Tag Archives: xbox one

The Division 2’s Next Free Expansion Sounds Like A Glass Half Something

What is enough for a free expansion? We’ll find for The Division 2 this month, as the game’s second expansion, touted by Ubisoft as its “biggest,” starts rolling out this week.

Promised for this addition to Ubisoft’s shooter about taking back a besieged Washington DC are two big new missions, one set in the Pentagon and one in DARPA labs, both expected to extend the game’s story. The two missions added via July’s expansion were superb, as the look and flow of missions in this game have been a strong point.

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Here’s an official description of each:

First Main Mission – Pentagon: Agents will discover the location of the perfusion bioreactor inside the Pentagon’s underground research facility. The Black Tusk have already infiltrated the lab and are attempting to extract the reactor.

Second Main Mission – DARPA Research Labs: Players must make their way through the Pentagon and into the DARPA Labs, as the Black Tusk are in the process of transporting the perfusion bioreactor through an abandoned Cold War tunnel network.

The missions will be accessible once players take control of a new safe house being added to the game. Cool, but the game’s map is not being expanded. Rather, these new missions, as with the July ones, will be levels that players load up via an in-game helicopter. There is no expansion to the game’s open world this time.

In addition to those missions, Ubisoft is adding a new specialization character class called the Technician, which will let them use a “multi-missile launcher,” according to the press release: “Agents can lock-on and hit up to six enemies (depending on available ammo). With a simple push of a button, six missiles are unleashed to seek out their targets.”

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And there will be a new team elimination PvP mode and a new map.

All of this will go live on October 15 for people who bought the game’s year one pass and will go live on October 22 for those who did not.

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Year one pass people get two more Classified Assignments, which have been medium-sized missions set in interesting locations and woven together with short audio-log-based stories. Previous Classified Assignments included missions set in a bank and an aquarium. The new ones will be set in a marina and in the Mexican Embassy. These Classified Assignments don’t get released to all players, at least not in the game’s first year.

A new raid initially slated for this episode has been delayed. According to the release: “The additional time allows the development team to focus on the overall quality of The Division 2, while developing a raid that will better meet the standards of its players.”

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This amount of stuff actually measures up pretty closely to the game’s first sprinkling of additional content that followed its March release. Across the first few months, Ubisoft released a new specialization, a raid, three main missions, four classified assignments and a special three-zone challenge mode called the Expedition.

There actually is nothing like the Expeditions mode slated for this new episode, certainly not the addition of a much-requested return of things like the repeatable randomly generated Underground mode or Survival mode, which were added in the first nine months after the release of the first Division. The series’ creative director, Julian Gerighty, said as recently as last week that he wants to bring Survival mode back at some point. But, then again, Division 1 never had any expansions to its story, which the new game keeps getting.

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Potentially most impactful of all, though, is all that is coming to The Division 2 on the 15th for all players outside of the Episodic update. There’s an overall game overhaul in terms of loot and balance, which has been detailed in recent State of the Game livestreams and was broken down in today’s press release:

  • Targeted Loot
  • Named Items overhauled
  • Crafting Changes
  • Recalibration Changes
  • Filled Brands
  • Inventory Management 2.0
  • Increased stash space
  • Rebalance of talents and weapons
  • Dark Zone Server Transfers
  • Updated Thieves’ Den Vendor
  • Dark Zone Supply Drops Changes
  • Occupied Dark Zone Ambushes
  • Normalization in Dark Zone changes
  • Conflict: Loadout Selection during map voting
  • Bonus armor visualization increased
  • Conflict: End of Match Rewards changes
  • Stored tutorials

Those changes are meant to make the general flow of the game more exciting and interesting. Will it work? Are the developers adding the right stuff? We’ll find out as we play it all starting next week.

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Source: Kotaku.com

The New Yooka-Laylee Feels Like A Remake Of A Classic Game

The original Yooka-Laylee attempted to capture the magic of 3D platformers like Banjo-Kazooie and Donkey Kong 64, but instead it felt more like a pale imitation of those great games. Yooka-Laylee and the Impossible Lair, Playtonic’s 2.5D platformer follow-up, is much more successful at capturing the spirit of its old school inspirations, feeling like a redone classic in its own right while also introducing new concepts to the genre.

This piece was first published on October 3, 2019. We’re bumping it today for the game’s release.

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In other words, Yooka-Laylee and the Impossible Lair is a much better Donkey Kong Country than the first Yooka-Laylee was a Banjo-Kazooie. Rolling and jumping and swinging through the whimsical-yet-challenging levels of The Impossible Lair massages my nostalgia glands in such a way that they are fooled into feeling like I’m playing a beloved favorite, but also one that’s somehow brand new. It’s the same vibe I get from the recent Crash Bandicoot and Spyro the Dragon remasters. I remember playing this game, though I never have and never could have. Weird, right?

It helps that Yooka-Laylee and the Impossible Lair has unique features that set it apart from most old school platforming games. For one, the game’s final level is accessible from the very start. The evil Capital B has set up shop at the end of an incredibly brutal platforming challenge filled with flames and spikes and enemies. One might say his lair is impossible, but there is hope. Yooka the chameleon and his bat sidekick must travel the Bee Kingdom, rescuing 48 members of the queen’s Beettalion. Each rescued bee is an extra hit the duo can take in Capital B’s lair. The lair can be challenged at any time.

Theoretically, a player with enough skill could win the game without ever stepping foot in another level to rescue a bee. I am not that player. I’m going to need all the help I get, so I’ve been scouring the overland to open up new levels and collect new bees.

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Only half the game is a 2.5D platformer. The overworld is positioned from an overhead perspective and is its own adventure. Rather than moving along a set path from level to level, Yooka and Laylee can scour this 3D world for secrets and items, uncovering new paths, solving puzzles, and occasionally paying off that wily snake, Trowzer, to open up new areas.

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Yooka-Laylee and the Impossible Lair also gives players the ability to manipulate levels in the overworld, transforming them into different versions of themselves. By hitting a switch, Yooka and Laylee can divert water into one of the storybook levels, creating a flooded version with a completely new layout, including new collectibles and a new bee to rescue.

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The video below shows the same level two ways. First I run through it in its original form. Then I grab an ice berry from a nearby bush and toss it onto the puddle of water the level’s storybook is sitting in, transforming it into an ice-filled wonderland.

The levels are challenging, but the game is also very forgiving. Should a player die five times in a section of any level (excluding the Impossible Lair), the game allows them to hold down a button and teleport to the next checkpoint, skipping the tough bits. Considering the amount of spikes and hazards scattered about the levels I’ve played through so far, I could see my kids making use of the skip feature so they can enjoy the cute visuals and charming music without the frustration of endless death. What more could a parent ask for?

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One of my sons got hooked on the original 3D Yooka-Laylee. Sometimes he’d hand me the controller and ask me to help, and I’d wander about the bright and happy world without a clue of where I was supposed to go or what I had to do. He’d get antsy, I’d get snappy. It wasn’t a good scene. Yooka-Laylee and the Impossible door has all the appeal of the first game but it’s more straightforward, more compelling, and most importantly, feels less like a homage and more like its own game. I can’t wait for him to play.

Source: Kotaku.com

Bungie Appears To Be Fixing Destiny 2’s Season Pass Issue That Made Add-On Disappear

Since last week, scores of Destiny 2 fans have been grinding their teeth over the apparent loss of their year’s worth of Season Passes, complaining about a flaw in development studio Bungie’s character transfer feature that cost them $25 to $40 worth of digital stuff. Today, Bungie says it is fixing the problem.

“We have issued a fix for players who accidentally purchased content on an inactive account before enabling Cross Save,” Bungie tweeted this evening. “We have made a one-time attribution to grant the appropriate content.”

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One of the numerous people who had this problem tells Kotaku that their account for the game was fixed earlier today. Another said they don’t see credit for the lost season passes in their game yet.

The issue popped up on Bungie’s message boards on Tuesday and then in Kotaku’s tips inbox (that’s tips@kotaku.com for all the best scoops, please) throughout the weekend.

The issue is complicated, but boils down to:

  • People paid for something;
  • The thing they paid for disappeared;
  • Customer support said they couldn’t do anything about it.

Frustrating! It’s also convoluted, because it involved a bad combination of Destiny 2’s new well-intentioned character transfer system and the game’s latest annual pass, which was bundled with the $60 “digital deluxe” edition of the game’s new Shadowkeep expansion.

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The expansion costs $35 without the deluxe accoutrements, which include a year’s worth of season passes—there are four seasons to a year, even in Destiny, though they name them things like Season of the Undying instead of, you know, Fall. Season passes give players access to extra rewards and a bonus mode, and run $10 per three-month season. Missing out means getting a little less game.

Back in what we here in the real world call the season of summer, Bungie began offering support for cross-saves, a pretty cool option that would henceforth let a person hop between playing on different console and PC platforms while retaining their save progress. Many players began activating this system online in advance of it going live in the game, only to log into Destiny 2 last week to see that it didn’t seem to take.

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We heard from a Destiny fan named Jonathan who had been playing Destiny 2 on his PlayStation 4 and thought he’d set up the cross-save option correctly. While Bungie says today that the fix they issued was for people who hadn’t activated cross-save before purchasing the pass, he said he had gotten confirmation weeks ago that he was fine.

After setting up cross-save, he had bought the Digital Deluxe edition on Steam and tried to boot the game up on his PC. The game started, but his PS4 character wasn’t there. Instead, his PC copy of Destiny 2 was prompting him to start a new character. Realizing the cross-save feature hadn’t worked, he tried to activate it again. That worked. His PS4 character showed up in his Steam game—but without the annual season pass. He saw an option to buy it in the in-game store for 1,000 virtual pieces of silver, or $10.

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As others did before and after him, Jonathan sought help on the official forums. Bungie support reps replied to some people, saying that “Season Passes will be applied to the first account that signs in. If you plan to Cross Save but will use another character set, it’s recommended to set up Cross Save before logging in.”

This frustrated players like Jonathan, who had thought they’d done the cross-save feature correctly. He had an e-mail confirming that. Regardless, he had paid for the annual pass and wanted to use it. For Jonathan and others, the season pass was getting applied to that blank account that they signed into without realizing their character save hadn’t yet transferred over. They didn’t want the season pass for that newbie character. And once they transferred their actual, established character over via cross-save, that season pass wasn’t applied because, as per Bungie, that wasn’t the first account they logged into on the platform for which they’d bought the season pass.

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Jonathan tried getting a refund on the game and repurchasing it, but that didn’t work either. On Friday, he and other players began contacting Kotaku, and we began asking Bungie what was going on.

This evening, we heard a fix might be coming and checked with Jonathan. He had good news. His Destiny 2 account suddenly gained 1,000 extra silver and an indication that he owns the next three season passes to round out the year. He had bit the bullet and spent 1,000 silver yesterday to buy into Season of the Undying, so that extra 1,000 Silver may simply be Bungie making good on the fact that he basically had to buy it twice.

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On Friday, Jonathan was stressed. “As someone with a budget and not a lot of money to spend, I’m extremely frustrated with this and just don’t know where to go with it,” he wrote in an email to Kotaku.

Monday has brought better news for him, and hopefully for other Destiny 2 players with this issue as well.

Source: Kotaku.com

Apex Legends Is Getting Spooky For Halloween, With A Dark Map And Zombie Game Mode

Apex Legends is running a Halloween event from October 15-November 5 called Fight or Fright. It’ll introduce stuff like skins, cosmetics and a game mode centred around zombies, and will also see the return of Kings Canyon, only now the lights are out.

This spookier Kings Canyon isn’t just for effect, it’s part of a temporary game mode called Shadowfall, which sees dead players reanimated as a zombie and put on a team called “Shadow Squad”. This takes away your weapons and legend abilities in exchange for a melee attack, faster movement, bigger jumps and the ability to scale walls.

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The game continues as normal while more and more players become zombies (who are free to attack anyone), but once there are only ten “living” players left, teams are combined and the objective changes, Left 4 Dead style, to reaching an “evac ship” while trying to stay alive.

As for the other stuff, here’s a short rundown (EA’s emphasis, not mine):

  • Exclusive event challenges with free earnable cosmetics, including Two Legendary Weapon Skins
  • 24 Event Limited premium cosmetics that players can now unlock in one of three ways:Direct purchase for Apex CoinsDirect unlock with Crafting MetalsRandom unlock with Event Apex Packs Additionally, the Event Currency in these packs has been replaced with non-event loot drops, yielding more loot overall
  • Lifeline Heirloom Set PreviewUnlock all 24 Fight or Fright pack cosmetics during the event and unlock the Lifeline Heirloom set for free
  • Double XP for Top 5 & Wins Weekend

While the full details are at the announcement page.

Source: Kotaku.com

Indivisible Is Overwhelming In The Best Way

Fifteen hours into Indivisible, the long-awaited action role-playing game from Skullgirls creator Lab Zero, I’m still meeting new playable characters and discovering new ways to explore its gorgeous 2D world. I’m overwhelmed every time I play, and I love it.

First announced in 2015, Indivisible is an action RPG that comes out Tuesday for PC, PlayStation 4, and Xbox One. It combines the four characters, four buttons combat style of Valkyrie Profile with the platforming exploration of Super Metroid. It tells the story of Ajna, a young girl living on the outskirts of a rural village. Trained in combat by her father since a young age, Ajna sets off on a quest for revenge after a powerful enemy destroys her home. Like all epic fantasy RPGs, Ajna’s personal story turns out to have global stakes, as a mysterious power grows within her that could change her world forever.

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It sounds so serious, and it is, but Indivisible is also the tale of an impetuous teen traveling the world, gathering a veritable army of quirky and exciting companions. One of Anja’s power is that she can absorb people and carry them around in a pocket dimension inside her mind. It’s basically like a camping screen, where she can talk with party members, upgrade her attack and defense with collectibles, and do certain other side activities. At any point during her travels she can go inside herself into that magical world and hang with her friends. They’re indivisible, see?

You could say she’s a one-girl army, but that would be discounting the colorful individuals who join Ajna on her lengthy adventure. Dhar, her first companion, is an enemy soldier involuntarily absorbed during the attack on Ajna’s village. Zebei the archer, is a good-natured guardian brought to life by voice actor Matthew Mercer. Ginseng & Honey are a diminutive botanist and their prize specimen. There is a dog named Lanshi, whose abilities include being pet.

I would be completely remiss if I didn’t mention the greatest party member of all, the gleefully gloomy Razmi, a reclusive shaman who’s cool with dying in a fire for sport and feeding her friends bugs while they sleep. She has a friend who is a dead tiger that she wears on her head. Voiced by Stephanie Sheh, Razmi is the only character aside from Ajna who is always in my combat party.

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That’s a great honor, considering how many characters are available to rotate in and out of the four-person party at any given time. I’ve had as many as 13 different characters lined up for duty at one time. It’s almost too much. The anxious feeling I get when I’m playing a role-playing game and neglecting the characters not in the active party is in full swing.

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Making the decision even tougher is that each character has some sort of utility in the game’s combat system. Some are ranged. Some cast magic. Some can attack high, or specialize in juggling opponents in the air. There are enemies that cannot be damaged by ranged attacks, are healed when hit by magic, or take more damage in the air than on the ground.

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Each character has three basic attacks, performed by pressing the button on the gamepad assigned to them or holding the up and down arrow while doing so. For instance, Ajna’s basic attack is a swing of her axe. Her down attack is a two-hit combo that knocks the enemy back. Her up attack launches enemies into the air.

Combining her attacks with those of other characters creates combos. Characters like the archer, Zebei, or the brawler, Tungar, have attacks that hit multiple enemies multiple times, so it’s worth keeping them around to deal more damage. There’s strategy involved with which characters to keep in which position for maximum effectiveness. I struggled with an early boss who didn’t take damage until it was hit a certain number of times. Swapping in Zebei made that battle easy. Eventually Ajna and friends meet a trainer, who takes up residence in her head, giving the player a perfect way to test out strategies and team composition between fights.

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As player characters attack or successfully block enemy attacks, the “Ihddi” meter in the top corner of the screen fills. When a segment fills, players can hold down the right bumper on their controller to use one of their character’s special abilities. It’s like a super meter in a fighting game. Using one bar, Razmi casts a party-wide heal. Using three bars at once, she calls a rain of fire down upon her opponents. You get more bars on the Ihddi meter as you upgrade through combat, letting you more varied special attacks more often.

When not fighting or loving on Razmi, Indivisible is a challenging platforming adventure. Ajna starts off jumping and dashing, as one does, but soon her absorbed companions begin teaching her advanced techniques, opening up the game’s hand-drawn 2D world to further exploration. With her axe, Ajna can leap to greater heights. With Zebei’s bow she can activate switches and eventually create safe paths through hazardous terrain by sprouting plants with magical arrows. She learns new ways to jump. She gains the ability to air dash and hang from the ceiling. She gains the Scrooge McDuck-like ability to use her spear like a pogo stick to hop across hazards.

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None of these travel abilities are one-off, throwaway skills. Lab Zero has filled the game with segments requiring the use of some or seemingly all of them in tandem. There are brutal sequences in one of the most recent areas I passed through in the game that had me cursing the studio’s name. But, thanks to what little patience I possess and mercifully frequent save points, I made it through. The sense of accomplishment was exquisite.

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Everything about Indivisible so far has been exquisite. The visuals are mesmerizing. The character design and animation are gorgeous. Each new area is a feast for the eyes and the ears as well, courtesy of music from legendary composer Hiroki Kikuta of Secret of Mana and Kouldelka fame. Lab Zero has crafted a wondrous, mythology-inspired fantasy world that I can’t stop exploring.

Indivisible can be overwhelming. It feels like there’s always a new character popping up or a new skill being unlocked. I sometimes lose track of all the things I can do or the people I can play. It’s not the worst problem to have.

Source: Kotaku.com

How To Access Destiny 2’s New Vex Offensive Mode

If you have Destiny 2 and can’t figure out how to start the game’s new Vex Offensive, you’re not alone. We were initially vexed, too. (Yes, I’m a dad.).

The Vex Offensive is a six-player co-op mode that’s open to anyone who has the season pass for Destiny 2’s brand new Season of the Undying. That should be everyone who has the game’s new Shadowkeep expansion, as Bungie bundled the first $10 season pass in with that big add-on. Almost all players Moon-hopping through Shadowkeep should be able to access it. Some may not if they’re among the people sending us tips about having season pass issues. Thank you, all, we’re looking into it and will report back when we know more.

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Anyway, the ideas has been that the Vex Offensive and the game’s new raid would go live today, October 5. Go to the game’s map of the Moon, and you might see this:

That’s the Vex Offensive, selectable from a turquoise icon. But it requires completion of “Eyes On The Moon,” and that’s a quest that many players seem to be having trouble finding. They’re tweeting about it. They’re texting about it. Etc.

To get the quest, players need to go the game’s main hub, the Tower, and speak to Ikora Rey. She’s got a new Vex-oriented to-do list for you in the form of a Vex Invasion quest step.

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Once you pick that up, you need to head back to the Moon and then look for lightning storms in the sky. They look like this:

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The catch is that these storms, which represent Vex invasions of the Moon, happen infrequently. I waited 40 minutes for one to begin in the southeastern corner of the map near the big spaceship in the Anchor Of Light region.

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Icons on the Moon map shows potential Vex invasion in three spots, one near where I waited, the other two near Archer’s Line and up north near Hellmouth. You could try driving around to each one, looking for a storm. I just hung out in Anchor of Light, took a phone call, and picked off the handful of Vex who kept spawning in as advance scouts or something. Eventually the storm began.

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Once the storm kicks up, a collective noun of Vex arrive. Ikora’s quest requires you to kill 100 Vex. That comes easily. There are a lot of them. The challenge is in taking down the Gate Lord that spawns as part of the invasion. It’s tough. Beating it seems to clear the invasion wave, triggering another lighting storm elsewhere on the map. Look toward the sky to find it, race over on a Sparrow to reach the new invading Vex forces and repeat. Clear three successive incursions, thereby taking out three Gate Lords, and Ikora’s quest step can be turned in to Eris Morn, the never-cheerful quest-giver on the southern part of the Moon map.

She’s there with some Eyes On The Moon text to read, a raid item to pick up and, voila, the Vex Offensive should now be available.

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The Vex Offensive is all about going to the Black Garden, the bucolic staging ground from where the Vex come. As with much Shadowkeep, it should be another familiar sight for Destiny 1 players.

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The Vex Offensive supports up to six players through matchmaking. The power level recommendation is 750. I went in at 822 or so, matchmade with five players, though from the post-game stats it looks like only four of us were doing anything.

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The mode is fine, not amazing. We blitzed through it in just under 18 minutes. Most of that involved fighting clusters of Vex in various spots as we moved through the Black Garden map. No complicated puzzles. No platforming. Some enemies have Barrier or Overload protections, which you’re warned require mods to overcome, though, as best I could tell, enemies in the Offensive drop guns that can overcome any immunities.

The Offensive climaxed with a fight against the towering Crotheon Gatekeeper. He took a bit of time to beat, but wasn’t too tricky.

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The Offensive drops a lot of gear. I picked up 12 items, two of which were Vex-inspired guns. I also got more Vex armor, which can also be obtained just by leveling through the season pass. Thanks to that loot, I was able to get myself to power level 849. The Offensive also has a weekly progress bar that leads to an unlock of Powerful Gear (Tier 2).

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Through all of this, you can be carrying some Vex Offensive bounties that are offered by Ikora Rey. Many are pretty easy to fulfill just by playing through the mode with the right types of guns equipped. The bounties get you XP and Vex Mind Components which can then be used to buy some Vex-oriented guns, though given that I was earning them just by playing the Offensive, it’s hard to immediately discern if this loop will be very lucrative.

Here’s a gun I got by playing the mode:

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Going back to Ikora post-Offensive also yields a speech from her that seems to hint about what’s coming next during this Season of the Undying.

“I’ve been studying incoming recon data from Luna,” she says. “It all points to the same thing. The Vex have resurrected an ancient Hydra that we call ‘The Undying Mind.’ We’ve fought it many times before. Its primary directive is to take control of the Black Garden. Its secondary directives could result in the destruction of the Traveler. It’s moving between timelines, hiding itself. It’s learned from its past mistakes. But so have we. I’ll come up with a plan. But I need time, and I need more data. I’m counting on you.”

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In other words, Ikora wants us to play more Vex Offensive and kill more Vex.

The Undying Mind was the name of a strike and the boss in that strike in the first Destiny. It sounds like it’s coming back, too.

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According to the Season of Undying event calendar, Vex Offensive: Final Assault will start on November 19, part of development studio Bungie’s efforts to make Destiny an ever-evolving game. Presumably that’ll involve a twist to this mode and perhaps a fulfillment of Ikora Rey’s expectations.

Source: Kotaku.com

Ms. Marvel Gets The Team Back Together In The Avengers Video Game

The first trailer for Square Enix’s upcoming Avengers game featured a female narrator that many fans thought sounded a lot like Inhuman fangirl Kamala Khan, AKA Ms. Marvel. They were right.

Revealed during the Marvel Games panel at New York Comic-Con, Kamala Khan is indeed the voice narrating the original trailer, and she’s much more than that as well. In the latest trailer for the game we see her confronting Bruce Banner and Tony Stark with evidence that could prove the tragic events from the game’s opening were a setup.

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Not only does the character, voiced wonderfully by actor and singer Sandra Saad, urge the team to reform, she’s also a playable character. See her in action in the new trailer below.

It’s about damn time Ms. Marvel gets her due. I call dibs on playing her when Avengers launches on May 15, 2020. While we wait, here’s some behind-the-scenes.

Source: Kotaku.com

See How The Moon Changed From Destiny To Destiny 2

Since Destiny 2: Shadowkeep is allowing players to go back to the Moon, we thought we’d make a comparison video showing how some of the staple locations have changed from the original Destiny.

  • Hellmouth has some interesting, subtle changes, with what used to be minor cracks in the ground now being deep troughs.
  • The change to Anchor of Light is the most dramatic, with an entire ship crash-landing into it.
  • The Gateway and Archer’s Line are pretty much the same, which is pleasantly nostalgic.

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There are new locations as well.

To make this comparison work, we sped up some gameplay slightly here and there. The focus is to show how the moon has changed, from the 2014 original to the place players can visit in its sequels 2019 expansion.

Alanah Pearce has been writing and making videos about video games for almost a decade, which is very financially at odds with her life goal; to go to space. Please tweet her words of encouragement here: https://www.twitter.com/Charalanahzard 

Source: Kotaku.com

A Secret Boss Was Hidden In The Division 2 For Months, Until The Developers Teased It

Game developer Trick Dempsey recently started Googling to see if anyone had found a secret boss encounter in The Division 2, the giant Ubisoft game he helps make. “I was just like: I don’t [see] a video guide for finding this dude,” he said on today’s State of the Game developer stream. “There’s just nothing.”

Dempsey knew the boss was in the game. He had just triggered its appearance earlier today, before the stream. He was on the weekly stream to talk about some other stuff, but just had to mention this seemingly undiscovered secret. At around 11:30 a.m., he dropped some hints about it.

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And what happens when you offer the players of your game even just a hint of where a secret might be? At about 1:05 p.m., a Reddit user posted that they’d found the boss. On Twitter, someone posted a video of its discovery at 1:32 p.m.

The boss was hidden in the Manning National Zoo mission that was added to Division 2 in late July. In the stream, Dempsey and host Hamish Bode noted that it was not an obvious secret to find. There are no prompts in the game for it, no mysterious objects that have an interaction icon next to them.

“It’s there,” Dempsey added. “I tested it. I played it today just to make certain.” He did make the activation process sound tricky. “Man, it takes a while to find him, but it’s something.”

“The only other tip I will give,” Dempsey said, “is if you find yourself in one of our levels and you have about a football field’s length in which you are doing nothing, you should probably look around.

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Sure enough, within a couple of hours, dedicated players made the most of those clues.

The video shows that the boss is called The Agony and is activated after the player shoots several beehives in the zoo level and then interacts with an exhibit of bees and butterflies. The Agony looks like one of the game’s heavily armored enemies from the Outcast faction. He wears a hazmat suit and swings a hammer.

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On Reddit, user ArcLight079 posted the discovery and noted the boss carries a stinger hive, an item that can send small drones at players. Arclight broke down the steps to activate the boss:

so after crocodile pit, in exhibit area before you proceed to monorail, huge open area. shoot 5 bee hives- one straight from entrance , one near ocelot exhibit, one on high ground at wolf exhibit, one near butterfly exhibit, one in mainteance area behind monorail entrance, to left of it, hidden behind cars. after shooting them , go to butterfly exhibit, panel now can be interacted with. secret is done.

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One user speculated that the bee references and the Agony name could be an homage to the bee-wielding Metal Gear Solid enemy The Pain.

The approximate two hours it took for the discovery is about the same amount of time it took for a player to pick up on a tease from The Division 2’s creative director in August and spot the one police car in the game that includes an intentional misspelling on its doors.

Source: Kotaku.com

Assassin’s Creed Odyssey’s ‘Final’ Update Will Be Released This Month

It’s been clear for a while that Assassin’s Creed Odyssey is just about done in terms of game updates. The game’s free and paid add-ons are complete. Its store has been filled with extra gear to buy. Today, Ubisoft confirmed that October’s update will be the game’s last.

The game’s October update will include the addition to the in-game store of a horse called Melaina, named “after the playful nymph,” Ubisoft’s house blogger explained in a post today. The horse will be added  along with a 1.5.1 patch that primarily focused on bug fixes.

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The game’s anniversary is also being recognized with a daily roll-out of epic mercenary and epic ship encounters starting now and running into early November. These encounters had been trickled out throughout the game’s first year and are being re-offered with extra rewards as the game winds down.

After that?

Well, there is no new Assassin’s Creed this year, there is most assuredly one coming out next year (Vikings, right?), but there’s also the fact that Ubisoft seems to really like updating its franchise games one last time to tease a sequel. In July of 2018, Ubisoft began seeding The Division with quests that would unlock content in March 2019’s The Division 2. In June of this year, 2017’s Ghost Recon Wildlands got a surprise bonus questline that turned out to be a teaser for October’s Breakpoint sequel. Ever see Ubisoft only do a thing twice? Me neither. Here’s to Odyssey getting one more final update at some expected date to tease the next AC.

Source: Kotaku.com