Monday, September 25, 2017

News:: WWE 2K18 will won't be delayed on PC, launches same day as console ports

For the last couple of years, 2K games actually put out a PC port for the previous year's WWE title. While waiting around six months to get wrestling on one's platform of choice wasn't so bad, it never quite made sense why 2K couldn't release the game with the console versions. For the hotly anticipated WWE 2K18, PC gamers won't have to wait. Announced just today, 2K18 will be landing on Steam for PC on October 17, the same day as the Switch, PS4 and Xbox One versions.

It wouldn't be a 2K games release without pre-order DLC, so that is also being brought over. The four day early access that console gamers get isn't being offered, but you'll be able to unlock two different personas of Kurt Angle (WWE "American Hero" and ECW "Wrestling Machine") and if you opt for the deluxe edition (which includes the Season Pass), then you'll get extra John Cena's (ECW One Night Stand and Wrestlemania 26) alongside RVD and Batista. Certainly sounds like pointless DLC to me.

WWE 2K18 is coming to the PC in October [PC Gamer]

WWE 2K18 will won't be delayed on PC, launches same day as console ports screenshot



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News:: We Happy Few's Bobby action figure coming to keep the downers down

Compulsion Game's We Happy Few will still be sitting pretty in early access until April of 2018. That isn't stopping the game from releasing some cool looking collectible figures.

An action figure of the title's primary foes, the Bobbies, will be released in February of 2018, set to retail for $19.99.

We Happy Few's Bobby action figure coming to keep the downers down screenshot

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News:: What's on TV: 'Forza 7,' 'FIFA 18,' 'Inhumans,' 'Def Jam'

This week we have too many premieres and finales to mention them all as the fall TV season gets into full swing, but we will highlight the return of Curb Your Enthusiasm on HBO, and the series premiere of Marvel's Inhumans (despite its tepid reviews so far, superhero fans may be better off streaming the latest Spider-Man flick). Netflix will stock its queues with a Def Jam reunion special, as well as the premiere of its new Magic School Bus series. On Blu-ray, the 80s flick SpaceCamp makes its first appearance, while gamers can dig into the early release of Forza Motorsport 7 and FIFA 18. Look after the break to check out each day's highlights, including trailers and let us know what you think (or what we missed).



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News:: Halo 3 is 10 years old today, and I'm still in love with it

On September 25, 2007, the final installment of the Halo trilogy was unleashed upon gamers the world over. It was a gargantuan financial success; Halo 3 became the biggest entertainment launch in history, with over $170 million in sales within the first 24 hours, and $300 million in one measly week. It went on to sell 8.1 million copies by the end of the year, making it the bestselling game of 2007, and has sold a cumulative 12.15 million copies today.

Look, none of that really matters to me. I was a pint-sized kiddo when Halo 3 came out.

I was in sixth grade, unwillingly biding my time until after school, when I could pester my Dad to drive me 20 minutes to the closest GameStop. It was an unbelievable feeling to have this game in my hands, finally, after months of waiting. Months spent reading previews in Game Informer, and OXM. I read and I salivated over still photos of Master Chief, The Arbiter, the new weapons, and vehicles. I wanted the Assault Rifle back. I needed to get behind the wheel of a Brute Chopper. More than anything, I wanted to consume this game. I needed it to grind against the stones in my gut, digesting and breaking down until I was satiated.

But, despite my weird, fetishistic need for this game to satisfy me, it somehow surpassed my sublime expectations. It was a damn good game, and once the disc was inserted, I lost my urge to consume. Instead, I decided to just enjoy.

The campaign was hyped, and once I started playing it was easy to see why. The Brutes were formidable foes that, while not as iconic as the Elites, were challenging as hell to fight. The Grunts, Jackals, Hunters, and Buggers all returned, as did The Flood. The emphasis on big sandbox-esque maps wasn’t new to the series, but it was certainly more pronounced. Levels like The Arc sprawled across the landscape, and were never boring to traverse. Each level was visually stimulating, and designed to lead the player from firefight to firefight, with each scenario testing the payer in different ways. This wasn’t lazily slapped together, like so many shooter campaigns of the modern day, this was thoughtfully constructed with the focus on fun. Sprinkle in some set-piece moments, excellent cutscenes, and a deeply satisfying story, and you have a winning recipe for a campaign to stick in the memory of players everywhere.

And I think the best thing about Halo 3 is that the campaign was just the beginning. The multiplayer was burgeoning with players new and old, players who were now able to contribute to the game itself with the new Forge mode. Forge provided console players with a basic map editor, allowing players to modify several maps to their own liking. Think there should be a gravity lift here? Add it. Want to build a tower? Go ahead. Do you want to create a maze laced with trip-mines? You’re the boss. Sharing our creations online led to a frenzy of custom games played on custom maps, allowing for some game types that have now become fan favorites, like Fat Kid, Ice-Cream Man, and Griffball.

The standard multiplayer is the best iteration of Halo multiplayer that has existed before or since. The balance of Halo’s slower combat working alongside the weapon placement and map design was impeccable, and is the reason that I didn’t stop playing Halo 3 multiplayer until well into 2011. I had the headset, my wireless controller, and I was absolutely obsessed. On weekends, I would disappear into the garage to play online with strangers, make friends in some games, and bitter enemies in others. My brothers and I would have friends over, and system link for an eight-player Halo 3 experience. We cursed, we fought, and we laughed with each other. We also drank copious amounts of that Mountain Dew garbage because it had Master Chief on it.

It was the best of times!

It wasn’t the hype or the sales that made Halo 3 what it is. It was the experience. People across the world were interacting, talking, and building new experiences for each other in the first major way on any console. It was revolutionary in its time, it made you believe.

It’s been 10 years, and the memories of Halo 3 are firmly ingrained in my conscience. This game was culturally significant for a lot of gamers back then, and remains a golden moment in gaming for many. Happy Birthday, Halo 3!

Halo 3 is 10 years old today, and I'm still in love with it screenshot

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News:: Schooled: How I learned to love RPGs

[I think for a lot of gamers my age, Final Fantasy VII was the game that really introduced us to RPGs. Cedi, on the other hand, cut his teeth on our dear friend Mario's papertastic adventures and learned to love the genre as a result. Why is this blog being posted on Destructoid's Front Page? Because it's awesome. Also, because Cedi joined us for this month's Bloggers Wanted prompt! Tell us in the comments which game finally helped you to understand a new genre in gaming! - Wes]

RPGs are a fascinating genre of games. Their biggest draws to fans involve a lot of reading, doing math, and sometimes bawling uncontrollably. They're things that many kids don’t like doing, but somehow, they've captivated large audiences of all ages. If you described RPGs like that to me decades ago, I would maybe have treated them like Brussels sprouts. And yet, as I said last Sunday, one particular game won me over to this genre from an early age. Paper Mario: The Thousand-Year Door lured me in with the platforming icon every kid knows, and I left the credits sequence having learned to love this genre. But Paper Mario, in all of its iterations, is very far from the standard RPG. So how did this game lure me into the genre as a whole?

I know this game is pretty much ancient at this point, but fair warning: I will be discussing TTYD story spoilers. If you're fine with spoilers, cool, but if you’ve never seen its story and you think that doesn’t matter in the slightest? Just gonna add that I felt the same until I played this game myself. I urge you to play it if you can. It’s worth the experience points.

Schooled: How I learned to love RPGs screenshot

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News:: The video game voice actor strike is (tentatively) over

For nearly a year now, SAG-affiliated video game voice actors have been on strike. Last September, 97% of members voted for a work stoppage if a new contract wasn't established. It wasn't, and the strike began in late October. Since then, members haven't done any voice work for 11 major companies (Activision, Electronic Arts, Take-Two/2K Games, WB Games, Insomniac Games, Disney Character Voices, Blindlight, Corps of Discovery Films, Formosa Interactive, Interactive Associates, Inc, and VoiceWorks Productions, Inc).

Over the weekend, the two sides reached a tentative agreement that should put an end to the strike. The new contract will be reviewed at the next SAG-AFTRA National Board meeting in October. If it passes, the voice actors will go back to work.

SAG-AFTRA came away with a handful of additional provisions, the most notable of which is a secondary pay structure. There will be a new bonus model in place that pays performers based on how many sessions they worked. It begins with a $75 bonus for one session and ends with a $2,100 bonus for ten sessions. This is a victory for the voice actors as a secondary payment model, either bonus- or royalty-based, was one of the main conditions that led to the strike.

However, the union may have relented more than it wanted to. By most accounts, the biggest ask in the new contract (even more so than secondary pay) was more measures put in place to ensure the actors' safety. They sought hazard pay, shorter shifts for intense sessions, and guaranteed stunt coordinators at motion capture sessions. The wording in SAG-AFTRA's press release lacks any concrete details on the subject of safety, simply stating: "The deal also contains an employer commitment to continue working with SAG-AFTRA on the issue of vocal stress during the term of the agreement."

What the actors did come away with was the assurance that there will be disclosure if their gig requires any sort of profanity, slurs, sexual or violent content, etc. They're also guaranteed to be given the game's code name, genre, whether it's based on an existing property, and whether the actor is reprising a prior role. Additionally, the new contract dodges some provisions from the video game companies -- like fines for infractions by the actors, and required submissions to "low-paying atmospheric voice sessions."

It's armchair analysis, but it seems as if both sides made some concessions in forging this new agreement. The actors will be getting paid more, but there doesn't seem to be any elevated emphasis on their safety. Most of the performers probably wouldn't say that the new contract is perfect, but it seems to be good enough. If all goes according to plan, they should be back to work within a month or so.

SAG-AFTRA Reaches Tentative Agreement to End Video Game Strike [SAG-AFTRA]

The video game voice actor strike is (tentatively) over screenshot



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News:: Madden AI can't stop Gun Monster

A handful of teams (Browns, Titans, Bengals, Ravens) have a formation that the AI in Madden 18 can't stop. It's called Gun Monster, and it sends the two exterior offensive linemen out wide. And while you'd think a running play with only three offensive linemen would be doomed, Madden's AI reacts by sending defensive players to cover the tackles-turned-wide-receiver, guaranteeing you chunks of yards on the run.

EA told Kotaku its "aware of an issue with the Gun Monster formation which is causing problems with in-game AI" and that it "will be fixed in a forthcoming Title Update," so rack up those free yards while you can.

Meanwhile, if a human player tries to use it on you, you can always audible into a field goal block to stack the line, or just call man coverage and pinch your defensive line.

EA Says It's Fixing Formation That Baffles Madden's AI [Kotaku]

Madden AI can't stop Gun Monster screenshot



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News:: Fortnite's Battle Royale mode lands duos and squads this week

If you were waiting for Fortnite's Battle Royale mode to let you group up with friends before jumping in, hey, me too. And good news: that'll be an option in time for tomorrow's free launch.

Along with the standard solo game type, you'll be able to play in duos and four-person squads. As a PUBG player, I'm rarely compelled to fight 1 vs. 100 -- it's either with my buds, or not at all. So, this is crucial. If you're hoping to pair up, one extra note: while full squads will be available from the get go, duos won't be active until "there are enough players to support matchmaking in both modes."

The studio is also adding Supply Drops, item-carrying crates that drift from above and can be shot down to speed up their descent. I'm curious what kinds of trap-laying strategies drops will open up. The rest of the update -- including new weapons like the Zapotron and Tactical SMG -- is detailed over here.

I think I know some dudes who'd be willing to squad up with me in Fortnite.

Battle Royale Goes Free, Gets Squads With 1.6.3 Release [Epic Games]

Fortnite's Battle Royale mode lands duos and squads this week screenshot

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News:: Review in Progress: Divinity: Original Sin 2

While I definitely loved the first Original Sin, it did leave a lot to be desired. Needless to say, I was excited when the sequel got announced and even more excited when I found out the game took place 1,000 years or so later so I didn't have to try and remember all the details of the first game.

So far, the sequel is good enough to completely erase any memory I had from the first one, because this is the game I wanted the whole time.

Review in Progress: Divinity: Original Sin 2 screenshot

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News:: Microsoft reportedly passed on buying Minecraft even earlier than it did

In 2014, Microsoft bought Mojang and Minecraft for a cool $2.5 billion. It was a monumental acquisition, one spurred on by Minecraft creator Markus Persson ultimately growing tired of navigating a company that had grown to that size. It was extra notable because Persson had previously made a point of hoping to stay independent forever.

However, details have come to light that indicate maybe Minecraft was on the negotiating table sometime before the September 2014 sale. In his new book Hit Refresh, Microsoft CEO Satya Nadella says that Microsoft passed on seriously pursuing Mojang before he was appointed CEO (which happened on February 4, 2014). And it was current Xbox leader Phil Spencer who wanted to make the deal.

"Early in Microsoft's relationship with Mojang, before I was CEO, [Spencer] presented an opportunity to purchase Minecraft, but [Spencer's] boss at the time chose not to move forward," Nadella wrote. He continued "For some, such a visible, high-level rejection could have been withering, but [Spencer] didn't give up."

It's nearly impossible to definitively suss out who's to blame for passing on Minecraft, but the timeline of events points toward one person: Don Mattrick. Before Nadella became CEO, Mattrick was head of Xbox until his resignation in mid-2013. It's most likely that Spencer reported directly to Mattrick, meaning that Mattrick was probably the one who axed this before it was ever seriously considered. If Microsoft could've struck a deal earlier in Minecraft's life, it's possible that an acquisition could've been made for far less than the astronomical $2.5 billion that it was eventually sold for.

However, just because Microsoft passed doesn't necessarily mean that Persson would've been ready to sell. When asked about Nadella's account, Persson said "I'm probably the wrong person to ask about specifics, but I do remember us getting a ridiculously low offer from some company at some point fairly early on. We said no. Just to be clear, we weren't actively looking to sell, but would with some frequency get asked. It wasn't until my tweet we decided to pursue it."

Persson's account seems hazy and you would think someone would remember if Microsoft tried buying their company -- especially if it were for a "ridiculously low" price. It's very possible that Microsoft's intentions to buy Minecraft before 2014 never amounted to anything more than internal conversations. But, it's still worth noting that Spencer thought an acquisition would be a good decision and that he was likely shut down by Mattrick. If it's true, that's just one more bad decision for Mattrick, a man whose legacy with Xbox is not much more than a series of bad decisions.

Microsoft CEO Satya Nadella says the company had the chance to buy Minecraft well before 2014, but passed [Business Insider]

Microsoft reportedly passed on buying Minecraft even earlier than it did screenshot



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News:: Unity games are having trouble on the Switch

If you’re patiently waiting for games like Yooka-Laylee on the Switch, you may have to wait just a little bit longer. This morning, Yooka-Laylee developers Playtonic released a backer update on their Kickstarter page, detailing their progress towards a Switch port, and the hurdles Unity has presented them with.

Playtonic explained that the game was bogged down by a technical issue that required a new version of Unity to fix (Unity 5.6). However, once the updated engine released, a host of new issues were found within the game, needing eradication. Of course, this will require further development time, and puts distance between the game and its release date.

This was not an isolated incident, either. A similar statement was released by Airship Syndicate concerning their game Battle Chasers: Night War. Their Kickstarter update from Sep. 21 indicates they were also waiting for Unity 5.6 before development could continue. Airship Syndicate currently has no confirmed release date for Night War.

Unity 5.6, the update both Playtonic and Airship Syndicate were waiting for, is a massive upgrade to the existing engine. It boasts improved graphical performance, lighting improvements, Vulkan support, and much, much more. Ultimately, 5.6 should help Unity developers bring an improved technical and visual performance to their projects. But, because of this new version of the engine, we’ll have to bide our time until these games are ready for release. 

Unity games are having trouble on the Switch screenshot

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News:: WayForward's The Mummy Demastered looks fantastic

Truth be told, I forgot WayForward was adapting The Mummy (2017) into a delightful-looking metroidvania. I never saw the movie and possibly never will. But this game? This game looks rad.

Demastered is a licensed title that's unafraid to branch out from its source material, and thank goodness for that. In that way, it reminds me of one of my favorite rentals as a kid: Hook for SNES.

"As an elite agent in the monster-hunting Prodigium organization, you must use a variety of weapons, upgrades, and mysterious artifacts to defend mankind against the supernatural hordes of Princess Ahmanet," reads the game's summary. "Your Prodigium unit is already on the scene, but HQ lost contact with them hours ago. Only by exploring tombs, forests, abandoned tunnels, and the cursed streets of London will you discover the fate of your allies."

It's a blend of Metroid, Castlevania, and Contra from WayForward. Enough said.

WayForward's The Mummy Demastered looks fantastic screenshot



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News:: PC open beta pre-loading begins for Call of Duty: WWII

Sledgehammer Games has shared more details about its impending PC open beta for Call of Duty: WWII. First off, pre-loading has begun. You can get that business started on Steam right here, and you'll be good to go when the beta begins Friday, September 29 and runs through Monday, October 2.

In terms of PC features, I'm pleasantly surprised:

  • Native 4K Support
  • Framerate Cap Slider (up to 250FPS)
  • FOV Resizing
  • Keyboard/Mouse Fully Re-mappable
  • Controller Support
  • G-Sync Monitor Support
  • Ultra-Wide Monitor Support
  • High-resolution Mouse Support
  • Advanced Video Settings

The studio also has the system specs, which are expected to differ in the final game.

Minimum

  • OS: Windows 7 64-Bit or later
  • CPU: Intel Core i3 3225 or equivalent
  • RAM: 8 GB RAM
  • HDD: 25 GB HD space
  • Video: NVIDIA GeForce GTX 660 @ 2 GB / GTX 1050 or AMD Radeon HD 7850 @ 2GB
  • DirectX: Version 11.0 compatible video card or equivalent
  • Network: Broadband Internet connection
  • Sound Card: DirectX Compatible

Recommended

  • OS: Windows 10
  • CPU: Intel Core i5-2400 / AMD Ryzen R5 1600X
  • RAM: 12 GB RAM
  • HDD: 25 GB HD space
  • Video: NVIDIA GeForce GTX 970 / GTX 1060 @ 6GB or AMD Radeon R9 390 / AMD RX 580
  • DirectX: Version 11.0 compatible video card or equivalent
  • Network: Broadband Internet connection
  • Sound Card: DirectX Compatible

And lastly, as for content, there's a sampling of modes (War - Operation Breakout, Team Deathmatch, Domination, Hardpoint, Kill Confirmed) and maps (Pointe du Hoc, Ardennes Forest, Gibraltar, Aachen) with a raised level cap of 35 coming "over the weekend." Call of Duty: WWII's Headquarters social space, supply drops, loot, and HDR and multi-monitor support will not make it into the beta.

Call of Duty: WWII Multiplayer PC Open Beta Pre-Download Begins [Activision]

PC open beta pre-loading begins for Call of Duty: WWII screenshot



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News:: The Chinese Room is taking a break, partially because it's bored with walking sims

The Chinese Room is in a hard way right now. The Dear Esther and Everybody's Gone to the Rapture developer holds a spot in video game history for being one of the earliest and most well-known creators of the "walking simulator." But The Chinese Room is tired of making those kinds of games. Burnout and boredom are serious issues but financial problems are exacerbating the severity of it all.

In a lengthy report from Eurogamer, it's said that The Chinese Room has gone dark for now. Its two leaders, Dan Pinchbeck and Jessica Curry, laid off the studio's eight employees in late July. They couldn't justify the £40,000 per month cost anymore. The company's workspace has been moved from a proper office to Pinchbeck and Curry's home.

The most obvious reason for this is because The Chinese Room has not yet been able to secure funding for another game. After Everybody's Gone to the Rapture, it created another titled called So Let Us Melt for Google Daydream. Right now, there's nothing lined up. It's hard to run a business when there's not really much money coming in.

The Chinese Room is in talks with publishers for its next game, but no one has committed to anything yet. That's partially because of what the developer wants to do next. Pinchbeck says "We're done with doing walking sims and story stuff. We wanted to do something more complex, more involved and bigger scale. And that takes a long time to negotiate, which makes it difficult if you are coming to the end of a project, you're burning £35-40,000 a month, and you know you're probably looking at another five or six months worth of negotiations going ahead, where you've got no income coming in."

However, there's more to it than just money. Pinchbeck and Curry seem just flat-out tired right now. Pinchbeck mentions that the two have been at "full sprint" for five years now, constantly working on a game. There's an anecdote about finishing A Machine for Pigs on a Friday and starting Everybody's Gone to the Rapture the following Monday. Rapture's world needed building five different times before the game shipped, due in part to localization quirks with publisher Sony Santa Monica. The relationship with Sony Santa Monica had become so "desperately toxic" that Curry wrote a blog post two years ago explaining that she was "sort of" leaving The Chinese Room.

Eurogamer's story is worth the read, as it casts a light on the perils of running a small-ish studio (from both a financial and individual workload perspective) and how tough breaking away can be when you're typecasted into making certain kinds of games. For now, The Chinese Room isn't gone. Pinchbeck and Curry say that they've shut down the development team, not the entire studio. The company will likely come back, but probably not until everyone's good and ready. Everything's up in the air at this point except for one thing: Whenever The Chinese Room returns, its next game isn't likely to be a walking simulator.

The doors close on The Chinese Room - for now [Eurogamer]

The Chinese Room is taking a break, partially because it's bored with walking sims screenshot



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News:: Golf Story is out this week on Nintendo Switch

When's Golf Story out? Patience! It'll be here soon.  (That's what I've been telling myself for weeks now.)

Sidebar Games listed a September 2017 release for Golf Story on Nintendo Switch a while back, but lately, the developer hasn't had much else to say about its RPG-style golf game. People were starting to worry that it'd slip, to the point where some have been checking the eShop daily for information.

Today was the lucky day, at least in certain regions. Golf Story is listed for a September 28 launch on both the European and Australian eShops. I haven't seen anything pop up on the North American eShop at the time of writing this post, but a Thursday release seems like a safe bet at this point.

I hope this gives us the Mario Golf (Game Boy Color) vibe we're after.

Golf Story releasing 28th of September !! (Australia) [reddit]

Golf Story is out this week on Nintendo Switch screenshot



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News:: You can't talk to cats, but Swery can

At Tokyo Game Show 2017, I finally got a chance to meet and talk with one of my favorite game developers, Hidetaka Suehiro aka "Swery." He directed the masterpieces Deadly Premonition and D4: Dark Dreams Don't Die while at Access Games, but after a leave to become a Buddhist monk he has started a new company called White Owls.

Their first title is The Good Life, a game that hovers between RPG, life simulation, puzzle, and adventure genres. In it you play as a journalist named Naomi who must pay off debt while simultaneously uncovering a murder. The extra twist is that people turn into cats at night. Sound strange? Welcome to the world of Swery.

You can't talk to cats, but Swery can screenshot

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News:: Sonic Mania update fixes the Switch home button

Nintendo Switch players have been putting up with a pesky issue in Sonic Mania not found in other versions of the game, and this week Sega is issuing a fix at last.

That wonky delay on the home button? As of this update, it should be gone. There's also a new Super Sonic button so you won't need to worry about inadvertently transforming Sonic any more.

I ended up going with the PS4 version, but the delayed home button would've driven me mad. And while I'm not in a position to even have that Super Sonic problem, that button is a smart addition.

Sonic the Hedgehog [Twitter]

Sonic Mania update fixes the Switch home button screenshot



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News:: Australian PlayStation players can win a REAL Platinum Trophy

Playstation trophies are seriouz bizznezz for some folk, those who are willing to spend hours grinding games they don't like, or buying godforsaken titles that are easy to 100%. It has been this way for some time, ever since PSN trophies (and Xbox achievements) were a thing.

Well now, Sony are offering up genuine trophies for dedicated Australian hoarders. Four (non-platinum) replicas of the digital award will be up for grabs, one for each of the first players to "Platinum" four upcoming PS4 titles.

The first trophy in the Playstation Plus Platinum Hunters competition will go to the player who Platinums FIFA 18 from September 26. The other three trophies are reserved for Gran Turismo Sport on October 18, Call of Duty: WWII on November 3, and an as-yet-unannounced fourth game.

This is a cute idea, and I hope other regions follow suit. But won't all the trophies just be won by journalists and/or industry types, who will be hitting these games days before the public, surely?

Regardless, it's a fun competition. So be sure to clear that singing fish with the dead battery, expired Subway coupon book, and 15-year-old photo of you at Disneyland from the mantle, to make way for your new house party conversational piece.

Australian PlayStation players can win a REAL Platinum Trophy screenshot

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News:: IT is highest grossing horror film ever, but Kingsman: The Golden Circle is crowned

Kingsman: The Golden Circle took the top box office spot with a respectable $39 million debut weekend, It took just two weeks (three weekends) to become the highest grossing horror film of all time, passing The Exorcist ($477.8M to $441.3M). While true that these numbers don't account for inflation, it's also true that The Exorcist has had since 1973 and several re-releases to tally that amount.

The rest of the weekend saw modest results, outside of new release The LEGO Ninjago Movie which rounded out the top three with a $20.5 million bow.

This raises two questions, one of which at least deserves serious contemplation:

  • Is It this good of a horror movie (or movie in general) or have standards just fallen so low that anything that recaptures the formula of what works is destined for box office gold?

AND

  • Does the success of The Kingsman franchise spell coming and necessary change for the James Bond franchise? Ever since Daniel Craig donned the tuxedo with 2006's Casino Royale the Bond franchise has dropped gadgets for gritty hand to hand violence, and cut back on the number of quips, but its box numbers are stronger than ever. And while these Kingsmen seem willing to pick up gadgets and gags where Bond left off, and have had success of their own at the box office, the demand still seems strong for both, with Bond maintaining a healthy box office lead. Consider these numbers for the last two Bond films and the first Spectre - $880.7M, Skyfall - $1.1B, and Kingsman: The Secret Service - $414.3M.

IT is highest grossing horror film ever, but Kingsman: The Golden Circle is crowned screenshot

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News:: SteamWorld Dig 2 is one of those games you just have to 100%

I've been playing a lot of SteamWorld Dig 2 this past weekend. I've expired my Switch battery at least once sitting by my wife (who's also playing it on PS4) just taking it in, and now I'm going for a full completion. The thing is, it's not tedious in the slightest.

In the early days of adventure games, you needed to pixel hunt, and in some cases, basically just guess what "100%" completion entailed. Eventually more detailed maps were added, as were percentage counters, and incentives to actually reach that Herculean task (see: Castlevania: Symphony of the Night).

But it's gotten better in the past decade or so. Now there's plenty of tools at your disposal to ensure that you haven't missed anything -- radar-esque items that help you inch up from say 90 to 100%. Now not every game needs that, but the way SteamWorld Dig 2 does it is appreciated.

SteamWorld Dig 2 is one of those games you just have to 100% screenshot

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News:: Epona looks pretty awesome in Monster Hunter Stories

Capcom and Nintendo's close relationship for the Monster Hunter series has led to a bunch of really cool DLC. While I've always had a slight interest in Monster Hunter, having the ability to unlock costumes and weapons based on some of my favorite game series finally pushed me over the edge when it came to 4 Ultimate. After seeing this trailer, I may just have to nab Monster Hunter Stories, as well.

For those unaware, Zelda skins were announced awhile back for the Japanese version of the game. Obviously this was going to come to the US, but apparently its a lot sooner than anyone could have guessed. Launching this Thursday (September 28), you'll be able to unlock a Link costume for your main character, Epona as a party member and even Majora's Mask for your Palico friend.

Epona looks pretty awesome in Monster Hunter Stories screenshot

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News:: Hollow brings spoopy space shenanigans to Steam and Switch

The disquieting, isolated vastness of space has been a frequent go-to in the horror genre. Switch and PC players will soon have the opportunity to once again step into the terrifying unknown in survival horror title Hollow, unveiled at the Tokyo Games Show.

Like all the best horror trailers, we aren't given much to go on in this teaser, just some panicky, disjointed voices and a lone figure desperately attempting to escape someone, or something.

It's a creepy looking premise, but it was a foolish decision to include yet another cover of Tears for Fears' "Mad World" on the soundtrack, a song currently battling Johnny Cash's cover of "Hurt" for most overused promotional tune ever.

Regardless, fans of the survival horror genre and thirsty Dead Space devotees might want to keep an eye on Hollow, which drops on PC November 16, with a Nintendo Switch release to follow.

Hollow brings spoopy space shenanigans to Steam and Switch screenshot

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News:: Lost Sphear gets a Japanese demo that you can easily grab on PS4 and Switch

Tokyo RPG Factory is still trucking despite the polarizing reception to I Am Setsuna, and I for one am glad they got another shot.

Lost Sphear looks to be more of the same Chrono Trigger style RPG goodness, and it's slated for release in January 2018 in the west. For now, you can opt to log into your Japanese PS4 or Switch accounts (or create them, it's easy) and snag the free demo for the game.

According to Square Enix, the demo, which showcases the game's intro zone, will also allow you to carry over save data (just don't count on it working cross-region). I'm still on the fence on this one in terms of its premise (the whole idea of being involved with a doomed sacrificial lamb made Setsuna more intriguing than Sphear's "ominous power that threatens the fabric of reality"), but I'll be there day one to see how it turns out.

Lost Sphear [PlayStation Store]

Lost Sphear gets a Japanese demo that you can easily grab on PS4 and Switch screenshot



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News:: Destiny 2 fights off Project CARS 2 to remain top of the UK Charts

Bungie's space RPG Destiny 2 has held off competition for a third week at number one in the UK Charts. This is despite a very successful debut for Bandai Namco's Project CARS 2, which parks neatly into second place.

In other news, Pokken Tournament DX on the Nintendo Switch smashed into a very impressive fifth place slot, likely the highest it will climb, as most Switch releases have peaked in their first week or two. Capcom had less success with their fighter, as Marvel vs Capcom Infinite failed to pop the Top Ten on its debut, ultimately placing twelfth.

Project CARS 2 was a decent contender to the throne in the UK. Boy, do we love cars. But it seems that Destiny will continue to hold fort at least until October's range of big releases hit the shelves.

U.K. video game sales chart w/e: September 23 2017
(Chart reflects in-store sales only)

1. Destiny 2 - Activision Blizzard
2. Project CARS 2 - Bandai Namco
3. NBA2K18 - Take 2
4. Pro Evolution Soccer 2018 - Konami
5. Pokken Tournament DX - Nintendo
6. Grand Theft Auto V - Take 2
7. Crash Bandicoot N.Sane Trilogy - Activision Blizzard
8. Uncharted: The Lost Legacy - Sony Entertainment
9. Forza Horizon 3 - Microsoft
10. LEGO Worlds - Warner Bros Interactive

U.K. video game charts [GFK Chart-Track]

Destiny 2 fights off Project CARS 2 to remain top of the UK Charts screenshot



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