Over the last year, Final Fantasy XV has evolved from a rather ambitious entry in the JRPG franchise that may have bitten off more than it could chew, into a expansive game that will soon add a new online game mode, DLC Episodes featuring lengthy adventures with its supporting cast of characters, and general quality-of-life updates to smooth many of the rough edges from the initial launch. With the Windows Edition coming early 2018, the developers at Square Enix are looking to wind things down with FFXV, but are ready to offer PC players the complete experience.
During PAX West 2017, we had the chance to talk with the game's director, Hajime Tabata, about what's coming up for Final Fantasy XV, the focus on creating value for the game post-launch, and what could be next for the development team after work on the PC release is complete.
GameSpot: This particular game had the longest development period of any entry in the Final Fantasy series. It initially started as a spin-off, but it eventually became a core entry in the series. What are your reactions to seeing how it's evolved into what it is now?
Hajime Tabata: From a business standpoint, we've achieved over 6.5 million units, and the fact that we're still going to be putting out content till the launch of the Windows Edition--and then we have the Pocket Edition--this project has been very successful for us. But from a personal level, and from a dev team standpoint, what really resonates with us is the fan feedback we got from the day one release. A lot of the major criticisms was that they felt the story was lacking in certain aspects. So for us, we did our best to give back and supplement those areas where people felt it was lacking.
When those fans who were complaining about the story from the early days are now completely satisfied with the overall experience, that's the moment when we can say as a team that we're pleased with what we did for Final Fantasy XV. And obviously, we don't plan to draw this out forever. At some point we're going to have to mark the end of the journey for Final Fantasy XV. With that said, we're still listening to what the fans want and expect for this game.
It's unusual to see so much post-launch support for a Final Fantasy game that's not an MMO. What was the mindset the development team had when creating these new updates?
Hajime Tabata: We always had the plan of showing what happened with them in the DLC. Our goal is to give back to the players and give them content that they're gonna love. When you're playing as Noctis, your three allies are going through this journey with you, and their experiences throughout that adventure aren't shown. We tried a lot of new things for this, and it has allowed the dev team to really grow, develop, get stronger, and become more experienced. So in the long run, it all panned out for us. We're so happy with how it all worked out.
Was the desire to create more content in such a large space what led to the online mode? There are a lot of new features and support happening in FFXV, and an online component is a bit of an ambitious addition.
Hajime Tabata: We always had a plan for the multiplayer expansion. When we announced the DLC lineup, we started really thinking about how do we take on that project, and we needed a mission to have the players really feel like they're part of the overall story. It takes place during the 10 years that wasn't told in the main story. So we wanted people to really feel like they had a part in the story. Once we started thinking about the actual multiplayer, it became bigger than what we had initially anticipated.
Even before launch, we worked closely with the community and were open about our plans, addressing fan feedback. That's sort of what led up to the online service, where XV is a living, breathing world. Our approach was that we wanted to give back to our fan base, and we're seeing that support pay off. A month after the game had launched, about 30% of the people had beaten the game. Now, after several months, that's been continuously improving. We saw that rise to 60%. We're making the game more accessible to people and we're probably bringing in more fans. So as an overall kind of experience, we like this is a lot, but we still have a lot we learn from doing it this way.
Not including the MMO titles, this is easily one of the larger single-player oriented entries in the series. What would you say was the largest lesson you learned from making a game of this scale?
Hajime Tabata: The biggest takeaway we got from creating an open-world Final Fantasy game is that we understand why the big western developers that make these massive open world games require that much manpower. For FFXV, we made a lot of progress from a technological standpoint. We were able to push the boundaries, but we also streamlined our internal process to keep up with that pace. Looking back, there's still a lot to look back on, what we were lacking experience in, and what we didn't have the knowledge for. But there was still a lot that we were able to see and were aware of to make good progress on. When it comes time to work on our next project--taking everything we did--we're gonna do it even bigger and better, when that time comes.
So are you and the development team on XV planning on pursuing this style of open-world game for your next project?
Hajime Tabata: It's hard to say at this point if the entire game is gonna be based on an open world. But I would say that the overall experience that users get from playing in a massive area, that overall game experience is something that we're gonna make sure is in the next project as well.
Well, another Japanese developer came out with a rather notable open-world game this year with Breath of the Wild, which many fans have enjoyed. Have you all gotten the chance to play it, and if so, did anything stick out for you?
Hajime Tabata: So I personally haven't been able to get my hands on a Switch yet because they're really hard to find in Japan right now. [Laughs] It's embarrassing to say. I do have the game; I bought the game already so that I could just pop it in when I do get a Switch. But I've heard a lot from the dev team and their reactions to having played it. But just from hearing the stories and the feedback, you know, we can tell that it's a really complete game. It's very polished, almost a perfect game in that regard. And our goals are probably to take that experience that players felt with Breath of the Wild, but with our own technology and our own knowhow. We have in our disposal to create a very, very high-quality game with a strong visual element to it, while creating a world that's really immersive and really beautiful. That's probably our goals in terms of what we want to be with our next project.
We actually got the chance to check out the PC version of XV, and it's quite an improvement over the original in terms of visuals. We're actually seeing more developers in Japan take on PC releases for their games to solid success. What's impressed you with working on the PC release, and is this something you hope more developers in Japan will dive into?
Hajime Tabata: With the Windows Edition, the platform is already beyond what we did for the console version. Even our in-house engineering with the Luminous Engine has moved up a step in development. So we're at the next level in terms of our environmental creations. That's a little bit of a showcase of what we're capable of, but it's still something that we're still continuously working on. We've incorporated a lot of improved technologies for physics simulations and made it more natural and realistic. So we've tried to kind of elevate our game in a sense.
Obviously, we couldn't do a simultaneous release for console and PC for FFXV, as we were focused on getting the console version right first. So it's hard to say if that's gonna be a trend for more Japanese games in the future.
We saw with Nier: Automata, they released the Steam version pretty much alongside the console version. We saw that they had a massive reaction from their Steam user fanbase. So as a trend, moving forward, we think that means publishers and developers are gonna put focus on the PC and make sure that that's part of their overall strategy. We've made some great strides with the PC release of FFXV. From technical standpoint, to run the Windows Edition at a native 4K and 60 frames per second requires a beefy system. We understand that, there's certain things that PC gamers hold a lot of value for, like turning up all the graphics options to run the game how you want. But being able to experience this in 60 frames per second, it is really a genuinely rich experience.
One thing that PC gamers are really into is on the modification side of things. Many developers release tool-sets and design kits for their games on PC. While many people are anticipating mods to make the characters nude, there's likely going to much more than that with actual gameplay creations. What's your stance on PC mods, and are you OK with fans going at it with the game?
Hajime Tabata: Well, we'll definitely be allowing user-generated content for players. We know that that's a common thing. We'll provide a level editor so that players can create their own quests and their own mini missions. So that's at least one type of thing that we want to contribute and give to the players. But as far as the other stuff, we'll look at how the PC audience reacts to the Windows Edition with these and how many of them actually engaging with it. And depending on that, we might start thinking about what to contribute or what other tool sets to provide. We have plans for months, but we we want to see how this takes off first. Before we start thinking about okay, maybe if people seem to like this, so let's give them this tool set.
So you're pretty open to what fans plan to make?
Hajime Tabata: We want players to enjoy the experience, and that's part of the PC gaming world. So we understand that that's something that people are looking forward to. We definitely have concerns at how extreme people might take the mods, however. But we hope that people take advantage of it in good taste. Depending on how that turns out, is actually going to determine what kind of tool sets we end up providing. We'll be hands-off and just see what happens. What content that comes from PC mods, it's there for the players to use. But we'll be keeping an eye on the Steam workshop page.
Again, work on Final Fantasy XV has been going on for a long time. Looking back on the time you've spent with the game, what stick out most to you as something that you feel most proud of accomplishing?
Hajime Tabata: Well, it might not be one particular thing, but the fact that throughout the course of the development for Final Fantasy XV, we constantly made an effort to try new things and try new challenges, and also challenge ourselves to do something at a higher level than what we'd previously done. So being able to do that, you know, through all this time is the one thing that I'm really proud of.
Get your DVRs ready for the fall TV season, when networks release every new show and season they have at the exact same time. Obviously, that can be a lot to go through, making it difficult to figure out what's worth your time. Don't worry: we've got you covered.
Over the course of the next couple of months, we'll be looking at a selection of new and returning shows and giving you a quick breakdown of what is worth watching and what you should pass on. This week, we're talking about The Orville, The Deuce, The Mindy Project, and South Park.
The Orville
400 years in the future, Seth MacFarlane plays Ed Mercer, who has been given command of a spaceship named The Orville. His second in command is his ex-wife, Kelly Grayson (Adrianne Palicki), and the two bicker with each other while running the ship. Their first mission goes awry, and the crew find themselves face-to-face with an evil alien race known as the Krill.
Regardless of what you've seen from the teasers and promos for this show, The Orville is not a true comedy. It's more a drama with a couple of jokes sprinkled in. In fact, every joke from the series premiere is contained within the trailer for the show. So what is The Orville actually like? Well, it's Star Trek: The Next Generation with a better computer-effects budget and some knee-slappers tossed in. While the show seems like it is supposed to be a parody, it never hits that same level that one would, like Galaxy Quest. The Orville tiptoes around parody and can't decide if it's going to be a serious show or a mildly amusing comedy. Luckily, the supporting cast is dynamic, fun, and adds some life to the show. If you're really looking for a space adventure with some comedy tossed in, Firefly exists, and it has its own voice.
Is It Worth Watching?: It's a pass. This is a really middle-of-the-road pilot. It doesn't feel like anything new, with only its supporting cast managing to stand out. Ultimately, it's Star Trek fanfiction.
The Orville airs on Sundays at 8 PM ET on Fox. You can watch the first episode on Hulu.
The Deuce
HBO's newest series takes place during the '70s in New York City; more specifically, Manhattan. It was a time when drugs, porn, and prostitution ruled Times Square, not Broadway shows and people dressed as Elmo. James Franco stars as twin brothers Frankie and Vincent Martino: one is a degenerate gambler, and the other is a bar manager trying to make a living to help his family, whom he never sees. In addition, the show follows numerous other characters including prostitutes working the area, their pimps, and an NYU student.
The pilot episode comes in at almost an hour and a half, and it is a giant information dump onto the audience; however, this show is brilliant. There is not a single moment when we're being introduced to the world that the show feels like it drags at all. The Deuce does a spectacular job jumping between characters and introducing their story arcs, which tend to weave into other character's stories as well. Maggie Gyllenhaal does a spectacular job as a prostitute who doesn't have a pimp, something almost unheard of in this world. Somehow, a fully fleshed-out story arc for her is present in the pilot, without feeling rushed or overshadowing the rest of the episode. The pacing and balance for these arcs is expertly crafted. Also of note is the set design and overall look of the show, which are perfect. It's hard to wrap your head around the fact that Times Square used to be a completely different place than it is now.
Is It Worth Watching?: Stop reading this and sign into HBO or video on demand and watch this episode. The Deuce is one of the best pilots for a series I have ever seen.
The Deuce airs on Sundays at 9 PM ET on HBO. The first episode is available on HBO Go/HBO Now.
The Mindy Project
Mindy Kaling is back as Mindy Lahiri, the young doctor trying to balance her work life and her personal life. The premiere for the final season has a recently wed Mindy learning about what it takes to be in a marriage. Obviously, she has a lot to learn as she's not very good at it.
This was a rough episode. The Mindy Project was a show I casually enjoyed a few seasons back, but this episode really didn't do anything for me. The show looks as if it was shot in 2017, but the writing and characters feel like something from a decade prior. It's clinging to a grounder, but overly wacky writing style that just doesn't work anymore. The episode straddles the line between being a compelling comedic drama and an over-the-top, silly show. The Mindy Project could be a whole lot more successful if it focused on one direction or the other.
Is It Worth Watching?: No.
New episodes of The Mindy Project are released on Tuesdays on Hulu.
South Park
The 21st season of South Park opened with Alexas and Google Homes taking over homes across the town. However, this has angered unemployed citizens who feel Google and Amazon are taking their jobs (dey derp r derps). The unemployed stage a protest in town, complete with Confederate flags and tiki torches. Meanwhile, Cartman deals with his girlfriend. What is Randy Marsh up to? He's hosting a new show with his wife called "White People Renovating Houses."
The episode is weirdly disjointed and the sound mixing was way off, leaving the score a whole lot louder than the dialogue; however, I've come to expect pure insanity when it comes to South Park, especially after last year's season, which was the only episodic season to date. Everything during the episode was a home run, especially a local waving a Confederate flag over an Alexa.
Is Is Worth Watching?: Even if you were put off by last season, you should check this episode out, but please make sure your Alexa, Google Home, and/or Siri are turned off before starting it. You'll thank me later.
South Park airs on Comedy Central on Wednesdays at 10 PM ET. New episode appear the day after they air on Hulu.
Come back next week when we're talking about Vice Principals, Channel Zero, Gotham, and Fuller House.
As we make our way into the second half of September, the Games With Gold lineup has changed. Microsoft today rotated in two more games that Xbox Live Gold subscribers can now download free for a limited time.
You can grab both of these games (as well as Forza 5) right now for free. Adding them to your library will allow you to continue playing them even after they return to their regular price. You have until September 30 to grab Forza and Battlefield, while Oxenfree will stick around until October 15. October's lineup of free Games With Gold titles has not yet been announced, but we'll be hearing about that later this month.
Each code will unlock 3 cards. Here's what you get:
Cataclysm x1
Geb x1
Magma Slam x1
You can download the game for free here or on Steam, and enter below to get your code below:
Hand of the Gods: SMITE Tactics is a turn-based, one-vs-one strategy game set in the same mythological universe as the hit MOBA, SMITE. Players build decks of cards that spawn units onto a fully rendered battlefield using Unreal Engine 4. Each pantheon has its own unique leader ability and pantheon specific cards that can be combined with neutral cards to support a variety of playstyles. Hand of the Gods is currently in open beta on PC. Download and play for free at www.handofthegods.com
Some lucky Dragon Ball fans now have a chance to go hands-on with Dragon Ball FighterZ. The closed beta for the upcoming fighting game kicks off today, September 16, and will only be available for a limited time.
PS4 players who were selected to participate in the beta following the registration period last month will receive a download code via email, while those on Xbox One will see a notification of their selection in the Xbox Insider Hub's Announcement feed. Unlike a typical beta, however, this test will only run during specific, three-hour blocks of time. You can see the full list of sessions below.
Dragon Ball FighterZ launches for PS4, Xbox One, and PC via Steam in early 2018. While the game still doesn't have a concrete release date in the US, it will arrive in Europe sometime in February. Bandai Namco released a trailer for the game at Gamescom that provided a look at some of its recently announced characters and its original story mode, which imagines Android 16 being revived to battle Goku and friends.
Telltale Games, the independent studio behind the popular Game of Thrones, Walking Dead, and Minecraft adventure games, has a new CEO. Pete Hawley, the former executive at mobile and social gaming giant Zynga, has been hired to lead Telltale.
Hawley replaces Dan Connors, the Telltale co-founder who was CEO before being replaced by Kevin Bruner in 2015. Bruner resigned and Connors was CEO again in 2015. At this time, Telltale's board of directors was looking for a permanent replacement for its CEO, leading up to the announcement of Hawley in the top role this week.
Hawley worked at Zynga as a senior vice president and general manager since 2014. Speaking to VentureBeat, Hawley said it is "quite an honor" to join Telltale.
"I've been a huge fan since Telltale reinvented the old LucasArts games," Hawley said. "Now it is working with some of the biggest intellectual properties in the world. It was too good an opportunity to pass up."
Before joining Zynga, Hawley was a production lead at Fable studio Lionhead, working alongside Peter Molyneux on that series from 1993 to 2003. He then spent time with Sony (2003-2005), then EA (2005 to 2010).
Cliff Bleszinski knows the player figures for LawBreakers right now are low. But he isn't losing faith. Games can be slow-burners--just look at Warframe as an example--and developer Boss Key has big plans to get lapsed players to return and bring in new ones. In an interview with GameSpot this week, Bleszinski spoke frankly about LawBreakers. He told us he's been humbled by the low player figures; he talked about the mistakes he made in the direction of the game. He said launching near "Destiny season" probably didn't help. And he said he wants to be "less of a dick" with his interactions with people online.
Released in August for PC and PlayStation 4, LawBreakers is a team-based shooter that you might say resembles Overwatch in some ways. But for Bleszinski, he says he never wanted to try to go head-to-head with Blizzard's juggernaut. LawBreakers has an edgy, R-rated tone, you might say, while Overwatch is more colorful and lighthearted. Bleszinski spoke extensively about Boss Key's layers of differentiation, and the game no doubt stands out from the pack. But the game's release did not go entirely to plan. As mentioned, player figures fell off a cliff, at least on PC; the current player count on PC is reportedly very low, with a peak concurrent player figure of 181 over the past 24 hours; it had an all-time peak of 7,482 players, according to Steamcharts. These numbers may not be entirely accurate, but it is clear that player figures are low on PC. The PS4 edition is "doing fine," Bleszinski said. The console and PC communities have different mindsets when it comes to judging success, the developer said.
"There is a situation where players look at numbers on Steam; that doesn't happen on PlayStation 4. I don't have the numbers in front of me, but you look at PC, [concurrent user] health versus PS4, PS4 is doing fine," he said. "People cough up 30 bucks and hop online and they don't overthink it. On PC there is you wanting to declare something a success or a bomb by this internet culture that loves to just observe things. But it's like, guys, you know, the small bit [of players] that we have, we're going to continue to iterate and engage. As we issue content drops, maybe there's going to be sales or potential free weekends down the line, continue to fluff that CCU up."
One of the big issues with low player figures is long matchmaking times. Here in Australia, GameSpot has not been able to find a match on PS4 at all over the past two weeks after multiple attempts. We stopped trying the last time after 45+ minutes of matchmaking.
Boss Key has big plans for LawBreakers going forward. In addition to "rapid fire" updates for quick fixes and changes, the studio is working on new maps, new features (the much-requested Team Deathmatch is coming!), a ranked mode called Boss League, and a new, defensive-minded class.
"It's a marathon. Not a sprint," Bleszinski explained. "We're going to keep iterating keep working on it. At the end of the day, I didn't want to make the exact same archetypes that everybody else did. I wanted to make a game that was first and foremost a shooter for shooter players."
"I'm going to continue to iterate on this game, continue to add to it. And try to be less of a dick, honestly" -- Bleszinski
Bleszinski believes LawBreakers could have a trajectory similar to Warframe, which he says launched with low player numbers and scaled up in time due to developer Digital Extremes' commitment to release new and exciting content. For LawBreakers, Bleszinski says the team is also overhauling the game's marketing. As you may have seen, the game's logo--a Blink 182-like sad face with Xs for eyes--does not look all that inviting or one that would espouse positive feelings. The new marketing campaign for LawBreakers will take steps to help people understand the appeal of the game; principally that it is a white-knuckle, high-action, over-the-top shooter that is fun to play with friends.
"We need the bodies. We need to keep fluffing up the CCU," Bleszinski said. "We need to do what we can to let people know this is a really sweaty palm type of experience that can hopefully lend itself to eSports. But you know, I have to keep this game alive, first and foremost. I can be very cocky and very brash on social media. And realising that, you know, we have a fledgling player base. It's been very humbling for me. I'm going to continue to iterate on this game, continue to add to it. And try to be less of a dick, honestly."
The excitement of what it feels like to play LawBreakers is "not coming across right now," Bleszinski acknowledged. One further element of Boss Key's attempts to bring back lapsed players and draw in new ones is an overhauled onboarding experience. The full details are not known at this stage, but it'll include new tutorial videos and other guides to help players learn the ins and outs of each class.
Also in the interview, Bleszinski candidly spoke about what he would have done differently. There was no Team Deathmatch at launch (but it's in the game now through the Skirmish playlist), and Bleszinski unequivocally said it was a mistake to not ship with it; a mistake he made because he wouldn't budge on his vision and development mantra.
"I didn't want to do the exact same stuff everybody else did. The funny thing was, making a character-based, class based shooter--even though it's not as simple as a traditional arena shooter, it still has a lot of that kind of feel underneath it all," he said. "In hindsight, I think it was a mistake to not ship with it. I was stubborn. I was like, 'Ohh, everybody's [already] done TDM.' Even Blizzard's like, 'Screw it, we need to put TDM action in Overwatch.' Fundamentally, at the end of the day, players just want to get in and shoot some stuff sometimes. That's one of the things that I consider my strengths: I am willing to admit when I am wrong. I think people in the public eye--it would do them a great benefit to do that more often."
The lower-than-expected player figures for LawBreakers might have come as a surprise to Bleszinski, Boss Key, and publisher Nexon. After all, the game received a lot of praise in the press and from fans. Reviews on Steam are designated as "Very Positive," while the press mostly enjoyed the game as well. Whatever the case, the player figures are low, and Bleszinski is the first to admit his mistakes.
"I have a reputation for being brash and loud, but I am the first person to admit when I'm wrong," he said. "We certainly did make our share of mistakes with the game. In spite of the mistakes, we're going to continue to update and iterate, and the reviews do not lie."
"Fundamentally, at the end of the day, players just want to get in and shoot some stuff sometimes" -- Bleszinski on why he wanted to add TDM to LawBreakers
LawBreakers is the first game from Bleszinski's studio, Boss Key, which he founded after leaving Epic Games. Because the studio is so new, and relatively small, at just 65 people, some "concessions" had to be made in regards to the content that would be in the game at launch. Bleszinski wanted to put his employees first--and that is an notable, admirable thing, given the stories of extended crunch and overly stressful working conditions we often hear about.
"The problem with what we were trying to pull off with this company and this title was shipping a quality product with a team of 65 people without ruining everybody's marriages," he said. ""So certain concessions did have to be made from a production standpoint. It's easy for me to sit there and go, 'Ah, we should have shipped with this,' 'We should have shipped with that.' [Or] change the date. In hindsight, it would have made sense. But hindsight is always 20/20. If I could go back in time I'd find a way to change the schedule and ship with more of those things."
"Those of you who have been kind enough to drop $30 on this; we've got your back and we're sticking with it."
We will have MUCH MORE from our conversation with Bleszinski coming up soon. He also spoke about if the game could adopt a free-to-play, the likelihood of Xbox One and Nintendo Switch version, what's being done to improve matchmaking times, and how he's on a first name basis with the governor of North Carolina. This story has been updated to clarify the Steamcharts figures.
In honor of Rick And Morty Season 3, we're giving away a Rick Funko Pop! One (1) winner will be chosen after the giveaway closes on Sunday, September 17th at 12:00PM PT.
Open to US residents only, void where prohibited. If you do not win this time, you'll be automatically entered in the next giveaway.
Enter below (the additional entries are optional to increase your chances of winning):
As one of the more unusual and mature games on the Nintendo Wii, Grasshopper Manufacturer's No More Heroes became a cult favorite, with many admiring its bizarre and unorthodox style of action. With the series focusing on the exploits of mega-nerd Travis Touchdown and his encounters with killers and other weirdos, the series is celebrating its tenth anniversary this year, along with the upcoming sequel Travis Strikes Again coming to Nintendo Switch.
With the game's creator Goichi Suda--known as Suda51--returning to direct, he plans to continue channeling the weirdness, while also taking some cues from the recent surge of indies like Hotline Miami, and other games that push the boundaries. During Pax West 2017, we got the chance to sit down and chat with Suda51 about his work on Travis Strikes Again, his admiration for the independent games movement of the last ten years, and where he sees the series going from here.
GameSpot: What's interesting about Travis Strikes Again is that it feels more like a continuation of the original game, as opposed to the second one--while also doing something a bit different from the others. Was that a conscious choice on your part to make this feel more stand alone?
Suda51: While this is obviously a part of the "No More Heroes" series, the reason it's called Travis Strikes Again: No More Heroes instead of like something numbered like No More Heroes 3 or whatever--I don't want people to think of it as a direct sequel. While it's clearly part of the same world and story, as it takes place seven years after the events of No More Heroes 2, I still want people to consider as the beginning of a new adventure, and possibly the beginning of a new series for Travis altogether. But yeah, it's definitely related to the previous titles, not necessarily a direct sequel. It's in the same timeline, same world and everything, but it's sort of in between like a sequel and a spin-off type thing. That's how I'd like people to think of it.
We're actually approaching the tenth anniversary for the game, and even though we've only had two games, along with some ports on PS3 and Xbox 360, there's still a lot of excitement and interest in the series to make a comeback. So what's it like to finally return to this series?
Suda51: It's been really great. Like every time Nintendo puts out a new piece of hardware, and every time I go to an event or something, everyone's always asking "when are you going to put out the next No More Heroes?". Personally, I've been wanting for years to put out another installment in the series. When we were finally able to announce the game recently, everyone at Grasshopper was really surprised. We got a much more huge reaction than we expected to get, and I'm both surprised and really excited. I really kind of hyped myself up. I'm really looking forward to giving the game to everyone, and having everyone play it--it feels really great to know that everyone seems to love this character so much. I'm just ridiculously happy to know that everyone's looking forward to the game so much.
Even though the games have made some appearances on other consoles, it's always felt like a game that, in a weird way, felt most at home on a Nintendo platform. Mostly on account of the motion controls, which made some rather odd and humorous design choices--particularly on having to make some purposely obscene gestures to recharge the beam katana. The Switch is a bit different than the Nintendo Wii, so what made you interested in bringing No More Heroes to this console?
Suda51: Well last year, before it was even called the Switch--when it was still just being called the NX--I was fortunate enough to have the opportunity to check out the console before most people even heard of it. I had guys from Nintendo show me the console, you could detach the controllers and put it back together, and here's like the vibrations and all that stuff. I was sitting there like, you know, watching these guys explain the console, and then after getting to touch and feel it for myself, kind of holding it in my hand and just checking out again with the vibrations--everything kind of fit together. I've been wanting to bring Travis back for a while, and I'm sitting here, you know, looking at this new console and checking out the hardware, and it just kind of felt like a fate type thing.
I've just been waiting for the right time. We've been really busy with stuff like Let It Die, and a bunch of other games. But finally--as the director--I've gotten a bit more freedom to do the stuff I wanted to do because work on Let It Die had kind of calmed down a bit. So as I was sitting there like, you know, watching these guys explain this thing called the NX, I decided I'm going to bring Travis back on this. Like this--the Switch--is what Travis needs to come back on. Everything just really sort of fit. The timing, the console, everything. It was like a bunch of puzzle pieces came together and made the full picture. That's when I knew I had to bring Travis back on this console called the NX--now called the Nintendo Switch.
The Switch has gotten like a really big fan base built up. There's a lot of really great games for it, and for one, it's got Zelda--which is an amazing game. It's kind of like the pinnacle of Nintendo games, we also got the new Mario game coming up, which I'm also sure is going to be amazing. The lineup of Switch games is just gradually raising the bar for the standards of video games. So while Travis Strikes Again clearly isn't going to be a huge triple-A title, I definitely want to be able to make the game is going to be able to fit well with the other games in the Switch library. I want to make sure that it's not going to be the kind of game that's gonna let people down. Also, to kind of like give you an idea of how much I love the Switch and Zelda, I managed to collect all 900 seeds in Breath of the Wild.
This is also the first time No More Heroes will be playable as a portable game, given what the Switch is capable of. Considering the series' penchant for doing some strange stuff with motion controls, will it be similar to how it played with previous entries, and will fans have to be cautious about playing this in public?
Suda51: Yeah, I can't really get into a lot of detail about most of the control related stuff, but one thing that I can say is that this is something that I decided way at the beginning of the whole development phase--is that the game is going to be completely playable with just one Joycon. The controls are going to be what you expect, using the controller to move him around and slash things up. Using like the L and R buttons to do slightly more complicated combos and actions, and maybe even some kind of different abilities, and stuff like that. But there are variations that happen in the six different game worlds in Travis Strikes Again: No More Heroes. So yeah, without saying too much, there's a lot of parts similar to the previous games, but there's also going to be a whole lot of really new stuff as well. But one thing you can be rest assured of is that charging the beam katana--in that particular way--is still going to be a part of this game. Honestly, the only thing I'm a bit worried about is the fact that the size has kind of shrunk a bit, but you still got this though [makes jerking-off gesture].
These characters are being sucked into video games, some of which reference other real games like Hotline Miami. Can you talk about what the collaboration has been like with other devs, and if we'll see portions of their games in this one?
Suda51: As far as collaborations with other games and stuff goes, well you saw Hotline Miami in the trailer, but basically we're calling it the t-shirt collaboration. Travis is going to be wearing t-shirts of different indie games. There is of course multiple reasons for revealing this game at PAX, but one of the biggest reasons I was looking forward to coming this year is to meet lots of different indie creators. Not only people who I already know, and games that I'm already aware of, but also new creators and new games to try. You know, cool indie games I'd like to collaborate with. I've been going around the convention, talking to lots of different indie creators, checking out their games, and finding people to collaborate with the t-shirt thing. But that's pretty much all I can comment on as far as the collaboration goes.
But another thing I'd like to make clear is that in the trailer, Travis gets sucked into this console with BadMan. The story behind that is you've got this character named Dr. Juvenile, and she's like a game creator, designer, and developer. She created a handful of games that go on this console, which is the one he gets sucked into. It's called the Death Drive Mark II, which was a console that Dr. Juvenile designed and created and announced, but never actually put on sale. At this point there's six games that go with this console that Travis will get sucked into and fight his way through these different game worlds, but they're not actually other real indie games. They're pretty much original games each created for this game specifically. David Cronenberg's Existenz comes to mind as something that sort of had similar concepts--going from a game into another game--which I really enjoyed.
Speaking of independent games, the indie scene has expanded a lot over the years. With PAX, this convention has given developers a lot of room to show off their games. In a lot of ways, the original No More Heroes game had a similar spirit to an indie game, which often tell more risky and subversive stories. What are your feelings on seeing the success of these types of games--like Hotline Miami--which are experimental and odd, have gained so much popularity over the years?
Suda51: I'm really happy to see that the whole indie thing has really been kind of kicking off, and a lot of people are getting really successful at this stuff. I feel kind of a personal connection to them as well, because when Grasshopper was just starting out we were much more of like an indie type company ourselves.We've made some bigger titles with bigger teams over the years, but specifically for this game we've really kind of scaled back the size of the team. This team is about 20 people, it's a relatively small development team, but there's a lot of indie developers out there who don't even have that many people.
For example, Hotline Miami was mostly like two dudes. I'm really close friends with Jonatan Söderström and Dennis Wedin. I like all the other indie creators out there, and not only do I like what they do, but I really respect what they represent. It's really impressive. Like they don't just make cool, fun games--to me these guys are like rock stars. They're out there doing their own thing, and you know, being really creative, putting out all this really cool stuff. And um, yeah, it's something I think is really respectable. I love it.
One of the most notable elements of Final Fantasy XV is its open world. Barring the series' MMO installments, XV features one of the biggest settings in a Final Fantasy game to date, and it seems a future installment could also have a similarly large world.
GameSpot got to speak with Final Fantasy XV director Hajime Tabata at PAX West, and among the topics he discussed was what he would like to achieve with his next project. While he didn't say for sure whether or not his team would again take an open-world approach, Tabata did tease that the game would at least give players the same feeling.
"It's hard to say at this point if the entire game is gonna be based on an open world," Tabata said. "But I would say that the overall experience that users get from playing in a massive area, that overall game experience is something that we're gonna make sure is in the next project as well."
Tabata also shared his thoughts on The Legend of Zelda: Breath of the Wild and what his team could learn from Nintendo's critically acclaimed title. While he says he hasn't personally played the game yet because he hasn't been able to find a Switch, he has heard all about it from his team and would like to create a similar experience with his own team's expertise.
"I've heard a lot from the dev team and their reactions to having played it. But just from hearing the stories and the feedback, you know, we can tell that it's a really complete game," Tabata said. "It's very polished, almost a perfect game in that regard. And our goals are probably to take that experience that players felt with Breath of the Wild, but with our own technology and our own know-how.
"We have in our disposal to create a very, very high-quality game with a strong visual element to it, while creating a world that's really immersive and really beautiful. That's probably our goals in terms of what we want to be with our next project."
You can read our full interview with Tabata tomorrow. Final Fantasy XV is available for PlayStation 4 and Xbox One; the game arrives on PC early next year and will feature mod support. Square Enix has said it has no intention of censoring mods, even nude ones, the company says the kinds that players create could affect future mod support.
Splatoon 2's next free DLC is on the way tonight. In addition to another free weapon, Nintendo is bringing back a great map from the original Splatoon.
Beginning at 7 PM PT/10 PM ET, players will be able to pick up the Heavy Splatling Deco from the Ammo Knights weapon shop. The Deco is a modified version of the standard Heavy Splatling. It features the same stats as the regular gun, but it boasts a bedazzled ink tank and comes outfitted with a different sub weapon and special.
In Splatoon 2, the Heavy Splatling Deco's sub weapon is the Splash Wall, which allows players to place a temporary barrier of ink on the map. Its special is the recently added Bubble Blower. Once the special is activated, players can release up to three large bubbles that will float around the stage and explode when shot with your team's ink.
Arriving alongside the Heavy Splatling Deco is Kelp Dome, one of the best stages from the first Splatoon. This map is modeled after a self-contained ecosystem and features grated walkways between its different sections. Nintendo has also added some "new twists" to the stage, such as extra grates and more turf to ink. You can see screenshots of it below.
Kelp Dome isn't the only new map coming to the game soon. During this week's Nintendo Direct broadcast, Nintendo revealed Snapper Canal, an all-new stage set beneath a bridge. What makes this map unique is that it's divided in half by a river, so players will have to figure out how to bypass it to reach the center portion and gain the advantage. A new brella weapon called the Tenta Brella was also announced, though Nintendo hasn't said when either will be available in the game.
New content for Destiny 2 continues to roll out. Following the Leviathan Raid earlier this week, Crucible players now have a high-end challenge as well. Trials of the Nine is now available, but only for a limited time.
There are a number of pre-requisites for accessing Trials of the Nine, as it's not intended for just anyone. Like other Crucible modes, Trials is a 4v4 mode, but it's one that Bungie describes as "high intensity." To participate, you'll need to have completed the campaign, fulfilled the Call to Arms Milestone (where you simply play enough Crucible matches before the weekly reset) at least once, and have a Power level of at least 260.
While you'll have to tick all of those boxes to even be allowed in, you'll also need to form a Fireteam in advance. Additionally, Trials is one of Destiny 2's activities where your equipment is locked, so be sure to review what you have equipped and get ready before diving in.
Provided none of that stands in your way, Trials will pit you against other teams of four in an attempt to win a total of seven matches before losing three. Successfully doing so will complete the newly added Trials of the Nine Milestone, the reward for which is Spire access. Trials progress reportedly resets as part of the aforementioned weekly reset. We'll report back as more details about Trials are uncovered, but in the meantime, you can see the new social space (of sorts) and its vendor in the gallery above, or check out some of the rewards below.
Like other Call of Duty games, the series' upcoming installment, Call of Duty: WWII, will feature a Zombies mode. While we've known about the cast that will appear in it for some time now, we've now learned the first details about what players can expect from this year's Zombies experience.
Speaking to PlayStation Blog, Jon Horsley, senior director at Sledgehammer and the lead on WWII's Zombies mode, confirmed that it revolves around wave-based encounters like previous Zombies modes. "[T]he mode is focused on exciting four-player cooperative combat against waves of increasingly deadly zombies," Horsley said. The mode will be "grounded in a gritty, horrifying setting" that draws on the developers' experience with horror games like Dead Space; Horsley says the team is striving to make it "the most terrifying Zombies experience" Sledgehammer has ever created.
Horsley also shared some details about the mode's setting and story. "Zombies will take place in a quiet Bavarian village in Germany in the later years of WWII," he revealed. "Players will be transported to a horrifying corner of the town, where bloody sewers, evil laboratories, and ancient tombs will reveal their dark secrets." They'll also encounter different types of zombies, each of which "fills a specialized role as well." In one example, Horsley says players will encounter flaming and running zombies that will "give you serious problems if you get cornered."
Blizzard will once again draw on its most recent game, Overwatch, for upcoming content in Heroes of the Storm. A pair of characters and a new map inspired by the shooter are on their way to HotS in the near future, as are new skins and an event.
On the character side, the first of the two is Ana, who in Overwatch serves as a hybrid sniper/healer that's also capable of mitigating healing done by the enemy team. Coming after her is the explosion-crazed Junkrat. No specific details for either character have been announced yet, but given Blizzard's usual pattern in the past, we'll likely be hearing about them soon.
The map is called Volskaya Foundry, which, as you can guess, is inspired by the Volskaya Industries map in Overwatch. It's the second Overwatch map to make it into the game, though the first one, Hanamura, has been temporarily removed so that it can be improved, possibly due to its complexity. This new one sounds more straightforward--albeit with a cool twist.
Volskaya is a large, three-lane map with conveyor belts that can speed up (or slow down) players' movement as they attempt to periodically capture points around the map. As in Overwatch, capture progress can be blocked by a single enemy; if one steps into the area at 99%, you'll have to deal with them before reaching 100%. Certain mercenary camps also yield sentry guns that can be placed around the map.
By securing the capture points, two members of a team can join together to control a giant mech called the Triglav Protector that can then be used to push a lane or generally wreak havoc. Much like the co-op character Cho'Gall, one player controls movement while another serves as the gunner. Only two players at a time can take control of it; Blizzard told GameSpot that it hasn't yet looked at characters or vehicles used by more than two players. But you'll have more of an opportunity to play with the Protector than just on Volskaya; Blizzard plans to introduce a single-lane Brawl mode called Bash 'em Smash 'em Robots where players can more freely use them.
Additionally, a new event is coming to the game that also draws inspiration from Overwatch. Pachimari Mania causes Loot Boxes to appear around the starting area during the pre-match phase. By scrambling to open them, players have a chance to unlock a new portrait, banner, spray, and emoji.
New skins and mounts were also announced today. Skins include the Shrike version of Ana from Overwatch, as well as Commandant Varian, while the mounts are Celestial Raptor and the Invisible Horse, all of which are pictured above. A specific release date for all of this content has not yet been announced.
For the first time since the release of Destiny 2, Xur the mysterious vendor that appears each week selling exotic weapons, armor, and other items, has arrived. This week, the Agent of the Nine can be found on Nessus, hanging out at the top of the map in the area marked Watcher's Grave.
In a change from the first game, an icon showing where Xur is appears on the map and can be tracked to make getting to him easier. Once you're in the Watcher's Grave, look up and you'll find him standing atop a tree. In exchange for your Legendary Shards, he'll sell you the items in the list below.
Generally, the response to Xur's offerings hasn't been positive as the items he's selling are available as loot drops fairly early in the game. The standout item is the Merciless fusion rifle, so grab that if you haven't got one already.
In other Destiny 2 news, the game's first raid, Leviathan, is out now. For everything you need to know about, check out GameSpot's in-depth Raid guide. Bungie has also said it is expecting to release the next update for Destiny 2 next week. In the studio's latest weekly blog post, it said this update--1.0.1.3--will address "some known issues." One of these is the "harmful imagery" that players recently discovered.
Bungie's highly anticipated shooter Destiny 2 is finally here, and we'll have continuing coverage in the days and weeks ahead. For now, we're collecting all the big details to know about, including our review in progress, recent news stories, and other key particulars. You can keep checking back with this story as we learn more about the shooter.
Editor Kallie Plagge shared her thoughts on the first 20 hours and came away feeling generally impressed and eager to keep playing. She has now started over with the game having launched and will document her progress in a Destiny 2 review diary (now updated for the final time) over the next few days as she plays more. You can look for Kallie's full review in the days ahead.
Destiny 2 Review
"I haven't finished the main story yet, but so far it's a clear improvement over Destiny's much-maligned storytelling," Kallie said. "Like the beta, Destiny 2 begins with an attack on The Tower by a Cabal faction called the Red Legion. But rather than being thrust into situations with little to no context, as was so often the case in Destiny, each mission of the Red War arc has objectives that make sense within both the mission itself and the grand scheme. Locating a missing Cayde-6, for example, is important to the fight against the Red Legion, since he's a powerful Hunter. But fighting waves of Vex to get to him also makes sense, as he's trapped in a Vex teleporter, and that small bit of context makes that moment feel distinct from others where you're killing the same enemies."
For Destiny veterans, a lot has changed in Destiny 2, while the game will also see many newcomers to the series. Whichever boat you fall in, we'll have plenty of guides to help you succeed in the days and weeks ahead.
Yes, the mysterious figure is back as a limited-time, weekly merchant who will sell you a rotating selection of Exotic items. While that basic conceit is the same as in the first game, there have actually been some major changes to the way he operates and where he's found.
Unlike the first Destiny, Destiny 2 is available only for new-generation consoles, PlayStation 4 and Xbox One. It's also coming to PC, but not until October 24. Returning players will get rewards and a nice little memorial.
Destiny is available in Standard, Digital Deluxe, and a Game + Expansion Pass Bundle. The Digital Deluxe edition comes with a Legendary emote and the Cabal Empire-themed emblem. It also includes the Expansion Pass, which comes with two expansions to be released later. The Game + Expansion Pass Bundle is pretty self-explanatory.
Here are the prices:
Standard -- $60/£55/$100 AU
Game + Expansion Pass Bundle --$90/£80/$140 AU
Digital Deluxe -- $100/£90/$150 AU
People who pre-ordered Destiny 2 will receive the Coldheart Exotic rifle, the Kill-Tracker Ghost, and the Salute emote.
According to Destiny 2's store pages, the game weighs in at 30.9 GB on PS4 and 34.98 GB on Xbox One. The PC version's file size may end up being larger, but we don't know yet.
What Is And Isn't Available In Destiny 2 Now?
While Destiny 2's first Raid, Trials, Guided Games, and in-game Clan features are not available, you can play the full campaign and the Crucible multiplayer mode. Additionally, Destiny 2's first Nightfall Strike is available now.
The raid kicks off at 10 AM PT / 1 PM ET / 6 PM BST on September 13 (3 AM AET on September 14 in Australia). Trials will become available at the same time on September 15 (16 in Australia). The in-game Clan features will go live in the next several days, Bungie said, but for now you can access Clan-management systems through Bungie's website.
If you're willing to take a break from leveling up, the Farm social space holds an intriguing secret that you might have overlooked. " style="word-wrap: break-word;-ms-text-size-adjust: 100%;-webkit-text-size-adjust: 100%;color: #6DC6DD;font-weight: normal;text-decoration: underline;">More details and mild spoilers here]
How To Kill Those Annoying Phalanx Enemies
In the original Destiny, defeating Phalanxes usually involved either chucking a grenade behind them, or shooting the tiny bit of arm visible sticking outside their shields. In Destiny 2, they've been granted a brand new weak spot, smack in the middle of those shields. Ping that glowing spot with a few shots and the shields retract, stunning the jerks in the process. " style="word-wrap: break-word;-ms-text-size-adjust: 100%;-webkit-text-size-adjust: 100%;color: #6DC6DD;font-weight: normal;text-decoration: underline;">Lots more details here]
Known Issues, Technical Problems, And Server Queues
Destiny 2's release is poised to be massive, likely straining the game's servers. To allow for a better experience, Bungie is using a system MMO players are familiar with: server queues. Bungie has warned that players may not be able to immediately access the game. In order to "regulate player population to provide stable conditions for Destiny gameplay," server queues can pop up in Destiny 2 just as they could in the previous game. In other words, you may have to wait in line before you can play. Additionally, there are a number of issues to be aware of.
One of the shortcomings of Destiny 1 was that content was not released fast enough to meet players' expectations. For the sequel, Bungie is working with outside studios like High Moon and Vicarious Visions to create and release content faster. We know there are two paid expansions coming, and recently, a leak suggested the first expansion is called The Curse of Osiris and will be out in December. It'll supposedly add a patrol zone on Mercury, a social space, and a storyline centered around Osiris.
Keep checking back with GameSpot in the days and weeks ahead for lots more on Destiny 2.
Pokemon Sun and Moon players who want to add some firepower to their team will be able to get a free Charizard next month. Target is offering special download codes for the 3DS games to any player who shows up, starting October 1.
The Charizard is level 50 and knows Dragon Dance, Flare Blitz, Fly, and Earthquake. It also knows the ability Blaze and holds a Red Card item. The download codes are given out in person at Target locations, but the offer is only around until October 14. Once you get the code, you input it by selecting the Mystery Gift option from the game's menu. After you enter the code, you can pick Charizard up from the deliveryman in any Pokemon Center.
Target also has another exclusive arrival for Charizard fans. The new Charizard-GX Premium Collection hits the store on September 24, which features a Charizard-GX card for the Pokemon TCG and a Charizard collector's pin.
Meanwhile, GameStop is giving away its own free Pokemon. From October 9-23, players in the US can stop into a location and get a code for the Mythical Pokemon Marshadow, a level 50 dual Fighting/Ghost-type monster equipped with its own unique Z-Crystal, Marshadium Z. With that, Marshadow can unleash the move Soul-Stealing 7-Star Strike Z.
There's been much ado made about that famousItscene from the books that wasn't included in the new 2017 movie. But the new It doesn't just exclude scenes from the book--it also adds some of its own. The best new addition is one toward the end, and GameSpot asked It Director Andy Muschietti exactly how the change from the book came about.
When the kids venture down into the sewers to rescue Bev, they find her floating in the air in Pennywise's lair. The creature's home is dominated by a mountain of children's toys and other detritus, and as the camera tilts upward we see the bodies of the kids he's killed swirling around in mid-air like some sort of cosmic drain. The scene is grotesque and unnerving, and more importantly, it gives concrete meaning to the oft-repeated phrase "We all float down here." And this change from the book was entirely Muschietti's idea.
"It's a pay-off of the concept of floating," the director told GameSpot. "That was, you know, sort of metaphoric in the book. In my mind I suddenly pictured these guys literally floating in the air around that grotesque pile of toys, and it seemed like a great idea."
"[In the book] it's some sort of symbolic depiction of dying, and floating is like, you know, 'Your soul will come into my inter-dimensional realm,'" he continued. "But I didn't want to introduce the macroverse and the inter-dimensional cosmic element into the story, because It, for me, was so much about the Losers and their journey, and I wanted to keep the story as pure and as focused on that point of view as possible."
In an interview prior to It's release, the film's co-writer, Gary Dauberman, told GameSpot that Muschietti first brought up the idea for the scene by showing him a sketch. Muschietti has a background in art and storyboarding, and the director said that's the easiest way for him to convey his thoughts and ideas. For that reason, he often conceives things visually first.
"I always had this idea of a concentric final set piece that was a huge thing," he said.
"It's one of the great things about the book, is that we are in front of a monster that is not explained at all," he continued. "I wanted to keep part of the horror of that uncertainty in the movie. And I thought that the kids floating there was a very graphic and macabre imagery."
He also explained how Bev is able to escape the same fate as the other floating kids: "She is the first kid that basically challenged It. He cannot kill her because she's not afraid. If you're not afraid, Pennywise is not going to eat you because he does not take pleasure in eating flesh that's unseasoned. So basically what he does with Bev right there, is putting her in the freezer for a bit. That was the concept, and that's why she's not floating up there with the rest of the mangled and dead kids."
The whole sequence, Muschietti concluded, was part of his desire to see more surreal elements in horror. "We're not very used to that in horror movies," he said. "Normally we go for more graphic and familiar things. I wanted to bring that surreal element."
In Destiny 2, Mods provide useful effects and modifiers to your weapons and armor. For example, you can install Mods that allow you to reload your kinetic weapons faster, absorb more damage, change a gun's elemental properties, or even recharge grenades faster. These effects can positively impact your ability to survive in a tense firefight. To help familiarize you with Mods, we've detailed below how to get Mods and the best practices of using them. Be wary, there are slight spoilers below.
For more guides for the game, including breakdowns of the three classes, along with our skill and ability galleries for the various subclasses, be sure to visit our Destiny 2 guides and walkthroughs page for more information on what's happening in the online world of the Guardians.
Why Are Mods Useful?
Aside from enhancing your equipment, Mods allow you to tailor your weapons or armor to better suit a specific playstyle. With Mods, you can craft multiple sets to use for different gameplay situations. For example, you might create one that emphasizes on enhancing mobility, one that improves your subclass, or even one made specifically for Raids. Mods are useful modifiers that can heavily increase your chances of survival.
How Do I Get Mods?
During the main campaign, you can acquire Mods out in the field or by turning in Bright Engrams to the Eververse. You can equip them by entering the Details screen of a weapon or armor piece in the character screen. Like weapons, Mods come in Epic (Blue) and Legendary (Purple) categories.
After you beat the game, you're also able to buy Mods by turning in Gunsmith Materials to Banshee-44. In order to get Gunsmith Materials, simply dismantle any unwanted weapons or armor in your inventory.
It's ideal to try to find the weapons and armor pieces that you enjoy using before installing any Mods as once you put them in you won't be able to get them back unless you buy/trade/craft them.
Which Mods Should I Use?
As mentioned in our glimmer guide, it's useful to buy Epic Mods from Banshee-44 because once your power level hits 280, you can then trade in three of them for a Legendary Mod. The benefit to using Legendary mods is that you can gain five points of power towards kinetic weapons, energy weapons, and power weapons. In addition, you can gain five additional points of power towards your armor pieces alongside any special effects they might have. This helps you push your power level over the 280 mark.
It's important to note that despite using Mods to enhance your power level, your weapon and armor drops will scale accordingly to your base power level stats. Don't expect to get powerful equipment just because you've artificially upgraded your power level; though, it's possible to get lucky and get higher powered equipment.
How Do I Create Powerful Mods?
You can trade in two Mod Components and 1,000 glimmer to Banshee-44 to create a random new Legendary weapon or armor Mod. To get a Mod Component, you need to dismantle other Legendary mods. For example, you can do this to get a Legendary Kinetic mod that gives 5 more power to kinetic weapons.
It didn't take especially long for the first group to beat Destiny 2's new Leviathan Raid. For most players, it's a challenge that will persist for weeks or months, but whatever the case, it's now a permanent part of the game. Even if you're not prepared to jump into the Raid anytime soon, its addition does have a cool, albeit minor impact on all players.
The Raid is accessed through the Director by selecting an icon for the Leviathan, which is located near Nessus. But its proximity to Nessus on that screen is also representative of its in-game location: As seen in the images below, when you're on the surface on Nessus now, you can actually look up and see the Leviathan in the sky. You can't physically access it, but seeing it there adds a neat bit of presence to something that could have easily be confined to the Director screen and nothing more.
If you're feeling up to the challenge of the Raid, you can check out our Leviathan Raid guide for tips and a walkthrough, including some weapon recommendations. Those who are not quite at that level yet can also try out the latest Nightfall Strike, which provides another good opportunity to secure the Rat King Exotic sidearm. The Guided Games feature was introduced this week in beta, providing an in-game way to form a Fireteam for tackling the Nightfall.
To coincide with the release of Call of Duty: WWII, Sony has announced that it will release a new limited-edition version of the PlayStation 4 later this year. It features a camouflage design and a matching controller.
The Call of Duty: WWII PS4 bundle includes a system that sports a traditional camo design, with a PlayStation logo and a variety of DualShock silhouettes hidden in the pattern (but no boots on the ground that I can detect). The console comes with a 1 TB hard drive and is paired with a two-tone green controller that matches the camo. In addition to the system itself, you'll also receive a copy of Call of Duty: WWI; Sony hasn't yet specified if this is a physical or digital copy, although bundles tend to include the latter.
Pre-orders for the bundle go online today, and it will then launch alongside the game on November 3. It's priced at $300 in the US and $380 in Canada; further international pricing has not been announced, though we do know the bundle is coming to Europe. Additionally, those in Europe who purchase the bundle will receive some in-game content: the Divisions pack, Nazi Zombies pack, and a weapon unlock Token. In Europe, Sony will also offer bundles with the game and the standard black PS4 and PS4 Pro models.
Call of Duty: WWII launches on November 3 and, like recent games in the series, will feature timed exclusive content. That means DLC packs will launch on PS4 30 days before they arrive on PC or Xbox One.
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