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  AppleInsider - Here are all the receivers and speakers that are getting AirPlay 2
Posted by: xSicKxBot - 05-30-2019, 01:27 AM - Forum: Apples Mac and OS X - No Replies

Here are all the receivers and speakers that are getting AirPlay 2

 

Feature

AirPlay 2 is a small but important addition to Apple’s audio world, allowing sound on multiple devices simultaneously. Here’s a list of the compatible speakers and receivers promised so far, and where available, the dates AirPlay 2 support is expected. Updated on May 29 with new equipment by Savant.

AirPlay 2

Apple


Apple HomePod

Arcam


Arcam rPlay

  • rPlay — May 16 2019

Bang & Olufsen


BeoSound 35

Bluesound


Bluesound Pulse 2i

  • Pulse 2i — Dec. 11 2018
  • Pulse Flex 2i — Dec. 11 2018
  • Pulse Mini 2i — Dec. 11 2018
  • Pulse Soundbar 2i — Dec. 11 2018
  • Node 2i — Dec. 11 2018
  • Powernode 2i — Dec. 11 2018
  • Vault 2i — Dec. 11 2018

Bose


Bose Home Speaker 500

  • Home Speaker 500 — April 2019
  • Soundbar 500 — April 2019
  • Soundbar 700 — April 2019
  • SoundTouch speakers —
    Coming soon

Bowers & Wilkins


Bowers & Wilkins

  • Formation Audio
  • Formation Duo

Denon & Marantz


Marantz NR1510

Devialet


Devialet Phantom

Harman Kardon


Harman Kardon Citation

  • Citation speakers — Early 2019

Libratone


Libratone-Zipp

McIntosh


McIntosh RS200

  • RS200 — May 16 2019

Naim


Naim Mu-so

Pioneer


  • VSX-934 7.2-Channel Network AV Receiver — Feb. 2019

Savant


Savant Smart Soundbar

  • Smart Soundbar
  • SmartAmp — Summer 2019

Sonos


Sonos Beam

Yamaha


Yamaha is delivering AirPlay 2 support to 14 products in April 2019.

The company’s MusicCast VINYL 500 turntable will net support in the second half of 2019.

What AirPlay 2 does for you


The headline feature of AirPlay 2 is of course multi-room audio, but it also enables stereo pairing on the HomePod, along with a variety of other improvements. A substantially bigger streaming buffer versus the original AirPlay protocol helps reduce interruptions due to network issues.

There is also tighter sync between speakers. Siri meanwhile can be be asked to play/pause music on any AirPlay 2 speaker, regardless of the manufacturer, or move sound from one room to another. Just ask Siri on the HomePod to “move the music to the living room” and it will.


AirPlay 2 is now more independent as well. Instead of constantly being interrupted by phone calls, games, or videos, AirPlay 2 can continue to stream.

Speakers with AirPlay 2 compatibility now appear in within the iOS Home app, and can be assigned an individual room like any other accessory. There, speakers can be played or paused, and included within favorites.


Presently, AirPlay 2 speakers cannot be included in HomeKit Scenes.

Where to buy


Multiple retailers carry the receivers and speakers shown above, many with added perks. B&H and Adorama, for instance, will not collect sales tax on orders shipped outside New York and New Jersey (Colorado and Vermont residents, see here). Those with a Prime membership can take advantage of free expedited shipping on many audio solutions at Amazon as well.

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  PC - Void Bastards
Posted by: xSicKxBot - 05-29-2019, 11:38 PM - Forum: New Game Releases - No Replies

Void Bastards



Inspired by BioShock and System Shock 2, Void Bastards is a new strategy-shooter that will test your wits as well as exercise your aim. Can you lead the misfit prisoners of the Void Ark through the derelict spaceships and myriad dangers of the Sargasso Nebula?

Publisher: Humble Bundle

Release Date: May 28, 2019

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  PC - Conan Unconquered
Posted by: xSicKxBot - 05-29-2019, 11:38 PM - Forum: New Game Releases - No Replies

Conan Unconquered



Build your stronghold and assemble an unconquerable army to survive the savage hordes in this real-time survival strategy game set in the world of Conan the Barbarian. Developed by the Command & Conquer veterans at Petroglyph.

Publisher: Funcom

Release Date: May 29, 2019

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  News - Ahead Of E3 2019, Leak Suggests Ubisoft Will Announce New Roller Derby Game
Posted by: xSicKxBot - 05-29-2019, 07:13 PM - Forum: Lounge - No Replies

Ahead Of E3 2019, Leak Suggests Ubisoft Will Announce New Roller Derby Game

Ubisoft has managed to create a reputation for accidentally having its games leak prior to their announcement, going as far back as 2012's Assassin's Creed III. Although a few are ultimately disproved, many are not. That doesn't automatically make this newest leak--that Ubisoft will announce a roller derby-themed multiplayer game at E3 2019--true, but it does mean it's at least plausible.

According to the leak--first reported by Spiel Times via leaked assets and gameplay details, all of which have now appeared on ResetEra--Roller Champions is an upcoming multiplayer-focused roller derby game developed by Ubisoft. Visually, the in-game characters look an awful lot like Fortnite. However, the contained arenas surrounded by cheering fans, the assortment of different casual and ranked matches, and the controls are very similar to Rocket League. Just looking at the leaked footage, Roller Champions' courses look like Rocket League's arenas as well, with a sunny beach and in-door professional stadium among the playable tracks.

No Caption Provided

When Polygon reached out to a Ubisoft representative, the company responded that it does not comment on "rumors and speculation," so nothing has been confirmed. Roller Champions is supposedly coming to Xbox One, PS4, PC, and Nintendo Switch. However, no scheduled release date is included in the leak. If the leak happens to be true, and Ubisoft does announce Roller Champions during its E3 2019 press conference, a launch date would probably be announced then.

During the company's May 2019 financial earnings call, Ubisoft revealed it had three unannounced games scheduled to release between January and March 2020. Ubisoft didn't supply many details for what the three games are, other than all three would be full-priced releases and all be different genres (a specific phrase used was "unique experiences"). A roller derby game is pretty unique for Ubisoft, so it's possible Roller Champions is one of the three and thus scheduled to release in Q1 2020.

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  News - Get Some Shut-Eye When Pokémon Sleep Arrives Next Year
Posted by: xSicKxBot - 05-29-2019, 07:13 PM - Forum: Nintendo Discussion - No Replies

Get Some Shut-Eye When Pokémon Sleep Arrives Next Year

Pokemon Sleep

The Pokémon Company has revealed a new app titled Pokémon Sleep is in development. It promises to provide a gameplay experience unlike any other, by tracking user’s sleep patterns. Select Button – the team behind Magikarp Jump – is handling this one and it’s due out in 2020. More details about this app will be revealed at a later date.

We’re pleased to announce the development of Pokémon Sleep, a new app from @Pokemon_cojp that tracks a user’s time sleeping and brings a gameplay experience unlike any other!

Adding to this announcement was the reveal of a new device: Pokémon GO Plus +. This new accessory can be used as a regular Pokémon GO Plus during the day and then at night time it will track sleep with its embedded accelerometer, sending information to a smartphone device via Bluetooth. It was also confirmed Nintendo of America and Niantic are helping out.

Pokemon Go Plus Plus

To celebrate this announcement, Pokémon GO on mobile is running a special sleeping Snorlax event.

Are you interested to find out more about this new sleeping app? What do you think of the GO Plus +? Tell us below.

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  News - Don’t Miss: The making of Call of Duty 4: Modern Warfare
Posted by: xSicKxBot - 05-29-2019, 05:13 PM - Forum: Lounge - No Replies

Don’t Miss: The making of Call of Duty 4: Modern Warfare

This postmortem by the lead designer and technical art director of Call of Duty 4: Modern Warfare first appeared in the March 2008 issue of Game Developer magazine.

Call of Duty 4 was Infinity Ward’s third Call of Duty game, and as such we approached it knowing we needed to do something fresh.

We don’t want to pigeonhole ourselves any more than we have to, and many members of the team came off Call of Duty 2 promising never to work on another WWII game.

We tried several different directions, many of which were failures, but the ultimate result was the best game any of us have ever worked on. As a game development experience, it seemed to go so smoothly that it was difficult to come up with five things that went wrong.

1) MODERN SETTING.


Coming off Call of Duty 2, we knew we wanted to do something different for our next game. We don’t agree with some critics who say that WWII as a genre is dead, but we couldn’t muster the same passion for the subject that we had in our first three WWII games (Call of Duty 1 and 2 and Medal of Honor: Allied Assault). We had a few ideas that we wanted to do and eventually settled on two. One was Modern Warfare, and the other was a new project.

Modern-day warfare is very emotional for people, which is both good and bad. We really wanted to avoid referencing any current, real wars, and one aspect of the gameplay that we really didn’t want to change from previous titles was the idea of two large opposing forces with similar numbers and technology. To facilitate that, we invented a war with several fronts, primarily involving a group splintered from the Russian army, with a secondary front in the Middle East.

“Many members of the team came off Call of Duty 2 promising never to work on another WWII game.”

The modern setting inspires an enormous amount of gameplay variety. Modern warfare is very different from more traditional warfare in that direct confrontations between huge armies are relatively rare. Instead, you have a huge variety of different types of low-intensity conflicts and special forces missions. Because we already had a very sophisticated scripting language in our engine, we were able to implement and iterate on that variety quickly, and take advantage of the modern setting to shake up the gameplay, but still deliver a polished result. Modern weapons and tech are something that people like to see and play with. Kids the world over grow up fantasizing about being a soldier, and we aimed to let adults live out their childhood fantasies (Call of Duty 4 is rated M). But we also knew we wanted to keep that signature Call of Duty grittiness and avoid making the game feel too techy. One thing that helped us there was focusing the U.S. part of the game on Marines, who get a lot of their equipment second-hand from the Army.

By moving away from history and into the current day, we were able to do much more useful reference gathering. For example, the effect that happens when you are near an Abrams tank when it fires was inspired by our designers, artists, and sound designers experiences at a live-fire exercise at 29 Palms, which is a Marine training facility in the California desert. We were able to talk to real marines only weeks out of combat to get a feel for the background, emotions and attitude of soldiers in combat, and we had vets supervising our mocap and AI design to make sure our tactics were sound.

2) CLEAR GOALS.


At the beginning of Call of Duty 4, looking at what we had done with Call of Duty 2, we saw two main areas we needed to focus on improving. First, by dedicating more development time to multiplayer, we felt we could make some really big improvements. Second, we knew we needed to tell a story.

Call of Duty 4 is our first game where we had a team working on multiplayer for the entire project. The quality bar for single-player first person shooters is really high right now, but there were and still are a lot of things that no one has really tried to do with multiplayer, and based on the success of the multiplayer in our previous games, we thought we could really impress.

With a seasoned lead and some dedicated designers and programmers, Modern Warfare multiplayer was much more ambitious, much more polished, and generally much better than ever before.

Story is something we’ve always put a little effort into, but by and large we’ve prioritized it below other aspects of our games. Moving away from WWII and into a fictional war removed that option. We spent hours brainstorming with military advisors, trying to come up with a credible scenario that would involve a large-scale war, and then weeks interviewing writers trying to find someone who could help us craft a narrative that would draw the player in. The result, while not Shakespearean, has drawn almost universal praise. We feel like we have a new skill, and we intend to build on it in our future projects.

3) ALMOST NO TURN OVER.


Low turnover is Infinity Ward’s secret weapon. You can throw all the money, top talent, outsourcing, mocap, and high-end middleware you want at a project, but without a team that knows how to work together, you’ll only end up with delays and a fragmented product. We still have 20 of the 27 or so developers who worked on Allied Assault six years ago, so our team has a remarkably stable base.

Before we started on Call of Duty 4, we spent two years developing and using our new engine on PC and Xbox 360, and two years before those using parts of it (notably the scripting system and the level editor) on Call of Duty 1 on PC. By retaining almost all of our people, we retained almost all of that experience. We were able to leap right into development on Modern Warfare, improving the engine, creating art assets and building levels immediately. Our leads were able to work directly on game content rather than spend all their time wrangling a team of new people.

4) EXPERIENCE WITH THE HARDWARE.


We were very lucky (or smart, depending on who you ask) to have a team that had built a game on this generation of hardware before. Our engine already worked on the 360 and PC, and we already had 360 dev kits and tools that worked on them. We knew what performance to expect and had a good idea of how to optimize our assets for the hardware. The PlayStation 3 and Xbox 360 have similar graphical capabilities, which meant that almost all the experience our artists had on the 360 on the last project was directly applicable to both consoles this project. While PCs are always changing, they didn’t change so much in the two years since Call of Duty 2 that we had to relearn anything—we just made improvements to our technique.

Relating to the previous point, we didn’t need to hire many new people. We had staffed up dramatically for our first “next gen” game, but starting Call of Duty 4 we already had the team in place, and they already knew how to use our engine and tools.

By building on what we already had, we were able to reach higher in two years than if we’d been forced to start from scratch. This goes not only for engine features, but also for tools and content too. By the end of the project we had replaced almost all the content carried over from Call of Duty 2, but having it available during development removed bottlenecks and allowed us to work faster.

5) SIMULTANEOUS MULTI-PLATFORM DEVELOPMENT.


From the point of view of our artists and designers, the PlayStation 3 and Xbox 360 have very similar abilities, so we could share assets between them. PC is a broad target, and at this stage in the console lifecycle, the consoles still have similar performance to mid-high end PCs, so we could share assets there, too. Of the thousands of assets in the game, only a few dozen are platform specific.

Working with an engine that already runs on all the target platforms—and keeping it running on all those platforms during development—is far easier than trying to port it near the end. While the end result on the two consoles is almost identical, the innards are dramatically different in many cases. On the PC, the differences are obvious. Depending on the specs of the PC or the user’s choice, the game can run at one of dozens of different resolutions, with different texture and model detail settings, different control schemes, and different graphics hardware and drivers. Adding the functionality to allow the user to choose between those settings at the end of the project, while simultaneously trying to finalize the game on other platforms, would have been impossible.

“As a game development experience, it seemed to go so smoothly that it was difficult to come up with five things that went wrong.”

1) TOO MUCH DESERT.


Naturally enough, early in the development of Call of Duty 4 we were trying to take what worked for World War II and move it into the modern era. So we were trying to adapt popular movies and well-known battles from the modern time period and turn those into missions. We didn’t have any Russian missions for the first year of our two year development. Our enemies were, like you see on TV, poorly trained and equipped Middle Eastern soldiers and militias.

In fairness, looking to real life for direct inspiration worked at first and produced some great missions. The missions that survived this period of the game design include the AC-130 mission, Aftermath, Charlie Don’t Surf, and The Bog. Almost all the desert environment multiplayer levels also came from this period. The problem with the adaptation approach was that modern battles tend to be very lopsided and everything we saw was in desert environments. We needed battles where the opposing forces were well-trained and equipped, and we needed more settings.

Eventually we decided to go back to the drawing board and change the high concept for the game. It’s worth mentioning that at this point in time our full team had been moved back onto Call of Duty 4 (see “Distracted by Second Project” below) and we had also found a writer who we felt we could collaborate with successfully. We finally had the focus and the skills to build a fictional scenario that would enable us to take the game anywhere we wanted. We decided to add the British SAS characters and a second plot line about a Russian civil war. We stopped all level building and scripting, cut a bunch of levels, and started designing missions again.

This design “reboot” is where we came up with the ghillie suit missions, the stealth missions, and all the rest of the missions set in Russia. Ultimately, this reboot was a good thing for the game, but being so late into development it did slow us down for a while.

2) NOT ENOUGH BETA TIME.


Early in alpha we learned that we would have to finalize the console versions early because it takes longer than we expected to make Blu-ray disks. This meant that our time for beta testing was shorter than planned. This also meant that some missions didn’t get as much balance testing as they needed and ended up being more difficult than they were supposed to be, which is one of the most common complaints we’ve received about the game.

3) SINGLE PLAYER PC DEMO.


Our pre-release buzz was stronger than it had ever been for any of our previous games; we were getting tons of press despite it being a very crowded holiday season for games; our trailers and other videos on the internet were getting amazing numbers of viewers. Despite all this, we did as we had done with all our previous games—about a month before release we put out a single player demo on PC consisting of one of our missions.

The reaction to the demo completely blindsided us. Our fans were disappointed. The demo was “more of the same,” or even worse, just “meh”—not even worth talking about. After a couple of days we realized what went wrong. Anticipation was so high that we couldn’t possibly live up to expectations.

Also a huge part of the appeal of our single player game is the gameplay variety. Playing Call of Duty 4, you almost never do the same thing twice. That makes it impossible to select just one mission to represent the entire game. Instead we had to choose what part of the game to represent with the demo. If we had chosen one of our radically different missions we would have alienated fans of the previous games, so we chose a level that we felt represented our “core gameplay,” which is fairly similar to the core gameplay of Call of Duty 2.

Lastly we had to worry about story spoilers, as most of our favorite missions also advance the story. Giving away one of those as a demo mission was out of the question, as we didn’t want to wreck the game for players.

Given all these constraints, looking at the examples of other games which managed to build tons of pre-release buzz like Gears of War and Halo 2 and 3 without doing pre-release demos, we should have realized that a pre-release demo would be likely to hurt us rather than help us.

In hindsight, the PC demo was a distinctly different case from the Xbox 360 multiplayer beta. The beta was released earlier and was responsible for much of our buzz, it was much more novel on the Xbox, where gamers are not as used to free content, and it showcased a large amount of what was new in Call of Duty 4. The beta also played a vital role in helping us ship a polished game.

4) DISTRACTED BY SECOND PROJECT EARLY ON.


At the start of development on Call of Duty 4 we tried to branch into two teams. We started a second project with a small prototype team, intending on shipping it a year after Call of Duty 4. Our intentions were to create a new risky IP, which would allow us to stretch our creative muscles. We are determined not to stagnate creatively and just make clones of our previous games indefinitely. Growing a second team was one idea for how to do achieve this.

Almost immediately, the two projects began to compete with each other for ideas and people. We hired extra people, including some seasoned leads, so that neither project would be understaffed. As time went by, we were aware of the difficulties, but we initially focused on how hard it was for the team on the new game, failing to notice the damage that the second project was doing to Call of Duty 4.

The area hit hardest was the game design. Our design leadership was distracted by the second project and put a lot of their creative energy into it. This meant that problems like “too much desert” were allowed to linger for longer than they should have.

Our second project was abandoned at the end of May 2006, allowing the entire team to focus on Call of Duty 4. Naturally there were a lot of different reasons, but ultimately it came down to the realization that what made our previous games so strong was the chemistry of our team. Splitting the team into two parts broke that chemistry and both projects suffered because of it.

5) SCARY SCHEDULE.


Our design workflow is very iterative. When members of the press visit us to see early versions of our games, they are always surprised to find that our games are fully playable, with what appear to be levels that are ready to ship, up to a year before the game is scheduled to be released. This is necessary for us to be able to iterate and throw out as much work as we do and still ship our games on time. This level of iteration applies not just to the gameplay and look of our levels, but also to the story and dialog. In this game, that led to some big things not getting done until the last minute.

We knew we wanted high-tech looking movies between our levels to cover our load times and help tell our story. We didn’t know who to get to create them or if we should try to make them ourselves. We didn’t finish writing the game’s story until very late, so it wasn’t until well into alpha before we knew with confidence what we wanted these movies to be.

At the last minute, we contacted the producers of Discovery Channel’s FutureWeapons, and signed a contract with Spov, which did the title animation for that TV show. Spov was able to deliver the movies in a very short time—something like two months from agreement on terms to final delivery. The movies turned out really good and everyone on the team is really happy with them, but the late schedule meant that these movies were some of the absolutely last things to go into the game. Had they not been good, there wouldn’t have been any time to fix them. Another scary schedule issue was with Captain Price’s dialog. (Captain Price is easily the most important character in the game, with more mission-critical dialog than anyone else.) We always record dialog very late to prevent having to redo it all when we change the story and missions. After finishing most of the dialog recording for the game, we decided that we needed a different voice actor for Price. So, like the movies, Captain Price’s dialog was some of the absolutely last assets to go into the game. His dialog turned out great, but had it not, there would have been no time to fix it. Unfortunately, Price’s facial animation suffered as a result of his dialog being completed so late.

Because of our process, outsourcing is hard for us. We did outsource a small amount of art for Call of Duty 4, but because of our design iteration, a large amount of it was not useful by the time we received it. We delayed work on outsourcing in order to be more confident in the assets we were requesting, which meant that we received final versions of many assets right around alpha. The last assets we received were too late to use because we had locked the game tree. Even some of the earlier assets were too late to actually use because most of the missions had already maxed out their memory budgets. Other assets were requested for parts of the game that we cut while the assets were being built.

MAKING A NAME FOR OURSELVES


Call of Duty 4 feels like a watershed moment in the history of Infinity Ward. We are all tremendously passionate about our games—all the choices we make in our design, even the ones that people complain about, we make because we feel they make the games more fun. Up until now we’ve always felt like we were underdogs, with each game fighting for recognition as one of the best in the genre. This may sound conceited, or stupidly modest, depending on your outlook, but that was the vibe around our office. With Call of Duty 4, we suddenly feel like we’ve done it—we’ve produced a game that everyone loves. Coming out in a year with so many other great games, and still being counted among the best, is an amazing experience—one we will have to work very hard to surpass next time around.

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  News - The Epic Games Store exceeded THQ Nordic’s expectations, says CEO
Posted by: xSicKxBot - 05-29-2019, 05:13 PM - Forum: Lounge - No Replies

The Epic Games Store exceeded THQ Nordic’s expectations, says CEO

Metro Exodus was a huge launch for publisher Deep Silver’s parent company THQ Nordic, and CEO Lars Wingefors now says that the Epic Games Store played a bigger part in that success than he may have previously suggested.

Wingefors followed up on comments made during THQ Nordic’s earnings presentation in a conversation with PCGamesN this week, clarifying that, in terms of revenue generated by unit sales, the Epic Games Store was the company’s leading platform.

During that presentation Wingefors had said that consoles led the ‘absolute majority’ of sales, a comment he clarifies meant all consoles combined and including both physical and digital unit sales. On a platform by platform basis, the Epic Games Store lead the pack in terms of revenue.

“Epic Games store has exceeded our expectations in terms of sales in actual units of both Metro Exodus and Satisfactory during the quarter,” Wingefors tells PCGamesN. “Epic Games store is in fact the group’s leading digital platform in terms of revenue generated by units sales in the quarter ending March.”

Metro Exodus was one of the first games to abandon its planned Steam launch in favor of exclusivity on the Epic Games Store, so the clarification on its performance for that platform sheds additional light on how that decision paid off. Since, several other developers and publishers have made similar exclusivity decisions, including those behind games like Borderlands 3 and World War Z.

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  Xbox Wire - This Week on Xbox: May 17, 2019
Posted by: xSicKxBot - 05-29-2019, 05:13 PM - Forum: Xbox Discussion - No Replies

This Week on Xbox: May 17, 2019

We know you’re busy and might miss out on all the exciting things we’re talking about on Xbox Wire every week. If you’ve got a few minutes, we can help remedy that. We’ve pared down the past week’s news into one easy-to-digest article for all things Xbox! Or, if you’d rather watch than read, you can feast your eyes on our weekly video show above. Be sure to come back every Friday to find out what’s happening This Week on Xbox!

New Iron Throne Console Revealed for Xbox’s Game of Thrones Giveaway
Last week, we announced a new Game of Thrones sweepstakes featuring custom House Targaryen and Night King designed consoles, and you didn’t think we’d just stop there, did you? We’re thrilled to unveil this giveaway will also include a third… Read more

Enter the Hot Pink Apocalypse of Rage 2 on Xbox One
Rage 2 is what you get when you bring together two gaming studio powerhouses, one gigantic asteroid to wipe out 80% of the planet’s population, and a lot of turning things up to 11 (and in some cases, 12). One of our most hotly anticipated titles… Read more

Red Dead Online Hero Image

Red Dead Online Hero Image

Red Dead Online: World Updates, New Missions, Poker, and The Road Ahead
Today’s update to Red Dead Online on Xbox One brings a host of new gameplay including new cooperative story missions, Free Roam activities, and the addition of poker alongside a range of updates and improvements that strengthen and… Read more

Stay on Target with These Sniper Elite V2 Remastered Tips and Tricks
Sniper Elite V2 Remastered is out today on Xbox One, and we’re delighted to be bringing a classic back on Xbox. Its combination of stealth gameplay, sniping simulation, and advanced bullet ballistics is still a joy seven years on from its release on Xbox 360… Read more

A Plague Tale: Innocence Hero Image

A Plague Tale: Innocence Hero Image

Beware the Rat Swarm – A Plague Tale: Innocence Available Now on Xbox One
It’s time to steel yourself for a harrowing journey into the dark medieval past of France, where you will have to contend with the constant skittering of rat’s feet, hidden under the ground and in the walls, in A Plague Tale: Innocence on Xbox One… Read more

Undead Horde Rises on Xbox One
After over 1.5 years in development, Undead Horde is finally ready. The game is a necromancer simulator or a combination of ARPG and RTS with a lot of necromancy. The project started in late 2017. At that point we had done several top-down… Read more

May 2019 Xbox Update Brings Improvements for Friends List, Messaging and Sorting
Team Xbox is hard at work preparing for E3 and beyond, but we have a few new features that are rolling out broadly beginning today! The May 2019 Xbox Update includes improvements to your friends list, messaging, and better sorting in My Games & Apps… Read more

Free Play Days: Build a Red Planet Colony This Weekend in Surviving Mars
Greetings fellow Earthlings! I hope you’re just as excited as we are about building a new home on Mars now that Surviving Mars is free for Xbox Live Gold members this weekend. If you were waiting to try it out, you can start building your first colony… Read more

Samurai Shodown Hero Image

Samurai Shodown Hero Image

Samurai Shodown Returns This Summer on Xbox One
Samurai Shodown is considered one of the major fighting games that helped shaped the genre with its nail-biting weapon play. The newest installment coming June 25 in the US and June 26 in Europe will take players back to the battlefield where… Read more

Hidden Horror: The Essence of Layers of Fear 2, Coming Soon to Xbox One
All stories need to have a beginning and for Bloober Team, it was the creation of Layers of Fear. It was not the first game we developed, nor was it made during the first years of our existence. It did, however, become the hallmark for our company… Read more

Rocket Arena Hero Image

Rocket Arena Hero Image

How Rocket Arena Created its Blend of Explosive FPS Fun
We’re happy to announce that Rocket Arena, our unique 3-on-3 first-person shooter, that invites you to choose a unique competitor and rep your region in a variety of modes, is coming to Xbox One later this year — we can’t wait for you to play it… Read more

Join the Fishing Sim World: Pro Tour in July on Xbox One
The challenge of man versus beast, the thrill of the hunt, the adrenaline of competition, Fishing Sim World: Pro Tour lets you feel it all. Fishing Sim World: Pro Tour introduces a brand-new career mode where you can take part in carp, bass… Read more

Minecraft Earth

Minecraft Earth

Celebrating 10 Years of Minecraft
This is an incredibly exciting time for Minecraft. Ten years ago today, the game launched on PC. Now, Minecraft has sold more than 176 million copies to-date in virtually every country in the world. As a way to celebrate 10 years for the franchise… Read more

Next Week on Xbox: New Games for May 21 to 24
Welcome to Next Week on Xbox, where we cover all the new games coming soon to Xbox One! Every week the team at Xbox aims to deliver quality gaming content for you to enjoy on your favorite gaming console. To find out what’s coming soon… Read more

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  News - Season of Opulence
Posted by: xSicKxBot - 05-29-2019, 05:13 PM - Forum: Lounge - No Replies

Season of Opulence

On June 4, the treasure hunt begins.

Available to all players of Destiny 2, Season of Opulence will deliver new challenges, loot, and lore. Seasonal ranks for ritual activities will be reset once more, with a fresh set of Pinnacle weapons available to earn. The Iron Banner will be updated with a seasonal Quest to unlock armor. This summer, the Solstice of Heroes event returns with new rewards.

Owners of the Destiny 2 Annual Pass will receive their third extension of Destiny end-game content. Benedict-44 will be waiting in the Tower to help launch the new season. He’ll have your imperial summons, introducing you to treasure hunts, the Menagerie, and more.


This will be the final update to the Destiny 2: Forsaken Gameplay Calendar, showcasing all content introduced through Season of the Forge, Season of the Drifter, and Season of Opulence.

Calus would see you grow stronger through The Chalice of Opulence, which serves as a Guardians gateway to treasure in the Season of Opulence. Players who best the Menagerie, a new six player matchmade activity, will use the Chalice to create an offering of runes in exchange for the specific weapons and armor that they seek. Over time, Guardians will be able to upgrade the Chalice to acquire more plentiful and powerful rewards.

All players who have completed the Forsaken campaign will be welcome to try the Menagerie once, as well as access the Imperial Summons quest. This will grant players Power Surge gear at 690 power to help them jump directly in to the new season of content.

Owners of the Annual Pass will see new Menagerie bosses introduced throughout the first month of June, concluding with the introduction of Heroic difficulty. Matchmaking will be available for normal difficulty, but Heroic will require a pre-made fireteam to take on the greater challenge.

Each week, owners of Forsaken will also be invited to explore the worlds of Destiny 2 in search of treasure. Benedict-44 will have different objectives for you to complete during the hunt, leading to powerful rewards on your journey to 750 power.

As we progress through the season, more content will come to light. Quests will be uncovered, leading to Exotic gear. The Tribute Hall and Moments of Triumph become available to explore and complete. Solstice of Heroes brings a time of celebration, with new rewards and surprises in store.

See you on the hunt.

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  News - Jessica Jones Season 3 Release Date Set For June On Netflix
Posted by: xSicKxBot - 05-29-2019, 12:44 PM - Forum: Lounge - No Replies

Jessica Jones Season 3 Release Date Set For June On Netflix

Jessica Jones is the last of Netflix's Marvel shows, and the final season is nearly here. Following the streaming service's recent tease that Season 3 will be with us next month, we now have a confirmed release date.

Netflix has announced that Jessica Jones Season 3 will hit the service on Friday, June 14. The news comes via a short teaser. The promo doesn't reveal anything about the plot of new season, but it sets a dark mood. The camera moves ominously towards the door of Jessica's Alias detective agency, while a voiceover says that Jessica is "a fraud and a cheater." Check it out above.

Jessica Jones Season 3 stars Krysten Ritter as troubled private detective Jessica, plus Rachael Taylor (as Trish), Eka Darville (as Malcolm Ducasse), and Carrie-Anne Moss (as Jeri Hogarth).

Jessica Jones was the second Marvel Netflix show, following Daredevil, and Season 1 was released in November 2015. Iron Fist, Luke Cage, The Punisher, and The Defenders followed over the next couple of years, but all have now been cancelled. Disney launches its own streaming platform, Disney+, in the Fall and has a host of its own Marvel shows in development for the new service.

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