martes, 22 de septiembre de 2020

Download Just Cause 4 Compressed Version For 5$

Download Just Cause 4 Compressed version for  5$

| Just Cause 4 [ Uncracked ] | FULL UNLOCKED |




 Platform:  PC
 Size: 50.8 Gb
 ژانر بازی : اکشن
 File Type: RAR
 Game Language: English
 Publisher: Tarsier Studios
 Game Price: 5$
.
  Minimum System Requirements:
OS: Windows 7 SP1 with Platform Update for Windows 7 64-bit
Processor: Intel Core i5-2400 @ 3.1 GHz | AMD FX-6300 @ 3.5 GHz or better
Memory: 8 GB RAM
Graphics: NVIDIA GeForce GTX 760
DirectX: Version 11
Storage: 59 GB available space





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lunes, 21 de septiembre de 2020

Roll West, Young Man...


"Roll and write" is an emerging style of game that seeks to reduce production costs by eschewing cards, tiles and tokens in favor of players simply marking changes to the game state on a piece of paper with a pencil or pen. This allows these games to be sold at a much lower price point, which can only be an asset in the increasingly crowded board game market.

Actually, roll and write games have been around for many years, with Yahtzee usually pointed to as the first commercial example. But the genre has exploded in recent years, either as a way for game publishers to increase their visibility in stores by putting out simplified versions of games like Settlers of Catan or Patchwork, but just as often with off-the-wall ideas that might not support a $60 board game.

We picked up Rolled West on a whim, having not played any roll and write games (other than Yahtzee), and also having not played Gold West, the full board game it's based on,. So we should be able to judge the game on its own merits without comparison to its parent game or other games in the same genre.

Each player is given a dry-erase board showing what initially looks like a dizzying array of icons. But once you play a few times it's pretty straightforward. The icons represent banked resources, boom town buildings, shipment routes, and mining contracts and claims. On his or her turn, the acting player rolls 4 dice showing symbols that equate to copper, silver, gold, and wood. The player chooses one of these to represent the terrain for the turn, and the other three are resources that can either be spent or banked for use on a future turn.

Players spend combinations of resources on the aforementioned buildings, routes, contracts and claim, with an eye towards maximizing their points at the end of the game. There are a lot of options, so clever players will quickly identify a particular strategy, such as staking claims and building mining camps, developing shipping routes, or saving up resources to buy expensive but lucrative contracts, and then staying with that strategy over the course of the game's six turns. Trying to do a little of everything, or changing strategies mid-game, can be disastrous, as the points tend to rack up the farther along you go on a single track, such as staking claims in the woods or developing a shipping line for silver ore.

Boom town buildings confer bonus points based on the other things you've developed in the game, which can be tricky since you don't want to invest in a particular building before you've figured out what your strategy is. At the same time, as soon as one player buys a building it is no longer available to the other players (the corresponding icon is crossed off on their board), so you don't want to wait too long either.

Players also have the option to bank one resource each turn for future use. Banking resources is really the only way to save up for high value contracts that generally require four or five resources but are worth a lot of points at the end of the game, Additionally, in between each of a player's turns they can bank one of the resources rolled by another player. This doesn't prevent the other player from using it, it just allows you to use it also. This is one of the more interesting decision points in the game, since it can only be done once between each turn -- you're always running the risk of banking a resource, only to have someone else roll a more useful one before your turn comes around again.

As you can see, there is a lot going on here, especially for a game that consists of four dice and what amounts to a 4x6 card for each player. My only complaint about the game is that the iconography on the player cards can be a bit difficult to remember, causing frequent referral to the rules to answer "what does this mean again?" questions. It might have been better to make the player boards larger and include gameplay reminders and tips.

Rating: 4 (out of 5) It's got a huge amount of depth for such a simple game, and yet it can still be played in 30 minutes or so.

sábado, 12 de septiembre de 2020

The Summoning: A Laden Swagman

 
As if I needed another reason to think of Osama bin Laden yesterday.
         
As you scurry around pushing levers and balls, testing teleporters, fighting enemies, filling and drinking healing potions, and filling in the map, The Summoning gives you lots of time to think. And what I thought about during my most recent sessions was a typology for how games structure their worlds. This is what I came up with:

1. The open world. We tend to think of open-world games as recent, but they really go all the way back to the first Ultima (1981). In this model, the player has a fairly large space in which to operate, and that space is seeded with both safe and dangerous places--cities and dungeons, usually. The player may pick a particular city as a "home base" (and modern games encourage this by literally letting him buy a house), but he doesn't have to use a particular place. Excepting some episodes, he has full control over how long he stays in each area, and he can transition between them at will, using any number of locations to regroup, by and sell equipment, level up, and rest and heal. Phantasie, Curse of the Azure Bonds, Baldur's Gate, Ultimas IV-VII, and The Elder Scrolls IV: Oblivion all follow this model.

2. The hub-and-spoke, also known as the "expedition-and-return." In this model, there's one safe place, often at the center of the kingdom, and the player does all of his adventuring from it. Each mission takes him to a new place, and he often has no control over how long he spends there, but when it's over, he returns (often automatically) to the safety and resources of the hub. Examples would be Starflight, Quest for Glory, Planet's Edge, and the two Buck Rogers games.
           
Here's a shot of an NPC named Khamillia warning me about gazers. You'll see why in a bit.
          
3. The airline dive. In this approach, you have a safe surface location, from which you repeatedly depart to explore the depths of a dungeon, keeping a constant tether back to your base. A key aspect of the game is how far and long you're willing to risk exploration before following your lifeline home; judge it poorly and you run out of oxygen. Almost all of the PLATO games fit this model, as does Wizardry and the Dunjonquest series. The goal is ultimately to get strong and skilled enough so that you can reach the farthest location, where you usually find the endgame.
     
4. The highway. The game is linear and one-way, with set "rest stops" (cities, leveling, healing, shops) at set intervals along the way. You don't always know how long it's going to be before the next stop, but you know it will come eventually. The Final Fantasy Legend and The Lord of the Rings fall here, although both allowed some limited backtracking. Icewind Dale II is another.
    
5. The "Waltzing Matilda." There are no "safe spaces," except perhaps the occasional dark corner after you've cleared an area of enemies. You have no "hub." All of your resources are in your tucker bag. You level up on the road and heal when you find a potion. It doesn't really matter if the game world is open or linear because you still have to travel the whole thing, and there are no rest stops. This is most roguelikes, Dungeon Master and its derivatives, and The Summoning
             
A partly-completed level.
          
Some of the most tense moments I have playing games is when I don't yet know which model a game is going to adopt. Games often begin with a constrained sequence, and until it's over, you don't know if the game is going to automatically move you to the next area or "open up." Then, if it does open up, you don't know until you start exploring if you're going to be returning to the starting point frequently or if there will be numerous potential hubs as you explore the world. It takes a few hours into Fallout 3 before you realize it's fundamentally a hub-and-spoke game (a player could approach it differently, but most use Megaton as a base of operations); when Fallout 4 began, I thought it would be the same, but it's much more of an open world. Often, a game surprises you by switching to another model for a particular sequence or expansion. Baldur's Gate II is a hub-and-spoke that becomes a highway in Throne of Bhaal. The Lonesome Road expansion to Fallout: New Vegas is a Waltzing Matilda tacked on to an open world.

Games also occasionally create tension and release by subverting their own designs. A common practice in airline dive games is to make you lose the line via teleporters or one-way doors. Hub-and-spoke games often defy predictability by sending you on a mission that turns into a Waltzing Matilda, straining your inventory space, exhausting resources that are normally renewable in town, and making you long for a place to rest or train. When you're finally able to break out and return, the sense of relief is magnified. 
    
I would have to say that the "Waltzing Matilda" is my least-favorite approach, partly because it's the hardest to pick up again when you haven't been able to play for a while. When you finally restore after an absent week, you're in the middle of a dungeon somewhere, with equipment you can't remember the reason for carrying, unsure if you were working on any puzzles and, if so, what they were. Meanwhile, the lack of a central depository means you have to anticipate what you'll need down the road. This is particularly difficult in a game like The Summoning, where numerous readers have warned me not to throw away any pearls or any spell scrolls (despite not needing them mechanically), and having been given the relatively useless advice to try to keep hold of at least one of everything because you never know what is going to be needed to solve a puzzle.
        
The reason for the game's name becomes clear.
       
I originally wrote, "The Summoning is taking long enough that I frankly wouldn't mind a 'walking-dead' excuse to wrap it up with a rating." The problem with that sentence is that it isn't taking that long--at least, not yet. I'm only into it for about 14 hours. It just feels very long because the nature of its construction is to never give you a break. I think this has less to do with its "Waltzing Matilda" approach (what seemed like a cute name is losing its charm as I keep typing it) and more because of its Dungeon Master paternity. Other games feature long corridors and large rooms just to fill in their grids, but games of the Dungeon Master line use all of their available space for puzzles. The Summoning is no exception. Any relief that you feel at finally getting a locked door opened almost immediately withers in the face of another locked door. It doesn't really make a difference that most of the puzzles are easy--which they are, far more so than DarkSpyre--but that they're endless.
     
My most recent sessions with the game involved the completion of a section of levels each named "Broken Seal." There were six of them, but a few of them had large basements, so it seemed like more. The ultimate goal was to find six wedges of a broken seal and assemble them to open the way to the next section of levels, which all seem to begin with the name "Elemental Barrier." A linear description of the levels would be boring and hard to relate given my fractured approach to playing and me recursive approach to exploration (more below), so I'll just cover the highlights:
         
  • Broken Seal Three had a puzzle that required me to rescue a man named Duncan from a prison. His friend Tristan rewarded me with a bunch of runes for the task, but more important, Duncan told me that Shadow Weaver intends to use the Staff of Summoning to bring the God of Magic back to the world, defeat him in combat, become the new God of Magic, and remake the world.
  • On Broken Seal Two, I found a woman dying of poisoning. The game strewed apple cores around her room, suggesting that she'd been keeping herself alive with Apples of Vigor, which was a cute touch. To cure her, I had to find a special antidote in Broken Seal One. As a reward, she gave me a magic mirror that protected me from the attacks of "gazers" (nothing like the Ultima enemies, but rather zombies holding decapitated heads that turn you to stone), which I encountered later in Broken Seal One.
    
The game brought up a little cinematic window as I administered the potion. It does that occasionally, which is a nice addition.
          
  • Later, I learned the hard way that you have to actually equip the mirror when you meet the gazers.
       
Another cinematic shows Jera turning to stone.
            
  • New spells found were "Poison," "Cure Poison," "Restore," "Fire Shield," and "Fireball." I also found additional scrolls for spells I already knew; it's nice that the game offers backups in case you miss the originals. The "Restore" spell is supposed to restore endurance; I've also found a couple of potions that do that, but so far nothing in the game has affected my endurance. Come to think of it, the manual suggests an entire "fatigue" system that if it actually exists hasn't been perceptible in gameplay.
              
This, alas, just shoots a small ball of fire.
     
  • The game is very fond of closed doors that you need the "Kano" spell to open. Some of them are very hard to see as doors. I assume they're walls until I later see them on the automap.
  • A common puzzle has been to need to push a rolling ball onto a pressure plate by using the temporary "Create Wall" spell to stop the ball when it gets to the pressure plate.
     
Like so.
           
  • An exit from Broken Seal Two went back to the Antechamber at the beginning of the game. This is where I would have appeared if I hadn't gone through the "beginner" levels. A woman near this exit talked about the importance of speaking to magic mouths, which would have been odd advice this late in the game but timely advice for some cocky player who decided to skip the beginners' area.
  • Gebo, Raido, and Thurisaz runes teleport the character to the associated "rune floor space on the level in which the rune was invoked." I've found a ton of them. I've been trying to remember to test them on each level in the even that I don't otherwise find those runes on the floors. I'm not sure I've gotten all of them, though.
          
Arriving in a secret Raido area.
       
  • Towards the end of the Broken Seal levels were a couple of puzzles that required me to use knowledge of the game's lore. Each had one skull that asked a question (e.g., "Chesschantra's offspring") and three skulls that provided different answers, each with a portal behind it. The problem was that the "answer" skulls were arranged so close to each other that it was often unclear which one was speaking. Since the wrong portals dumped me into an exitless room, I had to reload a couple of times when I knew the answer but chose the wrong skull's portal. My favorite of these puzzles is when the "riddle" skull said "what you want" and the answers were "world peace," "glory," and, practically, "to complete this part of the maze."
          
One skill gives the answer as I face and am closest to a different one.
        
The automap does a good job, but it's annoying to consult. You have to remove whatever you have equipped in one hand, equip the "palimpsest" instead, use it, and then re-equip the previous item. So I've mostly been approaching each level by following the right wall, bypassing doors I can't open or puzzles I can't yet solve. If I've made three loops through the level and still haven't opened some doors (or found the exit), that's when it's time to sit up straight and start taking notice of things.
 
The problem with most of the game's puzzles (or perhaps I should say "challenge," as it's probably intentional) is that the game deliberately obscures their complexity. To illustrate what I mean, assume you walk into a room with four pressure plates, one lever, and a door in every cardinal direction. The "puzzle" could be as simple as the lever activates the pressure plates, and then the pressure plates open the doors in front of them as soon as you step on them. Or it could be as complex as the lever opens a portal to another section of the maze, where you have to solve four sub-puzzles to find four boulders to bring back to the main room to weigh down the pressure plates, which open the doors on the opposite sides of the room, and only one door can be opened at a time.
       
This one is pretty straightforward.
         
I've found that the best way to approach the game is to assume simplicity and to not start going crazy with the mechanics until it's clear that simple isn't working. You have to be goal-oriented in the game. If a room has three levers and one door, and somehow you get the door open without touching any of the levers, it's best not to worry about what they're for. There are plenty of times in which I've left an area suspecting perhaps there was more to find, but happy enough that I found my way to the next level.

New enemies on these levels included centaurs and the aforementioned gazers. Combats have been so easy that they're mostly incidental. I usually welcome them because the game generally uses combats in lieu of puzzles, so a room with mercenaries or skeletons is probably not going to have a lot of lever-and-pit nonsense. Most enemies die in a few hits, and if they manage to wound me direly, I just need to cast "Freeze," run a safe distance, and use "Liquify" to fill and chug Jera potions until I'm healed. Since I found the spell sequence for "Cure Poison," I don't even have to worry about that. The only enemies that have been problems were some ghouls, which none of my weapons and spells would damage. I'm just realizing now as I type this that I never fully "solved" that area, so I must have missed something. Whatever it was, it wasn't necessary to get through the Broken Seal levels.
          
Fighting a couple of centaurs.

           
By far, the biggest issue with the game has been over-encumbrance. You don't want to exceed your weight limit because it significantly slows down movement, including combat. But between runes, gems, potions, wands, coins, extra weapons, extra shields, and quest items, there's a lot in this game that seems pretty essential. At one point shortly after the end of the last session, I took a hard look at what I was carrying, made some tough choices, dropped a bunch of stuff, and was five pounds under-weight. It felt great for about five minutes, until I entered another room and found it loaded with stuff that seems essential. In most games with equipment breakage systems, you spend the game hoping that your items won't break. In The Summoning, you spend the game praying that they will, so that you can shed 8 pounds and swap in the next item.
 
I finally gave up. My character's maximum weight is about 85 pounds, but I'm lugging around close to 115. As we enter a new area, I drop enough chests to get below the threshold, explore for a while, then return and pick them up. (This is similar to Tygr's solution of using the first room of each level as a "warehouse.") Although the system basically works, I keep hoping that I'll eventually use or break enough stuff to get back under the threshold, but that goal gets more distant with every item that I find.
    
A decent part of my encumbrance (in space, if not weight) is made up of gold coins. So far, the only place that I've found to spend them is at NPCs who offer to heal you for a donation. Normally, I'd welcome these NPCs, but self-healing is so easy that I can't imagine ever having to use them. I wonder if there's any other purpose to the game's "economy."

One of Shadow Weaver's warriors, encountered I think on Broken Seal Three, gave me a preview of the rest of the dungeon. He said that Shadow Weaver opens all the seals every six months to allow the horde to come and go from its campaigning, but between those times you have to really work at it to pass through the various areas of the fortress. Beyond Broken Seal are three Elemental Barrier levels, then a series of levels "controlled by the five ruling knights." Each has a medallion, and all five are needed to actually enter the citadel, which I assume also has multiple levels. 
          
Well, this is depressing.
         
As I entered the Elemental Barrier levels, I ran into an NPC named Duncan--a different Duncan than the one I rescued from prison. He said that to open the "elemental barriers," I would need to bring him three spheres, which he would then somehow "activate." (Shadow Weaver drops the barriers whenever the horde marches to and from war, but that only happens every six months or so.) I don't know why spheres are such a big part of every game I play lately. Anyway, he said that in the years since "Balthazar" had placed Duncan in his position, no one had ever brought him a sphere, so he wonders if his job wasn't meant as a joke.
    
Anyway, that suggests that I still have a lot of game to go, which makes sense given the slowdown in leveling. Jera has reached "Adept" in edged weapons (7/10), "Skilled" in clubs and hacking weapons (5/10), "Average" in pole-arms (4/10), and remains a "Beginner" in missile weapons (1/10) because I haven't had any reason to use them. She is "Adept" in healing magic (7/10) and "Skilled" (5/10) in the rest. Her overall level is "Cavalier" (8/12). These all represent gains of only a level since the last session. 
    
I've given the impression of a game that I don't like, but it would be more accurate to say that it doesn't fit well with the available time I have this month. My enjoyment improves in long sessions when I can build a certain rhythm. I'd shelve it for a month except that strategy never really works. Even if it's a game I like (e.g., The Magic Candle III), I still somehow find myself loathe to pick it up again. So I'm going to power through with The Summoning even if it means I can't post about it that often. Next up, we'll probably have a BRIEF on Projekt Ikarus because I can't make heads or tails of it.
    
Time so far: 14 hours

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viernes, 4 de septiembre de 2020

The Game Awards 2018 Nominations Announced.



There have been numerous incredible games released in 2018, and now the nominations for The Game Awards 2018 have been announced across 30 categories. Marvel's Spider-Man, God of War, and Red Dead Redemption 2 are all up for Game of The Year, alongside being nominated for other categories, including Best Narrative, Best Game Direction, and Best Action/Adventure Game. 

God of War and Red Dead Redemption 2 are tied for the most nominations for 2018, standing at a sum of seven. Assassin's Creed Odyssey, Monster Hunter: World and the indie Celeste are also up for Game of the Year.

The Game Awards celebrates individual games and game developers alike through an extensive variety of categories ranging from Best Role Playing Game and Best Art Direction to Best Mobile Game and Content Creator of the Year. The most desired distinction, however, is the Game of the Year award, honoring the overall best accomplishment within the universe of gaming.

The full nominations and their respective categories can be seen below:


Game Of The Year:

  • Red Dead Redemption 2
  • Marvel's Spider-Man
  • Assassin's Creed Odyssey
  • God of War
  • Monster Hunter: World
  • Celeste

Previous Year Winner: The Legend of Zelda: Breath of the Wild





Best Action/Adventure Game:

  • Red Dead Redemption 2
  • Marvel's Spider-Man
  • Assassin's Creed: Odyssey
  • God of War
  • Shadow of the Tomb Raider

Previous Year Winner: The Legend of Zelda: Breath of the Wild



Best Action Game:

  • Call of Duty: Black Ops 4
  • Destiny 2: Forsaken
  • Far Cry 5
  • Dead Cells
  • Mega Man 11

Previous Year Winner: Wolfenstein II: The New Colossus



Best Game Direction:

  • Red Dead Redemption 2
  • Marvel's Spider-Man
  • God of War
  • Detroit: Become Human
  • A Way Out

Previous Year Winner: The Legend of Zelda: Breath of the Wild



Best Role Playing Game:

  • Ni no Kuni II
  • Monster Hunter: World
  • Dragon Quest XI
  • Octopath Traveler
  • Pillars of Eternity II: Deadfire

Previous Year Winner: Persona 5 



Best Ongoing Game:

  • Destiny 2: Forsaken
  • No Man's Sky
  • Overwatch
  • Tom Clancy's Rainbow Six Siege
  • Fortnite

Previous Year Winner: Overwatch



Best Art Direction:

  • Red Dead Redemption 2
  • Assassin's Creed Odyssey
  • God of War
  • Octopath Traveler
  • Return of the Obra Dinn

Previous Year Winner: Cuphead



Best Narrative:

  • Red Dead Redemption 2
  • Marvel's Spider-Man
  • Life is Strange 2: Episode 1
  • God of War
  • Detroit: Become Human

Previous Year Winner: What Remains of Edith Finch





Best Score/Music:

  • Red Dead Redemption 2
  • Ni no Kuni II: Revenant Kingdom
  • Marvel's Spider-Man
  • God of War
  • Celeste
  • Octopath Traveler

Previous Year Winner: Nier: Automata



Best Independent Game:

  • Dead Cells
  • Celeste
  • The Messenger
  • Return of the Obra Dinn
  • Intro the Breach

Previous Year Winner: Cuphead



Best Audio Design:

  • Red Dead Redemption 2
  • Marvel's Spider-Man
  • Call of Duty: Black Ops 4
  • Forza Horizon 4
  • God of War

Previous Year Winner: Hellblade: Senua's Sacrifice



Best Performance:

  • Roger Clark as Arthur Morgan, Red Dead Redemption 2
  • Christopher Judge as Kratos, God of War
  • Yuri Lowenthal as Peter Parker, Marvel's Spider-Man
  • Melissanthi Mahut as Kassandra, Assassin's Creed Odyssey
  • Bryan Dechart as Connor, Detroit: Become Human

Previous Year Winner: Melina Juergens as Senua



Best Fighting Game:

  • Street Fighter V Arcade
  • Dragon Ball FighterZ
  • Soul Caliber VI
  • BlazBlue: Cross Tag Battle

Previous Year Winner: Injustice 2




Best VR/AR Game:

  • Firewall Zero Hour
  • Tetris Effect
  • Moss
  • Beat Saber
  • ASTRO BOT Rescue Mission

Previous Year Winner: Resident Evil 7: Biohazard



Games for Impact:

  • Life is Strange 2
  • 11-11 Memories Retold
  • Celeste
  • Florence
  • The Missing: JJ Macfield and the Island of Memories

Previous Year Winner: Hellblade: Senua's Sacrifice



Best Mobile Game:

  • PUBG MOBILE
  • Reigns: Game of Thrones
  • Fortnite
  • Donut County
  • Florence

Previous Year Winner: Monument Valley 2



Best Family Game:

  • Super Mario Party
  • Overcooked 2
  • Nintendo Labo
  • Mario Tennis Aces
  • Starlink: Battle for Atlas

Previous Year Winner: Super Mario Odyssey



Best Sports/Racing Game:

  • FIFA 19
  • Pro Evolution Soccer 2019
  • NBA 2K19
  • Forza Horizon 4
  • Mario Tennis Aces

Previous Year Winner: Forza Motorsport 7




Best Multiplayer Game:

  • Call of Duty: Black Ops 4
  • Fortnite
  • Destiny 2: Forsaken
  • Monster Hunter: World
  • Sea of Thieves

Previous Year Winner: PlayerUnknown's Battlegrounds



Best Debut Indie Game:

  • Donut County
  • Florence
  • Moss
  • The Messenger
  • Yoku's Island Express

Previous Year Winner: Cuphead



Best Student Game:

  • RE: Charge
  • Combat 2018
  • Dash Quasar
  • JERA
  • LIFF

Previous Year Winner: Level Squared



Best eSports Game:

  • DOTA2
  • Fortnite
  • CSGO
  • League of Legends
  • Overwatch

Previous Year Winner: Overwatch



Best eSports Player:

  • Dominique "SonicFox" McLean
  • Hajime "Tokido" Taniguchi
  • Jian "Uzi" Zi-Hao
  • Oleksandr "s1mple" Kostyliev
  • Sung-hygeon "JJoNak" Bang

Previous Year Winner: Lee Sang-hyeok "Faker"



Best eSports Team:

  • London Spitfire
  • Cloud9
  • Astralis
  • Fnatic
  • OG

Previous Year Winner: Cloud 9


Best eSports Coach:

  • Bok "Reapered" Han-gyu
  • Christian "ppasarel" Banaseanu
  • Danny "zonic" Sorensen
  • Dylan Falco
  • Jakob "YamatoCannon" Mebdi
  • Janko "YNk" Paunovic


Best eSports Event:

  • ELAGUE Major: Boston 2018
  • EVO 2018
  • League of Legends World Championship
  • Overwatch League Grand Finals
  • The International 2018


Best eSports Host:

  • Alex "Goldenboy" Mendez
  • Alex "Machine" Richardson
  • Anders Blume
  • Eefje "Sjokz" Depoortere
  • Paul "RedEye" Chaloner


Content Creator of the Year:

  • Dr. Lupo
  • Myth
  • Ninja
  • Pokimane
  • Willyrex



Best eSports Moment:

  • SonicFox side switch against Go1 in DBZ
  • KT vs IG Base Race
  • C9 comeback win in triple OT vs FAZE
  • G2 beating RNG
  • OG's massive upset of LGD



Favorite Moment of 2017:

  • The Legend Of Zelda: Breath of the Wild 
  • Carol Shaw
  • The Game Awards Orchestra 
  • Josef Fares 
  • Hideo Kojima and Guillermo del Toro

The Game Awards will air on Dec. 6 2018 at 8 p.m. EST. Fans can vote for their favorite categories at The Game Awards Website.