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  PS4 - Yakuza 6: The Song of Life
Posted by: xSicKxBot - 03-17-2018, 08:07 AM - Forum: New Game Releases - No Replies

Yakuza 6: The Song of Life



In Yakuza 6, Kazuma Kiryu will find out exactly how much people are willing to sacrifice for family -- be those ties through blood or bond -- when he investigates a series of shadowy events that involve the ones he holds closest to his heart. Fresh out of a three-year prison sentence, an older and weathered Kiryu comes to find out that his surrogate daughter, Haruka, has gone missing from the orphanage he looks after. The trail leads him to his old stomping grounds in Kamurocho, where he discovers that she has been struck by a car and now lies in a coma. To make matters worse, Kiryu learns that Haruka now has a son that he must look after. With baby in hand, Kiryu journeys to the seaside town of Onomichi, Hiroshima to unravel the truth about Haruka, her son, and a sinister secret that the Hiroshima yakuza are harbouring.

From the unparalleled realism of the new setting of Onomichi, a beautiful, sleepy port town in Hiroshima Prefecture, to the latest evolution of Kamurocho, the biggest red-light district in Tokyo, Yakuza 6 is the ultimate iteration the game's blend of gritty crime story, hyper-explosive combat, and all the vices and distractions those locales have to offer.

Publisher: Sega

Release Date: Apr 17, 2018

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  XONE - Tesla vs Lovecraft
Posted by: xSicKxBot - 03-16-2018, 07:37 PM - Forum: New Game Releases - No Replies

Tesla vs Lovecraft



Tesla vs Lovecraft is an intense top-down twin stick arena shooter. Play as the enigmatic inventor Nikola Tesla harnessing the static energy to power up Tesla-Mech and give the lovecraftian nightmares a lesson in horror!

Tesla vs Lovecraft is a top-down twin stick shooter with goal based levels. The games highlight features are Quantum Teleportation, which allows the player to warp short distances even through solid objects, and the Tesla-Mech, which provides the player an immense boost to firepower for a limited time.

Genre hallmarks such as a large arsenal of weapons, a multitude of player empowering perks, monster crushing powerups, and secondary weapon abilities are also included.

Publisher: 10tons

Release Date: Mar 16, 2018

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  XONE - Attack on Titan 2
Posted by: xSicKxBot - 03-16-2018, 07:37 PM - Forum: New Game Releases - No Replies

Attack on Titan 2



Based on the anime series and building on the fast-paced action the series is famous for, ATTACK ON TITAN 2 is the sequel to 2016's action game and features new gameplay mechanics. Players once again don the renowned Omni-Directional Manoeuver Gear as they fight and repel the fearsome Titans that threaten humanity, to restore peace within the walls.

Publisher: Koei Tecmo Games

Release Date: Mar 20, 2018

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  News - Now Available on Steam – Attack on Titan 2 – A.O.T.2 – 進撃の巨人2
Posted by: xSicKxBot - 03-16-2018, 07:37 PM - Forum: Lounge - No Replies

Now Available on Steam – Attack on Titan 2 – A.O.T.2 – 進撃の巨人2

Attack on Titan 2 – A.O.T.2 – 進撃の巨人2 is Now Available on Steam!

Abandon all fear. Attack on Titan 2 is the gripping sequel to the action game based on the worldwide hit anime series “Attack on Titan.”

Note: Interfaces and subtitles for English, French, German, Italian, and Spanish will be available on March 20th.

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  News - Diablo’s David Brevik talks going back to his action RPG roots
Posted by: xSicKxBot - 03-16-2018, 07:37 PM - Forum: Lounge - No Replies

Diablo’s David Brevik talks going back to his action RPG roots

“I have had such a superb time creating this project. I can barely sleep. I get up early and can’t wait to put new things into the game. I love making games and that is almost all I do now.”

David Brevik, creator of Diablo and Diablo II, has been away for games for some time due to his work as CEO of Gazillion Entertainment — work that came to an end in 2016 when he left the company.

“After I left being the CEO at Gazillion I knew I wanted to get back to making the games,” Brevik says. “When you are the boss of a company with 100+ people you don’t have time to make games, instead you run a company and can give some feedback on the products. It was important to me to get my hands dirty again and start making a product. That is my passion.”

The developer has returned to his Stygian action-RPG roots with It Lurks Below, a survival game that draws from his past works with Diablo, but also draws from many different elements that allow the developer to head into some uncharted territory for himself. All alone, as well, as Brevik (operating under the name of Graybeard Games) has decided to tackle the entire game solo, putting years of development experience to work in crafting something for himself after years of guiding a company to do it.

“Being the sole developer on a project has been a very unique experience,” says Brevik. “I didn’t really set out to be the sole developer. I thought I would make a small (five-ish) person team to make a game, but in the end, I decided to push my limits and try doing it all.”

Diab-Below


It Lurks Below is Brevik’s new project, drawing from some interesting elements the developer has seen in survival games, games that feature random generation, and horror as well, mixing discovery and a personal touch that makes the game the player’s own. Brevik is mixing and mingling all these influences with his past experience creating games like Diablo.

“I didn’t really set out to be the sole developer…but in the end, I decided to push my limits and try doing it all.”

Players are tasked with creating their own character from several different classes, then setting out to dig their way down to a colossal, sprawling dungeon, battling through its randomly-generated halls using randomly-generated tools, striving to survive and thrive despite the difficult odds. If players wish to live long in this world, they may also wish to make a few return trips to their base to regroup and fashion some helpful things that will help them return to fight refreshed and rearmed.

These survival elements mark new territory for Brevik, and were part of what the developer really wanted in his new project.

“I think the thing that drew me in the most was the play experiences I had while playing other survival games like Don’t Starve, Rim World, and Terraria,” Brevik says. “I really enjoyed trying to create a base, growing food, and in some cases, building a community. When I started thinking about creating a new game, I knew that I wanted to take a lot of my previous experience and add something new and interesting to it, so crossing it with these survival aspects seemed like a fun fit.”

These elements turned out to be a comfortable fit with the developer’s love of the RPG loop he’d used with Diablo.

“After getting the prototype working, I put in some of the new survival mechanics to my well-established RPG loop I’ve used many times and it worked even better than I thought it would,” says Brevik. “I think that breaking up the action with a return to your base and taking the time to farm, harvest, and do other activities is an important respite to the constant exploration and action of the netherworld. It creates a unique balance that has a relaxing, soothing effect on the game.”

Diablo’s horror-inspired mood, with its gloomy world and dungeons filled with frightening monsters, would also be reflected in the developer’s new work.

“The ambient sound is creepy. The monster grunts and calls are scary. It is dark, and you can’t see. These are all done on purpose. I love horror. I watch horror movies, play horror games and I’m most captivated when a game has that unsettling feeling,” says Brevik.

“What makes a game interesting to me is when the monsters are in the dark. When they come out of that dark spot and surprise you.”

“What makes a game interesting to me is when the monsters are in the dark. When they come out of that dark spot and surprise you. When you can’t see what you are up against until it is right upon you. It is important to me to have a horror element because the monsters and your overall task should be scary. This is a terrifying adventure you are on and you are up against demons. It isn’t meant to be a light-hearted romp through grassy fields.”

It’s especially interesting to see how Brevik is building upon the character class system in It Lurks Below, drawing from his wealth of experience within the action-RPG genre. 

“The way the classes work is a bit of a cross between several different games I’ve worked on in the past,” Brevik explains. “First, your skills are items that you can activate or use. I call them ancient items. When you choose a class, you are given one of these ancient items every five levels through level 25 (5 total). Each one of these items has an upgrade feature that allows the skill to become more powerful. You are given points when you level up to increase the rank of these ancient items. This is like Diablo II in that you have points to spend in your skill tree, but in this case, you use the points to upgrade items.” 

Devs should note that Brevik seems to prize flexibility within this class structure, going so far as to design special items which can give players access to skills outside their chosen class. 

“It is a bit like the original Diablo in that these ancient items can be found in the game and can come from any class,” he explains. “This allows you to create a hybrid class using different skills from other classes. But with limited skill points, there are only a few of these items that you can max out, so you need to choose wisely. Because of this strange system, it will be very difficult to refund skill points and it will also be difficult to guarantee a specific build because sometimes you might find a great item for your kit and sometimes you won’t. I may change this system before the game is done, but it is how it works currently.” 

The bottomless appeal of random caverns


Brevik is also building upon the Diablo formula and hoping to create something wholly new with It Lurks Below, through the use of random generation for everything within the game. Players can never know what items or locations they will come across in their journey, creating a new game for the player each time they choose to march through the game’s creepy caves.

“I’ve designed the game so that there are many ways to play; from different classes to a randomly generated world and items to skills that are found,” says Brevik. “This encourages people to play over and over and to keep it fresh, having a randomly generated experience is the best way to go. There are surprises around every corner and it is different each time I play. It creates incredible replayability and new challenges each time you start. If you enjoy the game, it will be incredible value because you can play hundreds of hours.” 

Making this into a compelling experience will always be a challenge, according to the developer, but it’s one he’s been working to overcome (and enjoying doing so along the way). “You can create interesting experiences out of randomly generated levels, but they won’t be as interesting as hand-crafted experiences. However, it is much more entertaining to me to have new experiences each time you play instead of the same experience over and over.” says Brevik.

“I’ve always enjoyed making randomly generated worlds and items and this seemed like a fun new challenge.” he continues. “I had not done much random level generation from the side instead of top-down. I knew that I wanted to create organic cave-like structures and I ended up doing quite a bit of research on how others have achieved that look in the past.”

“Random elements have always been important to me because it creates a unique experience that is mine. It makes the game feel like something that no one else will experience in the same way.”

Making that cave-like structure was only a part of what Brevik wished to do with the game, creating a believable base upon which he could iterate to find a satisfying world. “Once I got the look of the cave-like structure going, it took several iterations to make it play well and after about six months I think I finally achieved it.”

“At first, I just created a tunnel from the surface down to a dungeon below the surface. The dungeon wrapped back and forth and ended with a boss room. In the end, it wasn’t that exciting because there was no sense of discovery,” says Brevik.

“Once I removed the tunnel and made you discover the dungeon by digging down, it became a lot more interesting. That said, there were lots of empty sections and it wasn’t very fun just exploring and digging down. Finally, I put in random themed rooms into the layer between the dungeon and the surface and it really became fun. Putting in interesting rooms to find, explore, and interact with made all the difference.” 

Upon creating a solid feel for his cave system, it took some time before Brevik had that feeling of discovery in place in his dungeons, keeping them from feeling about lines of linear corridors that all fed into a boss room. This would keep the game from feeling predictable in its generation, preserving that sense of always exploring new places and finding new surprises while wandering these places.

This builds upon the randomness of the items to create a whole new experience each time the player wanders through It Lurks Below, which was important for the developer to preserve. It has always been a passion for Brevik, as it conveys a sense of ownership on the adventure. It’s your story in your world using your character, creating a connection between the player and game that linear, specifically-designed games cannot always capture to the same extent.

“Random elements have always been important to me because it creates a unique experience that is mine,” he says. It makes the game feel like something that no one else will experience in the same way. The game becomes personal. This is my experience and no one else will have this same experience.”

“This is the sort of game that I make, and I love doing it”


It Lurks Below offers a chance for Brevik to explore his old development styles as well as some fun new territory, allowing him to get his hands dirty with code again, something he clearly relishes at the moment.

“It does build upon my earlier work in many ways,” acknowledges Brevik. “It is a cross between something new and something familiar. I am still using random item generation, random works, creepy atmosphere, and many other elements. That is because that is what interests me as a game player and as a developer. This is what I love to explore and build my fantasy worlds from.” 

And it’s not all sickly sunshine and wilted roses, to be working alone on this dark dungeon-crawler after being on teams or in control of huge studios. Brevik says it can be lonely work, though his enthusiasm for the project keeps him going.

“At first, I found it incredibly lonely. I was used to making games with a big team. It was strange not to work with other to make something new and wonderful or bounce ideas off each other,” he says. “I still miss that some days, but as the project starts to blossom, I was so genuinely happy and excited that I looked forward to creating every day. I was having too much fun to be lonely.”

Random elements have always been important to me because it creates a unique experience that is mine. It makes the game feel like something that no one else will experience in the same way.

“I think the hardest part was not getting any feedback from people. I’m at home in my office making a game all by myself for a year and it’s hard to tell what you have. Am I crazy? Is this any good? Am I making a huge mistake?”

It can also be difficult to go forward without having another developer or co-worker to bounce ideas off of, something other solo devs may appreciate all too well.

“I think the hardest part was not getting any feedback from people. I’m at home in my office making a game all by myself for a year and it’s hard to tell what you have,” Brevik says. “Am I crazy? Is this any good? Am I making a huge mistake? I’ve always believed in my talent, but you enter periods of self-doubt. You think: ‘People want to play games from someone who makes great games. I don’t make great games. I can’t do this by myself!’ It was such a relief to see the positive initial reaction to the product. It can silence many of those doubts. Well… most of them anyhow.”

While Brevik may endure doubts and loneliness at points, the ability to create a familiar game while also building on it in new ways that change the shape of the games he loves to create, can invigorate and excite Brevik, keeping him going as he prepares to take players into menacing dungeons filled with demonic beasts once more.

“I guess it is similar to being a writer. Most writers stick to a genre or style of book that they write. Some authors write fantasy or romance or mystery, but rarely do they write a wide-variety. They become known for a style of book,” concludes Brevik. 

“For me, I am an action-RPG developer. This is the sort of game that I make, and I love doing it.”

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  Xbox Wire - The Story of I in Switch – Or Die Trying on Xbox One
Posted by: xSicKxBot - 03-16-2018, 07:37 PM - Forum: Xbox Discussion - No Replies

The Story of I in Switch – Or Die Trying on Xbox One

We are Threye Interactive, an indie game studio from India (Threye is pronounced like the number three). We started off by making games of the war gaming genre with lots of explosions and shooting, but when we got an invite from ID@Xbox to bring one of our titles to Xbox One, we decided to go back to the basics – the classic puzzle platformer.

We were looking for a game that revolved around a character who everybody can relate to and thus was born the character of i, a little alphabet who had done something wrong (quite inadvertently) and needed to set things right. That was the theme of our game – a journey of self, from a small little i to a mature capable capital I. What he had done was quite harmless actually — he had become a bit of a snob, focused on me, myself, and I (easy to slip down that slope in today’s selfie-obsessed culture) — and didn’t realize that he had ended up alienating his friends. Now it’s up to you, the player, to win back those lost friends.

Switch - Or Die Trying Screenshot

As I, an adorable little character, you jump and run and use all your platforming abilities to clear level after level, meeting old friends, and rediscovering the friendships, all backed with an exciting and groovy music track (totally made in-house, true indie style). But don’t let the deceptively cute graphics lower your guard! You need to be sharp on those controls or you will die spectacularly as a ball of exploding ink-blobs… and die you will.

The game has a total of 75 levels, set in five distinct worlds which mimic various stages of the evolution of type. Did we forget to mention our game had a lot of alphabets? There is a world of ancient Egypt with hieroglyphics and mummies, another that is full of electric lasers that try and zap you into oblivion. There is even a world of conflict and wars, where again, you’ll die trying, but try you must… because all the levels are full of puzzles that will tickle your brain, stories that will make you chuckle, all with ample re-playability. And one more thing: you will have to use a nifty switch mechanic to negotiate all those hurdles. For example, switching from a small i to a big I… or else… you will die trying.

Switch - Or Die Trying Screenshot

The game has taken us about three years of our life and the development took a life of its own! What was meant to be a game about friendship, testing our own internal relationships. After two false starts of 6 months and 1 year, we finally got the development going on after 1.5 years, with a crucial team member leaving in the middle of development. But just like the game’s character, we never gave up… we kept trying… and finally… we’ve made it.

Switch-Or Die Trying is now live on Microsoft Store thanks to ID@Xbox. Please give it a try. We hope, while enjoying all the classical elements of a puzzle-platformer, you find it to be an equally uplifting journey of I and self. We certainly have enjoyed and evolved during the development of this game. So, grab those controls, and don’t forget to switch… or you will die trying.

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  News - Video: Take A Tour Of The Now Closed Final Fantasy “Memories of You” Museum
Posted by: xSicKxBot - 03-16-2018, 07:37 PM - Forum: Nintendo Discussion - No Replies

Video: Take A Tour Of The Now Closed Final Fantasy “Memories of You” Museum


From 22nd January to 28th February, Square-Enix hosted a special art and multimedia exhibition in Tokyo to commemorate the 30th anniversary of the Final Fantasy game series. It isn’t the only way Square-Enix will celebrate these thirty glorious years, and this event follows the other big role-playing game series developed by the company. Square-Enix held a museum event for Dragon Quest, in 2016. 

Held at the Mori Arts Center in Roppongi, Tokyo, the exhibit was titled, “Memories of You”. Tickets cost 2,500 Yen (approx. $23/€18/£16). It wasn’t a full retrospective per se, but instead focused on the scenes in each of the main numbered Final Fantasy titles where characters part ways. Some examples of this included the ending of Final Fantasy I, where the Warriors of Light return home after defeating Chaos. Later games – with more detailed stories – showed scenes mid-game, such as when Palom and Porom turn themselves to stone to save their friends in Final Fantasy IV. Aerith’s untimely death in Final Fantasy VII received extra special treatment with an entire room dedicated to the scene, designed entirely like the church in the game – complete with a flower garden.


Memories of You was touted as an interactive exhibition. Square-Enix promoted it as having an an “augmented voice guide system.” This system, quote, “times songs from each game’s soundtrack and character voice lines to play through each visitor’s headphones according their location within each exhibit space.” In more simple terms, you are given an iPhone which runs a special app for use in the museum. The headphones provided present spoken word descriptions, or in-game dialogue for each installation, as well as various snippets of in-game music from the Final Fantasy title you were viewing. Moving around the museum space, the location sensors in the installations communicated with the app and change the music and dialogue. The app also gave an elemental crystal that you use to battle and defeat Bahamut. 

It wouldn’t be a fun trip down RPG memory lane without a gift shop and cafe. The gift shop had a variety of figures, clothes, soundtracks and other items, such as plastic transparent playing cards. The cafe had an interesting lineup of food, such as the Elixir drink and Mog ice cream.


Unfortunately, the exhibit is now gone, and there’s no word if it will return in another location, or in another form. Thankfully we were able to capture some of it and present it to you in video form. Take a brief tour and check out the video above.

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  News - Guide: Kirby Star Allies Dream Friends List
Posted by: xSicKxBot - 03-16-2018, 07:37 PM - Forum: Nintendo Discussion - No Replies

Guide: Kirby Star Allies Dream Friends List


Friends are dime a dozen, but Dream Friends are absolutely worth treasuring. What are we talking about? Friends in Kirby Star Allies, of course – what did you think? Dream Friends are extra special friends that you can’t find knocking about in an ordinary level. No, to grab these you have to first unlock them, then go and enlist their support in a nearby Dream Fortress.

At launch, the list of Dream Friends isn’t particularly massive, so this list is pretty short right now. However, if the recent Nintendo Direct is anything to go by, it looks like we’ll get considerably more by the time Nintendo is done with the latest iteration of Kirby.

For now though, here’s how to unlock the three launch Dream Friends, and who they are.


Dream Friends List


Dream Friend Appearance How to Unlock Weapon
Bandana Waddle Dee
Unlocked by default. Throwing Spears
King Dedede
Complete ‘Clash at Castle Dedede’. Hammer
Meta Knight
Complete ‘Sacred Square’. Sword

What did you make of our Kirby Star Allies guide? Did we miss anything? Let us know in the comments section below…

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  Steam - Midweek Madness – TEKKEN 7, 50% Off
Posted by: xSicKxBot - 03-16-2018, 07:37 PM - Forum: PC Discussion - No Replies

Midweek Madness – TEKKEN 7, 50% Off

Save 50% on TEKKEN 7 during this week’s Midweek Madness*!

Powered by Unreal Engine 4, the legendary fighting game franchise fights back with stunning story-driven cinematic battles and intense duels that can be enjoyed with friends and rivals.

*Offer ends Friday at 10AM Pacific Time

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  News - This Week At Bungie –3/15/2018
Posted by: xSicKxBot - 03-16-2018, 07:37 PM - Forum: Lounge - No Replies

This Week At Bungie –3/15/2018

This week at Bungie, we are welcoming back faction leaders to rally your support.

The factions are coming back next week to duke it out again. New Monarchy has lived up to its name, dominating the last three events in a row. Dead Orbit looks to return to glory, and Future War Cult is desperate to get its first win on the board. Next week, all three factions will have their shot. Faction Rallies kicks off at 10 AM PDT on Tuesday, March 20.

Pride isn’t the only thing on the line. New weaponry is now available. Here is what’s been added to the packages reward pool:

Those are not the only new weapons up for grabs. Whichever faction has the most redeemed packages at the end of the event will make their prized weapon available for purchase. Anyone who pledged to the winning faction will pick it up for 1,000 Glimmer. Those who were not loyal can still get it, but it’s going to run them a steep 50,000 Glimmer. Here are the offerings the factions have to entice you to join their cause:

Future War Cult Sniper Rifle

New Monarchy Grenade Launcher

Dead Orbit Sniper Rifle

Their fates are in your hands. Choose wisely. 

Faction Vacation

This will be your last chance at earning the ornaments for Season 2, so if you are missing anything, you’ll want to make sure you grab it before victory week ends on April 3rd. If you are missing any emblems, you will need to pledge to the faction you are missing before March 27. After that, Faction Rallies will be taking some time off while we work to make the event even better. We spoke with the Seasons team about their goals for the upcoming Faction Rallies improvements, planned for Season 3. 

Seasons Team: We have been reviewing player feedback on Faction Rallies and are planning to make some fundamental changes to the event. Here are a few of the overall goals we are trying to achieve: 

  • Pledging to a faction should be a meaningful choice.
  • Rewards should not be time-gated.
  • Faction Rallies should provide a unique gameplay experience and not simply be a reward layer on top of the existing game.
  • The event should grant additional insight into faction lore and goals.
  • It should build upon player interest in Lost Sectors and armor ornament objectives.

I know, you want the juicy details on how we are going to accomplish these goals. As we get further along in development, we will share more with you on how this event will evolve in the future.

What Does “High Score” Mean?

Every week, we plan on showing you the three highest-scoring fireteams from the previous Nightfall. Last week, there were some monster scores on “The Pyramidion.” If you are wondering how these Guardians were posting such astronomical numbers, some of the hardcore players in the community discovered a creative method of juicing their scores in Lost Sectors. We’re looking at a fix in 1.2.0, but until then, we’ll see who can be the most efficient at running up the score with these methods. Game on!

Helpful Companions

There is a team that serves as the watchful Guardians of the #Help forum. You know them as Destiny Player Support. 

This is their report.

Destiny 2 Companion App

Since the Destiny 2 Companion App update became available last week, players have been reporting difficulties in applying shaders, spawn effects, modifications, perks, or Masterworks to gear.

Through investigation, we have found that players who disable notifications on the Companion App are unable to confirm the application of their desired changes. If you are encountering this issue, enable notifications to resolve this issue.

Nightfall Emblem Variants

As of Destiny 2 Update 1.1.3, each strike offers a unique emblem that can be earned when the strike is featured as a Nightfall activity. Additionally, each emblem has multiple emblem variants that may be unlocked when players reach specific Nightfall strike par scores.

We’ve been witnessing some confusion in the #Help forum from players asking why they did not receive an emblem variant on their first Nightfall completion, even when they were meeting a par score. There’s a chance for emblem variants to be awarded to players upon Nightfall activity completion when they meet par score requirements, and it may take multiple Nightfall completions to earn. Additionally, emblem variants can be earned on either Normal or Prestige difficulty, but some par scores may be achievable only on Prestige difficulty.

The Shape of Destiny

The Creations page is where it’s at for community art and videos. Since the beginning of time, we’ve been highlighting our favorite communitycreated videos each week and awarding an emblem to the creators. Make sure you go and vote for your favorites—it helps us identify which ones are already standing out among the community.

Let’s get to the movies.

Movie of the Week: DRUMS!

[embedded content]

Honorable Mention: “Borealis? At this time of year?”

[embedded content]

Honorable Mention: Saved!

[embedded content]

We’ve been monitoring the response and gathering your feedback about all of the Sandbox and Crucible changes we told you about last week. We’ve heard a lot of feedback on in-air accuracy. The Sandbox team let us know that in the upcoming “Go Fast Update,” they are increasing hip fire accuracy and ADS accuracy for Hand Cannons on consoles. They also said they would take another look at in-air accuracy and do some testing after Update 1.1.4 goes live.

Speaking of 1.1.4, we’ll be back next week with some more info on the update you will be playing in less than two weeks! We’ll also show off the new Nightfall Unique Rewards.

We’re planning to update the Roadmap tomorrow, so keep an eye out for that. In the meantime, I’ll be pledging to Future War Cult to try to get them a win. Who’s with me?

<3 Cozmo

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