Formel E London 2: Pascal Wehrlein ist nach chaotischem Finale Weltmeister
Dabei beschädigten beide Fahrer ihre Fahrzeuge. Dennis musste zum Wechsel der Fahrzeugnase ...Weiterlesen
DTM eSports Championship: Jarschel ist Champion und gewinnt M2-Cup-Gaststart
In knapp zwei Monaten kann er sein Können im realen Motorsport ...Weiterlesen
Jack Sparrow kommer till Disney Dreamlight Valley
En ny expansion är på gång till Disney Dreamlight Valley. Den går under namnet The Keepsake Sea och det är ingen mindre än Jack Sparrow som framöver kommer att ansluta till den enorma skaran av karaktärer.
Den kommande expansionen avslöjades under Disneys stora D23-tillställning. Utvecklaren Gameloft har inte gett något specifikt datum för när den kan tänkas dyka upp - men säger att man ska ha en showcase i oktober för att presentera innehållet. Övriga kommande nyheter är också presenterade via en road-map för resten av 2026. Denna berättar bland annat att karaktären Oogie Boogie från The Nightmare Before Christmas kommer att dyka upp som en ny invånare i spelet.
The Keepsake Sea beräknas släppas senare under detta år och ett specifikt datum är säkert att vänta under den presentation som då hålls i oktober.
Cristiano Ronaldo says this year is ‘probably’ his last as a footballer
Al-Nassr and Portugal forward expects to retire soon
Ronaldo has more than 950 goals for club and country
Cristiano Ronaldo believes this year is “probably” his last as a professional footballer, the 41-year-old Portugal captain said in an interview with Vogue magazine published on Sunday.
Ronaldo, who has established his place among football’s all-time greats with more than 950 goals for club and country, had previously spoken of retiring “soon” or within “one or two years”.
Continue reading...Marvel Tōkon's simple but effective combo trials are an elegant tutorial solution that I wish more fighting games had
The humble combo trial is a time-honoured tradition in fighting games. It's a quick and relatively easy way of trying out a new character, feeling out their general flow and kit in a low-pressure environment.
They are, also, fundamentally useless. The combos in question are rarely optimal, and often devolve into simply playing Simon Says a dozen times before throwing yourself to the wolves of online matchmaking and hoping for the best. I can't speak for anyone else, but I rarely retain any of the stuff I pick up during combo trials, and usually end up defaulting to the likes of Dustloop or trusted YouTube tutorials to figure out how to actually play a character.

That doesn't exactly change in Marvel Tōkon. It still presents you with basic moves, combos, and assist combos that you'll do once and move on from, the likelihood of carrying them over into real scenarios next to zero. But Tōkon also includes something that I really like, and sincerely wish other fighting games included: a series of challenges that force you to think about the tools you've been given, and how best to implement them.
Each character trial in Tōkon wraps up with five "Level-Up Missions". Instead of laying out all the inputs for you, the missions instead present you with a handful of criteria and leave you to cook up the combos yourself. Maybe you need to start or end with a certain string, or ensure you're throwing in a particular move or hitting a certain damage threshold during the combo.
In reality, it's something you can probably just go ahead and look up if you really don't want to bother with it. But I like the fact that, even with the inclusion of basic combo trials, the Level-Up Mission is something that tries to challenge you to cook something up yourself. It's arguably one of the best parts about a fighting game–even if everybody ends up using the same BnBs and optimal combos in the end, figuring things out and playing around with a character's kit is a great way to understand their fundamentals even if you don't come to the most min-maxxed conclusion.

And the best part is, these Level-Up Missions are genuinely tough. While the early stages mostly require you to start with a string, add one move, and end with a certain damage number, the later ones stack far more requirements on you. That's when you really have to start thinking about things like your meter, assists, jump cancels, and damage scaling to squeeze the absolute most you can out of these challenges.
Again, are these Level-Up Missions going to have much impact once you get out there against real players? Probably not, but they at least require you to interact with the systems that Tōkon throws at you. Especially in a fighting game, where tutorialisation is still kinda rubbish and mostly consists of multiple text boxes bombarding your brain all at once, sitting down and puzzling out how to really maximise my damage in one combo—including whatever parameters Tōkon wants from me—at least helped stuff stick a helluva lot more than it would have otherwise.
Having a relatively open-ended goal and then handing you the entire toolkit to accomplish it instead of simply following a piece of paper feels much closer to how fighting games actually shake out in real time. Tōkon's Level-Up Missions are such a simple yet smart way to navigate it, I hope it's a feature more fighting games crib from in the future.
