Lego enthüllt offiziell seine E.T. das außerirdische Set
Letztes Jahr, im Rahmen der Lego Ideas-Initiative, bei der Lego kreative von Fans entworfene Bauten in den Mittelpunkt stellt und sogar eine Sammlung ankündigt, die zu richtigen und offiziellen Sets verarbeitet wird, wurde eine der Optionen vielleicht Steven Spielbergs berühmtester Charakter und einer der ikonischsten Weltraumreisenden der Filmwelt gebrickt.
E.T. Der Außerirdische wurde in ein Lego-Modell verwandelt und soll schließlich als offizielles Set debütieren, das du auch auf der Lego-Website kaufen kannst. Nun wurde dieses Set der Welt vorgestellt, mit dem Plan, dass es bereits nächsten Monat, am 1. August, erscheinen soll.
Das Set umfasst insgesamt 1.226 Teile und stärkt die Ideas-Bandbreite. Es kostet potenzielle Käufer £119,99/€129,99 und ist ein Modell mit einem vollständig drehbaren Kopf, beweglichen Armen und Fingern sowie einem Topf Sonnenblumen, den er ebenfalls in der Hand tragen kann. Es gibt sogar einen Schalter auf dem Rücken des Models, der einen Lichtstein in seinem Oberkörper zum Leuchten bringen kann, um E.T. s berühmtes leuchtendes Herz zu reflektieren.
Das Set ist 24 cm hoch, 21 cm breit und 15 cm tief, und man kann unten sehen, wie es aussieht.
Steam refunds are "not for people to play games for free," says dev of short game who criticized Valve's system: "I'm 100% pro refund"
Paddle Paddle Paddle developer Mateo Covic of studio Zoroarts went viral this month for his comments on Steam's refund policy, which, after more than 55,000 people refunded his well-reviewed but short rage game, he called exploitable. Speaking with GamesRadar+, Covic defends much of his argument but stresses that he supports the refund system overall and doesn't want to see consumer rights eroded.
"I'm 100% pro refund but the current 'no questions asked if you request a refund within two weeks and with less than two hours of playtime' policy just makes it super easy for players to abuse this rule," Covic says. sportbet.rodeo
Referring to Valve's refund rules, which expressly prohibit gaming the system "as a way to get free games" under threat of refund denials, Covic adds, "Steam says that refunds are not for people to play games for free, and refunds in general should be requested (in my opinion) when the Steam page misled you with wrong information, the game had problems that prevent you [playing or enjoying] the game, and other similar reasons that can be found in the Steam policy."
He says he isn't dissatisfied with his game's sales or refund count, which he acknowledges is not out of band for a game like this. "My tweet was targeted towards the people who enjoyed the game, wrote a positive review, and refunded the game just because they can," he explains. "Many people think that I'm a complete asshole now and want to remove the refund policy in general but that was never my intention."
This whole saga led to more "hateful DMs and insulting comments" than he'd ever seen, Covic says, and Paddle Paddle Paddle was "review bombed already and went from very positive recent Steam Reviews to mixed ones." He reasons, "I guess it's a big learning opportunity and I will think twice before posting a statement / request like that in the future."

Covic singles out an argument made, among others, by Twitter user and game curator Indie Game Joe: the existence of Steam's refund policy gives users a level of protection that makes it easier to try out some games, which can lead to more sales overall even if it can also result in more refunds. Covic says this stance did give him pause.
"Sure my refund rate is high with 55,000+ refunds, but when I did some research I found out that a refund rate of 20% is pretty normal for a rage game," he says. "Overall, a refund rate of 10% is normal for games on Steam. I'm super grateful for the game's success after all, and I just learned that it's a normal thing to have that many refunds when you have an amount of 270,000 sold units... Regarding your question: I don't know if people think, 'Yeah let's try it out, I can refund it anyway.' What helped my game way more was the cheap price. When I showed people the game's trailer they often were like, 'Oh looks fun,' but when they found out about the price of $2.99 on sale they were willing to try it out right away."
One thing he does firmly dismiss is the idea of intentionally making games longer just to dodge the two-hour Steam refund window. He worries Steam's policy could discourage shorter games in this way. Despite this hiccup, Covic says Paddle Paddle Paddle "changed my whole life," enabling him to work on games full-time, and now specifically making short games has become a joy and a focus for him after spending years on hybrid action game Makis Adventure.
Covic concludes, "I don't know how many people really refunded my game with a true reason since you could just lie and choose one of the possible refund reasons. Steam's 'no question asked' policy makes it super easy and quick to do that. I can see how many players refunded the game because it was too difficult, for example, but it would help if they left a helpful comment too since that would help me to work on that problem."
Here are the biggest upcoming indie games for 2026 and beyond.
Lego afslører officielt sit E.T. det Ekstra-Terrestriske Set
Sidste år, som en del af deres Lego Ideas-initiativ, hvor Lego sætter fokus på kreative byggerier designet af fans og endda annoncerer en samling, der vil blive lavet til ordentlige og officielle sæt, blev en af mulighederne måske Steven Spielbergs mest berømte karakter og en af filmverdenens mest ikoniske rumrejsende muret til stede.
E.T. Extra-Terrestrial blev lavet om til en Lego-model og lovede til sidst at debutere som et officielt sæt, du også kan få fat i fra Legos hjemmeside. Nu er dette sæt blevet afsløret for verden, med planen om at lancere allerede næste måned den 1. august.
Sættet består af 1.226 brikker og styrker Ideas-sortimentet. Den vil koste potentielle købere £119,99/€129,99, og det er en model, der kommer med et fuldt roterbart hoved, bevægelige arme og fingre samt en potte solsikker, som han også kan bære i hænderne. Der er endda en kontakt på modellens ryg, som kan få en lys mursten i hans torso til at gløde og reflektere E.T. s berømte glødende hjerte.
Sættet er 24 cm højt, 21 cm bredt og 15 cm dybt, og du kan se, hvordan det ser ud nedenfor.
Dragon Age-maker David Gaider vindt dat moderne RPG's te veel gericht zijn op het voorkomen dat de speler zichzelf per ongeluk in de problemen brengt.
Besluitvorming is het grootste deel van wat een RPG anders laat aanvoelen dan een typische actie/avontuurervaring. Jij bepaalt hoe je personage eruitziet, of je een held of schurk wilt zijn, welke metgezellen je verkiest, en welke je misschien zelfs de rug toekeert. De beste RPG's laten je het pad bewandelen dat je wilt, maar laten je voelen alsof welk bed je ook ligt, je hebt gemaakt. Volgens RPG-veteraan en Dragon Age-settingmaker David Gaider is dit iets wat sommige games de afgelopen jaren zijn kwijtgeraakt.
In een gesprek met PC Gamer over hoe Dragon Age: The Veilguard niet genoeg wrijving tussen de groep en metgezellen had, legde Gaider uit dat dit deel uitmaakt van een bredere trend. "Dat soort sentiment werd steeds sterker terwijl Dragon Age vorderde. Het idee dat, 'Oh, we kunnen de speler niet per ongeluk zichzelf laten verpesten.' Ik denk dat dat een deel van de rol ging van: 'We moeten een zo breed mogelijk spelersbestand hebben, dus we mogen het niet te moeilijk maken. We kunnen de speler niet in een positie brengen waarin hij het spel niet meer kan afmaken,'" zei hij.
"Dit idee dat we iemand niet permanent uit een groep kunnen halen, dat volgers puur om gameplayredenen akkoord moeten gaan, druist in tegen wat BioWare-games het populairst maakte. De eerdere games, alle recensies die uitkwamen, spraken altijd over de geweldige personages. Waarom zou je dan niet gewoon inspelen op wat je het beste doet, in plaats van er juist van af te stappen om andere dingen breder acceptabel te maken? Als je geen spel maakt voor het publiek dat van die spellen houdt, probeer je dit spel acceptabel te maken voor een actiegamer die, wat, niet van moeilijkheidsgraad houdt? Wie is dat?" vervolgde Gaider.
Als je kijkt naar Baldur's Gate III, misschien wel het beste voorbeeld van een recent RPG-succes, is het duidelijk dat wrijving en beslissingen met gevolgen de kern van het spel vormen. Zelfs als het hoofdverhaal vrij lineair is in hoe je het volgt, zorgen de interacties met je metgezellen ervoor dat elke playthrough uniek wordt en mensen honderden uren later een nieuw personage krijgen.
After Space Marine 2 'literally changed everything', Saber Interactive has been inundated with offers from major licenses: 'We are in a very fortunate position to turn down more than we can accept'
It's a miserable time in the upper echelons of game development right now, but in the midst of all the layoffs, cancelled games, and legendary studios being horribly and inexplicably gutted, one company at least is riding high—Saber Interactive.
Previously known for vehicle simulators and middling action games like World War Z, Saber found itself with a monster hit on its hands two years ago, courtesy of Warhammer 40,000: Space Marine 2. Saber saw colossal success with the license, and according to Chief Creative Officer Tim Willits, the sequel put the studio on the map for other licenses seeking the videogame treatment.
In an interview with The Game Business (via RPS), Willits said that Space Marine 2 "literally changed everything" for Saber's fortunes. "It not only changed the way that the team looks at making games, it changed how people look at us," he explained.
Willits said that Space Marine 2's success has been a huge boost to Saber's confidence and their ambitions. "I've seen this in my career. When you have a huge hit, when you go to make the next game, everything has to be awesome. It's like, 'This has got to be the most awesome toaster ever.' And it fuels success."
The studio's confidence has been further bolstered by other potential partners now approaching them to collaborate, with Willits stating that numerous "major license" holders have been in touch with potential deals. "We are in a very fortunate position to turn down more than we can accept. I can't say the name, but … you know you're successful when you've turned down those guys."
Following Space Marine 2's success, Willits said that Saber's plan is to continue adapting other licenses, in games like Clive Barker's Hellraiser: Revival, simply because having that pre-existing fanbase generally makes those games a safer bet: "Let's talk about Hellraiser. If we wanted to make a survival horror game and it was our own IP, it would be more of an uphill battle. But people have heard of Hellraiser. People have heard of Space Marine, and Space Marine 2 was a huge success. World War Z, a great book, okay movie, and a super good video game."

2026 games: All the upcoming games
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Best RPGs: Grand adventures
Best co-op games: Better together

