Bungie's highly anticipated shooter Destiny 2 is finally here, and we'll have lots of 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 spent 20 hours playing Destiny 2 and came away feeling generally impressed and eager to keep playing. She is starting again now that the game is in a live environment and will document her progress over the next few days as she plays more. You can look for Kallie's full review in the days ahead.
Destiny 2 Review In Progress
"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.
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.
What Versions Are Available?
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.
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 Go's string of Safari Zone live events are scheduled to begin soon across Europe. Today, developer Niantic shared more details about the forthcoming meet-ups on its website, including what kinds of Pokemon players will have a chance to encounter.
On September 16, Unibail-Rodamco Shopping Centres in Oberhausen (Germany), Paris (France), and Barcelona (Spain) will host the region's first Safari Zone events. Players who stop by the malls will receive an in-game medal and can find special Eggs from the various PokeStops located at the venues. They'll also be able to catch some of the game's rarer monsters, including Kangaskhan, Chansey, Larvitar, and even shiny Pikachu and Magikarp, among others. However, Niantic says that Gym and Raid Battles will not be available during the event "in order to optimize the experience for all Trainers attending."
To participate in the Safari Zone events, players will need to reserve a free ticket and be over 13 years of age with a valid photo ID. Information on how to reserve tickets will be available on the Facebook page of your local Unibail-Rodamco shopping center. Even if you aren't able to attend the event, Niantic says that some of its rare Pokemon will be available throughout the city where each mall is located.
Pokemon Go players around the world have a chance to catch the game's latest Legendary Pokemon. All month, Pokemon Gold and Silver's Legendary dogs--Entei, Raikou, and Suicune--will be available in a different part of the world, after which they'll move on to a new region. Players in the Americas can currently find the Electric-type, Raikou; those in Europe and Africa can catch the Fire-type, Entei; and the Water-type Suicune is currently available in the Asia-Pacific region. Niantic will also soon begin field-testing Pokemon Go's new EX Raid feature, which will be the only way to catch the Legendary Mewtwo.
Destiny 2's launch has largely been very smooth, some short waits in server queues aside. But there are a number of other, mostly minor issues that have already been discovered. Bungie has provided a list of those that it's aware of, and in some cases, it has tips to help resolve or avoid them.
Perhaps most notable is one concerning the Nightfall Strike. This high-end activity is available now, and if you're powerful enough to attempt to tackle it, you'll want to make sure you create a Fireteam before jumping in. That's because people who join an in-progress Nightfall may not qualify for completion of the activity, meaning they won't receive the rewards for finishing. For now, creating a Fireteam and then launching the Nightfall is the way to ensure this doesn't happen.
Also worth calling out is an issue on Nessus. Falling off the cliff in the Sunken Caverns can cause your Ghost to "be placed in an area that blocks progression of activities." If that happens, you may have to head back to orbit and then come back to Nessus in order to proceed.
Bungie also said it's aware of problems that cause the Cabbage error code to pop up; an issue where the first item in your inventory can't be moved to the Vault; and crashes for PS4 Pro players. The full list of known issues follows below, or you can also see them on Bungie's forums. There's no word on how soon these will be resolved, and presumably, additional problems will arise as players spend more time with the game. We'll report back with any developments, but you can follow along with all of our coverage in our roundup of everything you need to know about Destiny 2.
Destinations
Nessus: If players proceed to fall off of a cliff on Nessus in the Sunken Caverns area, their Ghost may be placed in an area that blocks progression of activities. Players may be required to return to orbit and relaunch the Destination.
Cinematics
Skipping Cinematics: Non-Fireteam Leaders cannot skip in-game cinematics. Fireteam Leads must manually skip the cinematic if the Fireteam desires to.
Armor Perks
Linear Actuators: The functionality of this perk does not always trigger upon the correct requirements.
Activities
Nightfall: Fireteam members who attempt to join a Nightfall Activity in progress will not always qualify for Activity completion. We recommend that all members be within the Fireteam when initially launching the activity.
Memorialization
Emblems: The Lore Scholar emblem will only be awarded to players who have opened the Age of Triumph Record Book within Destiny 1 prior to August 1, 2017.
Prison of Elders: Memorialization for the Prison of Elder will show the first time a player defeated Skolas, rather than completing a Prison of Elders activity.
Character: Some hair colors do not match their Destiny 1 counterpart.
Inventory
Storage: The first item of Inventory categories cannot be played within the Vault. For example, if a player wishes to place the first Shader present within their inventory into the Vault, they will need to select an alternate sorting for the Shader to be moved from the first slot, then they may proceed to store the item within the Vault.
Subclasses
Sentinel: If a player has swapped their Shoulder Buttons and is guarding when the Titan Sentinel Super ends, they will be temporarily suspended aiming down sights. To resolve the issue, players will need to tap their left bumper.
User Interface
Waypoints: Tracking a Vendor during an activity will not present a waypoint to players.
Infusion: When an Exotic Weapon or Armor piece is equipped, eligible exotic items under the Infusion tab will be grayed out due to Exotic equipment limits. The item may still be infused as desired.
Player Inspection: Destiny 2 Currencies, such as Glimmer or Bright Dust, will display as "0" when inspecting an alternate player.
Roster: Adding or removing a friend on Xbox Live will temporarily remove all friends from the Director Roster on Xbox One.
Disney's live-action remakes of its classic animated fairy tale movies have proven to be box office magic so far, with The Jungle Book and Beauty & The Beast bringing in $966 million and $1.26 billion worldwide respectively. The studio has plenty more remakes in the works, including Aladdin, whichhas now started production.
It has also been reported that Billy Magnussen (The Big Short) has been cast as Prince Anders. The role has been created for the movie, and it is unknown what part he plays in the plot. The film is being directed by Guy Ritchie, who helmed this year's commercial failure King Arthur: Legend of the Sword, as well as the Sherlock Holmes movies. It does not currently have a confirmed release date.
Aladdin is just one of several Disney live action remakes in the works. Jungle Book director Jon Favreau is to direct The Lion King, and we can also expect a sequel to The Jungle Book and new versions of Dumbo and Mulan.
A handful of Hearthstone cards are in line for a nerf, Blizzard announced today. Five different cards will be tweaked in a forthcoming update, while Blizzard has also commented on the state of two other, unchanged cards that players had been hoping to see adjusted.
Three of the five cards being nerfed are Basic class cards: Hex, Innervate, and Fiery War Axe. "While they can be regarded as staples in those classes' card repertoires, too many Basic and Classic cards played in individual decks means less fun when new expansions are released," Blizzard explained on its blog. "Cards in the Basic set serve several purposes in the game, so we would rather make balance adjustments to them instead of moving them to the Hall of Fame, like we have done for cards in the Classic set. We are also trying to limit Hall of Fame changes to the start of each Hearthstone Year, which is why Murloc Warleader--a Classic card--is receiving a balance change instead of moving to the Hall of Fame."
All five updates cards can be seen in their old and new forms in the gallery above. Three of the five are simply increasing in cost by one mana, while the other two are less powerful. Here are the changes to each card:
Innervate
Now reads: Gain 1 Mana Crystal this turn only. (Down from 2)
Fiery War Axe
Now costs 3 mana. (Up from 2)
Hex
Now costs 4 mana. (Up from 3)
Murloc Warleader
Now reads: Your other Murlocs have +2 Attack. (Down from +2 Attack, +1 Health)
Spreading Plague
Now costs 6 mana. (Up from 5)
Blizzard also touched on two cards it did not alter, despite pressure from some players to do so. Ultimate Infestation is a 10-mana Druid ability card that deals five damage, draws five cards, provides five armor, and summons a 5/5 Ghoul. Internal data revealed to Blizzard that, despite sounding powerful, it was not actually outperforming other cards in the deck.
"Our team has discussed making a change to Ultimate Infestation since it feels bad to lose to," it said. "However, our data shows us how good each individual card performs in a deck relative to other cards in that deck. Spreading Plague ended up being the best performing card in Jade and Taunt Druid, Innervate was in the top three, and Ultimate Infestation was somewhere around the middle--but it felt much more powerful since it has a huge effect when played. We considered changing all mentions of the number 5 in Ultimate Infestation to 4, or removing one of the effects entirely. With the other changes we are making to Druid, ramping out Ultimate Infestation before turn 10 should happen less often, so we decided to leave it as is."
The other contentious card discussed was Ice Block, a three-mana, Secret-effect Mage card that causes the user's hero to become immune for one turn when fatal damage is dealt to him or her. In this case, Blizzard simply said it doesn't want to move cards to the Hall of Fame during the middle of the year. Based on the explanation, it sounds as if the card could be moved with the release of 2018's first expansion.
Destiny 2's progression system is relatively straightforward, especially compared to the first Destiny before. But if you're new to the series, you'd be mistaken in thinking that experience points are the only thing you need to worry about on your journey. So here's a breakdown of how it works.
Levels and XP
As you'd expect, killing space aliens and completing quests gives you experience points that fill up a bar at the bottom of the screen. When you fill the bar, you level up, and the level you're at determines the gear you're allowed to equip, as well as the skills you're allowed to unlock (for example, you'll unlock your class-specific ability at Level 2).
The hard cap is Level 20. But once you get there, experience you get for killing enemies and completing quests still has a purpose: You'll get a Bright Engram each time you max-out your experience bar. These let you customise the way your character, ship, or gear look, so they're a nice bonus to keep you levelling up.
Power
Your Power number is equally as important as your level, and it's something you'll have to keep in mind from the very beginning. Power is determined by the quality of the gear you have equipped, and directly informs both the amount of damage you can deal out and take.
Each piece of gear you have has a Power number assigned to it. Together, they're averaged out to determine your overall Power level. You can hit L2 (LT on Xbox One) to see the power levels of all your available gear at a glance.
As you'd expect, keeping this number as high as it can be is a good idea. It'll give you an advantage in being able to take on more difficult missions with higher suggested power requirements, and also informs the quality of any randomised gear that might drop during your travels. Because of this, it's a no-brainer to keep checking new gear pickups regularly, and equip them if it's better than what you currently have. Don't get too hung-up on how it looks!
The soft cap for Power is 260. Past that, you'll need to work extra hard to increase this number.
The End Game
While all the details of Destiny 2's end game are still to be confirmed with our collective experiences, what we know from previous Destiny experience is that once you hit 260 Power, the only way to increase this by completing Milestones--the rotating, weekly challenges laid out by Bungie, and the raid, which will be available on September 13, 2017.
Completing the raid and milestones (which can be seen on the map screen by pressing L2/LT) will reward you with Legendary engrams which have a probability of containing gear with Power levels of above 260.
We'll be updating this article once we confirm these and any additional methods or reaching the maximum level cap.
Mobility, Resilience, and Recovery
On your character screen, you might also notice three additional numbers under Power. These are Mobility, Resilience, and Recovery. While these numbers don't restrict you from any gear or activities, having them high is, unsurprisingly, very beneficial.
Mobility refers to your movement speed and maximum jump height.
Resilience helps to increase the amount of damage you can take.
Recovery refers to the speed of health regeneration.
Each piece of armor of Uncommon rarity or better carries a certain amount of strength in one or more of these traits, and contributes to the overall effect. You won't be able to max out all of these at once, so the decision to equip items that focus on one trait versus having a more rounded loadout is one you'll have to make based on your personal preference and situation.
Given that we're living through a real American horror story right now--no matter where you fall on today's political spectrum--FX's American Horror Story: Cult can be tough to watch. Last night's Season 7 premiere, "Election Night," opened with various characters' reactions to watching the real outcome of our real 2016 election play out through actual news coverage. If Trump's victory last year hit you like a cement truck, it wasn't easy to relive, especially so soon and so vividly.
AHS: Cult, the anthology show's seventh season, is seeking to lay something bare: The ability in any one of us to succumb to fear and make bad choices. It's using our real, fresh, ongoing nationwide trauma to shine an unwelcome light on human nature, as horror so often does.
Seeing Evan Peters' Kai Anderson scream in celebration and hump his television screen while Sarah Paulson's Ally Mayfair-Richards wailed in anguish was a perfect portrait of the divide plaguing this country. As American Horror Story well knows, this goes far beyond everyday politics.
Given the subject matter, American Horror Story: Cult might have been a lazy "good guys vs. bad guys" narrative. Thankfully, "Election Night" demonstrated that this show is smarter than simply "us vs. them." If its subtlety muddies up the message, all the better for comments sections and Tweet storms to dissect, debate, and spread the word.
Cult features Trump supporters, Hillary supporters, and protest voters. Not one group is decidedly "good" or "bad"--besides the gaggle of murderous clowns glimpsed in the premiere. And we're not even sure if they exist outside of Sarah Paulson's character's mind.
That's where this season gets you: In mirroring the questions that many Americans have found themselves asking on a daily basis since last November, ones that we can't help but consider, even as they drive wedges between us and our fellow citizens. What's true, and what isn't? Can we trust our own instincts?
Most importantly: Who's in the cult? No matter what box you checked off in that booth, you've probably found yourself asking the same, while in line at the store, staring around in traffic, or sitting on the train. Who around you is in the "cult" of the other side? Watching "Election Night" and trying to guess who's a good guy and who's bad elicited the same paranoid sensation.
Some seem obvious after last night's premiere: Peters' blue-haired Kai Anderson is definitely bad, while Paulson's Ally and her wife, Alison Pill's Ivy, are good guys. What about Winter Anderson, Kai's sister, played inscrutably by Billie Lourd? She worked on Hillary's campaign--or so she says--but she wasn't acting like one of the good ones in "Election Night." Cult has no dearth of bit players, from the MAGA hat-wearing store clerk to Ally's stone-jawed therapist, and knowing American Horror Story, any one of them might play a role later on as this season unravels.
We knew all along that American Horror Story Season 7 would be about the election to some degree. "Election Night" showed that it's just the jumping off point. Now we have to live in the aftermath.
"My fellow Americans," Evan Peters intones to a nearly empty city council meeting. "What do humans love the most? To what do we give our highest value? Is it family? Friends? Our homes? Money? Notoriety? No. Above all, humans love fear."
If that's the case, then American Horror Story: Cult is going to be a hit.
Whether you're a seasoned Guardian or a newcomer joining the good fight against the Red Legion, Destiny 2 presents a few challenges early on that you'll need to overcome before you head out in the galaxy to rebuild your power and influence.
There have been many changes to the core mechanics and systems of Destiny that will feel a bit strange to returning players, and not all of it is explained in depth for newcomers. To help you out, here are some essential Destiny 2 tips to get you fighting fit.
From the opening hour, players are stripped of their powers and have to relearn what it means to be a Guardian of the Light. Although you start off with the familiar Striker, Voidwalker, and Gunslinger subclasses, you're quickly introduced to the new subclasses of Destiny 2: the Warlock's Dawnguard, the Hunter's Arc Strider, and the Titan's Sentinel. Thankfully, these are easy to pick up, complementing the other subclasses quite well, while bringing in new character abilities and skills that make for interesting changes to combat and exploration. However, the core systems of classes have changed up a bit from the last game, so choosing your skills and abilities is more important than ever.
In Destiny, each subclass gave you a set of perks and skills to choose from, focusing on recharge rates for certain skills, buffs for main attributes, and bonus traits for the class. The subclasses of Destiny 2 now take advantage of unique ability trees that alter your character and fit a certain playstyle in battle. In addition to selecting grenade types and jump techniques, four sets of unique perks are divided into two distinct trees. These change up the type of role your subclass takes on. For instance, the Sentinel's Code of the Protector class tree allows Titans to take on a number of defensive abilities, including the return of the Ward of Dawn skill from Destiny--as opposed to the Code of the Aggressor class tree focusing on offensive abilities. If you're going into a certain class that resonates with you, it's worth thinking about what you'll role have in a fireteam, and how you can work alongside others.
2. The Economics Of The New Golden Age
With the destruction of the Tower, the in-game economy has gone through many changes. Various forms of currency and components from the original Destiny have been phased out, ultimately making for a more streamlined and focused system in the sequel. Strange Coins, Motes of Light, Armor Materials, and Exotic Shards are no longer in play, making Glimmer, Silver (microtransaction currency), Gunsmith Materials, and Legendary Shards among the most important items to have in your inventory. There's much less busywork in handling materials, which many returning players will find appealing considering the amount of items that were introduced over the years.
Legendary Shards are now some of the most valuable resources you'll have in Destiny 2. With the returning infusion feature--allowing you to sacrifice weapons to make others stronger--you can make use of these shards to boost weapons, while also activating unique weapon and armor mods. Moreover, the enigmatic and elusive merchant Xur will make a return, now accepting Legendary Shards instead of Strange Coins as his currency of choice. Xur now travels beyond the safety of the social spaces, so you'll be able to find him hiding out in the open areas of the various planets.
3. Activities In The Open World
Destiny 2 features much larger worlds to explore, and the game takes advantage of the space to give the Guardians more options when looking to improve their gear and inventory. To go along with these new areas, new activities such as Adventure missions have been introduced. These take players on small story quests where they interact with the various NPCs of the area.The Lost Sectors, meanwhile, are a series of dungeons scattered around the different zones, and each one contains both powerful enemies and valuable loot.
In addition to the new locations, the tried-and-true Patrol and Public Events have also seens some changes. One major change happening with Public Quests are new heroic modifiers. By performing a specific action during a public event, such as destroying Glimmer extraction machines or disabling enemy vehicles, you'll trigger a modified instance within the Public Event--spawning stronger enemies and delivering greater rewards. To make this easier to embark on compared to the last game, Public Events and other activities are now shown on the map (along with event timers), so finding these events will involve much less hassle.
4. Leave The Gun, Take The Materials
With the improved loot and engram system, gear in Destiny 2 flows freely and is more readily available. You'll constantly be finding new gear and equipment during the first half of the game, making equipment swaps and loadout changes a regular thing. With this in mind, it's important to save your Glimmer and other resources when starting out in new areas of the game. As new story quests, adventure missions, and faction rewards are constantly popping up, you'll seldom find yourself in spots where you have to spend cash and resources to get over a leveling hump.
Of course, when you're finding all this improved gear, you'll amass an inventory of weapons and armor that is of no use to you. When this happens, don't be afraid to dismantle your old gear for Glimmer and Weapon Parts, as this can be turned into the Gunsmith at the social space in exchange for new rewards. This loop will help you stay ahead of the game and keep you in the action.
With Destiny 2 now out for players worldwide, there's still much to uncover in the new worlds you'll explore in your pursuit for more power and better gear. Check back with us at GameSpot for more tips on leveling up fast, finding the Lost Sectors, and figuring out which class is right for you.
It's a lighter-than-usual week for the PlayStation Store. Only 11 new games are scheduled to arrive on PS4, though there is one particularly notable title among this week's batch of releases: Destiny 2.
Bungie's anticipated new shooter arrives today, September 6, at retail and in the PlayStation Store. While full reviews of the title aren't available yet, early impressions from critics have been very positive thus far; GameSpot's Kallie Plagge called the game's campaign a "clear improvement over Destiny's much-maligned storytelling" in our Destiny 2 review-in-progress. You can find everything you need to know about Destiny 2 in our handy roundup.
This week's other high-profile release is Knack 2, the sequel to the PS4 launch title. While many critics found the first Knack underwhelming, its follow-up has turned out to be a welcome improvement. In GameSpot's Knack 2 review, critic Jason D'Aprile called the game "a more enjoyable romp than the original" and awarded it a 7/10.
Other PS4 releases this week include the sci-fi action RPG Songbringer; the PSVR game The Lost Bear; and the fighting game/bullet hell hybrid Senko no Ronde 2. Vita also receives a trio of titles this week. The first two, Licky the Lucky Lizard Lives Again and Utawarerumono: Mask of Truth, are available now, while Drive Girls, a hack-and-slash game featuring girls that can transform into cars, launches on September 8. You can see the full list of this week's PlayStation releases below.
Destiny 2's release is likely to be huge. As such, the influx of players may bring with it something that MMO players are used to seeing at new game or expansion launches: server queues. Players encountered these when servers went online in North America, and it's possible they'll continue to pop up at peak times.
With Destiny 2's servers online and all countries now having access, 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.
A page on Bungie's website notes that these queues are separate from the original Destiny, so don't blame your friend still playing that game if you get stuck in line. Bungie also points out several things you'll want to be aware of--namely, that you shouldn't back out of a queue in an attempt to speed things up, because you'll then start at the back of the line. Here's what Bungie says:
If a player loses connection or is removed from the queue, their placement will not be retained
If a player reaches the front of this queue and is unable to connect to Destiny servers, they will have to re-enter the queue to try again
Queue times may vary, depending on server traffic and concurrent population
Destiny 2's release is officially here on PS4 and Xbox One. After launching early for those with physical copies, Bungie has launched its new shooter, and things appear to be holding up pretty well. It warned of server queues when trying to log in, and while those were present, the wait for many was relatively short. Bungie has also shared some details regarding when other key components of the game will come online, including the Raid.
Destiny 2's first Nightfall Strike is already available, while 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).
Bungie is intentionally not sharing any details on Destiny 2's first Raid. "If you have witnessed the race to become the first to topple the final boss, you know we keep Raid info well under wraps," Bungie said. "These are your moments to discover--your mysteries to solve. We've given you the when. You will soon discover the who, the what, and the where. Together, as a team, you might even discover the how."
We also learned that Destiny 2's Guided Games system won't be available until September 12 at 10 AM PT. This will be rolled out as part of what Bungie is calling a "soft beta," in that only some players can get in at the start. Guided Games is a new feature coming to Destiny 2 that will help solo players link up with Clans to tackle the most profound challenges in the game as a Fireteam.
"This will allow us to slowly ramp up players over the course of September (and allow Clan populations to grow) so that everyone has a great experience," Bungie said. "During the Guided Games Beta period, we need your Clans to fully test the system at scale. All Clans will be able to guide solo players, so once you've mastered the Nightfall, Fireteam up and guide solo players to the highest heights."
Here is a breakdown of when the Guided Games feature will begin:
Nightfall Guided Games Beta: September 12th, 10AM PT
30-50% of players will be given seeker access, depending on clan participation in Destiny 2 during the first week.
Nightfall and Raid Guided Games: September 26th, 10AM PT
Target: 100% of players will be given seeker access.
Destiny 2 is officially live. Whether you pre-ordered it or purchased the Deluxe edition, you may be wondering where your bonus items are once you log in. Most of these are not awarded immediately, and you'll actually have to play through a significant chunk of the game before getting them--sorry, no Exotic at Level 1 for you.
Bungie has outlined the exact process for obtaining these items, and in all but one case, you'll have to complete the campaign before doing so. Once you've finished the campaign, you'll then collect any items you qualify for from various sources, such as the Postmaster, Shaxx, or the Gunsmith. Below, you'll find Bungie's unlock process for each item.
Destiny 2 Pre-order Content
Coldheart
Qualifying players may collect Coldheart after meeting the following requirements:
Complete the Destiny 2 Campaign
After meeting these requirements, this item may be retrieved from the Gunsmith. This item may also be re-acquired from the Exotic Weapon Collection in exchange for Legendary Shards.
Kill-Tracker Ghost
Qualifying players may collect the Kill-Tracker Ghost after meeting the following requirements:
Complete the Destiny 2 Campaign
After meeting these requirements, this item may be retrieved from Lord Shaxx. This item may be re-acquired from Lord Shaxx in exchange for Legendary Shards.
Salute Emote
Qualifying players may collect the Salute Emote after meeting the following requirements:
Gain access to the Postmaster by completing the Campaign or unlocking the Farm social space
After meeting these requirements, this item may be retrieved from the Emote Collection.
Destiny 2 Limited Edition Content
Qualifying players may collect Destiny 2 Limited Edition Content after meeting the following requirements:
Complete the Destiny 2 Campaign
After meeting these requirements, these items may be retrieved from the following:
Qualifying players may collect the Athena Victorious Sparrow after meeting the following requirements:
Complete the Destiny 2 Campaign
After meeting these requirements, this item may be retrieved from the Shipwright. If this item is discarded, it may be repurchased from the Shipwright.
XP Boosts
Qualifying players may collect XP Boosts after meeting the following requirements:
Gain access to the Postmaster by completing the Campaign or unlocking the Farm social space
After meeting these requirements, this item may be retrieved from the Postmaster. This item will provide XP gains for specific amounts of time, specified by the type of XP boost received. Multiple items may be consumed, but time limits will not be increased.
Promotional Engrams
Qualifying players may collect a limited amount of Promotional Engrams after meeting the following requirements:
Gain access to the Postmaster by completing the Campaign or unlocking the Farm social space
After meeting these requirements, this item may be retrieved from the Postmaster and redeemed through the Cryptarch.
Destiny 2 has already launched in some parts of the world, and soon it will be available worldwide. Full reviews won't arrive just yet, but reviews-in-progress have started to pop up around the internet based on a recent three-day event in Seattle.
The much-anticipated sequel doesn't radically shake up the Destiny formula, instead opting primarily to refine and improve the core of the first game. You can see our breakdown of Destiny 2's five biggest changes for a basic idea of what to expect.
Below, you'll find a collection of various critics' impressions of the game so far. In GameSpot's Destiny 2 review in progress, Kallie Plagge calls the story a "clear improvement over Destiny's much-maligned storytelling," adding that "Destiny 2 builds on the original in smart ways that make me excited to keep playing."
Release: September 6 (PS4/Xbox One), October 24 (PC)
Price: US $60 / £50 / AU $100
GameSpot
"Of course, all of this still feels like Destiny. The new social space, the Farm, is functionally the same as the Tower in the original. Finding loot and switching out your old gear still takes up a significant portion of your time. Enemies have been tweaked, but they're not wildly different, either. That's not necessarily bad, but it also makes me wonder if I'll see Destiny 2 as a sequel, rather than a half-step forward, the longer I play and the more I grind and repeat." -- Kallie Plagge [Full review in progress]
Polygon
"At the very least, what I've played of Destiny 2 is an incredibly promising start. In plain English, it feels like Destiny without all the bulls***. It seems like the sequel Bungie needed to make--not a fundamentally different experience, but improved enough over its predecessor to reel veterans back in and attract people who skipped the original Destiny. Now we have to see how it holds up." -- Samit Sarkar [Full review in progress]
IGN
"My initial impressions leave me with more questions than answers. Is the story going to stay engaging through the end? Are the great drops going to get stingier at higher levels? Am I going to get bored exploring the new destinations? We'll have to answer those hanging questions later, but based on what I've experienced so far, Destiny 2 hasn't disappointed my high expectations as a fan of the original. There have been deliberate steps to improve the moment-to-moment experience, be it something as simple as bringing up the next task with the press of a button or by keeping you constantly climbing the Light ladder without realizing it with enticing dynamic events. That's all on top of a story the team at Bungie knew they had to get right after the convoluted mess of the first game which forced you to read Grimoire cards on a website to experience the original story. So far it seems as though they've succeeded." -- Destin Legarie [Full review in progress]
Rolling Stone
"However, what's remarkable about the structure of Destiny 2--aside from it having a real central plot--is that it achieves what the first Destiny tried but ultimately failed to do: it gives the player freedom. Yes, there's some linearity to the Red War missions and the order in which the destinations are introduced--but you can spend the bulk of your time wherever you're most comfortable, where you find combat encounters most fulfilling, or where the rewards on offer are most appealing to you." -- Alex Kane [Full impressions]
Ars Technica
"I am not at an ideal state to issue anything resembling a verdict. But I at least feel safe declaring this: I entered the event perturbed that I would play so much Destiny 2 and not get to transfer that progress to the final, retail version. Now, I am anxious to dive back in and try again. I want to flex the muscles of an entirely different class. I want to devote far more attention to so much in-mission dialogue and exposition. Above all else, I want to group up with some friends and see how the 'always a battle around every corner' sensation feels when I have some persistent fireteam members at my side." -- Sam Machkovech [Full pre-review]
DualShockers
"So far, Destiny 2 has improved upon the original Destiny in every way. There's a Pierce Brosnan-impersonating sniper who serves as your faction representative for the European Dead Zone. There's new enemy types, including staff-wielding Fallen Wretches and caped-flaming-crossbow-wielding Hive Knights. There are cutscenes where The Speaker, who never really had much to say, is actually a savage and disses Ghaul in rap-battle proportions during cutscenes. When I sat down to play this game I had one mission for Bungie: prove to me that Destiny 2 isn't just another expansion. Thankfully, it turns out that Destiny 2 has listened to the fans and has taken a look in the mirror: the product is one that I--so far--thoroughly enjoy." -- Noah Buttner [Full review impressions]
Like each of the game's previous DLC packs, Retribution adds four new multiplayer maps to the shooter. Carnage is described as a "post-apocalyptic race track along the California coast" with environmental hazards and long sight lines. Heartland is a new take on the Warhawk map from Call of Duty: Ghosts. Altitude is a "high-end, sky high shopping mall located on the edges of the universe." The final level, Depot 22, is a three-lane map focused on close-quarter battles.
In addition to the aforementioned maps, Retribution also brings the game's Zombies saga to a close with its fifth and final chapter, titled The Beast from Beyond. This time, players are trapped in a "desolate military station on a distant ice planet," where they'll need to fight through hordes of undead enemies and finally escape from Willard Wyler's horror movies. Like previous Zombies chapters, The Beast from Beyond features new weapons, traps, and other content, as well as guest voice work by the likes of Seth Green and Ike Barinholtz.
Call of Duty: Infinite Warfare's Retribution pack releases for PS4 on September 12. There's no word yet on when it will come to Xbox One and PC, but the game's DLC generally arrives on those platforms a month after its PS4 release. Players who've purchased Infinite Warfare's $50 season pass will receive Retribution at no extra cost; Activision hasn't announced its standalone price, but if it follows previous DLC pricing, it will retail for $15.
Now a trailer for the fourth Insidious film has arrived. Titled Insidious: The Last Key, it will be released in January, and looks every bit as scary as its predecessors. Check it out below:
Lynn Shaye returns as paranormal investigator Dr. Elise Rainier, with a supporting cast that includes Leigh Whannell (Insidious), Angus Sampson (Fargo), Caitlin Gerard (The Social Network), and Bruce Davison (X-Men). Whannell, who created the series with Wan, has also written the screenplay. It's directed by Adam Robitel (The Taking of Deborah Logan).
In related news, a synopsis for Insidious: The Last Key has been released. It reads, "the creative minds behind the hit Insidious trilogy return for Insidious: The Last Key. In the supernatural thriller, which welcomes back franchise standout Lin Shaye as Dr. Elise Rainier, the brilliant parapsychologist faces her most fearsome and personal haunting yet: in her own family home."
The first Insidious was directed by Wan and it released in 2011, making $97 million worldwide from a modest $1.5 million budget. The 2013 sequel was an even bigger hit, earning $161 million, while Insidious: Chapter 3 arrived in 2015.
There's been another major shake-up with the direction of a future Star Wars film. In what's described as a mutual decision, Episode IX will no longer be directed by Colin Trevorrow, Lucasfilm announced today.
The news was revealed in a brief post on the official Star Wars website. "Lucasfilm and Colin Trevorrow have mutually chosen to part ways on Star Wars: Episode IX. Colin has been a wonderful collaborator throughout the development process but we have all come to the conclusion that our visions for the project differ. We wish Colin the best and will be sharing more information about the film soon."
It's unclear what precipitated today's news. The 40-year-old Trevorrow previously directed Jurassic World and Safety Not Guaranteed. Earlier this summer, he released The Book of Henry, which was panned by critics. There's no word yet on who will be tapped next to direct the film.
With Destiny 2 now available in some parts of the world, players are jumping into the game for the first time. What they won't find in Destiny 2 right now are its Clan features. Bungie confirmed on Twitter that in-game Clan features won't be available until later.
"In-game Destiny 2 Clan Features will be unavailable for the first several days after launch. Stay tuned for announcements of availability," Bungie said.
Destiny 2's Clan features are available through Bungie's website. There, you can create a Clan and do things like invite members, set an emblem, and more.
Also not yet available in Destiny 2 is the first raid, which will unlock on September 13; the first Trials will go live on September 15. You can, however, now try out the Nightfall Strikes, as they are available in the game right now.
In other news, Bungie senior technical artist Nate Hawbaker shared a cool image of what it looked like at the studio when the Destiny 2 servers went live. Check it out above.
Destiny 2 doesn't officially launch on PS4 and Xbox One until tomorrow, September 5, but some lucky players are in ahead of schedule. Bungie has apparently brought the servers online, allowing certain people to play early.
Before you go racing to your console to check, digital copies (except for those intended for reviewing the game) are exempt from this. But if you've somehow gotten your hands on an early physical copy, you can also start playing right now, according to reports from numerous players on places like Reddit. As such, you may want to be wary of spoilers, as there will undoubtedly be those who rush through the game and talk about it online. Of course, spoilers have already been circulating due to a number of leaks, including one that revealed all of Destiny 2's Exotics.
For everyone else, Destiny 2 unlocks at midnight in your respective region. That means, for instance, that those on the west coast in the United States can start playing at 9 PM PT tonight. But whether you get in early or not, everyone will be waiting for the Raid and Trials, which don't unlock until next week. The first Nightfall Strike, however, is available immediately.
Our Destiny 2 review-in-progress is now live, and we'll be playing more now that the game is live in order to deliver a full review. You can also check out our rundown on Destiny 2's five biggest changes for more of an idea for what to expect once you get online.
Destiny 2 is out now, and among the elements that you can play beyond campaign and the Crucible is the first of the game's weekly Nightfall Strikes. A Nightfall Strike is a special version of the activity, with special modifiers to crank up the challenge.
A post on Bungie's website confirms many of the details about this first Nightfall Strike, including the name, "The Arms Dealer." Your task is to "shut down the operations of an ironmonger providing weapons to the Red Legion."
Unfortunately, the modifiers are being kept under wraps. So you'll have to discover those for yourself when you play the game.
We do know the challengers, however, and these include the following:
Speed Of Dark: Complete the Nightfall with at least 5 minutes remaining.
Unbroken: Complete the Nightfall with fewer than 3 deaths.
Trash The Thresher: Shoot down a Thresher while fighting Bracus Zahn.
Nightfall Strikes, along with their modifiers, rotate weekly, so you'll have many more chances in the future to try your hand at them. Given that the modifiers change, it is recommended that players select a loadout with the modifiers in mind, but you can do whatever you want.
It's a new week, which means a fresh set of weekly deals are now available on Xbox Live. The week's lineup of deals were announced on Major Nelson's blog, and they cover Xbox One and Xbox 360 offers, all of which are good through September 12.
Go to Major Nelson's blog to see a complete rundown of this week's Deals With Gold offers, some of which require an Xbox Live Gold membership to save the most.
With the game now available, reviews have started to go live for the PS4 exclusive. Overall, most critics seem to agree Knack 2 is an improvement over the original--our critic said the sequel contains a "more realized version of Knack as a character, and the wonderfully weird world he inhabits." For more, check out our full Knack 2 review.
For a wider view on critical opinion, you can see a review roundup below. Alternatively, take a look at GameSpot sister site Metacritic.
Game: Knack 2
Developer / Publisher: Sony Japan Studio / Sony
Platform: PlayStation 4
Release: Out now
Price: US $40 / £30 / AU $55
GameSpot -- 7/10
"Knack 2 is definitely a holdover from the past, but it manages to surprise with varied combat and the pleasing back and forth between big and little Knack. Where the original game felt, frankly, like a launch title meant to show off the power of a new system, Knack 2 is a more realized version of Knack as a character, and the wonderfully weird world he inhabits." -- Jason D'Aprile [Full review]
Polygon -- 7.5/10
"Knack 2 is an entertaining platform game like those of yesteryear. It's been created with due care and attention. Sure, it's old fashioned, and its story is appalling. But it's a reminder that the character-led platform combat game is still alive and well. Despite its good looks, it's more a work of engineering than it is a work of art. But, as my kid said to me after we'd mashed our way through a co-op level, it's kinda fun." -- Colin Campbell [Full review]
IGN -- 7.2/10
"Knack 2 is lacking in a number of areas, but its strengths outweigh its weaknesses. The pacing is spot-on, the combat satisfying, and the gameplay varied. Co-op is genuinely good fun too, and most definitely the best way for younger gamers to get into the action. Knack 2 is definitely a step up from the original, then, but until the writing and characterisation improve drastically, it's not going to be a true first-party titan." -- Cam Shea [Full review]
Destructoid -- 5.5/10
"Knack 2 has the bones of a good platformer and a hint of charm but it just doesn't execute. I'm not sure what the Knack series attempted to accomplish, but after a sequel, it stands as one of the most missable franchises Sony has ever crafted. Maybe one day Sony can combine both of these together on the PS5 as a free PS Plus item and call it the 'Knack Pack.' That one's free." -- Chris Carter [Full review]
GamesRadar+ -- 3/5
"Ultimately the game's appeal boils down to one simple question: did you like the first Knack? If you did, then rejoice, because this is basically the same experience with a new plot and a few new features thrown in. Anyone who wasn't already a fan of this franchise will find absolutely nothing to convince them to part with their money this time round." -- Nick Cowen [Full review]
VentureBeat -- 80/100
"The comfort is that the story barely takes up any time. Dialogue sequences never drag on for long before you're thrust back into running a gauntlet of traps and evil robots. The action is still so fundamentally joyful that it doesn't really matter what the context for it is. Why can Knack absorb some materials and not others? Why is it okay for the humans to be generally awful to goblins? Who hid a treasure inside an air duct of the museum? Who cares? Jump across a moving lift in the middle of a jungle already. Don't worry about it. That casual flow lets the essential video gameness of Knack 2 to shine. Even the hoariest tropes feel good in Knack 2. I had to push boxes around a room to open a locked door like I would have had to do in some budget mascot machine from 1997, but here it still felt just right.
"In the absence of an epic tale, a torrent of doodads to collect, or some time-devouring crafting system--all the fixtures big business gaming says you need to survive today--Knack 2 just works." -- John Agnello [Full review]
There's a danger in remaking something people love. Granted, It isn't a remake of the 1990 version that many people remember; this movie is technically unrelated, a direct adaptation of the book. And it's a more faithful one, too, as the filmmakers were able to get away with much more in an R-rated movie in 2017 than ABC could allow in a made-for-TV special 27 years ago.
Even so, plenty of Stephen King fans look back fondly on that version, especially for Tim Curry's menacing portrayal of the murderous clown Pennywise. Those same fans may be skeptical--justifiably, given how many classics get mangled these days--that the 1,100-page It can be chopped up like so, half of it stuffed into this single movie.
Those fears aren't unfounded, but they are for naught, because the new It is phenomenally scary, funny, and heartfelt. It's beautiful to look at, even when terrible to behold. Bill Skarsgard's new interpretation of Pennywise the Dancing Clown doesn't trod on what Curry accomplished, but carves its own path through horror history. The new '80s setting is well-used, but not overused. And It is a satisfying trip from beginning to end, despite drawing from only half the source material.
It is the story of a murderous clown who terrorizes the fictional town of Derry, Maine by kidnapping and murdering kids, whose bodies are never found. It's also the story of an age-old creature who feasts on the fear of its vulnerable victims. Finally, it's a coming-of-age tale for the Losers Club, a ragtag band of misfits whose problems don't stop at bullies and a supernatural bozo.
This version of It--which, by the time the credits roll, has gained the subtitle "Chapter 1"--concerns itself only with these characters as kids, unlike the book and the mini-series, both of which jumped between time periods to also show them returning to Derry 27 years later. (That will be Chapter 2, on which the filmmakers are thankfully already hard at work.)
The group includes Ben, a lovestruck dork; Eddie, a sheltered hypochondriac; Mike, a home-schooled outcast; Stan, a skeptic; the comedian, Richie; the abused and beloved Beverly Marsh; and Bill, whose younger brother Georgie becomes Pennywise's first victim in the movie's opening minutes.
The kids are great, particularly Sophia Lillis as Bev and Stranger Things' Finn Wolfhard as Richie. Bev appears to the audience as she appears to the boys: Simultaneously older than her years and more or less innocent, despite the abuse inflicted by her father, which It does not shy from. Her bond with each character feels real and important, while the movie, like the mini-series before it, mercifully leaves out that infamous sex scene from the book.
Wolfhard as Richie is nothing short of hilarious. This kid is seriously funny, way moreso than in Stranger Things. Get ready to laugh like a 13-year-old at Richie's many, many dick jokes. Watching the whole gang curse like tiny sailors and sling insults toward one another's mothers feels realistic, not forced the way it might have if the writing and acting were worse. Their dynamic alone is worth the R-rating. (Wolfhard's casting in It, by the way, was not a result of Stranger Things' success; more like Stranger Things' success was a lucky coincidence for It.)
That's not what you're here for, though. What about Pennywise? Can any other actor be as tremendously alarming, as complex, as terrifying as Tim Curry in this role? Wisely, Skarsgard doesn't try to be, which is partially what got him the role. He and director Andy Muschietti developed their own version of Pennywise without trying to emulate Curry's iconic portrayal, and it paid off. This Pennywise is more infantile, and occasionally creepier for it; without Curry's cartoonish, gruff New York accent, Pennywise seems more innocent--until his teeth come out.
There's also the drool--lots of it. Skarsgard does things with his face that have to be partially aided by CGI, but the drool is all real, and you'll sink back into your seat as you witness it pour from the clown's mouth in huge, shining globs and strands. Pennywise is hungry, kids, and he can't wait to taste you.
The clown becomes more and more menacing as the kids come closer to confronting him, even as they grow more determined. It feels slightly disjointed--occasionally even predictable--as each member of the Losers Club encounters, and escapes, Pennywise in turn. But that's the classic story's structure, and it's much better-paced than if they'd tried to jam both the kid and adult storylines in. Some fans cried foul about that, but it may have been the filmmakers' smartest decision--that, or casting Skarsgard.
Naturally, It also benefits from 2017's SFX technology. Some of the scares are cheesy, but at the same time they feel faithful to how the kids would see them, like a benign painting that seems frightening to a child's wild imagination. In It, that painting comes to life and chases you around the house. There are some jump scares, but just as many chills come from steady build-ups and simple, well-earned moments of terror, not to mention the stark revulsion of, say, seeing a child's arm get ripped off. It goes there, simply because there's nothing holding the movie back.
At the same time, it's shockingly funny, even down to the way it uses the '80s setting to, for example, land a truly impressive number of New Kids on the Block jokes. And wherever It adds to the original story, it does so with purpose and thoughtfulness, especially in one late-movie addition that actually improves on King's work in a significant and important way.
The new It feels self-contained, a full journey with a logical end point. It leaves room for the sequel--it had to--but if that sequel never got made (which seems unlikely after seeing Chapter 1), this would still be a great horror film.
When that title card at the end appears and the closing credits start to play, you're likely to feel relief--not just the tension leaving your body as it does at the end of any scary movie, but relief that 2017's It is the rare adaptation that does the original justice while crafting its own identity, too. The only people likely to feel disappointed are actual clowns, whose chosen profession is, unfortunately, not about to get more popular any time soon.
"Warlocks weaponize the mysteries of the universe to sustain themselves and devastate their foes." While this caption of Destiny 2's mage isn't incorrect, it's not especially helpful as the only descriptor for the Warlock when deciding your class. We've fleshed out the strengths and benefits of each Guardian, so you know what you're getting into, whether that's playing within your stylistic comfort zone or experimenting with an unfamiliar role. Included in this primer are descriptions of the first subclasses you get with each class, which you automatically obtain shortly after the prologue.
The Titan is the go-to if you want to feel like a space marine, a powerhouse that can turn the tide of battle on its sheer strength. In skilled hands, it can stand its ground in a firefight, partly due to its two class ability barriers. Its vertical ability, Lift, modifies mobility with increased height, control, and your initial momentum burst. They're versatile tanks and unlocking multiple subclasses will allow you to further emphasize offense or defense.
You start off with the defense-centric Sentinel, the new Void element Titan subclass that replaces the previous game's Defender. Its passive abilities reward melee actions with defensive benefits, shields and health restoration to be exact. If you're having that Captain America itch, one of the Code of the Aggressor passive abilities grants you a extra shield throw, complementing the Sentinel Shield super. Its melee prowess makes it primed and ready for the frontline, supported by its various barriers. If you feel your fireteam lacks defensive support to balance out its offense, this subclass is for you.
HUNTER
If you're used to playing the rogue, try your hand at the Hunter, the Guardian known for its agility, craftiness, and stealth. All classes feature some form of mobility, but the Hunters take it up a notch using exclusive dodge skills, with bonuses in weapon reloading or melee energy. It also upgrades its double jump with a triple jump, high jump, and strafe jump. If you like feeding off your situational awareness in large spaces, the Hunter's prowess in ranged combat and talents in getting out of dicey situations will suit your needs.
If you like complementing this nimble class with the melee expertise of a samurai, you'll be pleased with the Hunter Arcstrider subclass to start, which replaces the Bladedancer from the first game. Its super, the Arc Staff is an energy staff you wield acrobatically against your foes. The two passive ability paths capitalizes on the fleet-footedness of this subclass. Following the Way of the Wind offers benefits in increased sprinting, shortened dodge cooldowns, and reduced damage with using the Arc Staff. Way of the Warrior is suited for the more assertive type, granting dodge recharges and attack damage boosts as you amass kills.
WARLOCK
Warlocks are Destiny 2's space mages. Compared to the other classes, the Warlock's mobility leans toward horizontal movement, making it tough to target. Its team-healing benefits are only overshadowed by its potent attack spells. As the support class of Destiny 2, this Guardian is best in the hands of those are actively aware of where your fireteam is at all times. This is to take advantage of the Warlock's main class abilities: Healing Rift, which is a close proximity healer, and Empowering Rift, which increases attack.
The Warlock Dawnblade replaces the previous game's Sunsinger and this starting subclass is best suited for those who look to take full advantage of the Warlock's mobility. It's super, Daybreak, strikes from the sky, turning Solar Light into lethal blades. The Dawnblade's wings aren't just for show. By choosing the Attunement of the Sky passive abilities, you can recharge energy with airborne kills. Winged Sun and Icarus Dash lets you attack and dodge midair, while Swift Strike are flaming melee attacks briefly boosting your movement and reload speed. If you want to get the most out of Daybreak, choose Attunement of the Flame. It has a set of passives that enhances the super especially if you're the bloodthirsty type.
What stands to be one of the biggest games of the year, FIFA 18, is coming out later this month. Ahead of launch, developer EA Sports today started to announce the professional football game's player ratings.
Announced today were the players rated 100-81. So it sounds like EA is going to drip-feed this information over the course of the next few days, leading up to the highest-rated overall players presumably later in the week or next.
You can see the 100-81 list below, and keep checking back with GameSpot in the days ahead as we'll update this post with the rest of the ratings when they are announced.
With Destiny 2's launch upon us, the release of Kotaku news editor Jason Schreier's new book, Blood, Sweat, and Pixels, has dived into the rocky development of the original game. Along with many other things, it reveals an early version of Destiny apparently shared a lot in common with what would become Blizzard's Overwatch.
Known as Project Tiger at the time, Destiny went through many different forms in the late 2000s, as reported in Blood, Sweat, and Pixels. While seeking to outdo its work on the Halo series, among the concepts Bungie came up with were those that resembled Blizzard's Diablo and Overwatch--or, rather, Titan, the MMO that Blizzard was working on at the time and would ultimately be canceled, with many of its ideas turning into Overwatch.
Jaime Griesemer, a designer on the first three Halo games who came up with the idea of Bungie creating a shared-world shooter, recounted his discovery of the similarities between Titan and the early iteration of Destiny: "I went to Blizzard for a while, and played Titan, and I was like, 'Holy s***, you guys are working on the same game, down to character classes.'" Destiny would end up being a much different game, but at the time, Bungie hadn't even yet decided on a first- or third-person perspective.
Griesemer also recalled how there were multiple total resets on Destiny, as Bungie was intent on creating something that would be bigger than Halo. The game increasingly became more Halo-like, which is something Griesemer had hoped to avoid from the start. He spoke out later about perceived issued with the project, hoping to "obstruct things to the point where they're either going to have to change [the way] they're going or get rid of me." Bungie's board of directors opted for the latter, asking him to resign.
Blood, Sweat, and Pixels releases today. It dives much further into the creation of Destiny, along with nine other games, including Star Wars 1313, The Witcher 3, and Uncharted 4. It's well worth a read for anyone with an interest in game development; it's a fascinating read and doesn't require you to have any knowledge about how the industry operates. It focuses a great deal on individuals and the challenges they face, and like any look behind the curtain, it will invariably result in you wondering how games ever actually end up being released.
August is officially over, which means it's time for a new slate of content to arrive on Netflix. The streaming service recently announced all of the new titles coming to the service in September, as well as everything that's on its way out.
Most notable for video game fans is Final Fantasy XIV: Dad of Light. The original series was announced earlier this year (when it carried the much funnier subtitle Daddy of Light) and is set both inside and outside of the MMO. It tells the story of a father and son who play the game together without the father knowing who his in-game companion is. Season 1 is out now.
Also available now are some quality films: Gangs of New York, Jaws (and its three sequels), and Pulp Fiction. Other notable additions throughout the month include Season 4 of BoJack Horseman and Season 7 of The Walking Dead (September 8); Season 7 of Portlandia (September 9); Beauty and the Beast (September 19); and Season 3 of Gotham (September 21).
On the departures side, the first two seasons of Wilfred, The Batman Seasons 1-5, and A Nightmare on Elm Street are all gone. CSI: Miami and all 10 seasons of its incredible one-liners go away on September 26.
The full lists follow at the bottom of the post, and you can hit the links below to see the other video streaming services' September updates.
Those who've yet to purchase Capcom's acclaimed horror game Resident Evil 7 will have a chance to pick up the entire experience in one package. Today, the publisher announced Resident Evil 7: Gold Edition, which is releasing for PlayStation 4, Xbox One, and PC this December.
Like other "definitive" collections, Gold Edition includes the base game and its three DLC expansions: Banned Footage Vol. 1, Banned Footage Vol. 2, and the forthcoming End of Zoe, which releases alongside the package. Capcom describes End of Zoe as a "shocking installment" in which players will learn the fate of Jack and Marguerite's daughter following the events of the main game. The DLC will take players through new swamp environments and pit them against new enemies.
Also releasing alongside the Gold Edition is the delayed Not a Hero DLC. This free expansion was originally slated to launch this past spring, but it was pushed back in order to improve the DLC so that it could "match the high quality of the main game," according to game director Koshi Nakanishi. Not a Hero takes place after Resident Evil 7 and stars series veteran Chris Redfield, who will have to face the "horrors that lurk underneath the Baker's mansion."
Resident Evil 7: Gold Edition and the End of Zoe DLC expansion both launch on December 12. Players who own the game's season pass will receive End of Zoe for no additional cost; everyone else will be able to purchase it separately $15/£12.
Final Fantasy XV is making its PC debut next year, and along with 4K resolution, it will support player-created mods. While publisher Square Enix has said it won't censor mods--including nude ones--that are created for the game, those could potentially affect whether future Final Fantasy games will allow players to tinker around with them.
During an interview with PC Gamer at PAX West this past weekend, game director Hajime Tabata reiterated his stance on mod support. "Personally, we want to give users the freedom to do what they feel is best in terms of how they enjoy the game, so we don't want to put too many limitations on the types of mods that going to be available," Tabata said through a translator. However, questionable mods could impact whether Square Enix allows them for other Final Fantasy titles.
"If things are taken a little too far, it might affect and influence the possibility of mods for future Final Fantasy games," Tabata said. "So if there's anything we could say, it's to try to be as controlled as possible."
I've spent around 20 hours playing Destiny 2, covering the majority of the story missions, dozens of side activities, a Strike, and a handful of rounds in the Crucible. I still have a lot more to go, and I'll be documenting my progress over the next few days as I play more. So far, Destiny 2 builds on the original in smart ways that make me excited to keep playing.
My first impression of Destiny 2 was that it was barely distinguishable from the first game. The things I loved about Destiny--the exhilaration of nailing a precision kill, the satisfaction of shooting each weapon--and things I didn't like as much, namely its inherently repetitive nature. But the more I played, the more I noticed that some of Destiny's other problems have been fixed.
I haven't finished the main story yet, but so far it's a clear improvement over Destiny's much-maligned storytelling. 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.
Your Ghost also does a better job of introducing you to enemies like the Fallen and Vex, provided you didn't port your character over from Destiny (in which case the dialogue is supposed to be different, though we haven't tested it yet). Destiny has some fascinating and complicated lore, and giving you the foundation necessary to understand it works in Destiny 2's favor.
That goes well in tandem with Destiny 2's new-and-improved Patrol zones. There are four new destinations: Earth's European Dead Zone, Nessus, Titan, and Io. When you touch down, you have many more options for what to do, and it's surprising how far that goes toward breaking up the repetition. You can do a regular, quick-and-dirty Patrol, or you can embark on a longer Adventure, completing a series of objectives for better rewards. There are also the new Lost Sectors, which are essentially dungeons that forgo structured objectives for bosses and loot chests.
Both Adventures and Lost Sectors take you to far-flung areas of the map and often include a healthy bit of backstory. Because of that, it feels like you're doing something of substance, rather than a series of menial tasks. One Adventure had me setting up comms for refugees of the Last City, which then led me to fighting off a horde of Fallen that were jamming the signals. It felt more important than just killing a Fallen Leader in some random area of the map with no purpose other than to get XP and a bit of loot.
My favorite change, though, is a small one that greatly impacted how I play. The old weapon categories--primary, special, and heavy--have been replaced by kinetic, energy, and power. Weapons are sorted a bit differently, and what were previously primary weapons can show up in both your kinetic and energy slots. Kinetics have no special attributes, while energy weapons can take on the arc, solar, or void energies and are better for taking down enemies' shields. For me, this meant switching my weapon more often based on the situation and using weapon types I never used in Destiny 1. I already loved the feedback loop of Destiny's shooting and spongy enemies, and that small bit of variety made me love it even more. (This is subject to change the more I play, however.)
Of course, all of this still feels like Destiny. The new social space, the Farm, is functionally the same as the Tower in the original. Finding loot and switching out your old gear still takes up a significant portion of your time. Enemies have been tweaked, but they're not wildly different, either. That's not necessarily bad, but it also makes me wonder if I'll see Destiny 2 as a sequel, rather than a half-step forward, the longer I play and the more I grind and repeat.
Because my time with the game began prior to launch at a Bungie event, I am starting fresh at launch like everyone else. After I've caught up to my previous progress, I can finally look forward to finishing the campaign and seeing how the story wraps up. Of course, I also need to spend a significant amount of time with Strikes, the Crucible, and eventually the Raid. In short, there's a lot of Destiny 2 left to play before I can deliver my final review. Until then, check GameSpot every day for a brief look at my progress and thoughts on Destiny 2 as I go.
Disclosure: Kallie played Destiny 2 at a three-day event in Seattle, WA organized by Activision. GameSpot paid for travel and accommodations.
Battlefield 1's latest expansion, In the Name of the Tsar, is out today for some players. Alongside it, a new update has arrived for everyone that includes some fixes, features, and more.
With the update and DLC out now, EA and DICE have published the full patch notes. These outline the full list of newly added weapons, vehicles, maps, and factions that In the Name of the Tsar owners can now access. Most notable of these is the complete selection of weapons, which are as follows:
Assault
Model 1900
SMG 08/18
Medic
FA Automatic Rifle
General Liu Rifle
Support
Parabellum MG 14/17
Perino Model 1908
Scout
Mosin Nagant M91
Vetterli Vitali M1870/87
Tanker/Pilot
C93 Carbine
Sidearm (all kits)
Nagant Revolver
Obrez Pistol
Melee (all kits)
Cossack Dagger
Dud Club
In the Name of the Tsar content is available to Premium Pass and Battlefield 1 Revolution owners right now; everyone else will be able to purchase the expansion on September 19. Even if you don't own the DLC, however, the new update--which is mandatory to play online--will allow you to watch In the Name of the Tsar matches through Spectator mode.
In terms of non-Tsar related features and changes, this update introduces HDR10 support for all platforms. Stationary weapons (the QF1 AA, FK96 Field Gun, and 305/52 O Coastal Gun) will now respawn wthl full health if they haven't been repaired within two minutes of being destroyed, though you can still repair them manually to use them more quickly. Rented servers have had their map rotation limit increased from 15 to 24. And a single bullet should no longer deal multiple damage pings to Bombers.
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