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503 articles

Baldur's Gate 3 Player Loses 60-Hour Honour Mode Run In The Worst Way Possible

This article contains spoilers for Act Three of Baldur's Gate 3. A Baldur's Gate 3 player online has made the common mistake of trying out something new in Honour Mode, only to lose their run 60 hours into it in the most heartbreaking way possible. After getting all the way to Act Three of Baldur's Gate 3 , curiosity got the better of them, leading to the end of their run.

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Halo: Campaign Evolved shows love for Craig, the ugly brute who became an internet meme after Halo Infinite's controversial first demo

Remember Craig? The ugly alien brute from Halo Infinite who immediately became subject to droves of online ridicule before eventually becoming a loveable internet meme? Halo: Campaign Evolved has now canonized the horrid internet icon, and perhaps even explained why he looks like that . There are many hulking brutes stomping around the Halo games, but some fans are now convinced that they've had found Craig himself hidden in the newly-released Halo: Campaign Evolved because A) most brutes aren't completely bald and B) not all brutes are that unmistakably fugly. @Halo Is that Craig? πŸ‘€ pic.twitter.com/zZavaCm6B8 July 23, 2026 https://www.youtube-nocookie.com/embed/Hx8WZ37VvO4 In one of the remake's new prequel missions, Master Chief can stumble upon liquid-filled pods containing various brutes who have likely been experimented on by their Covenant overlords. Zoom in closely and you'll see that one of them looks very much like our poor old Craig, sad frown and all. There you have it, then - Craig isn't ugly because Halo Infinite's first gameplay demo wasn't really ready to be shown off. Craig's ugly because he's the victim of genetic alteration and who knows what else? You bully. How he got out of that pod, survived the entire Covenant-UNSC-Flood war, and eventually became a Banished trooper getting whacked in the face by Chief on a faraway ringworld is still a mystery, however. Perhaps we'll need to wait for another Halo remake , which is looking increasingly likely, to find out the full story. Halo: Campaign Evolved is still available in early access to owners of the Premium Edition only. The full game launches July 28, so be sure to check out what time Halo: Campaign releases in your region. You can also find information on how to pre-load Halo: Campaign Evolved with our handy guide. Here's all the Halo Campaign Evolved changes and new features compared to the original Combat Evolved. [/url]

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God Of War 6 Has Been Confirmed

The God of War franchise is officially back and more alive than ever, though fans have been a bit divided over the release of God of War Laufey , which got an extensive gameplay reveal trailer earlier this year at PlayStation's June 2026 State of Play. While we knew that it was deep in development, it wasn't clear exactly when Laufey would be released , and it raised many questions about Kratos's fate and the future of the franchise.

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Warhorse Studios Registers Kingdom Come Salvation Trademark

Warhorse Studios has officially filed a trademark for Kingdom Come Salvation in Europe, which could be the title of the

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"The desire for a world you can escape to is stronger than ever": How MMORPGs are flourishing in a multiplayer landscape dominated by live-service shooters

It's a very risky time to release a multiplayer video game. The 'live service' scene has become inundated with hundreds of titles trying to replicate the success that a select few established games have found. The likes of Fortnite and Call of Duty still dominate the scene, making it seem impossible for newcomers like Concord or Highguard to break in. That's not to mention the number of legacy games that simply can't sustain themselves with the rising costs of development, including Destiny 2, which received its final update earlier this year . So much of the video game industry is increasingly dangerous and volatile , but one genre has flourished for decades – MMORPGs. As live service games try to hold onto their share of committed players for longer, the developers of the best MMORPGs have had to find new ways to evolve. To better understand how, I spoke to the leads of three of the longest-running modern MMOs – Final Fantasy 14, Elder Scrolls Online, and Warframe – to unpack how the genre has changed amidst the landscape of multiplayer games. (Image credit: Bethesda) Building a world The MMORPG genre began its rise to prominence in the '90s and many developers have tried to play in the massively multiplayer online space since, but precious few have had any real staying power. It's the games which cleanly carve out a niches, and then double down on serving that fanbases, which have any chance at survival. It's a challenge that Nick Giacomini, game director of The Elder Scrolls Online, is well acquainted with. "The MMORPG genre isn't going away any time soon. MMORPGs are homes for players in a way that most genres just aren't. It's right there in the name: they're massive. The sheer scale of these games gives you a space to truly inhabit, while the community makes it feel alive," says Giacomini. "That said, the genre is challenging right now, particularly for new games. Creating an MMORPG is a monumental undertaking, and few new MMOs have been able to break through. And on the one hand, the rise of live-service games has made this more challenging. There are so many incredible games to choose from right now, so why should players choose your game when they have so many amazing options?" https://content.jwplatform.com/players/uEKkF8UT.html That's a sentiment echoed by Warframe creative director Rebecca Ford, who feels there is a new window of opportunity for MMOs. First launched in 2013, Warframe's slow and steady growth has proven it as one of the juggernauts of the genre, able to carry on where others haven't. It might simply be good timing, but the idea of a game that players can "regularly" come back to, as a sort of daily, weekly, or monthly habit, has become more and more attractive in recent years – especially as the cost of everything goes up. "There's really no place for confidence in the current ecosystem; nothing is guaranteed. The younger generations of gamers have not been exposed to the dominant MMO era, yet the strongest MMOs still stand. 'Interest' in genres comes and goes, but typically, the interest cycles happen much faster because games and hardware were iterated on more quickly," says Ford. "This means people stick with their comfort games for longer, and devs can work on the same IPs longer. In another life, Warframe would already be on 'Warframe 4', but the conditions of our evolution mean we did not need to sprout gills, so to speak, to evolve. Other genres have certainly impacted interest, as have development costs." Digital Extremes Bethesda Legacy MMOs like Final Fantasy 14, Guild Wars, Runescape, World of Warcraft are now ingrained into the fabric of online gaming culture and have established, loyal fan bases. The sheer size and nature of the time commitment MMOs have may, in turn, be the secret to their success. Players have to commit to an MMO to some degree, after all. "MMOs still have several characteristics that could contribute to longer lifespans. For example, unlike games that run on peer-to-peer connections, MMOs have massive servers containing a tremendous number of assets – not just item and character data, but also game systems like player housing and friend lists," says Final Fantasy 14 producer and director Naoki Yoshida. "When an MMO becomes a hit success, that boosts the number of long-term players and helps stabilize operations, so I can see how those factors often lead to MMOs having longer lifespans. That said, there are still countless MMOs that rose and fell. In the end, all online services have a common principle: they need to have long-term stability and an entertaining experience in order to endure." The younger generations of gamers have not been exposed to the dominant MMO era, yet the strongest MMOs still stand Rebecca Ford, Warframe creative director It's no coincidence that Final Fantasy 14, The Elder Scrolls Online, and Warframe are undergoing massive shifts in gameplay or ideas at the moment. In accordance, all three of these developers see some kind of symbiotic relationship with live-service titles. Giacomini notes that live service games are helping the MMO genre by "expanding and normalizing the space," while Yoshida says the "boundaries" between MMOs and other genres are becoming more "ambiguous." The influence live-service games have had may not be obvious or tangible, but it's there nonetheless. "Today, live service games are mainstream. They've normalized the idea of games as a hobby, a place to hang out with friends, and a world that evolves over time. They've introduced MMO-lite concepts to millions of people who may have never considered themselves MMO players," notes Giacomini. (Image credit: Square Enix) But the other crucial piece of success to the future of MMOs, stressed by all three of these developers, is a passionate community – but more importantly a community that the dev teams themselves can sort of "work" with. The studios behind Warframe, ESO, and FF14 have all opted for transparency, keeping very little to the chest in favour of constant communication with the playerbase, and an open dialogue on what said players want. "Our players know exactly what they want. They are our 'boss' at the end of the day, and our game is only ever as good as our last update. From the very beginning, we've been transparent and flexible with them, almost every month for nearly 200 announcement-filled Devstreams," says Ford. She adds: "If we announce a feature and players hate it, we are prepared to scrap it or work collaboratively with them to find the Goldilocks version that feels right for Warframe. We as creatives will always try to take big swings with new things and cross our fingers that they land well. But if we miss the mark, we are always willing to hear our players out and iterate on the idea into something we all love, as devs and players." (Image credit: Square Enix) "A balancing act" There's a fine line to tread between retaining the experience players love, but still being experimental and ambitious enough to try new ideas. With a lack of growth, even a successful MMO can grow stagnant, or fail to attract new players. Change is often a scary word in the realm of tech and games, something that connotes that you're losing something, especially daunting when it's a game you've sunk days, if not weeks and months, of your life into. But a particular, and noticeable, shift in MMOs has been to accommodate a wider variety of players. But a particularly fascinating part of this is these long-running games having to essentially "age up" with their players. Giacomini assets that, as live-service and multiplayer games continue to appeal to young audiences and new players, longstanding MMOs have had to adjust for players whose lives have quintessentially changed across a decade or two. "If your design ethos doesn't change over ten years, you're going to get left behind," he explains. "Players who started playing with us a decade ago are at a different stage in their lives now, and we have to evolve to provide them with what they're looking for today. Player expectations have also shifted based on what successful new games are bringing to the table. Trying to make sure that every moment players spend in our world feels worthwhile requires change." (Image credit: Bethesda) "It's definitely a balancing act. If you push too much unwanted change, the game becomes unrecognizable, and you risk alienating your core players. But if you don't change enough, you become formulaic and risk boring them. MMORPGs feel very different today than when I first started playing over 20 years ago. They're recognizable but fundamentally evolved. And I think that kind of continuous evolution is what innovation is going to look like for successful games in the genre." Speaking to these key creatives, they've all reached similar philosophies in different ways. Both Ford and Yoshida note that the support and deep involvement of their respective communities is the key piece that keeps these games moving. All three stress the need for 'rewarding' experiences, ensuring the time players invest in their game feels well-spent. The development of each of these games revolves around player feedback, but trying to integrate that with the idea of experimenting and finding things that will surprise even players who have spent 10 years on a game. Digital Extremes Square Enix Ford points to FF14 as a prime example of a game that's adapting to the needs of players, saying it's great to "see them [the FF14 dev team] focus on what they're good at, like Raids, at large scale." But she also stresses the need for integral change. Ford says there's one crucial way MMOs need to keep experimenting. "Get weird! Go left instead of right, but always, always be ready to work with your community, not for or against them. Nothing is ever set in stone. Game design trends will always be in flux, whether that be due to advancements in technology or changes to player habits due to things happening in the world or their personal lives," Ford says. "We kind of joke about this. You don't want to see the current Warframe leads – me and Pablo Alonso, our design director – try and make a PVP mode again. Even if players think they want it, we simply aren't good at it, so we can't innovate with hero shooter genre appeal, so we have to try other things!" The desire for a world you can live in and escape to is stronger than ever Nick Giacomini, The Elder Scrolls Online game director FF14 is in the midst of one of those moments, with upcoming expansion Evercold making some of the biggest, most sweeping changes the MMO has seen since its relaunch as A Realm Reborn in 2013. And while Yoshida notes that his approach to developing FF14 has undoubtedly changed over the past decade, in a way, that's secondary to how the studio tweaks the game as a whole. Because the community has become such an ingrained part of FF14's identity, it's more about knowing when to hold off on major changes, and when to push forward. "For our upcoming expansion, Evercold, I chose to steer FF14 towards 'change' in pursuit of creating even more enjoyment and evolving further. I felt that, in terms of mindset and time, we were prepared to update the gaming experience to be more enjoyable and comfortable for our players and their lifestyles," Yoshida says. "Our lifestyle routines are constantly changing, and the rate of change only keeps accelerating. But making sudden changes to try and keep up with that pace can be harmful to our operations, like how making sharp turns while driving fast tends to lead to accidents. Making these judgment calls is a constant part of overseeing FF14." However, Yoshida says his approach might be completely different if he was making something from scratch, adding, "Incidentally, if I were to develop a new online live service title from scratch, I'd be challenging myself to tackle completely new game designs and values." But cutting through all the noise, there seems to be one universal truth to the success of MMOs – something that none of these teams have forgotten even as they try to shift and adjust to changing player expectations. And it's especially attractive in light of so many multiplayer games that lean into short bursts of excitement, battle passes, and an ever-changing experience. "The industry is more crowded now, but the desire for a world you can live in and escape to is stronger than ever," says Giacomini. "And if MMORPGs can evolve to meet players where they are and ensure the time they invest here feels worthwhile, the genre will thrive for decades." Read This Next: Guild Wars 3 may have cracked the MMO code for tired millennials The Bastion is Final Fantasy 14's first new job for Evercold, a hulking tank with a shield and gun on each arm I have finally become an MMO convert after diving into Warframe for the very first time in 2026 [/url]

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DnD rival Pathfinder reaches new agreement with Archives of Nethys

Pathfinder has always been touted by diehard fans of DnD alternatives as the standard of a fantasy TTRPG. Though it has roots in Dungeons and Dragons 3.5e, the TTRPG has since grown into a franchise all its own. However, controversy sparked in the community when the team behind Archives of Nethys, a popular resource for all things Pathfinder, announced an end to its partnership with Paizo. The termination meant losing access to loads of artwork and early access to Pathfinder books. Read the full story on Wargamer: DnD rival Pathfinder reaches new agreement with Archives of Nethys

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Modding wizard creates Grand Theft Auto multiverse that lets players travel instantly between Rockstar's first three games: 'We got inter-GTA portals before GTA 6'

s a series, Grand Theft Auto has spent decades cycling between the same three locations, with each variation of Liberty City, Vice City and San Andreas being more detailed than the last. But players haven't been able to explore all three locations at once since the release of the original... Read more.

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Assassin's Creed Black Flag Resynced Players Discover Incredible Secret Detail

Assassin's Creed Black Flag Resynced players have spotted a new detail that takes place after sinking a ship that completely shows the depth of this remake. Of course, with so many copies sold of Assassin's Creed Black Flag Resynced , there's nothing really getting past fans.

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Castlevania: Belmont's Curse will target 30fps on Switch and 60fps on PS5, Xbox, and PC

Konami's website reveals the storage space and frame rate targets for Castlevania: Belmont's Curse on all platforms.

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Assassin's Creed Black Flag Resynced director isn't ruling out a Mirage-style challenge system: "We've looked into this one quite a bit"

The director of Assassin's Creed Black Flag Resynced is looking into adding a challenge system to the pirateventure, like the one Assassin's Creed Mirage eventually got, but he's not promising anything just yet. Asked about bringing back a series feature that let fans replay missions with new challenges and requirements, in an interview with JorRaptor , game director Richard Knight says he thinks it "would be awesome." Assassin's Creed Mirage actually got a post-launch update with the same challenge system last year, which offered unique challenges for contracts and black box missions. One challenge might have disabled Eagle Vision for the entire mission or asked you to slide a hidden blade into your main target while going undetected - they were essentially cool modifiers that gave mission replays some extra spice. https://www.youtube-nocookie.com/embed/jiNNAlorH_o "We've looked into this one quite a bit," Knight adds. "I can't promise anything on it just because it exists in Mirage, but it doesn't exist in the modern Anvil [Engine]. So, it's like new tech, right? They do have a solution. We do roughly see how it works, but it's going to take time to understand if it's something we can build or how long it would take." Part of Knight's desire to add tougher mission constraints and replayable challenges to the stealth game comes from his time on the Hitman titles, a series renowned for those sorts of open, free-flowing, flexible assassination sandboxes. "You know, personally, as someone who used to work on Hitman and has played a lot of Hitman and likes seeing the speedrun timer on screen, I think it's a very interesting way to play a game," he explains. "But, yeah, no promises on that one." Seeing a similar system implemented into Assassin's Creed Black Flag Resynced isn't entirely impossible. Ubisoft confirmed that a New Game Plus mode is on the way , and the team apparently have a bunch of other DLC ideas as well. At 3.5 million sales, Assassin's Creed Black Flag Resynced beat Ubisoft's full-year expectations in 2 weeks with "historical" PC performance [/url]

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MindsEye has multiplayer and a grenade football mode now, which the handful of people still playing it will no doubt be thrilled to hear

Despite a poor reception , weak sales, and losing publisher IO Interactive , developer Build a Rocket Boy hasn't given up on its open world shooter MindsEye . Which might be commendable, were it not for the multiple rounds of layoffs , the wild conspiracy theories emanating from its executives, and allegations from former workers that spy tech was covertly installed on their machines... Read more.

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God Of War Panel Reveals Kratos’ Future, God of War: Laufey Release Date

Santa Monica Studios brought Faye and Kratos to San Diego Comic Con to talk more about the upcoming God of

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Previous Call of Duty titles "got away from that 'big war' feeling." Treyarch promises that Modern Warfare 4 "goes back to its roots"

Infinity Ward boss Mark Grigsby discusses Modern Warfare 4's story and DMZ mode, and reflects on IW's old rivalry with Black Ops' Treyarch. Read the full story on PCGamesN: Previous Call of Duty titles "got away from that 'big war' feeling." Treyarch promises that Modern Warfare 4 "goes back to its roots"

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The FF14 Bastion is our first new Evercold job - here's everything Yoshi-P announced in the Fanfest Berlin keynote

In his Fanfest Berlin keynote, Yoshi-P gave us a look at more of FF14 Evercold, the FF7 crossover raid series, and the new Bastion tank job. Read the full story on PCGamesN: The FF14 Bastion is our first new Evercold job - here's everything Yoshi-P announced in the Fanfest Berlin keynote

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The Final Fantasy 7 Remake series comes to Final Fantasy 14 as part of Evercold's new raid series, and veterans of the OG JRPG are involved

A new Final Fantasy 14 Evercold raid has been confirmed, and it features none other than a crossover with the Final Fantasy 7 Remake series. As part of Final Fantasy 14's Fan Fest celebrations in Berlin, Naoki 'Yoshi-P' Yoshida revealed that an Evercold raid will be called Beyond the Lifestream. If that's not enough of a hint, that does indeed mean the critically acclaimed MMO is getting a Final Fantasy 7 Remake series crossover. As part of the reveal, Final Fantasy 7 Revelation lead Naoki Hamaguchi joined the stage to reveal more details. You're getting three tiers, with the first starting in update 8.01. Additionally, there will be three difficulty levels. The standard Normal and Savage difficulties, and a new difficulty that's new to Evercold that's designed to bridge the gap between the standard two. Additionally, OG Final Fantasy 7 writer Kazushige Nojima is acting as story supervisor to make sure everything fits. Naturally, OG Final Fantasy 7 art icon Tetsuya Nomura is also getting involved. Somewhat related, though amusing for sure, but we've also found out that Final Fantasy 14's version of the Gold Saucer is getting additional games, like a typing game that's Final Fantasy 7-related to start, of course. Brush up on your vocab, folks. There are outfits to be unlocked, starting with Tifa and Barret's duds. That's about it for now, but you can expect plenty more details as we get closer to Final Fantasy 14's Evercold expansion, which releases in January 2027. The Bastion is Final Fantasy 14's first new job for Evercold, a hulking tank with a shield and gun on each arm. [/url]

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New God of War Game With Kratos Officially Announced

The next mainline God of War game featuring Kratos has officially been confirmed by Santa Monica Studio head of creative Cory Barlog. It's expected to arrive after the upcoming God of War Laufey , bringing back the iconic character after a short hiatus.

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Valve begin improving account switching in the latest Steam Beta

Account switching is still not great on Steam but it seems Valve are aware and have started making some tweaks to make it a smoother experience. Read the full article here: https://www.gamingonlinux.com/2026/07/valve-begin-improving-account-switching-in-the-latest-steam-beta/

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GE-Proton 11-3 brings better OptiScaler integration, AMD FSR4 improvements and lots of game fixes

GE-Proton 11-3 (and 11-2 just before) is a huge release for the popular compatibility layer for SteamOS / Linux. Read the full article here: https://www.gamingonlinux.com/2026/07/ge-proton-11-3-brings-better-optiscaler-integration-amd-fsr4-improvements-and-lots-of-game-fixes/

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Wine 11.14 brings improvements for DirectSound, BCrypt, FreeBSD

The Wine 11.14 development release is officially out now bringing with it an assortment of new features to improve Windows apps / games on other platforms. Read the full article here: https://www.gamingonlinux.com/2026/07/wine-11-14-brings-improvements-for-directsound-bcrypt-freebsd/

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The Bastion is Final Fantasy 14's first new job for Evercold, a hulking tank with a shield and gun on each arm

The first new Final Fantasy 14 job of Evercold has been revealed, and it's a tank called the Bastion that blends high fantasy and mechanical aesthetics. As part of the European leg of Final Fantasy 14 Fan Fest, producer and director Naoki 'Yoshi-P' Yoshida has taken to the stage once more to continue the drip feed of what's coming to the MMO in its next expansion. In this case, Final Fantasy 14 Evercold. Back at the American leg of Fan Fest, we found out that Final Fantasy 14 would be getting two new jobs in Evercold – something for tank fans, something for DPS fans. Yoshi-P also revealed that these new classes would be something new to the Final Fantasy series, so no throwbacks here. Now, we know what one of them is. As part of a new trailer, Square Enix has revealed that Final Fantasy is getting a new tank job that not only has a shield on each arm, but can also fire 'em both off as guns. Our first glimpse of the new job in action came from an extended version of the Evercold trailer, which opened the Berlin Fan Fest keynote. While Yoshi-P did appear in his cosplay to further tease the job, we had to wait just a little while longer for some more details, and it was worth it. We first see a glimpse of some of its moves, blending up-close-and-personal combat with the ability to fire off its weapons from a bit of a distance. From vibes alone, it looks like it'll hit like a truck. If you're keen to start Evercold as the Bastion, you'll want to make sure you're level 90 and around Limsa when the expansion releases in January 2027. Additionally, as touched upon at the last Fan Fest, this job will use the MMO's new streamlined moveset. https://www.youtube-nocookie.com/embed/uaZlrprwSq4 The job news might not be a total surprise to some clever Final Fantasy 14 fans. As is tradition, Yoshi-P teased what jobs were to come with a t-shirt he made everyone aware of at the last Fan Fest. Now, the t-shirts aren't typically an obvious giveaway. For Dawntrail, Yoshi-P wore a Ninja Turtles t-shirt to tease the upcoming artist job. It wasn't to tease that some sort of Ninja job was on the way – that'd be too obvious, and the MMO already has it – rather, the clue was that each turtle is named after an artist. For Evercold, we got a picture of A Realm Reborn antagonist Rhitahtyn sas Arvina with a 'guess who's back' caption above it. Fans quickly assumed this was leading us to the tank job , with theories ranging from something obvious like a gunshield user to grander theories – like something hammer-based due to Ritahtyn sas Arvina's name translating to "judge" in the Roegadyn language. And, of course, the expansion being Norse themed. Amusingly, Yoshi-P himself said that some fans already guessed what the jobs were back in Anaheim. Naturally, he didn't confirm which guesses were correct. Regardless, that's one job down, and some were, of course, correct. When the Japan leg of Final Fantasy 14 comes around, we'll find out the other. Final Fantasy 14's Evercold expansion releases in January 2027. Final Fantasy 14's Third Walk raid starts with FF11's most infamous boss being bodied in a cutscene because a raid designer wanted to show off the true strength of your first foe. [/url]

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