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	<title>Rage 2: Every Ark Location - Versionsgeschichte</title>
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		<title>IleneBanning0 am 4. März 2026 um 11:05 Uhr</title>
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		<updated>2026-03-04T11:05:07Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← Nächstältere Version&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;Version vom 4. März 2026, 11:05 Uhr&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot; &gt;Zeile 1:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Zeile 1:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class='diff-marker'&gt;−&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;There's something else to consider, too, when looking at a potential development timeline for Death Stranding 2 . Kojima probably &lt;/del&gt;has &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;other projects planned or already in development. This will push production on Death Stranding 2 back even further than expected, meaning &lt;/del&gt;that &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;it might not come &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;fruition until &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;end &lt;/del&gt;of the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;PS5 life cycle. Kojima seems &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;prefer to work on one project at a time&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;so fans should probably not hold their breath for a sequel even being announced anytime s&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;When &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;BB in Death Stranding gets upset, &lt;/del&gt;it &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;starts crying through the DualShock 4 microphone&lt;/del&gt;, which &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;can be annoying&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;It&lt;/del&gt;'s &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;reminiscent &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Mario crying &lt;/del&gt;in &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;the Yoshi&lt;/del&gt;'s &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Island games&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;and while using motion controls to calm it &lt;/del&gt;is &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;kind of neat the first few times, it gets old quick, not unlike the encounters with &lt;/del&gt;the &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Although it seems that Geralt is in &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;realm that is physically real since he fights enemies and picks up items&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;it seems &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;be equivalent &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;real-life virtual reality, &lt;/del&gt;in &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;a few similar ways&lt;/del&gt;. The &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;fact that players are able &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;fight enemies &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;pick &lt;/del&gt;up &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;items in the first place creates a situation that is very confusing for &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;lot &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;players &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;may lead them to believe that &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;land is actually physical in some way; &lt;/del&gt;however&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, it is nothing more than a complicated illusion&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;We found Death Stranding 's mountain views particularly impressive&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;especially when moving Sam through thick snowdrifts in &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;middle of &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;heavy blizzard. Despite how good they look&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;though&lt;/del&gt;, the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;mountain areas &lt;/del&gt;in the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;game are especially tedious to travel &lt;/del&gt;through &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;when making long deliveries. Imagine spending 20 minutes trying &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;deliver packages across extremely rough terrain, only to accidentally slip, have &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;packages fall and break&lt;/del&gt;, and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;then have to start &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;entire delivery over from scratch. There's nothing fun about &lt;/del&gt;that&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, though at least the gorgeous views make these moments &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;little less frustrating than they would &lt;/del&gt;be &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;otherw&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;There are some technical issues we ran into&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;but otherwise combat works well in Death Stranding &lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Combat is pretty basic overall&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;with not &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;lot &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;shooting since players are discouraged from killing anyone, but it still adds some variety &lt;/del&gt;to the gameplay, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;and there are some boss fights where players are allowed to let loose &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;bit more with Sam's arse&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The next entry &lt;/del&gt;in the Fable &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;series has finally been announced&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;but given how little of it was shown, speculation is running rampant. Fans are postulating &lt;/del&gt;on &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;just what &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;game will be like&lt;/del&gt;, and a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;big question surrounding it &lt;/del&gt;is &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;what &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;release window will look like&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;At &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;moment, there &lt;/del&gt;is &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;literally nothing &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;go off &lt;/del&gt;of&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, as &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;last &lt;/del&gt;Fable game &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;released was Fable Fortune and &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;rest didn't follow any particular pattern. With &lt;/del&gt;that in &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;mind&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;everything herein and found online &lt;/del&gt;is &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;most likely speculation, &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;fans should take everything they see &lt;/del&gt;with &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;a grain of salt unless it comes from an official sou&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Arks are essentially large vaults for you &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;encounter &lt;/del&gt;in &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Rage 2 &lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Every &lt;/del&gt;one of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;them contains &lt;/del&gt;a &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;number of useful items and weapons to help you master &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;wastes &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;beat &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;game. There are 14 in total with eight containing Nanotrite Abilities and six having weapo&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Kojima &lt;/del&gt;and &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Sony have always had a special relationship: most of his games have been PlayStation exclusives&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;No one was surprised when Kojima announced that Death Stranding would be a console-exclusive [https://WWW.Starrailcentral.com anime game Tips] on the PS4. If and when Kojima announces an official sequel, expect &lt;/del&gt;it to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;be a console exclusive for the PS5. Considering that Sony seems &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;be losing some of its other exclusive developers&lt;/del&gt;, the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;company will probably bend over backward &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;keep &lt;/del&gt;their &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;relationship with Kojima intact: Death Stranding 2 as an exclusive could undoubtedly convince gamers to adopt the &lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Connecting the different outposts and isolated cities through the Chiral Network is another way that Death Stranding stresses its theme of cooperation&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Each new person &lt;/del&gt;that &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;is brought into the fold has a helpful item or upgrade for Sam&lt;/del&gt;, with &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;generous rewards doled out on a regular basis&lt;/del&gt;. These &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;items make Death Stranding progressively &lt;/del&gt;more &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;fun &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;play&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;like an exoskeleton &lt;/del&gt;that &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;makes &lt;/del&gt;it &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;a bit easier to carry a lot &lt;/del&gt;of &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;cargo without having to constantly balance Sam&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;or access to vehicles &lt;/del&gt;that &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;can make those long walks much shorter&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;It's clear that Kojima made those first 10 hours of Death Stranding so boring and tedious on purpose &lt;/del&gt;to &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;hammer in &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;game's theme of how cooperation is beneficial&lt;/del&gt;, and while some &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;may scoff at &lt;/del&gt;that&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;, it's a pretty clever way for &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;game to make a point using gameplay instead of just in cut-sce&lt;/del&gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del class=&quot;diffchange diffchange-inline&quot;&gt;The Vineland &lt;/del&gt;Ark &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;is &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;first one &lt;/del&gt;you &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;encounter in &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;game as part &lt;/del&gt;of the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;main story&lt;/del&gt;, the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;only way you can miss this one is if you don’t play or make any progression whatsoever&lt;/del&gt;. &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;It contains &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Dash Nanotrite &lt;/del&gt;which &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;is essentially a dodge maneuver on stero&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;&amp;lt;br&amp;gt;As Death Stranding players deliver packages in &lt;/del&gt;its &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;giant open world&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;they will discover that it's not quite as empty as it seems on the surface. The world &lt;/del&gt;is &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;littered with ghost-&lt;/del&gt;like &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;creatures called BTs (Beached Things) that can summon a black tar substance &lt;/del&gt;to attack &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;Sam&lt;/del&gt;. The &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;first few encounters &lt;/del&gt;with &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;BTs are pretty intense&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;as they're invisible unless Sam is standing completely still, and he has to hold his breath just to sneak past them. However, these BT encounters quickly go from intense to being minor nuisances when it becomes apparent that sneaking past them is actually very easy. Later in &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;game players even get a tool that lets them kill BTs&lt;/del&gt;, &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;which makes them even less threatening. They will easily catch players if they try to speed through &lt;/del&gt;the &lt;del class=&quot;diffchange diffchange-inline&quot;&gt;BT-infested areas, though, so really their main function is to force players to slow down and make the long walks even longer. Getting caught by BTs will make Sam drop his cargo and can easily result in a game over, which can be terribly frustrating when it happens during a particularly long walk. For these reasons, we found ourselves greeting each BT encounter with an eye roll before too l&lt;/del&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class='diff-marker'&gt;+&lt;/td&gt;&lt;td style=&quot;color: #222; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;This pistol &lt;/ins&gt;has &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;an awesome design &lt;/ins&gt;that &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;is sure &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;make jaws drop around the player. Not only does &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;look &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;it show that &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Hero isn't &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;be messed with&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;but the story behind it is just as intimidat&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Of course, taking this less serious approach in &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;game's design makes &lt;/ins&gt;it &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;fun and a little bit lighter to play&lt;/ins&gt;, which &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;is why Playground Games should not remove this from the upcoming title&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Luckily, it appears that Fable&lt;/ins&gt;'s &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;new developer has no intention &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;taking a serious approach &lt;/ins&gt;in &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Fable&lt;/ins&gt;'s &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;design&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;which &lt;/ins&gt;is &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;clearly seen just from &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;debut trailer alo&amp;lt;br&amp;gt;&lt;/ins&gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;As this year winds to &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;close&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the time has come &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;talk about the best titles &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;release &lt;/ins&gt;in &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the last 12 months&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;From the likes of Star Wars Jedi: Fallen Order and &lt;/ins&gt;The &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Outer Wilds being welcome surprises, &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;games such as Anthem &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Wolfenstein: Young Blood winding &lt;/ins&gt;up &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;majorly disappointing, 2019 has been &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;year full &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;shocking moments &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;utterly sensational new experiences. One question lingers above all &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;rest, &lt;/ins&gt;however. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Which game was definitively the best of 2&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Before long&lt;/ins&gt;, the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;game became &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;slam-dunk with critics and audiences alike, its fans citing the game’s exceptional set-pieces&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;unique tone&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;and weighty combat as yet another example of Remedy completely knocking it out of &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;park. They’re not wrong either. Whether engaging &lt;/ins&gt;in &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;a high-stakes face-off with a murderous fridge, first learning &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;immensely satisfying telekinesis move , or battling &lt;/ins&gt;through &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;a constantly shifting maze while listening &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;a heavy metal ballad reciting &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;story so far&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Control is consistently surprising &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;overflowing with stand out moments. It represents &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;weird and wonderful brilliance &lt;/ins&gt;that &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;makes Remedy such a phenomenally distinct studio and is easily &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;worthy candidate to &lt;/ins&gt;be &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;crowned this year’s best ti&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;However&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Playground Games might also take this up a notch and add more complicated action RPG elements to spice up gameplay&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;For instance&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the new Fable game can have &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Ghost &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Tsushima limited UI approach &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;fully unleash &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Unreal Engine's cinematic &lt;/ins&gt;gameplay &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;potential. Likewise&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;they can opt for challenging gameplay &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;la Dark Sou&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Another area that the new Fable game could improve on is the impact that choices players make will have on the story and other characters &lt;/ins&gt;in the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;[https://www.starrailcentral.com anime game reviews]. Although previous &lt;/ins&gt;Fable &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;games did provide players with some choices&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;their consequences don't really have an impact &lt;/ins&gt;on the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;grander scheme of things&lt;/ins&gt;, and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;they don't even matter in succeeding games. A good example of &lt;/ins&gt;a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;choice system that Playground Games could adopt &lt;/ins&gt;is &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;that of the Dragon Age franchi&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Throughout Fable's long history, the franchise has featured amazing characters that players can encounter. However, many noted how lackluster &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;world itself can be&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;One thing that Playground Games could improve in &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;upcoming Fable game &lt;/ins&gt;is to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;offer a true open-world environment that not only offers tons &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;exploration opportunities but also a world that feels al&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;One thing that Playground Games should retain in &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;upcoming &lt;/ins&gt;Fable game &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;is &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;humor &lt;/ins&gt;that &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;made the franchise stand out &lt;/ins&gt;in &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the first place. In previous installments&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;every element of the game's world &lt;/ins&gt;is &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;infused with humor such as item descriptions &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;quests that are filled &lt;/ins&gt;with &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;little jo&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;The Quake Hill Ark is the closest &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Vineland &lt;/ins&gt;in &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the Twisting Canyon almost directly east of it&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;To find this &lt;/ins&gt;one &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;you need to first discover the small grey building on the edge &lt;/ins&gt;of a &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;cliff. Go through &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;building, over a bridge that collapses &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;you’ll find &lt;/ins&gt;the &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Players that like being adored &lt;/ins&gt;and &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;being social with villagers are sure to love The Typo&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Not only can &lt;/ins&gt;it &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;do up &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;129 damage &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;enemies&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;but &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;bonuses are also easy to do for those that like talking &lt;/ins&gt;to their &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;loyal subje&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;For combat, players get a bonus for this hammer just by using flourishes to kill 100 enemies&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Besides &lt;/ins&gt;that, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;they can interact with villagers until they make friends &lt;/ins&gt;with &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;30 people, and have 5 people love them&lt;/ins&gt;. These &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;bonuses let players earn &lt;/ins&gt;more &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;guild seals and money when they fi&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Although Fable is now confirmed &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;be in development&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;there is still not much information players know about the upcoming game except &lt;/ins&gt;that it &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;is being developed by Playground Games and will release on the Xbox Series X and PC. As &lt;/ins&gt;of &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the moment, the upcoming game is not called Fable 4 but simply Fable &lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;which suggests &lt;/ins&gt;that &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;the newest entry may be a reboot of the fantasy RPG franchise&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Given this, Playground Games has the opportunity &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;rebrand &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;franchise altogether&lt;/ins&gt;, and while &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;players still don't know what will change, here are &lt;/ins&gt;some &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;essential things &lt;/ins&gt;that the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;newest entry should h&amp;lt;br&amp;gt;&lt;/ins&gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;This is the only &lt;/ins&gt;Ark &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;found inside &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Dune Sea Region, if &lt;/ins&gt;you &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;head west from Junker’s Pass it’s on &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;other side &lt;/ins&gt;of the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;small pond connected to the ocean&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;and it’s almost directly south of &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Spikewind Ark&lt;/ins&gt;. &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;It’s underneath a building that’s accessed through a darker part of &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;structure &lt;/ins&gt;which &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;will trigger an al&lt;/ins&gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;While Ice Storm on &lt;/ins&gt;its &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;own is like being hit with a bunch of little ice daggers&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;Blades &lt;/ins&gt;is like &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;an upgrade &lt;/ins&gt;to &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;this &lt;/ins&gt;attack. The &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;same usual cloud appears over enemies and attacks &lt;/ins&gt;with &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;ice&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;but at &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;same time&lt;/ins&gt;, &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;blades appear around &lt;/ins&gt;the &lt;ins class=&quot;diffchange diffchange-inline&quot;&gt;pla&lt;/ins&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>IleneBanning0</name></author>
		
	</entry>
	<entry>
		<id>http://dustlikestars.de/index.php?title=Rage_2:_Every_Ark_Location&amp;diff=19520&amp;oldid=prev</id>
		<title>DarioWearne32: Die Seite wurde neu angelegt: „&lt;br&gt;There's something else to consider, too, when looking at a potential development timeline for Death Stranding 2 . Kojima probably has other projects planne…“</title>
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		<updated>2026-03-04T10:50:23Z</updated>

		<summary type="html">&lt;p&gt;Die Seite wurde neu angelegt: „&amp;lt;br&amp;gt;There&amp;#039;s something else to consider, too, when looking at a potential development timeline for Death Stranding 2 . Kojima probably has other projects planne…“&lt;/p&gt;
&lt;p&gt;&lt;b&gt;Neue Seite&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;br&amp;gt;There's something else to consider, too, when looking at a potential development timeline for Death Stranding 2 . Kojima probably has other projects planned or already in development. This will push production on Death Stranding 2 back even further than expected, meaning that it might not come to fruition until the end of the PS5 life cycle. Kojima seems to prefer to work on one project at a time, so fans should probably not hold their breath for a sequel even being announced anytime s&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;When the BB in Death Stranding gets upset, it starts crying through the DualShock 4 microphone, which can be annoying. It's reminiscent of Mario crying in the Yoshi's Island games, and while using motion controls to calm it is kind of neat the first few times, it gets old quick, not unlike the encounters with the &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Although it seems that Geralt is in a realm that is physically real since he fights enemies and picks up items, it seems to be equivalent to real-life virtual reality, in a few similar ways. The fact that players are able to fight enemies and pick up items in the first place creates a situation that is very confusing for a lot of players and may lead them to believe that the land is actually physical in some way; however, it is nothing more than a complicated illusion.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;We found Death Stranding 's mountain views particularly impressive, especially when moving Sam through thick snowdrifts in the middle of a heavy blizzard. Despite how good they look, though, the mountain areas in the game are especially tedious to travel through when making long deliveries. Imagine spending 20 minutes trying to deliver packages across extremely rough terrain, only to accidentally slip, have the packages fall and break, and then have to start the entire delivery over from scratch. There's nothing fun about that, though at least the gorgeous views make these moments a little less frustrating than they would be otherw&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;There are some technical issues we ran into, but otherwise combat works well in Death Stranding . Combat is pretty basic overall, with not a lot of shooting since players are discouraged from killing anyone, but it still adds some variety to the gameplay, and there are some boss fights where players are allowed to let loose a bit more with Sam's arse&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The next entry in the Fable series has finally been announced, but given how little of it was shown, speculation is running rampant. Fans are postulating on just what the game will be like, and a big question surrounding it is what the release window will look like. At the moment, there is literally nothing to go off of, as the last Fable game released was Fable Fortune and the rest didn't follow any particular pattern. With that in mind, everything herein and found online is most likely speculation, and fans should take everything they see with a grain of salt unless it comes from an official sou&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Arks are essentially large vaults for you to encounter in Rage 2 . Every one of them contains a number of useful items and weapons to help you master the wastes and beat the game. There are 14 in total with eight containing Nanotrite Abilities and six having weapo&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Kojima and Sony have always had a special relationship: most of his games have been PlayStation exclusives. No one was surprised when Kojima announced that Death Stranding would be a console-exclusive [https://WWW.Starrailcentral.com anime game Tips] on the PS4. If and when Kojima announces an official sequel, expect it to be a console exclusive for the PS5. Considering that Sony seems to be losing some of its other exclusive developers, the company will probably bend over backward to keep their relationship with Kojima intact: Death Stranding 2 as an exclusive could undoubtedly convince gamers to adopt the &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Connecting the different outposts and isolated cities through the Chiral Network is another way that Death Stranding stresses its theme of cooperation. Each new person that is brought into the fold has a helpful item or upgrade for Sam, with generous rewards doled out on a regular basis. These items make Death Stranding progressively more fun to play, like an exoskeleton that makes it a bit easier to carry a lot of cargo without having to constantly balance Sam, or access to vehicles that can make those long walks much shorter. It's clear that Kojima made those first 10 hours of Death Stranding so boring and tedious on purpose to hammer in the game's theme of how cooperation is beneficial, and while some may scoff at that, it's a pretty clever way for the game to make a point using gameplay instead of just in cut-sce&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The Vineland Ark is the first one you encounter in the game as part of the main story, the only way you can miss this one is if you don’t play or make any progression whatsoever. It contains the Dash Nanotrite which is essentially a dodge maneuver on stero&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;As Death Stranding players deliver packages in its giant open world, they will discover that it's not quite as empty as it seems on the surface. The world is littered with ghost-like creatures called BTs (Beached Things) that can summon a black tar substance to attack Sam. The first few encounters with BTs are pretty intense, as they're invisible unless Sam is standing completely still, and he has to hold his breath just to sneak past them. However, these BT encounters quickly go from intense to being minor nuisances when it becomes apparent that sneaking past them is actually very easy. Later in the game players even get a tool that lets them kill BTs, which makes them even less threatening. They will easily catch players if they try to speed through the BT-infested areas, though, so really their main function is to force players to slow down and make the long walks even longer. Getting caught by BTs will make Sam drop his cargo and can easily result in a game over, which can be terribly frustrating when it happens during a particularly long walk. For these reasons, we found ourselves greeting each BT encounter with an eye roll before too l&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>DarioWearne32</name></author>
		
	</entry>
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