Fortnite Chapter 4 Season 2 Exotic And Mythic Weapons – All Locations And Prices

Every new season of Fortnite brings plenty of changes to the popular battle royale, so you can always be certain that some new and returning Exotic and Mythic weapons will be available to track down in fresh spots across the map. Chapter 4 Season 2 is no exception to that rule, and we’ve compiled the locations of all of the Exotic and Mythic weapons below so that you can find them easily. Come from Sports betting site VPbet

All Chapter 4 Season 2 Exotic and Mythic weapon locations

Heisted Weapons (Exotic)

These weapons are all unlocked from chests requiring keys around the map. Keys are relatively common ground and chest loot, so keep an eye out for them if you want to score any of these Exotics. These Exotics only have a chance to spawn, however, so you won’t reliably find them in any particular spot.

Darksiders II Review

First comes War; then comes Death. Appropriately enough, Darksiders II turns its eyes from its predecessor’s protagonist to a new one: Death himself, War’s brother and one of the four horsemen of the apocalypse. His story plays out over the same time period as War’s, but Darksiders II’s narrative isn’t so much about plot as it is about place and tone. The original Darksiders set a darkly fantastical mood, but the sequel hones its edges. The armor is still chunky and the sound of steel on steel still rings across battle arenas, but the skies are more ominous, the shadows grimmer, and the architecture sharper, as if every spire threatens to puncture the heavens and make them bleed.

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    Now Playing: Darksiders II Video Review

    If you’re playing on the PC, unfortunately, you must overcome some minor but annoying obstacles as you flex Death’s sizable muscles. As with the original Darksiders, Darksiders II features few visual sliders, and the game looks more or less like its console counterpart, without any of the bells and whistles you’d expect to see in a modern PC game. (You can’t even adjust the resolution until you have started the game.) Even with v-sync turned on, you might still notice some screen tearing. The missteps aren’t just visual, however: the option to send weapons or armor to residents of your Steam friends list is nonfunctional as of this writing.

    In spite of the technical missteps, Darksiders II still draws you in, though not by narrative, in spite of its characters’ frequent and raspy soliloquizing. Rather, it uses sights and sounds to impress upon you the importance of your deeds. While one level harks back to the angels-versus-demons, Christian apocalypse themes of the original game, Darksiders II springs forth from a more inventive vision. The dusky dungeons and desert expanses are more diverse than before, and the character designs are more imaginative, as if they’ve wandered in from biblical legends you’ve never heard. The characters you meet–undead rulers and impossibly proportioned behemoths among them–speak with humorless gravity, and Death often responds with a sneer and a verbal challenge.

    The joylessness of Darksiders II’s characters is a contrast to the pleasure of existing in this world. An icy opening introduces you to the basics of combat and movement. In traditional action game style, you slash away at clawed creatures with primary and secondary weapons. You run along walls and jump across beams like a devilish Prince of Persia. But most importantly–and in contrast to the original–your enemies drop coins, armor, and weapons. You can don equipment, sell it to a merchant, or sacrifice it to level up rare possessed weapons, which you can customize at certain thresholds.

    If the original Darksiders was an action/adventure/puzzle game, then the addition of loot drops role-playing elements into that mix, which brings to mind a potential concern: Darksiders was already a heavy mixture of recipes that had come before, recalling games like The Legend of Zelda, God of War, and even Portal. There were so many mechanics and so many tools to keep track of that the game struggled to find its own identity.

    In Darksiders II, a funny thing happens on the way to the apocalypse: it establishes an identity all its own, rather than one defined through the games that inspired its existence. The game’s expanded scope (about twice as big as the first game) and thoughtful pace (about twice as long as the first game) are most responsible for this. You now have a chance to breathe between battles, and each new mechanic has time to settle in before a new one is introduced. The more leisurely sense of pace is obvious from the very beginning. Darksiders’ first hour was front-loaded with explosions, angelic cries, and the bloodcurdling sights of demonic forces swarming across the earth. Here, there are moments to take in the frozen chasms beneath you, and to enjoy the slick new motion mechanics that have you defying gravity in heady flights of fancy. (You won’t miss War’s wings in light of Death’s fleet-footedness.)

    You might miss the up-front barrage of action at first, but Darksiders II is more about adventure than constant onslaught, though there are plenty of battles waiting ahead. As you ride your steed to the first main dungeon, you can relish the green fields of the first of multiple major regions, and simply enjoy the act of being. If you want, you can explore some of the surrounding ruins, where treasure chests protect valuable pauldrons and cloaks. Or you can slash up the baddies that roam the land, even from atop your horse. But once you get into the dungeons, Darksiders II becomes special–more cerebral than your average action game, and more energetic than your average exploration game.

    As expected, each dungeon requires that you puzzle out how to get from one point to the next. At first, this involves scaling walls, throwing the naturally occurring bombs you stumble upon, and pulling a few levers. Then, you get a phantom grapple hook that allows you to swing from glowing hooks and extend your wall runs. Later, you split yourself in three, petrifying your main form and using two doppelgangers to stand on switches and move platforms. Ultimately, you fire portals to travel across great ravines and even through time itself–and these are hardly the extent of the tools you use to make progress through Darksiders II’s clever self-contained puzzles.

    Where the original Darksiders’ puzzles could drag, Darksiders II’s are more expertly crafted, each one a little more difficult than the last–but never too difficult as to be frustrating. The learning curve is silky smooth, and once you reach the final dungeons, there are some outstanding moments when puzzling out a solution makes you feel remarkably smart. It’s a tough tightrope for a developer to balance: making environmental puzzles feel challenging without becoming a roadblock to progression. Darksiders II’s dungeons get it just right, giving you enough hints through camera angles and other subtle cues, and then trusting you to work out the solution. The only cue you can’t rely on too heavily is your crow, Dust, who is supposed to point out your final destination should you get stuck, but might lead you astray, or flutter high above you and then teleport back.

    Fortunately, you won’t often need Dust’s services, given each dungeon’s natural progression. Nor will you need to worry about using a spinning blade to play connect-the-bombs, which was part of Darksiders’ less appealing puzzles. You also needn’t constantly fiddle with menus to switch between items and abilities. Given the sheer breadth of abilities, you still do a bit of control micromanagement; you might need to switch between an ability and your revolver often in a particular level, for instance, though the related ability wheel is easily accessed with the D-pad or tab key. Nevertheless, managing your abilities and equipment is smoother than it was in the original.

    Combat skills are divided into two trees and allow for powerful offensive moves (a vicious spin attack, for instance) or for summoning creatures to assist in battle (a murder of crows, perhaps). The action is largely satisfying: it’s smooth and responsive under the fingers and is colorful and bloody onscreen. Death’s primary scythes make for fluid combat, while his secondary weapon provides rhythmic diversity. That weapon might be a huge axe that sets wraiths on fire, or superfast gauntlets with an electric charge. Your grapple and your gun can also be valuable assets when certain foes join the fray, and battles are at their best when you confront multiple creatures with diverse attack patterns.

    That isn’t to say that Darksiders II’s combat is all that challenging on normal difficulty, though it is more energetic than in the original. No longer can you whittle down a demon’s health and perform a single-button finishing move almost every time. You can still perform such finishers, but they are far less common, though some equipment can raise your chances. Provided you have enough health potions (and there’s no reason you shouldn’t, given your easy wealth), you won’t often feel in danger. Even certain bosses can be conquered in a single go, in contrast with Darksiders’ more challenging endeavors. That’s a particularly disappointing development when you reach the final monstrosity and realize it’s an anticlimactic pushover.

    The challenge is hit-and-miss, but the thrills are unmistakable. Easy as many are, the bosses are often enormous in scale, and some require the use of your special abilities–your grapple, for instance–to succeed. With only a couple of exceptions, Darksiders II doesn’t use quick-time events to elicit excitement: the torrents of blood that spew across the screen are the direct result of your combos and volcanic fury. The biggest battles are pure power fantasy, reinforced by Death’s ever-more-threatening armor and ever-more-potent weapons. Even the way Death opens doors and chests is part of this power trip, with the horseman summoning ghostly arms to perform such lowly labors.

    It almost goes without saying that like so many third-person action games of its ilk, Darksiders II is best when played with a controller, though the keyboard and mouse function properly, at least. And so its console roots are apparent, but Darksiders II is great on PC nonetheless. It uses its expansive geography to cultivate a poetic tempo in which your intellectual triumphs are rewarded with the immediate pleasures of fleet-footed platforming and demonic brutality. In Darksiders II, Death is not an end, but rather, a portal to a memorable saga of snarling brutes and stolen souls.

    Microsoft Officially Acquires Activision Blizzard, Nearly Two Years Later

    Microsoft has officially closed its deal to buy Activision Blizzard for $68.7 billion, marking Microsoft’s biggest acquisition of all time and one of the largest in the history of the business world across all sectors. The deal faced a good amount of regulatory pressure, as Microsoft faced scrutiny from government groups around the world. Key legal battles took place in the United States and the UK. Microsoft announced the deal in February 2022. The announcement of the deal closing came just hours after the UK’s CMA itself signed off, and this was the final regulatory hurdle that Microsoft needed to clear to close the deal. Come from Sports betting site VPbet

    A key concern from the CMA centered on cloud gaming, and to help close the deal, Microsoft sold cloud-gaming rights to Ubisoft.

    “All the games that are coming from Activision Blizzard in the next 15 years and those games that exist now, we have those streaming rights in perpetuity,” Ubisoft said in its own announcement pertaining to the closure of the deal today.

    Microsoft is paying Activision Blizzard $95 per share for the buyout. Microsoft’s previous biggest acquisition was LinkedIn, which it paid $26.2 billion to acquire in 2016. For comparison, Disney bought Lucasfilm and the Star Wars series for $4.05 billion.

    As part of the buyout, Activision Blizzard CEO Bobby Kotick is apparently planning to resign. Other high-ranking Activision Blizzard C-suite executives are leaving, too. Kotick will stay on through the end of 2023 and will report to Microsoft Gaming CEO Phil Spencer to help with the transition. Kotick is reported to be getting a $400 million pay package on the way out.

    “As a result of the Merger and pursuant to the Merger Agreement, each of Reveta Bowers, Kerry Carr, Robert Corti, Brian Kelly, Robert Kotick, Barry Meyer, Robert Morgado, Peter Nolan and Dawn Ostroff resigned and ceased to be directors of the Company and members of any committee or subcommittee of the Company’s Board of Directors as of the Effective Time, and Keith R. Dolliver and Benjamin O. Orndorff, who constituted the directors of Merger Sub as of immediately prior to the Effective Time, became the directors of the Company.”

    Do not expect Activision or Blizzard games to appear on Game Pass today or even soon, though. The Game Pass Twitter/X account said work “can now begin” to bring games from Activision Blizzard and King to Game Pass. “We can’t wait to share more details in the coming months,” Microsoft said.

    Microsoft Gaming CEO Phil Spencer reacted to the deal closing, writing, “As one team, we’ll learn, innovate, and continue to deliver on our promise to bring the joy and community of gaming to more people.”

    He added: “We’ll do this in a culture that strives to empower everyone to do their best work, where all people are welcome, and is centered on our ongoing commitment of Gaming for Everyone.”

    Spencer said in a memo to staff, “We are eager to learn from their creativity, exchange insights and best practices, and empower our new colleagues to bring their visions to the widest possible audience.”

    New Black Widow Posters Reveal Other People In Natasha's Costume

    Arriving in theaters and to Disney+ Premier Access on July 9, the first MCU movie in Phase 4 is none other than Black Widow. To celebrate the upcoming release, Disney has unleashed a slew of new posters for the movie, featuring Rachel Weisz’s character in the Black Widow costume.

    Weisz plays fellow assassin Melina Vostokoff, who in the comics trained as an assassin, but always in the shadows of Natasha RomanoffCome from Sports betting site VPbet. As you can see from the poster below, she’s wearing a similar outfit we’ve seen Black Widow wear in the other MCU movies.

    The Switch Topples Xbox 360 To Become No. 3 Best-Selling Console Ever In The US

    The Nintendo Switch continues to soar and it’s now reached a huge new sales milestone. The hybrid console has surpassed the lifetime sales of the Xbox 360 in the United States.

    The milestone came in November, Circana analyst Mat Piscatella said. The PS2 and the Nintendo DS are the top two best-selling systems ever, in that order, meaning Switch is now NoCome from Sports betting site VPbet. 3 all time in the United States. The NPD does not disclose specific sales numbers, however.

    Spider-Man- Remastered – Análisis

    En 2018 nuestro amigo y vecino Spider-Man debutó en PlayStation 4 con un juego creado por Insomniac Games que, para muchos, es el mejor título creado sobre este icónico personaje de Marvel, tanto por las posibilidades que nos daba a nivel jugable como por su calidad técnica el montón de guiños o referencias a los cómics o series animadas del Trepamuros que hay presentes durante todo el juego.

    Cuatro años más tarde y tras recibir una remasterización en PS5, Spider-Man llega ahora a nuestros ordenadores con Spider-Man Remastered, que adapta esa última versión de la consola de actual generación de Sony a compatibles como parte de la estrategia de Sony de llevar los juegos de PlayStation a la plataforma del teclado y el ratón, dándonos una adaptación que, como veréis durante el texto, está bastante bien pulida, demostrándonos una vez más que Sony le está cogiendo muy bien el tino a eso de llevar sus obras a PC.

    Por cierto, antes de empezar queremos recordaros que, como suele ocurrir en los análisis de este tipo de adaptaciones a ordenador, vamos a centrarnos en los aspectos más técnicos ya que para hablar de la historia, jugabilidad, misiones y otros aspectos podéis acudir al análisis original haciendo clic aquí.

    Muchas opciones para que Spidey pueda lanzar telarañas en un montón de ordenadores

    Como es habitual en estos análisis de adaptaciones a PC de juegos de PlayStation, vamos a comenzar haciendo un repaso por las opciones gráficas que incluye el juego y que son más que suficientes para que casi cualquier ordenador destinado a jugar con menos de 8 años de edad (podéis consultar los requisitos mínimos y recomendados aquí), pudiendo escoger entre un buen número de parámetros que afectan a las texturas, luces y sombras, geometría, desbloquear la tasa de fps (o bloquearla a 60 o a la tasa de refresco de nuestra pantalla) y otros aspectos del juego tal y como vais a ver un poco más abajo.

    Lo que sí echamos de menos ahora que ya tenemos unos cuantos juegos de Sony en PC es ver algo más de unificación en las opciones técnicas de estos juegos o, al menos, en detalles extras tan interesantes como el test de rendimiento de Horizon: Zero Dawn, la predicción de fps que podíamos ver retocando las opciones gráficas de Days Gone o la vista previa de cómo afectaban ciertas opciones gráficas a la calidad visual del juego presentes en God of War. Sí, es cierto que son títulos de distintas desarrolladoras y que incluso son adaptados a PC por estudios diferentes (en este caso Nixxes) pero de cara al futuro creemos que la compañía nipona debería tener algún tipo de “configuración estándar” en sus adaptaciones.

    En el caso de Spider-Man: Remastered, no tenemos ninguna de las características de los anteriores, ni benchmark, ni vista previa ni predicción de fps por lo que tendremos que retocar los parámetros en mitad de Manhattan o Queens para ver cómo va funcionando el juego en cada momento. Aquí tenéis el listado completo de opciones gráficas:

    Pantalla

    Modo de Pantalla

    • Monitor
    • Modo Ventana
    • Resolución de pantalla
    • Frecuencia de actualización
    • VSYNC

    Calibración

    • Brillo
    • HDR
    • Luminancia Máxima HDR

    Reescalado

    • Método de Reescalado
    • Calidad de Reescalado
    • Escala de Resolución Dinámica
    • Suavizado de Bordes

    Gráficos

    • Predeterminado

    Texturas

    • Calidad de Texturas
    • Filtrado de Texturas

    Luces y sombras

    • Calidad de Sombras
    • Oclusión Ambiental
    • Reflejos de trazado de rayos
    • Reflejos del espacio en pantalla

    Geometría

    • Nivel de Detalle
    • Calidad de partículas meteorológicas

    Efectos de Cámara

    • Profundidad de campo
    • Resplandor
    • Destellos de Lente
    • Aberración Cromática
    • Intensidad de Desenfoque de Movimiento
    • Campo de Visión
    • Intensidad de Grano Fotográfico

    Un rendimiento para disfrutar de la experiencia más fluida y ágil de Spider-Man

    Entrando ya en la materia más interesante y que todo queréis saber vamos a hablaros del rendimiento y optimización de Spider-Man Remastered para PC, un juego que se ve muy pero que muy bien y que en todo momento nos ha ofrecido resultados satisfactorios, sobre todo si tenemos en cuenta que estamos ante un juego de mundo abierto, encontrándonos con una experiencia bastante sólida a la que, si tuviéramos que poner algunos lunares, sería alguna caída de fps muy puntual en mundo abierto con el ray tracing al máximo (apenas hay diferencia entre las opciones Alta y Muy Alta así que os recomendamos el primer valor que es mucho más estable en rendimiento que el máximo disponible) y un ligero ghosting en ciertas situaciones muy concretas si usamos DLSS (aunque como decimos, es en momentos muy puntuales como cuando giramos la cámara en horizontal muy rápido y estamos subidos a un edificio contemplando las calles de Nueva York).

    Centrándonos en nuestra prueba, nosotros hemos utilizado un PC con una gráfica NVIDIA GeForce RTX 3080 Ti, procesador Intel i9-11900K, 64 GB de memoria RAM, el juego instalado en una unidad SSD NVMe y Windows 11 y hemos podido jugar perfectamente a 4K y 60 fps muy estables con todo al máximo (activando la sincronización vertical para grabar el gameplay que acompaña este análisis a 60 fps lo más estables posibles) a excepción de la opción de trazado de rayos que hemos dejado en Alto en lugar de Muy Alto para ganar estabilidad y unos pocos fps. Todas las pruebas se han hecho con todas las opciones gráficas al máximo y solo hemos retocado la opción de trazado de rayos que es la que más afecta al rendimiento, además de utilizar la tecnología de reescalado y suavizado de texturas DLSS en modo calidad. Aquí tenéis los resultados de los test que se han realizado balanceándonos con telas de araña por las calles de Nueva York:

    Bar Chart
    Infogram

    Como podéis ver, con Spider-Man Remastered ocurre algo muy curioso y es que la resolución no afecta en demasía al rendimiento, algo que puede deberse a algún problema de optimización o a que algún tipo de proceso vinculado al procesador esté haciendo cuello de botellas en algún lado, aunque al menos a nosotros no nos ha pasado de un 60 % de uso de CPU en nuestras pruebas técnicas. Pese a que el rendimiento es bueno para ser un mundo abierto con la calidad visual del juego de Peter Parker, es un punto que Nixxes debe solucionar tras el lanzamiento, algo que no dudamos que será así ya que, desde que recibimos el juego hasta que hicimos las últimas pruebas técnicas hace unas horas, el estudio ahora propiedad de Sony no ha dejado de actualizarlo y de mejorar el rendimiento con respecto a test anteriores y, de hecho, hay previsto un parche de lanzamiento que debería llegar poco antes del debut del juego el próximo 12 de agosto.

    En cuanto a la calidad visual, Spider-Man: Remastered en PC se ve de maravilla y vais a notar diferencia, sobre todo, si venís de la versión de PS4 a la de ordenador, mientras que si ya habéis jugado a la remasterización de PS5, los aspectos más evidentes en cuanto a mejoras son una mejor calidad en las sombras y una calles de Nueva York más pobladas en los puntos más concurridos de esta gran urbe.

    Además también queremos mencionar como punto positivo la inclusión de la tecnología de reescalado DLSS de NVIDIA que tan buenos resultados nos ha dado siempre y cuyo valor está fuera de toda duda, además, si tenéis gráfica AMD podéis optar por FSR 2.0 (una tecnología similar) y cualquiera puede decantarse por IGTI (una tecnología de reescalado propia de Insomniac). Por último, mencionar la tecnología de suavizado DLLA que se ha convertido en la mejor opción para retocar las texturas del juego siempre que no utilicemos Ray Tracing (ni DLSS).

    Tiempos de carga, buena adaptación al teclado y ratón y otras características de Spider-Man en PC

    Si hablamos de los tiempos de carga, tanto para viajes rápidos como para continuar la partida estos tiempos en PC con un SSD NVMe están alrededor de los tres segundos de duración (un poco más o menos dependiendo de lo que esté haciendo nuestro ordenador) por lo que estamos más que satisfechos con estos tiempos similares a los de PS5.

    En cuanto a la adaptación al teclado y al ratón, tenemos opciones de sobra para jugar con los controles que queramos, el comportamiento del ratón es bueno en todo momento y la interfaz se ha adaptado completamente a estos dos periféricos, aunque por el tipo de juego ante el que estamos sigue siendo más cómodo utilizar un mando, pudiendo usar el DualSense de PS5 si queremos disfrutar de la retroalimentación háptica o de los gatillos adaptativos (opciones también presentes en la versión de PC lo que le hacen el mando perfecto para jugar a este título) o, para los que no tengáis el DualSense, cualquier otro mando compatible, incluyendo los de Xbox.

    Además, también encontraremos una gran variedad de opciones de relaciones aspecto pudiendo jugar con pantallas ultra anchas de 21:9, panorámicas de 32:9 o con opciones de múltiples monitores, estando especialmente optimizado para usarlo con tres monitores a la vez. Otro aspecto interesante es la posibilidad de guardar las partidas en la nube en Steam o en Epic Games Store.

    Sony les ha cogido el punto a las adaptaciones a PC

    Sony ha demostrado saber coger rápidamente el ritmo y el “truco” para adaptar los juegos exclusivos de PS4 o PS5 a PC. Tras los problemas que vimos con Horizon: Zero Dawn (probablemente por encargar la adaptación a un estudio externo), Sony nos ha ofrecido conversiones muy buenas de Days Gone, God of War y ahora Spider-Man Remastered.

    En el caso del juego de nuestro adorable vecino Spidey, el acabado visual es muy disfrutable (aunque no os sorprenderá tanto si venís de la remasterización de PS5, sí que hay ciertas mejoras) y podemos jugar a 60 fps estables con relativa facilidad, aunque hay un ligero cuello de botella en algún punto que hace que no ganemos demasiado rendimiento a resoluciones inferiores a 4K y, ahora que ya han cogido el “truco” a estas adaptaciones, quizás a Sony lo que le pediríamos en un futuro es un poco de homogeneidad en las opciones gráficas, ya que en este sentido los 4 juegos son muy dispares entre sí y, en el caso de Spider-Man: Remastered, agradeceríamos algún tipo de benchmark o “predicción de fps”, aunque se trata de un aspecto menor y una petición a futuro más que un problema de esta adaptación en concreto, que encantará a todos los amantes del Hombre Araña, a los que disfrutéis de los juegos de acción en mundo abierto y a todos los que estéis encantados de hincar el diente a cualquier cosa que tenga que ver con Marvel o con Superhéroes.

    Hemos realizado este análisis gracias a un código para Steam proporcionado por PlayStation.

    Online Betting Site!–totalparrafos:20–>

    Today's Wordle Answer (#591) – January 31, 2023

    It’s Tuesday, January 31, and we’re back with another edition of our Wordle guides. It’s the last day of January, so players will want to ensure they end this month on the right note. Luckily, today’s answer isn’t too difficult, but it does feature a tricky spelling that might trip players up in their first few guesses.

    If you haven’t started the January 31 Wordle yet, you can check out our list of recommended starting words to give yourself an advantage before you’ve begun. However, if you’re already a few guesses deep and you’re on this guide, then you’re likely looking for a lifeline so your streak doesn’t end. Fortunately, we’re here to provide that lifeline and offer some hints that should allow players to easier guess the answer. Below, players will see two hints for today’s Wordle in addition to the full answer that’s located further down in the guide.

    Today’s Wordle Answer – January 31, 2023

    We’ll begin with two hints that directly relate to the Wordle answer but won’t immediately give the word away.

    • Hint 1: This word is most commonly used in Christianity. It can be defined as an object that features two intersecting lines or pieces. This word is sometimes preceded by an “a” at the start of it.
    • Hint 2: This word has one vowel in the middle of the word. There is one repeating letter in this word. The word starts with the letter “c.”

    If you weren’t able to guess the answer from our hints, then fear not, as we have the full answer right here. The full answer to the January 31 Wordle is… “cross.” The double letter will certainly trip up some players, as always. Hopefully, every player was able to get the Wordle correct and continue their streak. Check back tomorrow for another edition of our Wordle guides.

    Zelda- Tears Of The Kingdom – Mayak Shrine Puzzle Guide

    The Legend of Zelda: Tears of the Kingdom Mayak Shrine puzzle requires quick movement on your part. In it, you’ll have to hit switches to ensure that the large orb hits the target. Here’s our guide to help you solve the Mayak Shrine Timely Catches puzzle in Zelda: Tears of the Kingdom.

    How to solve the Mayak Shrine Timely Catches puzzle in The Legend of Zelda: Tears of the Kingdom

    The Legend of Zelda: Tears of the Kingdom Mayak Shrine can be found in the northern portion of the Eldin region. The idea is to glide all the way near the edge of the map where you’ll see the skeletal carcass of a gargantuan Eldin Beast. From there, look to the west to spot the Shrine.

    Alternatively, you can use the Typhlo Ruins Skyview Tower. Then, glide north-northeast past the Sword Geoglyph.

    Puzzle #1

    For the first part of the Zelda: Tears of the Kingdom Mayak Shrine Timely Catches Puzzle, you’ll want to look at the objects in the room. There’s a small switch in front of you. When hit, it will cause the bullseye target to pop out. If you Ascend to the ledge up top, you’ll also see a giant sphere that can roll down a railing.

    The idea is to use Ultrahand to move the ball and have it start its downward roll. Then, quickly shoot the switch with your bow. This will make sure that the ball lands on the target. If you make a mistake, don’t worry since you can always cast Recall.

    Puzzle #2

    For the second part, you’ll need to be extremely fast. The switch itself is on the ground level as you enter. However, you’ll also notice the push blocks that give you a boosted jump. Use these to reach the top, where you’ll find another giant orb.

    The goal, once again, is to move it so that it starts rolling. Once that occurs, quickly run off the edge and skydive back down (just don’t hit the ground at full speed or Link will die). As soon as you’re back down, strike the switch with a fast weapon to pop the bullseye target.

    Alternatively, you can get the ball rolling (pun intended), then cast Recall on it before jumping down. This should give you a couple of extra seconds to get ready before hitting the switch.

    Maryland Jockey Club Shut Down the Pimlico Race Course from June 30

    Due to financial problems, the Pimlico Race Course decided to shut down its off-track betting facility. This radical measure will take place on June 30, as Maryland Jockey Club, the owner of the Pimlico and Laurel Park tracks, notified the employees.

    Providing the resources for the employees:

    The date of shutting the facility down coincides with the expiration of the key agreement for racing operations in the state.

    Mike Rogers, the acting president of the Jockey Club, said that the decision was tough. He wrote in an email to the employees: “The Pimlico OTB has been a valuable part of our organization for many years, providing a convenient location for our customers to enjoy thoroughbred racing. Understandably, this news may come as a disappointment to many of you.”

    In the following period, the company will focus on providing resources and assistance to the employees affected by this shutting down.

    The Maryland Racing Commission wasn’t notified about the recent events. However, the next meeting of the Commission is scheduled for June 6, and this will be one of the main points of discussion at the meeting.

    The suspension that the racing industry in Maryland is going through hard times already existed even before the shutdown. This course of events was the additional step to confirm the doubts.

    Pimlico once was a popular site among gamblers, which showcases the annual report for 2021 published by the Racing Commission. Only in that year the wagers were worth more than $11.3 million. According to the report, the track was open on 199 days a year, and there were 59 live racing days as well.

    The unsuccessful attempt to reduce the expenses:

    So, what will the shutdown mean for the bettors who visited the track? The possible solution is to transfer the money and bettors to the Timonium Race Course and Horseshoe Baltimore.

    June 30 is the date when the 10-year deal between the Maryland Jockey Club, Maryland Thoroughbred Horsemen’s Association, the Maryland Horse Breeders Association, and Laurel Park and Pimlico ended after the six months extension that took place on December 31 last year.

    The racing calendar for Pimlico is available until June 30. In the last days of the famous track, the players will be able to enjoy the live racing events until June 4. The simulcasting is scheduled until June 30.

    The Maryland Jockey Club tried to reduce the expenses with a recent proposal to the horsemen and breeders, trying to reduce its share of the prize money from races. The recently established Maryland Thoroughbred Operating Authority will be the mediator between the Club and horsemen and breeders.

    Through the Purse Dedication Account, they are getting 6% of the state revenue earned from video lottery terminals if the amount is less than $100 million. The budget for the next fiscal year, which begins a day after the shutdown, is set for $81.8 million for both tracks: thoroughbred, which will receive 80% of the amount, and standardbred, which will receive 20%.

    Pragmatic Play expands LatAm footprint; agrees iGaming content supply deal with Super 7 in Buenos Aires

    Pragmatic Play revisits the capital of Argentina in its latest content supply deal that sees it partner with Super 7 and supply its award-winning slots portfolio to the online operator’s customers in Buenos Aires.

    The deal that further expands the leading content provider’s footprint in Latin America makes player-favorite titles such as the Greek mythology-themed title Gates of Olympus, which won the Game of the Year award at the EGR Operator Awards on November 25, 2021, Sweet Bonanza, and The Dog House Megaways, which brings back all the loveable characters from the hit 2019 version and incorporates the powerful mechanic used under license from Australian games developer Big Time Gaming (BTG).

    Committment to quality:

    For Super 7, Shai Rosenzvit said…

    …Pragmatic Play’s “strong and engaging range of slots have proven extremely popular and it’s a statement of our commitment to quality that we are now able to bring them to our loyal customer baseCome from Online Betting Site. We look forward to a fruitful relationship together.”

    This latest deal follows a series of partnerships in the Latin American region, including most recently taking its popular online bingo product live with Venezuelan iGaming and sports betting brand, FacilitoBet, and throughout the month with MarjoSports in Brazil, Once Bit Tech, and Bet7K, a key player in the Brazilian market, earlier in February.

    Pragmatic Play’s substantial growth in the region further demonstrates its intent to uphold its position as a leader within the burgeoning market.

    Growing player base:

    Also commenting on the alliance, Victor Arias, Vice President of Latin American Operations for Pragmatic Play, said, “We have experienced significant growth in Latin America and the Buenos Aires City jurisdiction.”

    Arias added that they are “pleased this latest partnership with prominent operator Super 7 will gives us the opportunity to supply our games to even more players.”

    Arias, along with part of its localized Latin America hub team, will represent Pragmatic Play at the Gaming and Technology Expo (GAT Expo) in Cartagena De Indias, Colombia from March 15th – 17th. A platinum sponsor at the prestigious three-day event, the supplier’s exhibit will be at stand #60, while Arias will share his industry knowledge with attendees via conferences and panels.

    Recent business:

    On the back of the deal in Argentina, the provider also extended its presence in the UK market after taking its slots catalog live with Admiral Casino.

    The partnership agreement with the UK online brand of Austrian gambling company Novomatic will see more than 200 slot titles, including popular releases such as the African wildlife-inspired title, The Ultimate 5, Colossal Cash Zone, Gates of Valhalla and Rock Vegas, the Mega Hold & Spin slot from partner studio, Reel Kingdom, further enhance the operator’s games lobby.

    Pragmatic also launched its first new slot of the month, Queenie, and marked International Women’s Day with a €10,000 donation to Malta-based Survivors of Abuse with Resilience (SOAR). The advocacy service provides one-on-one support to women and their children who have expereinced abuse.