato físico en PlayStation:
▫️ Sony considera que su base de jugadores digitales ya es lo suficientemente grande como para prescindir de quienes siguen comprando juegos en formato físico.
▫️ La compañía no cambiará su modelo de distribución minorista: las tiendas seguirán vendiendo cajas, pero estas solo incluirán un código de descarga.
▫️ Actualmente, cuando Sony vende un juego físico First Party a un minorista, este obtiene alrededor del 30% del precio de venta (70 dólares). Con el formato 100% digital, Sony pasaría a quedarse con la totalidad de esos ingresos.
▫️ Como resultado, la empresa espera aumentar de forma significativa sus márgenes de beneficio.
Información adicional de otros reportes:
▫️ Sony estaría convencida de que, con el tiempo, la mayoría de los jugadores terminará aceptando la transición hacia un ecosistema 100% digital.
▫️ La compañía cree que los usuarios seguirán apoyando a PlayStation incluso sin la opción de comprar juegos físicos.
▫️ Además, consideran que no es necesario mantener una comunicación directa con los fans sobre esta decisión, ya que confían en la fortaleza de la marca y en la fidelidad de su comunidad.
I played 4 hours of The Blood of Dawnwalker - and it's damn good. My full thoughts below 👇
The version we played was in beta and running on some powerful PCs. It was from the beginning of the game so I wasn't able to explore the entire map. It felt pretty polished overall and I didn't experience any bugs or performance issues during my time.
The game takes place in Vale Sangora - it's a beautiful valley near the Carpathian Mountains full of lush trees, bogs, mines, and all kinds of wildlife and villages and communities roughly comparable in size to The Witcher 3's Blood and Wine but packed with detail. There's a lot of neat history everywhere you look and explore, with references to Genghis Khan's hordes, the Tatars, and more. There are also little details that help make the setting a bit more real. Because Vale Sangora is run by the vampire leaders, silver is forbidden to have in your possession, and not every merchant will buy or sell them.
It looks great visually, but I wouldn't say in a way that blew my socks off. Environments look good, trees, bushes etc all swaying in the wind, good lighting, character models are nicely detailed. It's not pushing things on a technical level but I found that perfectly ok.
From the beginning of the game, a series of events introduces you to Coen's family - his parents and siblings. His father Pieter is a strong and stern caretaker who knows his way around a sword but deeply cares for his family. Coen's mother Esme is stricken by an illness that the whole family is trying to wrangle with, and his siblings are playful and endearing. As the vampires don't tolerate 'weakness', you start the feel the weight of the family's plight that gives off an aura of despair.
At least in these initial hours, I found myself surprisingly growing attached pretty quickly. While there's an ominous metaphorical 'cloud' that hangs over the valley, there are bits of lightheartedness thrown in too. One charming quest saw me play tag with my siblings and go fishing in the old family hangout spot.
Character performances and voice acting are excellent. There weren't really any characters that felt out place or miscast. I especially enjoyed the gravelly voices of Pieter and Brencis - the leader of the vampires. Brencis comes off formidable, and events in the game gave me a motivational drive for revenge, which I always like in games.
The story is set up in a way that each of the vampire leaders needs to be taken down, with Brencis as the head honcho. You can attack them in any order, even going directly to Brencis from the outset, but you'll probably find you'll have a bit of trouble with that approach. While I've always been a little hesitant about plots that have open-ended structures, the team at Rebel Wolves told me that each vampire 'captain' is unique with many quests tailored to their specific stories, and there was a lot of effort and care put into each. They urge players to play through each storyline to get the most out of the game.
There were lots of endearing characters in just the first few hours. Anca - a local herbalist and a witch, reminded me a lot of The Witcher 3's Keira. And she's a romance option.
There are other sentient races as well, like the Uriash which I would say resemble something like the Qunari from Dragon Age. They're big, tough and brooding and are seen as monsters and somewhat shunned. There's a nice variety of monsters too, like kobolds who are basically ghouls that talk smack, and I came across the "Great Bog Wurm" in a swampy area which was it's own mini-boss fight.
When I compare to something like The Witcher 3 (because many people understandably do with Dawnwalker given how the game looks and the makeup of the Rebel Wolves team), movement and navigation in the game felt fairly fluid overall. Walking, sprinting, vaulting ledges, etc were smooth. There's a bit of clunkiness when it comes to jumping, where I'd sometimes starting sliding jumping down a hill or onto rocks.
There's also an ability that Coen automatically gets after he becomes a half-vampire called "Planeshift". It lets him teleport dash around the world so he can reach higher areas or across gaps. It felt a little clunky and imprecise when scaling things like towers and trying to land back on solid ground.
There's a glossary/beastiary that's structured just like The Witcher 3, and the soundtrack is basically, you guessed it, The Witcher 3 in all the best ways.
And like one of my favorite parts of The Witcher 3, there are plenty of points of interest that lead to unique little narrative beats or quests. One saw me come across a villager searching for his brother. Following that little quest line led me to a buried tomb which led to a boss fight with an ancient warrior and cool loot at the end.
One abrupt encounter in the world saw me chase the village asshole talking shit about my family. When his drunkard father catches us arguing, he scolds him more and tells me I should teach him a lesson myself and beat him with a stick. I can choose to partake in it, stand by and watch, or stop the father in a physical altercation.
There's been a lot of questions about combat and from what I played, I liked it, moreso than The Witcher 3's. There are two ways to play: directional and traditional. With directional combat, you hold down a shoulder button to block while aiming in whatever direction you see an enemy attacking from. That's either up, down, left or right. It's simpler than something like Kingdom Come and I got used to it real quick. It sometimes got a liiiittle overwhelming when multiple enemies are attacking at the same time - and they do that a lot.
Enemies don't wait around for their turn, instead opting to gang up on you to take you down. There's also the traditional or 'standard' combat, which is basically pressing a button that blocks enemies no matter what direction (your standard action game). You can also expectedly parry enemies that open them up for more damage.
There is a stamina meter that depletes with blocks, and it depletes faster if you're playing standard, though you can upgrade your stamina as you play too.
There are active abilities you can put into quick slots for faster use during combat. As there's a day/night cycle and Coen is a 'dawnwalker' - meaning he's human during the day and a vampire at night, you can switch between your swords in daytime and bring out your claws at night, which are more powerful. There are many abilities, though because I was playing the first hours of the game, I didn't get to see them all. One that I got to use was a powerful charge attack, and another was a flurry of deadly slashes with my claws.
You can drain enemies to regain health with 'voracious bite', though enemies won't wait around while you're doing it so you have to be mindful. There are shrines dotted around the map that you can use to fast travel and upgrade your skills. There are tons of resources and items in the world just like The Witcher that you can use to craft potions and the like. Some can only be done during the day or at night.
In terms of time progression, there are 8 time 'segments' per day and certain quests and activities can push the time forward a set amount of segments. I thought I would hate it at first, but it actually makes for some compelling choices in how you choose to progress the game. You're always shown when an action will progress time by the way, so nothing will take you by surprise. Running around and exploring the world doesn't push time forward.
When your vampiric health drops really low, you become hungry and start to really crave blood. You can even lose control during dialogue and drain the person you're talking to - including friends. I didn't encounter that myself but the devs said those can have lasting effects throughout the game.
This has definitely jumped up my most anticipated list for the rest of the year. It's practically The Witcher 3: Medieval Vampire Edition with its own flavor and unique mechanics and honestly...that is something I'm quite happy about.
#BloodofDawnwalker
This is an important email I sent today to all employees at XBOX:
Team,
We are beginning the most significant restructure in XBOX history. After careful consideration, I've made the difficult decision to reduce our team by approximately 3,200 throughout FY27. This will include approximately 1,600 role eliminations today, and in addition, four studios will leave XBOX to new management. I recognize that a year-long restructuring creates additional challenges. Unfortunately, it is not possible to make all the necessary changes in a single day, and I wanted to be direct about the scale.
I know this is painful. These changes will directly affect people who have poured their creativity into building XBOX. Many joined us through acquisitions, while others were recruited here, or sought us out because they loved this industry and loved XBOX. Today's decisions do not reflect their talent or dedication.
Our business today is not healthy. We are operating at margins that are 3–10x lower than comparable platform and publishing businesses. We entered Gen 9 with a smaller install base and a higher cost structure. To grow, we bet on Game Pass, multi-platform, and a broader portfolio of content. While those businesses have created meaningful value, they did not grow at the pace we expected. As that happened, our core business weakened, and we added more teams, more investment, and more time, hoping for a better outcome. And now the industry is facing the most severe hardware crisis in its history. We must reset XBOX.
First, we will reset our content portfolio.
Since 2018, we have aggressively expanded our studio portfolio while the number of games created each month across the industry now outpaces the last ten years combined. We now find ourselves competing not only with the largest publishers, but also with smaller independent studios. It is neither possible nor desirable to own every great independent studio. We have also learned that we are not the best home for every type of studio; in a typical year, we lost 64 cents for every dollar we invested. As we reset XBOX, we will help independent creators succeed by providing open development tools and audiences to realize their vision.
Compulsion Games and Double Fine Productions will return to management and transition to independent studios with their IP, catalog, and runway for their next games. Ninja Theory and Undead Labs have entered terms to join new ownership with funding to complete and grow Senua and State of Decay 3. In France, Arkane’s management is beginning required consultation with its Works Council to review potential strategic options.
We are also making reductions across other units, and in some cases, shifting investment to focus on higher priority projects. These changes vary in size across Activision, Bethesda/ZeniMax, Blizzard, King, Mojang, and XBOX Game Studios. None of our first party publicly announced games or projects are being cancelled as part of these reductions.
In addition, Mojang and King will now report directly to me. These two studios have increasingly become platforms and are our largest by monthly active players. They bring critical geographic, demographic, and differentiation to XBOX.
Second, we will reset our platform.
We know that great technology gets better when it gets simpler, not bigger. Today, in some parts of the company, work passes through as many as 14 layers of management. Our platform teams are 40% larger than they were at the start of this generation, even as our player base and playtime have declined. That complexity has slowed decisions, blurred accountability, and made it harder to deliver for players. As we reset XBOX, we will simplify.
We will reduce management layers to no more than 5, and where possible, 3. We will deliver success through a flatter organization that is built around makers (individual contributors focused on building), player-coaches (leaders who remain deeply involved in the work while developing their teams), and directly responsible individuals (DRIs) who own key decisions and outcomes. And we will streamline how we work across our tools, with a cleaner code base, shared services, and 50% reduced vendor spend.
Third, we are resetting how we operate.
As XBOX grew our headcount, we became more fragmented. Teams, studios, and functions often operate independently, and it became harder to work towards a shared goal, make the right tradeoffs, and get things done.
For the first time, we are establishing a Chief Operating Officer with end-to-end P&L responsibility across content, hardware, platform, and services. Helen Chiang has been promoted to this role and will report directly to me. Over nearly two decades at XBOX, Helen has helped build some of our most important businesses, from XBOX Live to leading Mojang and the Minecraft franchise. She will bring our businesses together under one operating model, making sure we make clear investment decisions, learn from our successes and failures, and hold ourselves accountable for results.
Thank you, Dave McCarthy, who is retiring after 17 years with XBOX. Dave has played a defining role in building the platform that millions of players rely on every day and has been a trusted partner through many of the biggest moments in XBOX's history. We wish him all the best.
These changes are about a bigger future for XBOX, not a smaller one. The next decade of gaming will be larger, more global, and more creative than anything we've seen before. This year, we'll invest as much in XBOX as we ever have, but we'll invest with greater focus, greater discipline, and greater clarity, all in service of making XBOX where the world plays and creates.
I want XBOX to be one of the few companies that entertains more than a billion people each day and gives everyone the opportunity to create and connect. I know we can achieve this goal. XBOX has many of the most beloved franchises in entertainment history, talented studios around the world, and we will return to growth in 2027.
History is full of companies that mistake longevity for inevitability. We will not be one of them.
Asha