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EA Origin has been replaced with a new, faster PC app

After the announcement in 2020 that the EA Origin marketplace would be shutting down, EA has released its next PC platform: the EA app.

Origin was EA’s exclusive PC launcher for its titles first launched in 2011. It was intended to compete with other digital PC storefronts such as Steam, though it eventually integrated with its competitor to sell their titles on that service. Origin, however, was still required to run EA titles even if bought on Steam. Despite accumulating over 50 million registered users, the service was heavily criticized and maligned by the PC community due to security flaws and suspicions of spying on players. In late 2020, EA announced that it would retire Origin in favor of a new client simply called the EA app.

The ea app homepage.
Image used with permission by copyright holder

The new EA app left open beta today and is now available for download as EA’s primary PC platform. The publisher claims that this new platform “is our fastest and lightest PC client to date. With the new streamlined design you will easily find the games and content you’re looking for and discover your new favorite games. With automatic game downloads and background updates you can ensure that your games are ready to play when you are.”

Those who already have an Origin account will be automatically invited to transfer all their games, cloud saves, friends lists, and content onto the EA app seamlessly. This new app will also allow players to connect their accounts to other services, including Steam, Xbox, and PlayStation, to have a unified friends list across all their services.

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With the general resistance some PC gamers have to alternative launchers and platforms, the best-case scenario is that this new EA app is more stable and functions seamlessly behind players’ preferred and established storefronts.

Jesse Lennox
Jesse Lennox loves writing, games, and complaining about not having time to write and play games. He knows the names of more…
Move over, Wordle: The New York Times has a new puzzle game
top tech stories of the week 7 24 2015 new york times starbucks deal

The New York Times has introduced the next title coming to its Games catalog following Wordle's continued success -- and it's all about math. Digits has players adding, subtracting, multiplying, and dividing numbers. You can play its beta for free online right now. 
In Digits, players are presented with a target number that they need to match. Players are given six numbers and have the ability to add, subtract, multiply, or divide them to get as close to the target as they can. Not every number needs to be used, though, so this game should put your math skills to the test as you combine numbers and try to make the right equations to get as close to the target number as possible.

Players will get a five-star rating if they match the target number exactly, a three-star rating if they get within 10 of the target, and a one-star rating if they can get within 25 of the target number. Currently, players are also able to access five different puzzles with increasingly larger numbers as well.  I solved today's puzzle and found it to be an enjoyable number-based game that should appeal to inquisitive minds that like puzzle games such as Threes or other The New York Times titles like Wordle and Spelling Bee.
In an article unveiling Digits and detailing The New York Time Games team's process to game development, The Times says the team will use this free beta to fix bugs and assess if it's worth moving into a more active development phase "where the game is coded and the designs are finalized." So play Digits while you can, as The New York Times may move on from the project if it doesn't get the response it is hoping for. 
Digits' beta is available to play for free now on The New York Times Games' website

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This might be why The Last of Us has terrible stuttering on PC
Joel looks at Ellie in The Last of Us Part 2.

The Last of Us on PC has launched in a dire state. Although I haven't experienced as many issues as some players are reporting, the consensus is clear: the game is buggy, poorly optimized, and underbaked. It's currently sitting with a Mostly Negative review status on Steam, which is typically reserved for the most broken games, like Battlefield 2042. 

Consider yourself warned if you want to jump into Joel and Ellie's story on PC, especially if you just finished off the excellent HBO series. For players who already have the game, there's a particular issue you should be aware of that relates to Nvidia's Deep Learning Super Sampling (DLSS) and AMD's FidelityFX Super Resolution (FSR), as well as demands on your system that go far beyond the recommended specs.
A possible source of stutter

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With EA’s help, Wild Hearts solves Monster Hunter’s biggest problem
Three players build to fight a monster in Wild Hearts.

Although Capcom’s Monster Hunter series is more popular than ever in the West, it’s still a daunting series to get into because of its overbearing tutorials and complicated UI. Koei Tecmo development team Omega Force didn’t want to repeat this mistake with Wild Hearts -- its upcoming fantasy monster-hunting game with a complex offensive crafting element. To solve this issue, it partnered with Electronic Arts’ EA Originals label to better understand how western players prefer to be treated in the earliest stages of a complicated adventure.
“We wanted to understand better how this game might be received by players in different parts of the world,” Co-Director Takuto Edagawa said when discussing the fruits of the EA partnership. “Players around the world don’t tend to like information being over-presented. They don’t want you to explain too much; they want to learn more in a hands-on way by experiencing it themselves through play.”
WILD HEARTS | 7 Minutes of Gameplay
Digital Trends put this to the test with our playable three-hour build of the earliest parts of Wild Hearts and found its introduction and tutorials to be better than anything Monster Hunter has done. Within 30 minutes, Wild Hearts players should be familiar with the basic concepts the game deals with and be set for what’s shaping up to be an enjoyable cooperative hunting and crafting adventure.
A wild hunt
“One thing that was very important to us was to not do a lot of explaining and then get into the story and gameplay,” Edagawa tells Digital Trends. “We wanted you to be able to play as soon as possible. We know that our players want to experience the game and world as soon as they can, so that was the fundamental approach we took with the opening.”
Wild Hearts begins peacefully, with a lone hunter walking through a forest rife with small friendly Kemono creatures. Soon, a small-time hunt begins as the player spots a deer-like Kemono. During this hunt, players will learn the basics of the camera and movement controls, the attacks at their disposal during combat, how to climb ledges with limited stamina, and how to sneak up on an enemy.
These are some basic fundamentals in hunting games, but the difference compared to Monster Hunter Rise is that the game isn’t constantly stopping the player with long cutscenes or large text boxes to explain basic things. Text boxes only appear if players choose to activate them when a tutorial pops up.
WILD HEARTS Official Reveal Trailer
The best game openings get right into things, which Wild Hearts successfully does. According to EA Originals Executive Producer Lewis Harvey, this is the aspect of the game Koei Tecmo wanted to work closely with EA on, although EA provided some character and world design input to the Japanese development team at Omega Force as well.
“EA has a great wealth of experience in its user research division, and we were able to provide a huge amount of testing and data to Koei Tecmo that really helped them fine-tune the game and make critical decisions around their feature set,” Harvey said. “A lot of the creative input and feedback we have given has been around tutorialization, onboarding, and clarity of features and UI to players.”
The hunt continues
The setup EA and Koei Tecmo settled on was already effective but wasn’t quite over yet. I soon came across a mystical being calling themselves Mujina. During a discussion with them, I established my character’s backstory, customized their look, learned more about the Kemono, and got my first significant objective: go to the nearby town of Minato.

Before I could do that, though, the environment around us quickly changed and was overtaken by ice. I used the skills the game had effectively taught me by that point to hunt down the source, a giant ice wolf Kemono, and I engaged them in battle. Unfortunately, this fight was impossible to win, so my character was defeated and tossed into a deep cave. That’s when Mujina reappeared and activated my Karakuri, a little device my hunter found in the last hunt and carried with them.
Then came the second part of the tutorial, which focused on this unique system. During development, Koei Tecmo decided to make crafting in Wild Hearts not just a defensive or preparation thing but something that can help during exploration and fights. To get out of this cave, I had to build up boxes of Karakuri to help me climb up a wall and then build more to create a vantage point I could aerially attack enemies from.
Karakuri building skills are critically important when preparing for hunting large Kemono, too. After escaping the cave, I used the Karakuri more traditionally to build a camp near a girl I found unconscious on the ground. Once I did that, another giant Kemono that looked like a giant rat with plants growing out of it attacked, and I set off on the first real hunt of the game, concluding the opening and kicking off the true Wild Hearts adventure.
While a lot more pleased me afterward -- like the colorful world design, attack damage numbers, and fact that Karakuri remains in the world map after a hunt to remind you of previous exploits -- this opening is what stuck with me.
Sayonara, Monster Hunter
I’ve tried to get into the mainline Monster Hunter series multiple times but always found the beginning of those games off-putting because of how daunting their openings and tutorials are. The king of this genre has an approachability problem, and Wild Hearts has a great chance of becoming the preferred option for new players thanks to how it handles player onboarding. Couple that with a cleaner UI, and this Wild Heats already has a better user experience -- even just 30 minutes into a preview build I played months ahead of its launch.

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