Monday, June 17, 2019

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In the 06/18/2019 edition:

What's New To Netflix This Week: Movies, TV, And Originals

By Anonymous on Jun 18, 2019 12:00 am

If you're up for something new to watch on Netflix, but don't know what to stream because you have no clue what's new, and Netflix's "New Release" section is relatively awful, don't worry, we have you covered. Let's take a look at what's coming to the streaming service this week.

This is a big week for releases, with the most of it all coming on Friday. As far as non-Netflix originals go, on Sunday, the 2015 film Cop Car hit Netflix. The Kevin Bacon movie follows a police officer who finds two teenagers who have stolen his car for a joy ride. Additionally, the 2018 movie Big Kill arrives on Tuesday. The western follows a group of people in a boom town, and the adventures they have. The film stars Young Guns alum Lou Diamond Phillips.

As far as originals go, there are a few you may want to check out, like Season 2 of the Dark. The series follows a family in Germany, and there's a whole supernatural twist tied to the series. The new season arrives on June 21. And if you're looking for a new stand-up special to watch, as Netflix has a million of them, check out Adam Devine's "Best Time of Our Lives." In the stand-up special, Devine discusses his Pitch Perfect audition and his awkward celebrity encounters.

This is a much better week for anime fans, specifically those who love Evangelion. On Friday, The End of Evangelion, EVANGELION: DEATH (TRUE)², and Neon Genesis Evangelion will all be released. To see what else is coming out this week, you'll find everything coming to Netflix below and make sure to see what else is coming for the rest of June.

June 16

  • Cop Car

June 17

  • The Missing: Season 3 -- NETFLIX ORIGINAL

June 18

  • Adam Devine: Best Time of Our Lives -- NETFLIX ORIGINAL
  • Big Kill

June 19

  • Beats -- NETFLIX FILM
  • The Edge of Democracy -- NETFLIX FILM

June 20

  • Le Chant du Loup -- NETFLIX FILM

June 21

  • Ad Vitam -- NETFLIX ORIGINAL
  • BolĂ­var -- NETFLIX ORIGINAL
  • The Casketeers: Season 2 -- NETFLIX ORIGINAL
  • The Confession Tapes: Season 2 -- NETFLIX ORIGINAL
  • Dark: Season 2 -- NETFLIX ORIGINAL
  • The End of Evangelion
  • EVANGELION: DEATH (TRUE)²
  • Girls Incarcerated: Season 2 -- NETFLIX ORIGINAL
  • GO! Live Your Way: Season 2 -- NETFLIX FAMILY
  • Jaoon Kahan Bata Ae Dil -- NETFLIX FILM
  • La misma sangre -- NETFLIX FILM
  • Mr. Iglesias -- NETFLIX ORIGINAL
  • Neon Genesis Evangelion
  • Shooter: Season 3

Fortnite: Week 6 Secret Fortbyte Puzzle Piece Location Guide | Season 9 Utopia Challenges

By Anonymous on Jun 17, 2019 11:46 pm
In the middle of a hectic E3 week with plenty of news, Fortnite kept to its usual schedule releasing Week 6's secret FortByte for Season 9 battle pass owners. Here's where to go to claim your FortByte piece. No challenges required!

Cyberpunk 2077's Behind-Closed-Door E3 Demo To Be Public Soon

By Anonymous on Jun 17, 2019 10:45 pm

Cyberpunk 2077 had an impressive showing on Microsoft's stage during E3 2019, where we learned lots of information--like the role Keanu Reeves plays--and saw lots of exciting gameplay. That gameplay may have been restricted to a behind-closed-doors event on the show floor, but Polish developers CD Projekt Red announced that we'll all get to see it this August.

In replying to a tweet from Wushu Studios' community manager, CD Projekt Red's global community lead Marcin Momot said Cyberpunk 2077's extended gameplay demo will be public during this year's PAX West, which takes place in the Washington State Convention Center in Seattle between August 29 and September 2. Momot said, "It's going to happen exactly during PAX West."

In other Cyberpunk news, we've learned that the sci-fi, first-person shooter will have multiple endings. In an interview with YongYea during this year's E3, quest director Mateusz Tomaszkiewicz simply confirmed that, like The Witcher 3: Wild Hunt before it, Cyberpunk 2077 will have more than one ending. How many remains to be seen, as Tomaszkiewicz didn't quantify "multiple." However, Tomaszkiewicz also said that all other augmentations--aside from the two assigned during the Prologue--are completely optional and that there is currently no level cap set for the game.

We're getting ever closer to the release of Cyberpunk 2077, as CD Projekt Red founder Marcin Iwinski confirmed that the game has entered the polishing stage of development. Cyberpunk 2077 launches on April 16, 2020 for PC, PlayStation 4, and Xbox One.

More E3 News:


Top 5 Workout Songs In Beat Saber

By Anonymous on Jun 17, 2019 10:38 pm
(Presented by Oculus Quest) You're bound to break a sweat when playing Beat Saber, but these songs will truly put your arms to the test!

Pokemon: Last Chance To Get Free Shiny Pikachu / Eevee In Let's Go

By Anonymous on Jun 17, 2019 10:25 pm

Last month, The Pokemon Company began distributing a free Shiny Pikachu and Eevee for the Let's Go games on Nintendo Switch. If you've yet to claim one, however, your time to do so is running out. The distribution is set to end this Sunday, June 23, making this your last opportunity to add the free Shiny Pokemon to your collection.

To claim the Pokemon, you'll first need to download the free Pokemon Pass app on your smartphone. You can grab it from Google Play or the App Store. Once the app has been installed, you'll need to visit a participating Target store, then find a sign with a QR code for the free Pokemon in the toy aisle. Scan the code using the Pokemon Pass app and you'll receive a serial code that you can then input in the Let's Go games.

The Pokemon you'll receive will be the opposite of the version you own, so you'll get a Shiny Eevee in Let's Go Pikachu, and a Shiny Pikachu in Let's Go Eevee. Each Pokemon comes at level 10 and knows the following movesets:

Pikachu

  • Thunderbolt
  • Double Kick
  • Double Team
  • Thunder

Eevee

  • Double-Edge
  • Iron Tail
  • Helping Hand
  • Facade

Once you've gotten a serial code from Target, fire up your copy of Let's Go and select the Mystery Gift option from the game's main menu. Choose the option to receive your gift with a code/password, then the serial code and the free Pikachu or Eevee will be downloaded into your game. You can find step-by-step directions in our guide on how to get your free Shiny Pikachu or Eevee.

Pokemon: Let's Go Pikachu and Eevee are available now on Nintendo Switch, but those aren't the only Pokemon RPGs coming to the console. A new pair of Pokemon games, Pokemon Sword and Shield, are set to launch on the system on November 15. We learned a lot more details about the titles at E3 2019; we got our first look at their new Dynamax mechanic and learned how Max Raid Battles work. You can read more about the games in our Pokemon Sword and Shield pre-order guide.


Mortal Kombat 11 Adding "Kombat League" With Ranked Seasons, Rewards

By Anonymous on Jun 17, 2019 09:49 pm

Mortal Kombat 11 is getting a significant addition to competitive play with an update coming on June 18. The "Kombat League" update will add a seasonal ranked mode with in-game rewards up for grabs.

In Kombat League, you can participate in ranked matches during four-week seasons to compete (ahem, kompete) your way across nine tiers of ranks. Those range from Apprentice to Elder God. Rewards are cumulative for all lower tiers, and you'll earn rewards based on the highest tier you reached during the season. The update will also add new daily and seasonal quests for more items. Once a season ends, the next one will start immediately so you can start grinding your way up to the next set of rewards. The first season is called the Season of Blood.

The matchmaking system will pair you up against players of similar skill levels as you improve and climb the ranks. The update will also add a new meter to give you a quick look at your chances of winning against an opponent when you begin a ranked match.

The Kombat League will be launching alongside Shang Tsung, the first of six planned DLC fighters. The studio has also revealed Spawn, Nightwolf, and Sindel are coming, but another DLC fighter reveal could be on the way.


Rocket League's New DLC Modes Are Loads Of Fun | E3 2019

By Anonymous on Jun 17, 2019 09:30 pm
We dig into two of Rocket League's new summer-themed modes that deliver lots of spikes, exploding cars, and require plenty of finesse.

Hunger Games Prequel Movie Is In Development

By Anonymous on Jun 17, 2019 09:24 pm

The Hunger Games wasn't simply the movie franchise that made Jennifer Lawrence a star--it was a box office monster that made more than $2.9 billion worldwide. There have been rumors about a spin-off movie for several years, and it has now been confirmed that a prequel film is in development.

As reported by Variety, Lionsgate will produce a new movie based on an upcoming novel from Suzanne Collins, who wrote the book series that the movies were adapted from. Although neither the novel nor the movie have a release date yet, Collins has revealed that the story will be set 64 years before the events of the Hunger Games.

In a statement, the author said: "With this book, I wanted to explore the state of nature, who we are, and what we perceive is required for our survival. The reconstruction period ten years after the war, commonly referred to as the Dark Days--as the country of Panem struggles back to its feet--provides fertile ground for characters to grapple with these questions and thereby define their views of humanity."

Rumors of a potential spin-off first appeared in 2015, and two years later, Lionsgate confirmed that it was keen to make more movies if Collins was involved. The film series kicked off in 2012 with The Hunger Games, which was followed by The Hunger Games: Catching Fire (2013), The Hunger Games: Mockingjay--Part 1 (2014), and The Hunger Games: Mockingjay--Part 2 (2015).


Glow Season 3 Trailer Sees Wrestling Come To Vegas

By Anonymous on Jun 17, 2019 09:19 pm

The Gorgeous Ladies of Wrestling have had trials and tribulations getting their all-women's wrestling promotion off the ground and onto television. The latest season of Netflix's Glow will follow the performers all the way to Las Vegas.

When the show debuted, Season 1 followed them learning to wrestle, leading up to their first show, and Season 2 revolved around the wrestling promotion airing on local television, then getting moved to a terrible time slot. Now, the women of Glow doing their show in Las Vegas, and hey, is that Gina Davis? Check out the trailer for the new season above.

Now headlining the Fan-Tan Hotel and Casino, each individual of Glow is dealing with their own personal issues. Debbie (Betty Gilpin) continues to serve as a producer on the show, but it's clear that being in Vegas has separated her from her child. And Ruth (Allison Brie) continues to try to juggle work and a relationship with a former GLOW cameraman. There are a lot of sub-plots teased within the new season as well.

And yes, that is Gina Davis in the trailer. She'll be playing Sandy Devereaux St. Clair, the entertainment director of the Fan-Tan Hotel, and at one time, she was a showgirl in Vegas. Aside from the trailer above, not much else is known about the character or how much she'll be a part of Season 3.

Sadly, fans of the Netflix series will have to wait for more Glow until August 9 for the new season to debut. Hopefully, in this new season, we'll get some more wrestler cameos like we did in Season 1 and 2.


Battle Angel Video Details How The Villain Was Created For The Film

By Anonymous on Jun 17, 2019 09:12 pm

Adapted from the manga series of the same name, Alita: Battle Angel is the story of a cyborg whose looks are deceiving. She may be small, but she has the ability to rip out your spine if need be. The feature-length film released back in February, and next month, the movie will get a home release loaded with special features.

On July 9, Alita: Battle Angel will get a digital release and on July 23, physical copies will arrive on 4K, Blu-ray 3D, Blu-Ray, and DVD. Each version of the movie is packed with special features. In the video above from the "Allies and Adversaries" section--which details the creation of each of these characters for the film--the cast, production, and director talk about adapting the movie's villain, Grewishka, for the big screen, from digitally mapping him to actor Jackie Earle Haley playing the part. "Coming here, and doing performance capture, playing a 9-foot-tall cyborg that's completely CG, and It was truly a unique experience," explained Haley.

The digital edition of the movie has the most bang for your buck, containing everything that is in both the DVD and Blu-ray version of the movie, in addition to coming out a couple weeks before the physical release. Some of the highlights contained within the special features are James Cameron's original concept art from back in 2005 with new voiceover, the previously mentioned "Allies and Adversaries," and an in-depth look at Motorball, Iron City's favorite sport.

Below, you'll find the full list of special features for each version of the home release of Alita: Battle Angel. If you want more on Battle Angel, check out our interview with director Robert Rodriguez about his cameo in the movie, as well as his explanation of why the main character's eyes are so big.

DVD/Blu-ray/Digital Features

  • Alita's World Featurette: The Fall, Iron City, What it means to be a Cyborg, and Rules of the game
  • From Manga to screen feature

Blu-ray/Digital Features

  • Evolution of Alita
  • Motorball
  • James Cameron, Robert Rodriguez, and cast Q&A
  • 2005 Art Compilation
  • Scene Deconstruction: I don't even know my own name, Just an insignificant girl, I'm a warrior, aren't I?, and Kansas Bar

Digital Features

  • Musical Themes
  • Tour of Streets of Iron City: Iron City, Scrapyard, Ido's Clinic, Cathedral, Ambush Alley, Vector's Office and the Factory, and Kansas Bar
  • Allies and Adversaries: Zapan, Dr. Ido, Grewishka, Nyssiana, Romo, McTeague, Vector, Chiren, and Hugo
  • 2016 Art reel
  • Theatrical trailers

Final Fantasy 14 Will Be Flooded With Fat Black Chocobos If Amazon Gets Its Way

By Anonymous on Jun 17, 2019 08:28 pm

Final Fantasy XIV fans should head over to Amazon, because the retailer is offering a free Fat Black Chocobo Mount DLC along with any game listed at $20 or more for the rest of June. Note that this even applies to games that are currently discounted below $20, so long as the list price is high enough. The deal follows up on E3 2019, where Square Enix revealed FFXIV's upcoming, third expansion: Shadowbringers, which launches on July 3. That pairs most naturally with purchasing a time card for playing FFXIV itself, but if you're already stocked up on MMO subscriptions, you can instead grab the DLC along with nearly any game or accessory. We've listed a few highlights below.

Get 30 days of FFXIV along with the Fat Black Chocobo Mount DLC for $30 »

Shadowbringers is the third major expansion for Square Enix's nearly decade-running MMORPG, and director Naoki Yoshida promised during the E3 reveal that it would contain as much new content as a standalone RPG. That includes the new gunbreaker class, the rabbit-like Viera as a new playable race, an increased level cap, and a New Game+ mode that lets players go through old missions again while retaining their progress. Perhaps most exciting, however, was the reveal that Shadowbringers includes a collaboration with Nier: Automata's auteur creative director, Yoko Taro, in the YoRHa: Dark Apocalypse 24-player raid, which is set in his game's world.

Square Enix's E3 2019 presentation featured a healthy dose of Final Fantasy all around, including more gameplay footage from the hotly-anticipated Final Fantasy VII Remake. The studio also revealed Trials of Mana, a full 3D remake of the SNES cult curio (in the west, at least) Seiken Densetsu 3, which marks the game's first English-language release. It will arrive on Switch, PS4, and PC in early 2020.

More E3 News:


Fallout 76 Battle Royale Beta Extended Indefinitely

By Anonymous on Jun 17, 2019 08:14 pm

Bethesda launched a new Fallout 76 game mode at E3 2019 as a "beta sneak peek," but has now extended it indefinitely. The Nuclear Winter mode brought the popular battle royale genre to Bethesda's online game, and now the studio has announce it will remain available.

When first announced, it seemed Nuclear Winter would be a limited-time mode only available during the free trial period. But in an update on the Fallout 76 blog, the company says "the pre-beta sneak peek of Nuclear Winter will remain on and continue to receive updates."

The note also made a point to thank the fans for their enthusiasm in trying out the new mode.

"We've been blown away by the reactions and responses we've been seeing all week to Nuclear Winter. It has been so amazing to read all your experiences and see everything you've been sharing. There are so many incredible up-and-coming Overseers! Vault 51 is lucky."

Fallout 76 had a rocky launch, but Bethesda has been committed to maintaining it with regular updates. Todd Howard also opened up recently about its early struggles and what he would have done differently.

At E3, Bethesda also announced an upcoming expansion that will add human NPCs for the first time. There's still a special E3-themed bundle for sale as well through July 8, which lets you get extra in-game currency and some other bonuses for cheaper than the usual conversion rate.


The Division 2 Developers' Response To Crunch And Player Feedback Is A Game-Changer

By Anonymous on Jun 17, 2019 07:49 pm

The demands of supporting live service games and their constant need for new content are far-reaching and complicated--which is true for Massive's The Division 2. Details about the game's new Expeditions feature came out during E3 2019, which is part of the game's extensive first year of free content updates.

In a new video feature, GameSpot's Jess McDonell looks at Massive's The Division 2 specifically and how the studio has gone about supporting the ongoing game and interacting with its community. Jess speaks with Massive community developers Petter MĂĄrtensson and Christoph Gansler about how they engage with and incorporate player feedback with the live service game.

You can watch the full video above, while the entire Q&A is available below featuring joint responses from Gansler and MĂĄrtensson. In it, the developers talked about the value of transparency in The Division 2's development, how to manage player feedback, and how to maintain a constantly evolving online game.

Gansler and MĂĄrtensson also discuss the hot-button issue of crunch, which is an industry term for the practice of developers working overly long hours to finish milestones.

No Caption Provided

GameSpot: How important is player feedback to what ends up in the game?

Gansler and MĂĄrtensson: Player feedback is very important to us at Massive Entertainment. We're always monitoring social channels and forums such as Reddit and YouTube to see what the players are saying about the game. We want our community to know that we see the development of The Division 2 as an ongoing relationship. That said, we and the players don't always agree on everything. We need to constantly have a holistic view of what goes in and what goes out of the game. But we discuss the feedback we get on a daily basis.

When it comes to developing The Division 2 and incorporating player feedback, how strongly do you agree or disagree with the alleged Henry Ford quote: "If I had asked people what they wanted, they would have said faster horses."

"We learned a lot from the first game that we took with us into The Division 2."

As developers, we must have a 360-degree view of the game. Our designers and production teams know the game intimately. They know what's feasible and what's not feasible, and they know how certain changes that are being requested would or wouldn't work practically. Sometimes feedback can be laser-focused on a specific aspect of the game that, if changed, could have much bigger implications that you don't directly see. At the same time, many of our players also know the game very well, so nothing is discarded.

In addition, we have a lot of data from the game. We have a great data analytics team that works together with our user researchers and the community team. Together, they see how our players play the game and sometimes the loudest complaints are not reflected in reality.

Has your perspective of how to respond to or implement player feedback changed from The Division 1 to The Division 2?

We learned a lot from the first game that we took with us into The Division 2. Updates 1.4 and 1.8 for The Division were largely based on player feedback and we even brought community members to our studios for workshops on the game's development (big shout out to all our Elite Task Force members!). That mindset is something that we took with us to the second game.

How often are highly requested features implemented?

For every title update we've released for The Division 2, we try to implement various features or tweaks that have been requested by the community. Some requests take longer to implement of course, but we have some cool stuff coming up that community members have discussed and requested that I won't spoil now.

There are thousands of suggestions across your official forums and the Division 2 subreddit. Where is the line between seeing highly requested features and what can practically be implemented, whether that be for volume or technical reasons?

That line can be difficult to draw. As mentioned earlier, we look at all the feedback we get, see if it's something that we believe would make the game better, if it's technically possible to implement, and then decide based on those factors.

"We can't always answer every question or respond to every criticism, which of course can be frustrating for some, but we try to talk to our players as much as we possibly can"

Even when your community doesn't agree with certain mechanics or changes, they seem to have an incredible amount of respect for how consistently they are heard and communicated with. Was this always the plan? How do you practically maintain that open line of communication?

We are fortunate to have a passionate community team that has a frequent dialogue with our players. Our Twitch channel is our main tool, where we do our weekly State of the Game livestreams. We also do gameplay streams since that's a great avenue for us to just sit down, play the game and talk directly to our community.

We can't always answer every question or respond to every criticism, which of course can be frustrating for some, but we try to talk to our players as much as we possibly can. The community team also has a close relationship with the developers themselves and information flows both ways as a result. Myself and Chris, the community developers for the game, sit smack down in the middle of the Live Team and are in constant communication with them to make sure we know everything that is going on.

And yes, this was always a part of the plan. State of the Game has been running for a long time, from before the first game even launched, and we have no plans to stop doing it. The community interaction has been incredibly important for all of us working on the game. Many of our developers show up on our streams or interact with fans on Twitter and other social channels.

Can you offer some examples of things that have changed in the game as a result of player feedback?

For the first game, Update 1.4 was eye-opening for us. For The Division 2, the drawbacks on weapon mods were very controversial within the community and we ended up removing them from the game.

Can you offer some examples of things that have not changed, despite player suggestions to alter them, and the thinking behind this?

We had planned to increase the Gear Score in the game from 500 to 515, with the latter only available in the Dark Zones. In the end, we decided to not go through with that change, which frustrated some players that were looking forward to it. We understand them, but with a series of PvE and PvP changes in our latest title update (Title Update 3), we want to improve the Dark Zone experience and make it more fun and rewarding. That said, we felt that keeping the gear score at 500 was for the best, from a game experience standpoint, as it is too early to introduce higher gear score items at this time.

How do you manage when your audience is divided in what they want out of the game (for example lowering versus maintaining the current mission difficulty)? With whom does the final decision sit on whether something should or shouldn't be implemented?

The final decision sits with the directors, designers and the production teams. As mentioned earlier, we need to always figure out if a change is positive and realistic. The community can absolutely be split when it comes to certain topics, but in the end, we must make decisions based on those factors. The sad reality is that there will always be people who are disappointed with any changes to the game, something that comes with every live game. You can't please everyone, but we hope people know that everything we do, we do for the overall betterment of the game.

To what degree is this communication or transparency a virtue (or a problem) for the development team?

Sometimes things go wrong, and we don't believe in hiding from our mistakes. We're human and mistakes happen. Transparency is very important for us; it's part of the DNA of the project. Of course, we can't talk about everything, even if we'd want to. That's just the reality of game's design and the business. Again, referring to Update 1.4 for the first game – that's when we truly learned how important transparency can be, how important it is for our relationship with our players. That informed us moving forward.

It's a virtue because the whole team is behind it. The problems arise when we have things we can't talk about for whatever reasons. That can cause frustrations since players want answers to their questions. It's a fine line to walk. You don't want to over promise and under deliver, for example.

Does having a constantly evolving online game change the way you view the developer/player relationship?

Yes and no. This relationship is natural to us now. Of course, it changes over time, especially with new tools becoming available and new social platforms and groups popping up. Recently, we set up our own official Discord server and, all-of-a-sudden, we have a new tool to gather feedback, get a sense of the community mood and directly talk to our players in ways we couldn't before. Having a live game means staying dynamic – when it comes to developing the game, as well as for how we communicate. Over time, I hope we can become even closer to our players in new and creative ways.

"We're human and mistakes happen. Transparency is very important for us; it's part of the DNA of the project."

What are the unique challenges and advantages to having a constantly evolving game?

The challenges and advantages lie in that dynamic setting. There are things happening all the time, but not everything is visible to the players. Small changes can inadvertently become huge changes, and vice versa. We need to be at the top of our game constantly, monitor what is happening in the game and in the community and react accordingly. It can be hard, but extremely rewarding too. It's a team effort and our live and production teams are taking on that challenge on a daily basis.

How do you manage the swings between positivity and negativity that come from the community?

We do our very best to communicate, listen and be as transparent as possible. We talk to our players as much as we can, even if it's not always possible. We gather all the feedback, using both qualitative and quantitative methods. Those swings are a natural part of communities, but overall The Division community has been a supporting and welcoming place for a long time now. We also know that feedback always comes from the love of the game, so even if it's something negative, players just want the game to be better. We appreciate that.

How much do you try and implement with each update and how do you manage constant rebalancing and bug fixing?

We try to implement the updates as much as we can, within the limits we have. For Title Update 3 that we just released, for example, we made a series of balance changes while also fixing hundreds of bugs – some visible to the players, some not. We're not slowing down, and our different teams are 100 percent dedicated to making The Division 2 even bigger and better. It's an ongoing process, but with the knowledge we have from releasing and operating the first game, we're in a good position to take this game to new heights.

In regards to reports that online, evolving games require constant ongoing development, do your development teams undergo periods of crunch and what are your thoughts on the practice?

When it comes to developing online, evolving games or game-as-a-service, there is less ramp up and ramp down time than during traditional game production. The team working on The Division 2 has managed to respect a healthy work-life balance throughout the project. We're actively working to prevent teams working overtime, and when it does happen we have very clear rules and communication about the practice. For example, overtime is always paid in accordance with Swedish work regulations. And HR follows up with every team member individually to assess workload and find solutions to strike the right balance.

At Massive, we are intent on providing a healthy and enriching work environment with the goal of keeping our team members with us for 10 years or more. Work-life balance is essential if we want to attract and retain the best talent to continue developing games on the same scale and quality as The Division 2. We were rated as one of Sweden's most attractive employers amongst young professionals in 2018, so we're pleased with how our efforts are paying off so far.


Cyberpunk 2077 Has Multiple Endings, But Photo Mode Not Confirmed

By Anonymous on Jun 17, 2019 07:00 pm

Like The Witcher 3: Wild Hunt, CD Projekt Red's ambitious upcoming RPG Cyberpunk 2077 has a branching narrative, with the story changing based on your choices. We know that how you decide to act will affect the development of your relationship Johnny Silverhand, the character played by Keanu Reeves. And we now know the game will have multiple endings, depending on what you do throughout the game.

Quest director Mateusz Tomaszkiewicz confirmed the existence of multiple endings in an interview with YongYea at E3 2019. For context, The Witcher 3 had three major endings; which one you arrive at depends on the choices you make during the campaign. Tomaszkiewicz did not say how many endings Cyberpunk 2077 will have apart from confirming there will be multiple ways the story can end.

Also in the interview, Tomaszkiewicz confirms that players can go through the entire campaign without using any augmentations besides the two that are automatically assigned to you during the Prologue. The rest of the augmentations are optional.

The developer also confirmed that CD Projekt Red is considering adding a Photo Mode, though it is "hard to tell" if it will happen. CD Projekt Red is considering it "seriously," Tomaszkiewicz said. This is a big difference from September 2018 when the developers said they were planning for Cyberpunk 2077 to have a Photo Mode.

Tomaszkiewicz added that the studio is also not committing to a level cap for Cyberpunk 2077 just yet.

According to CD Projekt Red founder Marcin Iwinski, the studio is now in the polishing phase of development for Cyberpunk 2077. This is the most challenging part of the development process, Iwinski said, adding that he expects the team to be able to deliver "some amazing bells and whistles graphically" when the process is finished.

Cyberpunk 2077 launches on April 16, 2020, for PlayStation 4, Xbox One, and PC. For more on the game--which features Keanu Reeves in a lead role--check out GameSpot's preview of the new gameplay CD Projekt Red demoed at the show, as well as a look at its story.

More E3 News:


Top New Games Releasing For Switch, PS4, Xbox One, And PC - E3 2019

By Anonymous on Jun 17, 2019 06:05 pm
This special episode highlights big release dates on the horizon, like Cyberpunk 2077, Animal Crossing: New Horizons, and the Final Fantasy 7 remake.

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