Destiny 2 Shadowkeep Details Leak Ahead Of Announcement

E3 2019 is nearly upon us, and it’s bringing a huge deluge of game news even before the show has started. Bungie is primed to discuss the next chapter of Destiny 2 on a livestream today ahead of E3, but a lot of the details about what it has coming down the pike have already leaked. The latest is a premature early DLC posting on the Microsoft Store that gives new information about Shadowkeep, Destiny 2’s apparent next expansion.

According to a report from TrueAchievements, Microsoft posted Shadowkeep for preorder ahead of the announcement, including its release date: September 17. The posting also includes a description of the expansion’s story:

“New nightmares have emerged from the shadows of our Moon. Called forth by haunting visions, Eris Morn has returned. Join her to slay these nightmares before they reach out beyond the Moon to cast humanity back into an age of darkness.”

That’s more detailed than, but in keeping with, the description that appeared on Reddit from information allegedly datamined from Destiny 2’s new expansion, Penumbra, which released on Tuesday. It also makes sense with Destiny 2’s current story, which has revolved around the Hive ever since the release of the Forsaken expansion last fall. Eris Morn was a significant character related to the Hive in Destiny 1, but while lots of Destiny 2 lore has mentioned her, so far she’s been absent from that game.

The leak also provides an idea of what players can expect for Destiny 2 Year Three: basically, a similar system to Year Two. This year of Destiny 2 content saw a big expansion in Forsaken, and then three smaller “seasons” of content following it, comprising an annual pass players could purchase. From the sounds of things, you’ll be able to buy Shadowkeep on Xbox One as a Digital Deluxe version, which includes four “season passes.” That sounds like there will be four content seasons following Shadowkeep.

The Digital Deluxe version will also come with exclusive cosmetic items, according to the leak. Here’s the store description:

“Digital Deluxe items include:

  • Four Season Passes, each offering a unique set of exclusive Seasonal activities, artifacts, and rewards
  • Exclusive Eris Morn themed items:
    • Exotic Emote
    • Exotic Ghost Shell
    • Emblem”

According to TrueAchievements, you’ll also be able to pre-order a version of Shadowkeep that includes Destiny 2 and all its Year One content if you don’t already own the game, so you can catch up on what’s already available in Destiny 2 while you wait for Shadowkeep.

We’ll have more coverage of Destiny 2’s next chapter and Shadowkeep when Bungie reveals details later today.

Fortnite – Visit 5 Wind Turbines (Season 9, Week 5)

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Fortnite Season 9, Week 5 Challenge Guide: Wind Turbine Locations

Fortnite carries on changing, week by week, and we’re now into Season 9, Week 5. Many of this week’s challenges are fairly self-explanatory, but there is one that’s a little trickier.

“Visit different wind turbines in a single match,” developer Epic Games asks of us. “But where are the wind turbines’ locations?” I hear you respond. Don’t worry, we’ve got you covered.

You can watch the video above to see the locations of the five wind turbines you need to visit to complete this challenge (hint: they’re all pretty close to Pleasant Park). You just need to land on top of a wind turbine for it to register you as having visited it.

When you’re done, you might want to read the full patch notes for Fortnite’s 9.20 update, which introduces a new throwable named the storm flip. According to Epic, the throwable “explodes on impact and creates a sphere-shaped zone.” This zone brings Fortnite’s evil storm to any safe zone, and makes any storm zone safe. You can therefore use it in a pinch if the storm has caught up with you–or throw it at an enemy to subject them to the storm’s damage-dealing abilities, even when they would normally be safe.

In other Fortnite news, players have recently spotted a giant eyeball encased in ice within the game. The eye can be found underneath Polar Peak. It’s still unclear just what this means for the game, although fans are theorizing it could lead to some kind of community event or even a Godzilla: King of the Monsters tie-in, which certainly wouldn’t be out of the ordinary, as Epic has previously held tie-in events for John Wick and Avengers: Endgame. You can watch some footage of the eyeball here.

To tie in with E3 2019, meanwhile, Microsoft has unveiled a new Fortnite-themed Xbox One console bundle. In addition to the console itself, which sports a stylish royal(e) purple gradient, the bundle includes a matching purple Xbox wireless controller, a copy of Fortnite, a Dark Vertex cosmetic set for the game (comprising a Legendary Outfit, Epic Glider, and Rare Pickaxe), 2000 in-game V-Bucks, and a one-month free trial Xbox Live Gold and Xbox Game Pass (the former of which is required to play Fortnite).

Nintendo Confirms Its Playable E3 2019 Switch Games

With E3 2019 almost in sight, Nintendo has detailed all the Switch games it’s bringing to the show. We already knew about many of them, but there are one or two surprising titles we weren’t aware of.

In a press release, Nintendo confirmed it’s bringing Pokemon Sword and Shield to the E3 show floor. That was to be expected, after the recent Pokemon Nintendo Direct stream, in which we discovered Sword and Shield’s release date, story details, and more.

In addition, the platform holder stated Luigi’s Mansion 3, The Legend of Zelda: Link’s Awakening, and Marvel Ultimate Alliance 3: The Black Order will all be playable on Nintendo Switch. There’s no mention of the upcoming Animal Crossing for Switch, which is yet to be properly revealed, but Nintendo does say “other games” not listed in its press release will be playable at its booth.

Other Switch games we already knew to be attending E3 include Doom Eternal, FIFA 20, and Fortnite. We may well see more revealed during Nintendo’s E3 Direct presentation, though the company’s E3 plans span more than just that press conference.

While Nintendo is playing its cards close to its chest for now, many other publishers and developers have confirmed lots more. For more E3 coverage, be sure to check out the full E3 conference schedule and our running list of every single game confirmed to appear at E3 2019.

PlayStation Boss Rules Out Merger With Xbox

Microsoft and Sony recently made a surprise announcement that they were agreeing to a strategic partnership for gaming and cloud services, specifically using Microsoft’s own Azure infrastructure. Two of the biggest console manufacturers working together was big news, but it doesn’t mean the PlayStation and Xbox brands are joining forces.

In an interview with the Financial Times, PlayStation CEO Jim Ryan ruled out any kind of larger merger afoot.

“There is to my knowledge… no scenario where the PlayStation and Xbox platforms combine,” Ryan said. “The two platforms will remain separate with their own separate identities and brands and fans.”

The deal does, however, give Sony a more robust back-end for its PlayStation Now streaming service thanks to Azure datacenters. It appears that the company is seeing competition coming between Google Stadia and Microsoft’s xCloud and wants to be prepared to match with its own service.

“We are getting more confident with the [PlayStation Now] service and we are really going to start to push it hard this year and the year to follow,” Ryan said. He also suggested that Sony has resolved the technical end of PlayStation Now and can focus its efforts on lining up content.

Shortly after the deal was announced, we learned that PlayStation was largely left out of the negotiations. It was a high-level deal between Microsoft and Sony, rather than between the Xbox and PlayStation divisions at the companiesm . The report even stated that managers had to calm addled nerves from employees who wondered what this meant for their next console, so fans weren’t the only ones wondering about a possible console merger in the works.

Microsoft is likely to further detail its xCloud plans at its E3 2019 press conference. Before then, though, Google is giving a special “Stadia Connect” presentation where it has promised price and launch plans for Google Stadia.

Valve Index Impressions – A Necessary But Incremental Step For PC VR

Valve has been a pioneer in the PC gaming space, known for many things–Half-Life, Portal, Steam, not counting to three–and it’s adding virtual reality to that list with Valve Index. It’s the new VR headset that’s only recently been confirmed after a series of rumors and leaks, and we’ve spent time with Index ahead of its June 28 release date.

While we have the final build of the hardware itself, the software is still in the process of adopting the new features that make Index unique–and we will have a full, comprehensive review of Index around its launch date. But based on our early experiences with Index’s tech, like individual finger tracking, pressure-sensitive gripping, and enhanced visual capabilities, it’s easy to see how Index can push VR gaming forward. However, like all enthusiastic-level platforms, it comes at a significant cost.

A frontal view of the Valve Index VR headset.A frontal view of the Valve Index VR headset.Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

In the full Index package, which goes for $1000 USD, you get the headset with integrated audio, a pair of Index controllers (colloquially known as the Knuckles controllers), two 2.0 base station sensors, and all the necessary wires and mounts for setup. You can still use the original 1.0 base stations if you have them, and opt for the headset alone ($500) or the headset and controller bundle ($750). Index doesn’t differ much when it comes to traditional PC-based VR setups since you still need the proper space to prop up sensors, outlets to power up those sensors, and your PC nearby since you have a cable running from the headset to your PC.

Getting Index to run is simple; it essentially functions like an HTC Vive since the headset interfaces similarly with the Steam VR ecosystem. You’ll go through the same setup process for calibrating height and establishing your boundaries for a room-scale experience; even your in-VR home menu is the same.

Where Index starts to differ is in its display’s capabilities; thanks to the high resolution of 2880×1600 (1440×1600 per eye), it delivers a crisp image that makes a noticeable difference for graphical fidelity. For reference, standard HTC Vive headsets display at 2160×1200. But Index’s advantage isn’t simply in visual clarity–the incorporation of higher refresh rates translates to a buttery smooth viewing experience. Every VR headset thus far has maintained a sufficient 90Hz refresh rate, but Index’s display can go up to 120Hz and 144Hz, raising the cap for maximum framerate. It’s worth noting that setting it to 144Hz caused a seemingly slight, automatic downscale in resolution in our case.

After spending some time in applications built for Index, it’s easy to see how it lays the foundation for innovation in VR, not just in visual fidelity, but also in terms of interaction.

It’s enticing to see a VR platform integrate the advantages that come with faster displays–this could help alleviate nausea that may come from extended sessions. With my longest single session being an hour and a half, I didn’t come away with the same level of disorientation I usually experience after coming out of VR (though refresh rate won’t help with disorientation caused by artificial locomotion). However, your mileage may vary as keeping up with these boosted refresh rates depends on the conditions of your PC.

The minimum and recommended specifications to run VR games with Index haven’t changed from Vive and Rift, but it goes without saying that high-end PC specs are necessary to get the most out of Index. So far, we’ve been using Index on a PC equipped with an Intel Core i7-6700K CPU, an Nvidia RTX 2080 video card, and 16GB of RAM–having played Pavlov VR, Beat Saber, and Arizona Sunshine, our computer is up to the task of maintaining the necessary frame rates to take advantage of a 120Hz refresh rate.

An up-close look at the new Valve Index controllers, formerly known as the Knuckles controllers.An up-close look at the new Valve Index controllers, formerly known as the Knuckles controllers.Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

Another aspect in which Index is breaking new ground is with the inclusion of the “Knuckles” controllers; the Index controllers are capable of tracking individual fingers and recognizing pressure-sensitive grip. What makes this especially intuitive is that the controllers include a strap that lightly squeezes your hand against the controller, allowing you to freely gesture without having to hold on.

During this pre-launch period, however, implementations of the tracking features are limited to a handful of games and tech demos, like Aperture Hand Lab and Moondust. Most games currently recognize the Index controllers as Vive wands–for now, the pressure-sensitive grip is little more than a glorified grip button, and the difference in controller layout can cause confusion. We expect to see more developers account for Index control schemes once it’s publicly available.

Aside from a few accessories and novelty controllers, Vive users have been using the same thick wands, reliant on trackpads for buttons, which certainly feel outdated at this point. Oculus has had the most sensible solution with the Touch controllers, but it’s possible that–with smart implementation–the features of the Index controllers can lead to new mechanics in VR games.

As for the headset itself, Index adopts a similar approach to wearability as both the PlayStation VR and Oculus Rift S, two of the best headsets in this department. The entire headstrap moves as one unit, and adjusting the tightness is relegated to a dial on the back of the strap. The firm, dense face and headstrap pads also make long sessions possible and don’t pinch or put an uneven amount of pressure in any one area. If there’s one minor shortcoming here, it’s that Index feels a bit front-heavy; the entire unit weighs in at 810g, close to the Vive Pro (832g), and quite a bit more than the PSVR (647g) and Rift S (600g).

The essentials in the full $1000 package for Valve Index.

The essentials in the full $1000 package for Valve Index.

The essentials in the full $1000 package for Valve Index.Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

Index’s approach to audio is an interesting one; the headset doesn’t come with on-ear headphones or an audio jack to connect your own device. Instead, Index uses attached speakers that hover over your ears without making contact. These are capable of positional 3D audio, but from a simple audio quality standpoint, they impress–songs in Beat Saber and sound effects in Arizona Sunshine come out loud and clear. Unfortunately, by design, you are limited in terms of sound isolation if you’re either in a loud room or if you want to avoid disturbing others around you.

After spending some time in applications built for Index, it’s easy to see how it lays the foundation for innovation in VR, not just in visual fidelity, but also in terms of interaction. For all that it’s doing to change the VR landscape, the high cost of entry (coupled with the cost of a PC to get the most out of it) and the reliance on wired tech will make Index inherently prohibitive for some. Whether or not Index lives up to its potential will also depend on how developers integrate its more interesting features. We look forward to seeing more games and applications in action when Index launches on June 28.

Persona 5 Royal: New Character Trailer Shows Off Kasumi In Battle, Her Awakening, And A New Palace

A new trailer for Persona 5 Royal has been released from Atlus and it focuses on the new character and party member Kasumi Yoshizawa (see below). In all her style and swagger, it highlighted some of her social events with the main protagonist and pivotal moments in the story. We also got another look at her in battle, this time using her persona and finishing a fight with an all-out attack.

Kasumi appears to have a friendly, playful friendship with Joker as seen in her time spent with him at the batting cages, being silly with him at a shop during the school’s Hawaii trip, and eating at the diner in Shibuya. What’s even more striking is that we get a glimpse of her persona awakening–the first time a persona-user realizes they posses the power in a fit of rage in the Metaverse. During this moment, the only party members present are Joker and Morgana. She then pulls off her mask and transitions to her Metaverse outfit with her persona “Cendrillon” by her side. Furthermore, the events seen during Kasumi’s awakening and battle appear to take place in a new area of the Metaverse, perhaps a new palace.

In combat, it appears that Kasumi and Cendrillon cast a powerful fire-type spell–it leads into an all-out attack in which you can see her dancing around with a ribbon-wand just before her super-stylish battle-finishing title card artwork pops up. It’s all thematically fitting with Kasumi’s background as a rhythmic gymnast, which is also represented by her outfit and persona–Cendrillon is a four-part fairy tale opera and also an alternate spelling of Cinderella.

Since this is a Japanese trailer, many elements have been translated, to which we credit Twitter user @MysticDistance. Additional details, such as the conversation that takes place for the Hawaii trip and a previous screenshot in which Kasumi introduces herself early in the school year have also been sussed out by Mystic.

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Persona 5 Royal launches exclusively for PlayStation 4 in Japan on October 31, 2019 while the West will have to wait until sometime in 2020. For more on the game, check out our in-depth breakdown of the full Persona 5 Royal trailer that was revealed earlier this year.

Uncharted 2, Uncharted 3, and The Last Of Us Multiplayer Servers Going Offline Forever

The online multiplayer servers for Naughty Dog’s PlayStation 3 games are going offline forever. The developer has announced that the servers for Uncharted 2, Uncharted 3, The Last of Us, and The Last of Us: Left Behind will go offline on Tuesday, September 3, at 5 PM PT.

“It’s bittersweet to say the least. Uncharted and The Last of Us multiplayer on the PS3 are defining entries in Naughty Dog’s history and we’ve been honored to support the passionate communities that have grown around them for almost a decade. We have so many fond memories from playing alongside you throughout the years,” Naughty Dog’s Scott Lowe said in a blog post.

To celebrate the games and to give them a send-off, Naughty Dog is offering all DLC for each game completely free now until the servers go down in September. You can find the DLC in each game’s respective multiplayer DLC bundle.

“Thank you to everyone who has played Uncharted and The Last of Us multiplayer on PS3 and for all of your incredible enthusiasm, feedback, and support,” Lowe said.

It is not uncommon for developers/publishers to end support for multiplayer servers for older games as they focus instead on newer, more populated titles. In the case of Uncharted 2, the oldest of the titles going offline, was released 10 years ago in 2009. In all cases, the single-player campaign modes for each title will remain playable.

Naughty Dog’s next game is The Last of Us: Part II, which is on the way but still doesn’t have a release date. Sony is not attending E3 2019 this month so fans will have to wait a bit longer to learn more about the game.

N64 Clone Console Coming, See First Video Here

Nintendo may or may not ever release an official N64 Classic, but peripherals company Hyperkin is moving forward with its own emulation-based clone console inspired by Nintendo’s classic system.

The Retron Ult Premium Retro Gaming Console for N64, as it’s officially known, plays original N64 cartridges, and it outputs at 720p. Included in the box is one “Admiral” controller (with three prongs just like Nintendo’s official one), a three-foot HDMI cable, and a six-foot USB C cable. Both 4:3 and 16:9 aspect ratios are supported.

No Caption Provided

Hyperkin is bringing the system to E3 2019 this month, and ahead of that, some footage of the console emerged online. In the video from Hyperkin product manager Andrew Steel, you can see classics like Mario Kart 64, Super Mario 64, Super Smash Bros., and GoldenEye running on the system. The video also provides a general overview of what the system looks like and how it operates.

In a LinkedIn post, Steel said, “I’m really excited to offer you a sneak peek at this new prototype. It’s still in early development, but it’s solid enough to be eye-catching and perhaps a piece of the craziest news at this year’s E3. While I can’t give you any details at the moment, I hope you enjoy the video, and are just as excited as I am!”

As he says, the Ultra Retron will be at E3 2019 next week in Los Angeles, so keep checking back with GameSpot for more. There is no word yet on a release date or price for the Ultra Retron.