gamesread | Bomb factory flat of Manchester attacker revealed by landlord's tip off

Police cordon at Somerton Court in Manchester (Picture: Rex)

Police believe they have found the bomb factory flat where the explosives detonated by Salman Abedi were made.

Officers have raided a high-rise block, where they believe the device which killed 22 people in a 12th floor council flat was created.

Hundreds of Muslim children march to Manchester Arena to pay tribute to 22 victims

The 22-year-old Manchester bomber sub-let a property in Somerton Court, in the Blackley area of Manchester.

Officers involved in the terror investigation – along with armed police – raided the flat on Wednesday evening.

Abedi’s landlord contacted police after recognising the bomber’s name in the news.

Police have searched the Somerton Court property (Picture: Rex)
British authorities identified Salman Abedi as the bomber who was responsible for Monday’s explosion in Manchester which killed more than 20 people. (Picture: AP)

The landlord said a strong scent of chemicals was left behind by his ex-tenant and fire alarms had been deactivated, according to the Daily Mail.

Hate crime reports have doubled in Manchester since terror attack

Abedi rented the 12th floor property for weeks before the attack, moving out last month.

A total of 13 arrests have now been made in the Manchester attack investigation.

Police arrested two men aged 20 and 22 on suspicion of terror offences in connection with the Manchester bombing last night.

Another man, aged 44, was arrested in Rusholme on suspicion of terrorism offences linked to the arena attack.


Police were tipped off by the landlord of the property (Picture: Rex)

Chief Constable Ian Hopkins of Greater Manchester Police said: ‘It has been a challenging week and we are still in the middle of a live investigation. Eight people are in custody aged between 18 and 38.

‘There are still 12 locations that are being searched and activity will continue throughout the weekend. The cordon remains around Manchester Arena.

‘We have hundreds of officers that are working on this investigation from across the national counter terrorism policing network and we have seized thousands of exhibits that are now being assessed.’

Here is everything we know about the suspects so far.

gamesread – Many pet rabbits will die in Second Life on Saturday

gamesread - Many pet rabbits will die in Second Life on Saturday

Virtual rabbits across Second Life [official site] will fall asleep on Saturday then never wake up, now that the their digital food supply has been shut down by a legal battle. The player-made and player-sold Ozimals brand of digirabbits are virtual pets that players breed and care for in the sandbox MMO, and even need to feed by buying DRM-protected virtual food. But they rely on servers. Waypoint reported earlier today that the seller of Ozimals and the Pufflings virtuabirds has received a legal threat he says he cannot afford to fight, so they’ve shut down. By Saturday, rabbits will run out of food and enter hibernation.

The rabbits aren’t dead, they’re sleeping. They simply can never wake up.

The ‘breedables‘ craze, which Ozimals played a big role in, may have peaked a while back but a lot of virtual animals still exist. Well, for now. If digirabbits can’t eat, they enter ‘hibernation’ after 72 hours and will only wake up when fed again. Ozimals need to check in with servers but these shut down on Wednesday, so no rabbits can be fed. Even players who’ve bought a big supply of food will find their rabbits, er, very still forever. I’ve read that some are already gone.

At least the Ozimals’ birdy cousins, the Pufflings, had a swift death. They shut down instantly on Wednesday when the servers went down, while rabbits hold on with the food in their cyberbellies.

Ozimals did give rabbit owners a brief chance to save their rabbits. Before shutting down, they gave away items which make rabbits not need food – and leaves them sterile. Some rabbits will live on forever, the last of their kind. If you wish that fate upon your rabbit, apparently some kindly players have a stash you’re welcome to.

gamesread - Many pet rabbits will die in Second Life on Saturday

That’s a fun/tragic and quirky story about Second Life, isn’t it? That ol’ wild frontier of cyberspace. For a while, Second Life and EVE were shoulder-to-shoulder at one exciting experimental edge of digital societies. EVE Online had the intrigue and the murder, and Second Life had the creativity and the sex. But as much as people like to place dollar values on EVE battles, Second Life has always been the one with serious money riding on it. And the death big sleep of these rabbit is a business story.

Ozimals and Pufflings overlord ‘Malkavyn Eldritch’ said in Tuesday’s blog post:

“At 8:00 am on Monday, May 15, 2017, I received a Cease and Desist letter from legal counsel representing Edward Distelhurst and Akimeta Ltd. This letter demands that I cease all use of Ozimals intellectual property.

“I don’t personally agree with this claim, but I do not have the means to fight this in court, therefore I have no choice but to comply.”

And that’s it. The Ozimals business is gone, its site is deleted, Pufflings are inert, rabbits will soon follow unless cursed with immortality, and all money spent is gone.

What kind of monster would use lawyers to murder virtual rabbits? Well!

“We feel that because they have named us by our real life entities, and identities, they have willfully made us a target of their communities’ understandably upset feelings,” Distelhurst and Akimeta say in a public letter, going on to tell their sides of the story.

Akimeta’s side is fairly simple. In 2009 and 2010, Akhmeta made models and textures for rabbits, accessories, and other bits and pieces they licensed to the company Ozimals LLC. Akhmeta say that Ozimals the company was dissolved last year but the person currently running Ozimals the game has kept using their work and that’s not covered by the old license. Simple!

Edward Distelhurst’s story is messier. A programmer who worked on the game, he has been in a legal battle for six years over alleged unpaid royalties. It’s a tale including multiple settlements, a court order for Ozimals to sell their second house to cover debts, Ozimals’ legal battle with the makers of virtual horses, Distelhurst receiving a majority share after Ozimals don’t sell the house, and… it’s quite the read.

Eldritch, Akimeta, and Distelhurst are obviously telling their own stories. I’m not saying who’s right and who’s wrong. But mate, if you think Internet spaceships are serious business – they’ve got nothing on Internet rabbits.

gamesread – State of the Game: Three Weeks into Galahad

We’re now at the three week mark post Galahad and the wipe and can take inventory of what we, and according to the majority of the feedback: most of you as well, consider a very successful update that was a huge step forward towards release in July.

Naturally, however, there are always areas in which we can improve until then. Let’s take a look at the major points that we are not yet entirely happy with.

Item Drops, Economy Changes, Essences

We are developing an exciting new feature where all mob item drops will be player crafted – yes, you read that right. The way this works is that all items that can drop from mobs need to be supplied to an NPC black market first. The black market in turn creates demand based on mobs being killed. If the black market’s demand is not met for certain items, prices will increase, until a player is willing to sell the requested item to the NPC. Items sold to the NPC will then enter the drop pool, i.e. mobs can drop them based on the usual loot tables. However, the black market NPC is somewhat corrupt, and some items sold to him will be “lost”, hence creating a nice item sink which will be very important at the lower tiers. If we can make it work, you’ll even be able to see which player originally crafted the item that just dropped from the mob you killed!

This features allows us to make a number of awesome improvements to the game

  • all equipment items in Albion Online will be player crafted again (well, excluding Founder’s gear)
  • we can allow mobs to drop significantly more and also better items, as these will need to be crafted by a players and sold to the black market NPC first before they can actually drop
  • as we can now drop items in a decent number, we will likely have a closer look at what options this gives us to make gatherers happy – for example the possibility of removing refined resources as a reward for hell gates and chests
  • and for the same reason, we will likely remove essences as a requirement for refining, as the player crafted item drops feature provides a powerful link between PvE and crafting already, hence removing the reason why we introduced essences in the first place

We are truly excited about this feature and its implications, we feel it will drastically improve gathering, refining, crafting and PvE at the same time. For more details, check the sneak peek thread in our forums.

Reputation System

We will make changes to the reputation system allowing for more PvP to happen in yellow and red zones, while still making sure that the reputation system provides a discouragement to non-consensual PvP, in particular when hunting players as a zerg. See details here.

Improved Hell Gates

Hell Gates are a great source of PvP, and a lot of fun. However, we still feel we could make them even better. These are mostly related to dodging the other team and to the fact that mobs and mob pulling can play an inflated role in the PvP confrontations. We feel that there is no band-aid fix for these issues and have hence created a new hell gate design and map that is currently undergoing internal testing, and that will hopefully see the light of day before release of the game. If not, then shortly thereafter.

We are also aware that the reward balancing for hell gates might currently be off, in particular with regards to enchanted resources. Please see the point above about item drops and economy changes, which allows us to keep hell gates extremely rewarding by setting a high rate for player crafted item drops, allowing us to remove refined resources from the drop table.

Guild Quality of Life Changes

We have a vast array of guild quality of life changes very high on our priority list.

We cannot promise yet if and how many of them will make it in time for release, however, some should start showing up in the first post-release update.

The list of things we are looking into is long, among them are:

  • banks with configurable tabs, and a guild bank
  • customizable guild rights and role management (i.e. create a role called “gatherers” and then give all “gatherers” access to a particular tab in the guild bank, etc)
  • transactions logs and asset overview banks
  • more detailed activity logs on guild members
  • tiered guild wallet
  • improved guild message of the day feature
  • crafting orders (place an order at the crafter building and leave the ingredients there, possibly set a reward. Crafter can come by later, craft the item for you, and you pick it up later)
  • support for internal guild currency. Award “guild coins” to your members based on their contribution to the guild, and set up a reward store using these guild coins.

Note that getting all of these into the game will take it’s time, hence, we are working on them step by step.

Item Stacking and Market Interface Improvement

We will allow fully repaired items to stack, also meaning that you can create a market sell order for multiple items at once. We  aim to do this in such a way that we can still preserve the “crafted by” info for individual items.

Post-release, we will rework our market interface to make trading more efficient. We want to encourage more users to be able to use buy orders and sell orders, hence creating an overall more accessible and liquid game market.


In the first days post-wipe especially you and us noticed a number of performance hiccups which need addressing. We already applied some measures in the first week, which saw server and client performance increase significantly from the 17th of March onwards.

Despite us hitting a peak player-count in a single cluster (Fort Sterling represent!) on the weekend, the server did not give in or gave too many issues. However, that was only a first pass at optimization and stability. We will continue working on this until release, especially considering that huge open world clashes are one of the major points in Albion, and, despite the game having become more complex and demanding over time, it is our absolute goal to have it run stable even in huge fights.

Prevent Another Post-Wipe Food Crisis

Remember the food crisis in the first days post wipe? We will take steps to make sure that it does not get repeated on release. Instead of seeding food at high prices in the market place – as we did for the Galahad wipe – we will instead let all mobs drop food ingredients for the first 1-2 weeks after release, to allow the food economy to properly get going in an organic way.


The tutorial will see significant improvements prior to release.

There will be a basic mission line guiding beginning players through the starting towns and rewarding players who complete them with a first very basic mount to set out into the world of Albion.

Improve Home Territory GvG

The GvG layout for home territories – with 4 monoliths in the corners of the map – is not ideal, and we are looking into changing this into a more balanced layout with 3 monoliths.

Improving the Value of Watchtower Territories and providing open world GvG

We are aware that watchtower territories currently feel unrewarding to own. One solution we are considering to implement post-release is to replace watchtower territories with something much more meaningful, such as a lumber camp or an ore mine. Same as watchtowers right now, these territories would not be protected by an energy barrier, but would be protected by guards belonging to the guild who owns the territory. They will contain a large concentration of resources. The resource nodes inside the territory however will follow their own spawn logic, such that we can also have special spawn events at specific times where, for example, all nodes will be fully recharged instantly to make gathering in them a more focused activity. 

This, in turn, provides an incentive for other guilds to raid the territories, killing the guards and mining the resources before the owning guilds gets a chance to do it, providing a constant stream of open world GvG opportunities. Of course, actually conquering the territory – and thus getting access to the chest and control of the guards – will still be done in a 5v5 GvG fight.

Likely, we will also allow guilds to upgrade their territories, for example, in order to improve the number and power of the guards, or the amount of resources that spawn there.

Lots of Balancing, Polishing, Bug Fixes and Minor Improvements

Now that we are getting close to release, a lot of focus will be put on this. This will of course include the following further balancing of the destiny board and progression speed and combat/item balancing

Please note that the above list only shows a selection of the key topics that we are working on to get the game ready for release. If you feel that something obvious is missing, there is a good chance that we have it on our list, if you’d like to be sure, please ask as a reply to this thread.

We are looking forward to your feedback.

Your Albion Online Team

gamesread | Behind the Scenes: The Albion Online Soundtrack

In November, we have added the official Albion Online soundtrack to the game with a total of 19 unique tracks. From triumphant horns in the city to ominous percussion in the Hell Gates, the music of Albion will never fail to set the right mood!

Want to find out more about the thoughts and work behind the Albion soundtrack? Join Game Director Robin Henkys and composer Jonne Valtonen, known for his work on Street Fighter 5 and Final Fantasy, as they travel to Prague and its wonderful Rudolfinum, where we recorded every single track with the Prague Philharmonic Orchestra. 

Stay tuned for our next video, where we will delve deeper into the sound design of Albion Online!

Did you enjoy this video? What do you think of the music in Albion Online? Let us know your thoughts and comments on our forums.

Assembling all the things! –


Happy Friday, all! We’ve had a great week here at CSE. Progress continues along as we work on merging multiple systems together and begin shaping all of this hard work into a game. When I write up these top tenish lists, I have to think back through the week and collate all the progress we’ve made. This process usually starts Thursday afternoon, as Brittany and I begin parsing check-ins and Trello cards into a presentable update for our Backers. I love when I’m pleasantly surprised to see the top tenish turn into the top thirteen, as has occurred this week. If you want to catch the more verbose version of the list, plus a bit of theater, you can catch the stream with Tim and I from earlier this afternoon. ( We also go over a a bit of Q&A and thoughts on our work here. Thanks for all the good questions, to those who were in chat!  With that said, let’s get on to the top tenish for the week:

Top Tenish

  1. WIP – Tech – Continued Animation Work: After landing the first pass of the animation refactor last week, Andrew has been working on getting abilities to play the correct animations for damage types (crushing, piercing, slashing) and high, mid, or low attacks. Additionally, he’s syncing animations to the actual skill duration, and at the same time, he’s also working on making sure the correct animation plays, based on the weapon equipped.

  2. WIP – Tech – Item improvements: Early this week, Christina finished a first pass at assigning the correct armor art asset to a player regardless of gender or race. This means that when you pick up a male Luchorpán helmet and equip it on your female Arthurian, she won’t get “huge head syndrome.” She also moved gear setup into Ben’s hands, and he is currently working with the Art Team to set stats on the finer level of armor parts. Previously, we had an item like the chest piece include the undershirt and chest armor, as well as shoulder armor. Those will soon be distinct pieces available for testing. As a WIP, Christina is also improving the ease of updating item data, which will make it much easier for testing. This is a precursor to crafting work, which she is currently planning out.

  3. WIP – Tech – Combining Patchers: After all the feedback and testing for the experimental patcher, Dave has an updated version going through final review. Our plan is to merge all the improvements and to no longer maintain a secondary version.

  4. WIP – Tech – Terrain Editor Improvements: With our island size increase from 16km to 32km, we’ve had a more difficult time navigating our way about the map when editing it. Bull is currently working on upgrading our tools to get around the world faster. It was actually becoming too easy to get lost!

  5. WIP – Tech – Bots Using Abilities: Marc is finishing up the change from OpenSSL to LibreSSL for security improvements. Additionally, he has been working on getting our updated Bots to use abilities. We’re still in the early stages of this change, but it’s an important one. As we’ve said, Bots try to mimic player behavior to help us better find pain points on both our server and client tech. This will also work well for testing with George’s WIP performance update to our particle system.

  6. WIP – Art – Characters: Jon created an updated hand for our characters, both male and female. We’re currently updating the existing nude hands, as well as armor glove parts to make use of them. We all agree the new ones look much better than the old ones. We’ll still need to make some small tweaks to existing animations as we go.

  7. WIP – Art – Characters: Jon’s secondary task of hair research and improvement has moved steadily along behind hands. He’s currently creating new head materials with shaved heads to support a wider range of hairstyles, without having to create unique head materials for every variation. That will soon progress into improving exactly how we do great hair geometry and materials.

  8. WIP – Art – Environment: Despite catching the plague last weekend and being out most of this week, Tyler spent his upright moments continuing work on assets for the new dark forest biome, and has begun fleshing out a “master” tree, from which variations will be created. Jon also completed the additional body sculpts for this forest, in addition to the ones we showed in last week’s update.

  9. WIP – Art – Updated Animation assets: Scott finished entering over 1000 lines of animation data into the new master animation spreadsheet, and has been working with Andrew to make needed updates. He’s also been prototyping a full-body animation to test with the new system, as opposed to keeping our upper and lower body animations as separate assets.

  10. WIP – Art – Place of Power: As mentioned at the end of last week, Dionne began roughing out UV maps and materials on the entirety of the Place of Power. That work continues this week, as we hone in on getting a look that respects the concept art and looks good in the game. Check out screenshots later in today’s update!

  11. Art – Sound: While working on armor foley for movement and stance transitions, dB found the time to add in some subtle ambient music to the world late last week. This plays randomly, along with the generic background ambient SFX.

  12. WIP Design: Last week, we began breaking up our armor into a finer level of parts, as well as moving items into the hands of Design as part of crafting. Ben is wrapping up the armor and weapon side of data entry. We’ve been calling this the “sheet of all the things.” Mark has been working on Technical Design Documents for Christina, in order to speed up her work on the crafting system.

  13. WIP Updated German Website: Many thanks to our Backers Apollon and Tanztante, who are absolute translating beasts! We have a few more small items to check off, but we are planning to update the site next week, unless bugs prevent us.

    As I said, a good week of steady progress. As Brittany and I write these up, we try to point out correlations between items, where applicable, so you can see how these items lead into one another, or into upcoming tasks. It’s one of those tricky things Producers need to keep track of, to make sure everyone is working as efficiently as possible.

    Moving into art this week, let’s take a quick progress update on the Place of Power model, which has gone from a geometry pass last week into a rough pass of materials this week. I like throwing the concept up first, so you can see what we’re working from:

    Assembling all the things! -

    And a rough texture pass image from the WIP model in Maya:

    Assembling all the things! -

    You might notice that the crystals and such in the above image aren’t glowy…yet! The next step is fairly multi-faceted, where we turn these textures into materials and pay attention to specular and roughness values, as well as making the crystals shiny and semi-reflective. This will add more saturation and contrast into the model. We’ll also begin adding in some rough lighting and VFX in many places around the model, and see how that changes the look of those materials. The planned lighting should make nighttime battles fairly fun. If you’ve watched the progress on this over the last several weeks, where we first focused on the layout, or design, of this place to support gameplay, you’ll understand “fun” is our primary focus. For such a large model, it’s nice to not only get into this next phase, but also see the light at the end of the tunnel.

    Jon has been fairly busy this week, making updates to our models that haven’t been too sexy to show off. However, being the modeling superman we’ve come to know, he knocked out several more bodies to integrate into the large trees for the deeper, darker biome I’m currently working on.

    Assembling all the things! -

    Our goal with these guys is to create a sense of unease when you notice these silent visages glaring down at you from above. To further color your imagination for this forest, Michelle has been hard at work this week, supporting the creation of this biome with additional concept art. Depicted below is the progression from drier and sunny, to wetter and darker.

    Assembling all the things! -

    That wraps up a busy week here! Animations, characters, buildings, art, items, oh my! Thanks for taking a look at the week’s progress, and have a great weekend, wherever in the world you may reside!

    -t & b

gamesread – Folka Part 3

Part 3 of this exciting short story from Nika Harper is now live!

The bear within Bolverk had awoken and he lumbered through the cold forest, hands and feet digging into the icy soil. The rites spoke of primal living, of natural existence, and shouldering the cruelty of desperation. Living at all costs was what mattered. Bears were built to withstand the harshest and worst winters, to flourish in the verdant summers. They could sleep through the cold months if the land had been kindly, but Bolverk shared the winter nights and days with the less fortunate and more hardened kind. His kind.

The rites of the berserk were strict and secret. Every few years, or any time as desired, they reconnected with the ursine spirit within them through trial and distance. Bolverk was wrong to keep any thoughts in his mind, wrong to use words in any capacity, but ever so rarely they crept back in.

The Ravens were temporarily absent of their captain. To what would Bolverk return?

Back to the woods, if all was gone. The Ravens were motley and not of his creed, nor of his capability. A finer bunch he could never find, but no fellowship among them. Bolverk was not the man to create it. He did not nurture, he enforced. The wind bit at his shoulder, an aching twinge from the scabbed arrow wound, making the cold feel deeper. That foolish girl. He broke the rites when he spoke to her. He should have chased her where she stood. That was the true way.

More land passed beneath his legs. Walk on until varl instincts were left behind.

Brigands held no interest to him, their presence only spoke of trouble elsewhere in the civilized world. Bears do not pick fights when there is naught to gain. Bolverk stayed high in his tree, watching the thin-skinned ones communicate and trek so inefficiently through the cold. Bears do not bother with talk, and Bolverk did his best to keep his ears full of the forest and not words.

But words crept in.

“Aye, the only smoke we’ve seen for days.”

“Across an entire valley, and we’re supposed to trust it?”

“Rotten yox stew is not as satisfying as it once was,” they bickered back and forth.

“Whether a camp or a home, our packs will be filled.”

To think, bears were the ones noted as savages.

Their talk grew distant as the sun hit peak in the sky. Off to make waste of their own kind. A putrid thing, civilization, rotting in its own juices.

A gust stung his cheek, his shoulder prickled with the fresh memory of the arrow. Unlikely it was the girl’s homestead that was the target of the brigands. They were a shoddy sort in any case. If she was any evidence, her family was a strong clan and would benefit from the supplies they gathered from the lowlives headed towards them.

The wind bit his new scar. He leapt down from the tree, cushioned by the crisp snow.

A bear does not use words, just instinct. Bolverk’s arms and legs followed the path cleared by shuffling human feet. He pushed out thoughts and followed the scent of battle towards a distant smudge of smoke on the side of the valley.

gamesread - Folka Part 3

The Banner Saga coming to Consoles January 12th –

AUSTIN, TX – December 16, 2015 – Stoic, an independent game development company and Versus Evil, one of the leading independent video game publishers, today announced that the epic Viking RPG strategy game The Banner Saga is coming to the PlayStation®4 computer entertainment system and to the Xbox One via the [email protected] self-publishing program on Tuesday, January 12th, 2016.

The Banner Saga, which launched to much critical acclaim on both PC and mobile devices has received several awards and nominations, including winner of the 2014 Geekie Awards for “Best Video Game”, winner of 2014 Game Developers Choice: “Best Debut” award, finalist placement for “Excellence in Visual Arts” category at the Independent Game Festival, 3 BAFTA Award Nominations, and winner of Pocket Gamer’s 2015 Best Adventure/RPG Game and Best Android Game of the Year.

“We have been working on porting Banner Saga to consoles for some time” said John Watson, founder and technical director at Stoic. “Porting the game certainly presented technical challenges that we needed to overcome, and gave us an opportunity to redesign the user experience for console controllers. We have managed to merge the story and gameplay from Banner Saga with a refined controller interface to make it a very enjoyable console gaming experience.”

The Banner Saga is a single player driven Viking saga, where a player’s choice in travel, conversation and combat determines the outcome of their own personal story as well as the survival of an entire civilization. The game also features stunning 2D animation and art, a unique tactical combat system and a cast of unforgettable characters, all of which drive this epic journey forward. Players will enjoy a beautiful and haunting original score by Grammy nominated, two-time BAFTA winning composer Austin Wintory conducting The Dallas Winds orchestra, as well as a powerhouse trio of acclaimed YouTube sensations: Peter Hollens, Malukah and Taylor Davis.

“Launching the Banner Saga on next gen consoles is a huge step forward for Stoic and the brand” said Steve Escalante, general manager of Versus Evil. “With this latest achievement, the Stoic team is able to work on more platforms and reach more customers with its games and technology.  This is not a small thing to consider for such a small team.  Looking ahead at what this could mean for Banner Saga 2 gets really exciting.”

Localized in French, German, Polish, Portuguese, Russian, Spanish, and Italian languages, The Banner Saga was one of the earlier funding successes on Kickstarter, which originally launched in partnership with independent games publisher Versus Evil.

To learn more about The Banner Saga visit:

To learn more about Versus Evil visit:

Sea-Focused Margoria Expansion Live Today in Black Desert Online on gamesread

Sea-Focused Margoria Expansion Live Today in Black Desert Online on gamesread


Margoria, Black Desert Online’s latest expansion, launches today and brings with it a whole new ocean as well as a host of activities for players to take part in both above and below the waters.


Watch the Dive into Margoria Trailer:



Teased at Gamescom 2016, the Margoria Expansion pushes the limits of what is possible in current-day MMORPGs with features like large-scale naval combat, where entire guilds can climb aboard their ships and face off on the sometimes calm, sometimes storm-ridden Margoria ocean.

Sea-Focused Margoria Expansion Live Today in Black Desert Online on gamesread

Margoria Expansion features

Guild-vs-guild naval combat – Guard your wealth and trade routes by defeating rival guilds in fierce ship-to-ship combat.

Ship construction – Build your private sailing ship or work with your guild to build powerful galleys that are packed with firepower.

New harbors and ocean – Establish lucrative trade routes as the trading system expands to the open seas.

Underwater monster hunting – Take down the terrifying sea monsters that live in the depths of the Margoria ocean and earn legendary loot.

Enhanced life skills – Reel in new species of fish in the Margoria ocean and gather other ingredients to improve your cooking skills.

Over 100 new quests – Meet new characters and continue on your grand adventure.

The Margoria Expansion is available to Black Desert Online players for free.

Get a free 7-day trial for Black Desert Online here.

gamesread | Football Manager 2017: Vorbestellungen ab sofort möglich + gratis Demo

gamesread | Football Manager 2017: Vorbestellungen ab sofort möglich + gratis Demo


Am 4. November 2016 erscheint die neuste Version des Football Manager, wie Sega auf der diesjährigen Gamescom in Köln kundtat. Und ab heute kann die 17. Fortsetzung des beliebten Manager-Spiels vorbestellt werden. Das sorgt für Vorfreude. Die sich aber noch steigern lässt, denn alle, die den Football Manager 2017 noch vor dem Release bestellen, können sich auf ein paar Extras freuen.

Jeder, der den Football Manager 2017 vorbestellt, erhält auch einen Zugang für den Beta-Test, der zwei Wochen vor dem Release verfügbar sein wird. Außerdem erhalten alle Vorbesteller einen Download-Code für den Football Manager Touch 2017 inklusive DLCs sowie drei zusätzliche Herausforderungen als Manager. Die Mobile-Version des Games kommt ebenfalls am 4. November als Download auf den Markt. Mit dem Football Manager Touch 2017 erhält der Spieler weitere Möglichkeiten, unter anderem er sein Team auch unterwegs betreuen.

Auf Instant-Gaming und MMOGA kann der Football Manager 2017 ab sofort vorbestellt werden.