Sony Cuts PS Now Subscription Price For PS4 Worldwide

PlayStation Now, Sony’s game streaming service for PS4 and PC, is now available at a permanent lower price, the company has announced.

Monthly subscriptions are now available for $10 / £9, which is a considerable reduction from the previous $20 / £13 price point. Quarterly subscriptions, meanwhile, will now cost $25 / £23, having previously been $45 in the US and unavailable elsewhere. Finally, a year’s PS Now membership is now $60 / £50, down from $100 / £85.

The new price points are active right now; existing customers will see the new cost reflected in their upcoming bill. The price cut applies worldwide on the platform’s catch-all subscription–not on individual game rentals.

Sony also revealed a number of new titles being added to the PS Now library. God of War (2018), Infamous: Second Son, Grand Theft Auto V, and Uncharted 4: A Thief’s End are all now available as part of the service’s subscription offering–but they will be removed on January 2, 2020, Sony said.

PlayStation Now launched in 2014, at first allowing PS4 users to stream PS3 games before being expanded to include playable PS4 titles and to allow streaming to PCs. However, rival services have emerged in recent months and years, including the upcoming Google Stadia and Microsoft’s Project xCloud, which enters open beta this month.

Check Out NECA’s Batman/Alien and Green Lantern/Predator Exclusives

October is a lot of things to a lot of people, but for comic and movie fans, it means a celebration of pop culture in New York City by way of New York City Comic Con. This year’s NYCC kicks off Thursday, October 3 and runs through Sunday, October 6.

Toy makers take advantage of these events to introduce new figures and sets, as well as offer exclusive merchandise you either need to be in attendance to buy, or hope to find on an online auction site after the event is closed. Toy maker NECA is offering two different NYCC-exclusives this year: Batman vs. Alien and Green Lantern vs. Predator.

Check out the gallery below to see these NECA NYCC 2019 exclusives:

The Batman and Green Lantern figures are amazing on their own. Batman’s cape is real fabric, with a quality allowing it to move and flow in a way appropriate to the figure’s scale. The included Batarang is extremely pointy and solid, and there’s an extra hand included for Batarang-holding action.

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James Bond 25: No Time To Die Reaches Major Milestone

The 25th James Bond movie, No Time To Die, has seemingly crossed a significant production milestone. Video has emerged of what appears to be a wrap party of sorts for the film where 007 actor Daniel Craig can be seen and heard speaking about his experience on the film.

“I’m really quite drunk. This has been one of the best, most wonderful experiences I’ve ever had. You’ve all done the most amazing job. I could not be more proud to work with every single one of you on this production,” Craig said.

Some people are speculating that this wrap party, which was apparently held in Matera Italy and put on by James Bond series producer Barbara Broccoli, is celebrating the end of location filming/principal photography for No Time To Die.

No Time To Die hits theatres in April 2020.

It is expected that it will be the final James Bond movie starring Daniel Craig in the lead role. As it happens, it’s rumoured that Captain Marvel actress Lashana Lynch is taking over the 007 title from Craig.

No Time To Die picks up with Craig’s James Bond out of active service and living a peaceful life in Jamaica. Obviously, it doesn’t stay this way. “His old friend Felix Leiter (Jeffrey Wright) from the CIA turns up asking for help. The mission to rescue a kidnapped scientist turns out to be far more treacherous than expected, leading Bond onto the trail of a mysterious villain armed with dangerous new technology,” reads a line from the movie’s description.

No Time To Die is directed by Cary Joji Fukunaga, who is best known for the first season of True Detective and the acclaimed drama Beasts of No Nation. Ralph Fiennes, Ben Whishaw, Naomie Harris, and Léa Seydoux all return to the roles of M, Q, Miss MoneyPenny, and Madeleine Swan respectively. The new cast members include Rami Malek in a villainous role, plus Billy Magnussen and Ana de Armas. Check out some on-set footage here.

Fleabag creator and star Phoebe Waller-Bridge was hired to add humour to the No Time To Die script.

Destiny 2 Shadowkeep: All The Known Issues And Important Details At Launch

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October 1 is a big day for Destiny 2. The game’s next big expansion, Shadowkeep, launches on October 1 alongside the new free-to-play version, New Light.

Just ahead of launch, developer Bungie has published a list of important information and known issues to be aware of. The developer shared these in a Twitter thread, and some of them sound quite serious and significant.

For example, Bungie said one of the issues is that for some players who started Destiny 2 “right before” the September 30 maintenance will see their character in the game on October 1 with 0 Power. To resolve this error, players must delete their character, Bungie said.

This is just one of the “top issues” that Bungie is investigating currently. You can see the rest of these issues, along with important information to know below, as written by Bungie.

With Shadowkeep and New Light on the way, there has been some amount of confusion over which version of the game you might want to pick up. You can check out GameSpot’s video above to see a breakdown of what’s included in each version and what’s aimed at new, returning, and veteran players.

Destiny 2 Shadowkeep And New Light Things To Know:

  • Season Passes will be applied to the first set of characters that signs in. If you plan to Cross Save but will use other characters later, it’s recommended to set up Cross Save before logging in.
  • Pre-order and bonus items can be found on Eris Morn after completing the first Moon mission. Forsaken subclasses are only available with a Forsaken or Shadowkeep game license. Pulling Legendary armor from Collections will always give Armor 1.0.
  • Certain achievements/trophies can only be unlocked by owning Forsaken. The Premonition Legendary Pulse Rifle incorrectly states that it’s “Found by exploring the Moon” but the source is actually from the new dungeon, which will become available soon.

Destiny 2 Shadowkeep And New Light Known Issues:

  • Players have to wait a week if the “Firewall” quest step is dismantled after completing Eris’ weekly bounty. If the “Luna’s Calling” weekly quest is deleted before collecting rewards, and the bounty is reclaimed, player have to wait a week.
  • Some players who started Destiny 2 for the first time right before maintenance on 9/30 will be at 0 Power when logging in. To resolve this, players will need to delete that character.
  • The “Show Me What You Got” achievement/trophy can’t be unlocked by veteran players with three characters. Only Crucible daily bounties will count towards the Redrix’s Broadsword quest step, “The Constant.”
  • Strike Playlist completions will count toward certain exotic quests, but Strikes selected on Destinations won’t. The “Enhance!” EDZ quest is no longer available to veteran characters. The Exodus Black Nessus quest can’t be reclaimed if abandoned.
  • Reviewing Crucible Engrams will incorrectly state that Forsaken is required to earn them. Certain warnings will appear for Nightfalls that require players to have certain mods equipped, but won’t account for teammate loadouts.
  • The Scan Patrol Triumph won’t gain progress if scans are completed in the Moon’s Chasm area. Lunafaction Boots incorrectly state that using them in Rifts will automatically reload weapons, but they will actually increase weapon reload speed.

80 Days Review – A Man And His Fogg

To venture around the globe on the whim of a wager is an exciting premise, but it is truly the stories you uncover along the way, rather than the end goal that make 80 Days a delight to play. It’s a narrative adventure where you take the role of Passepartout, the devoted French manservant of one Phileas Fogg–the character who famously circumnavigated the globe in 80 days in the classic Jules Verne novel descriptively titled Around The World in 80 Days. Verne named the character after the real-world adventurer Wiliam Perry Fogg, however, as we come to learn in this reimagining perhaps his servant should have been the one to inherit the famous name.

There is no dallying as you are informed through lines of text that your master has taken on quite the wager and you are to travel the globe. Immediately you are introduced to most of the central mechanics. You’re instructed to pack your bags, giving you a look at the item management system which presents itself in a grid-based format, fitting things into as many suitcases as you can currently afford to carry. Then stretches of paths are presented to you with lines that extend across a globe, though the first one is the brief journey from your starting point in London to the first stop in Paris. It’s in France where you are given your first introduction to story and its branching choices–you can choose to explore or tend to your master, but the main goal is to try to uncover more routes to continue your journey. What makes the game interesting are the adventures and stories you’ll find along the way.

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You quickly discover the great Phileas Fogg, while not necessarily a bad man, is a financier rather than an adventurer. The choices are all yours, and Fogg is more something to manage in the background. Keeping him happy and safe is a metric, and while you might come to care for him, it’s clear very early on that this is your adventure, not his.

In the early game, you are eased into the process of selecting and embarking on routes and taught the benefits of items, such as being able to haggle for an earlier departure time thanks to your dapper dress. The icons are all clear and intuitive and I never felt lost for what to do thanks to this simple introduction, but I did notice that some of the game’s later intricacies were left for me to figure out on my own. It was ultimately rewarding, though did make me wonder about previous missed opportunities.

Despite conveying most of its information in plain text, 80 Days uses its words to paint a vivid picture of a bustling steampunk world where art and fashion mix with wild technologies. Everything is written from the perspective of Passepartout’s diary explaining the events, and sometimes he’ll even make reference to writing those very words. You can choose how the story unfolds or alter his perspective on some things, but his character still holds firm throughout. It’s a delicate mix of maintaining a sense of ownership and agency while not working with a blank slate, and the game ultimately balances the two sides well. The further and more broadly you travel, the more you can learn about this world, the politics, the wars, the technology, and perhaps most importantly, the people through his memoirs.

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The one downside to the stylish yet simplistic presentation was that finding my place on the in-game map was sometimes quite tricky. When you are looking to travel, you are presented with your location on a globe and every path you’ve unlocked from that point. However, it was easy to get turned around or not be sure which direction I needed to head next. This was in part because the seas and the lands are a similar color, and in less familiar parts of the world, I wouldn’t be sure what I was looking at until I zoomed out and got my bearings. Locations tended to bleed together, and it’s difficult to get a real hold of where you are in the world if you’re not familiar with the names of the particular cities you happen to be visiting.

It also took away slightly from the brilliance of the different cities, as many felt like a completely unknown quantity until entered and then were easily forgotten in the blur of travel. The game’s most memorable cities, however, feel like lovingly crafted interpretations with a mix of true-to-life inspiration and often fantastical elements. I often found myself eager to move on to new places I was familiar with in the real world just to discover what kind of take this universe had on them. I experienced the wonders of the vibrant and technologically advanced Haiti, the secret self-dependent city at the North Pole, and ventured into the depths of the walking city of Agra.

The methods of transportation can be equally stunning. Due to the largely text-based nature of 80 Days you only get silhouettes of these conveyances, but these paired with Passepartout’s notes are enough to open the mind to wonder. Sometimes travel was fairly standard, by ship or train. Others I’d find myself riding a giant mechanical elephant powered by some sort of inscribed crystal or the aforementioned city itself. I found myself approaching most things with a sense of awe.

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You can alter the mindset of Passepartout’s character to some extent as well, be it a somewhat stoic Frenchman who looks down at his nose at all other cultures or a man filled with romance and fascination. I chose the latter, and choosing to follow my heart often presented me with more choices to further my journey through additional sojurns, so having an adventurous spirit tended to pay off.

Frequently you are presented with these side adventures in which you can choose to divert your travels to help others or merely have a brief affair during a long airship ride. These aren’t all good for you and your master, but they don’t tend to be too punishing either. Once, I was captured by some sort of bandit tribe, but thankfully the woman in charge seemed to take a liking to Fogg’s gentlemanly charms and set us free. Another time I was on an expedition to the North Pole where we were met with sabotage. For days we were stuck in the blistering snow as I tried to keep my master alive. The music, usually cheerfully adventurous, if repetitive, turned off to make way for the bleak sound of whirling icy winds. It seemed we would die there. Thankfully, in my suitcase was a bottle of gin which helped get us a few extra days of life before we were rescued and managed to complete our travels. In retrospect however, I’m not convinced that we would have plain died without it–just opened up another path that ensured our miraculous survival.

Thanks to the lack of true danger, you’re encouraged to explore these side missions at every opportunity. That feeling of safety meant I was happier to take risks and less worried when risks decided to take me. It evokes that sense of adventure that comes with a film where you’re fairly sure all the characters will be fine, even if they do incredibly reckless things. It also tended to be during travel where the most interesting stories would occur. You may still need to seek some of them out, as there’s always the choice to merely stay in your room while traveling by mass transit (though you can still potentially be abducted by bandits or affected by serious accidents) but the multiple days of journeying also allow for longer, more intricate branching trails. There’s no chance of wasting time while you wait for your vehicle to reach the next city, so tackling these side stories while traveling alleviates the tough choice of diverting to explore versus trying to hit your 80-day mark back to London.

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Thankfully, though, even that doesn’t matter too much. In my first few playthroughs I felt pressured to try to return in good time and easily made it back at around the 60-day mark. Thanks to the wonders of the strange transportation in 80 Days, there isn’t much challenge in achieving this primary goal though racing against the slow-moving clock isn’t what I found most enjoyable anyway–it was the stories and little goals I’d set myself to uncover new adventures. I’ll never forget my one night of magic with the enchanting emerald-eyed former slave, Octave, where amidst the romance I learned about his decision to return to his father who was also his former slaver, to work once again for the family that indentured him. Nor the days I spent in transport trying to keep two atrociously flirtatious women from corrupting my master in their competition for his affections to often slapstick comedic effect.

80 Days can also be relatively short, depending on how you play. I found most playthroughs to be around three hours; however, it’s alluring to replay and take different paths, discover new cities or modes of travel, so it’s almost best to think of 80 Days as a run-based game.

What is certain is that no matter your objective or playtime, you’ll have an adventure worth writing home about. It’s the stories you’ uncover that makes 80 Days a joy to play. There’s a constant sense of wonder in visiting these glorious cities and meeting interesting characters, and I’m eager to jump back in and see what kind of trouble I can get Passepartout into. Phileas Fogg is just going to have to damn well like it.

These 8 Games Will Be Celebrated And Archived At Australian Exhibit

Like the Smithsonian in America, a well-known Australian preservation group has announced it will begin collecting video games for “archival preservation.”

The National Film and Sound Archive of Australia is collecting games released between 1982 and 2019 to be displayed in Canberra at an exhibit called Game Masters: The Exhibition.

The exhibit honors Australian-made games, and these include the following eight games in the initial wave of inductees:

  1. The Hobbit (Beam Software, 1982)
  2. Halloween Harry (Interactive Binary Illusions / Sub Zero Software, 1985/1993)
  3. Shadowrun (Beam Software, 1993)
  4. L.A. Noire (Team Bondi, 2011)
  5. Submerged (Uppercut Games, 2015)
  6. Hollow Knight (Team Cherry, 2017)
  7. Florence (Mountains, 2018)
  8. Espire 1: VR Operative (Digital Lode, 2019)

The NFSA in Canberra will have these titles on display in the Game Masters exhibit until March 2020. In addition to serving as a venue for people to come see Australian-made games, the NFSA is actually digitally preserving the games, which is a big deal for the older games that were not initially released on digital formats.

Attendees can also see storyboards, artwork, soundtracks, and marketing materials for the games on display. The NFSA said it aims to “paint a complete picture of the game’s creative process from concept to finished product.”

Outside of the eight games, the Game Masters exhibit features 80 total playable games, along with other elements such as “never-before-seen” concept art, and a display of vintage consoles and collectable items.

“The collection represents the cultural diversity and breadth of experience of all Australians, and it is constantly evolving just like our creative industries,” NFSA CEO Jan Muller said in a statement. “We aim to be the national leader in collecting multimedia and new media content, and it would be impossible to accurately represent modern life without games. It is essential that games be collected alongside other audiovisual media, to ensure their continued preservation and access.”

Muller went on to say that this selection of games is just the “initial” wave, suggesting more may be added to the exhibit over time. The NFSA worked with Australian trade groups the Interactive Games And Entertainment Association and the Game Developers’ Association of Australia on the Game Masters exhibit.

IGEA CEO Ron Curry said, “It’s very exciting to see a national collecting institution acknowledging the increasingly important role of video games in the life of all Australians. Games are a major part of contemporary popular culture; an artistic, storytelling and technological achievement, as well as an industry that contributes hundreds of millions of dollars to the Australian economy. We look forward to working with the NFSA as they start adding games to their vast collection.”

Game Masters is also hosting special events, including Local Heroes of Gaming (November 22) and the Women and Non-Binary Gamers’ Club (November 29). More details on the Game Masters exhibit, including ticket information, can be found on the event’s website.

Halo Infinite: Microsoft Used This Very Cute Dog Named Gyoza To Make Sounds

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343 Industries has released new videos that show how the audio team captured some of sounds in the upcoming Xbox One and PC game Halo Infinite. The videos are fantastic and offer an illuminating look into the way sounds for creatures, weapons, and vehicles are captured.

The star of the show is Gyoza. That’s the little pug that 343 brought into the studio to sniff and scruff and make all kinds of guttural noises. We can only imagine what these noises will be turned into in Halo Infinite. “Meet our favorite pug, Gyoza,” reads a post from 343 on Instagram. The best friend of our studio’s Technical Art Director, his grunts, breaths, and excitement are sure to make for some… interesting sounds in Halo Infinite.”

The videos, which originally date back to August and were reposted on YouTube by AI, also show the team firing all kinds of weapons, including high-power automatic rifles and shotguns. Additionally, we get a peek at some of the stranger sounds made with various torches, buckets, and baking pans.

The Halo Infinite audio team also fired rockets and drove vehicles around test tracks to capture additional audio for the game.

Halo Infinite releases in Holiday 2020 as a launch title for Microsoft’s next-generation console, Scarlett. The game will also be playable on Xbox One.

A beta for Halo Infinite will be held prior to launch through a “flighting” program. In other news, 343 described Halo Infinite’s microtransactions as a “AAA player investment experience,” while Halo Infinite’s creative director left 343 in August.

A Top PlayStation Boss Is Leaving Sony

Ahead of the presumed release of the PlayStation 5 in 2020, one of PlayStation’s top executives, Shawn Layden, has announced he’s leaving the company.

Layden is Sony Interactive Entertainment’s Chairman for Worldwide Studios. He is leaving PlayStation at some point in the future, though a specific date wasn’t shared.

Sony said it wishes Layden “success in his future endeavours,” whatever they may be. “Thanks for everything, Shawn!” PlayStation said.

“It is with great emotion that we announce that Worldwide Studios Chairman Shawn Layden will be departing SIE,” Sony said in a statement on the PlayStation Twitter account. “His visionary leadership will be greatly missed. We wish him success in future endeavors and are deeply grateful for his years of service. Thanks for everything, Shawn!”

Layden started at Sony in 1996, where he worked out of Sony’s Tokyo office as a producer for international software development until January 1999. He was then promoted to vice president of Sony Computer Entertainment Europe, a position he held for eight years and nine months.

In October 2007, Layden became the president of Sony Computer Entertainment Japan. He worked in that role for two years and six months before he moved to the San Francisco Bay Area to become the Chief Operating Officer of PlayStation until March 2014. His latest promotion was to Chairman of SIE Worldwide Studios, a position he held from April 2016 until now. All of this information comes from Layden’s LinkedIn profile.

Sony is expected to launch its next-generation PS5 console in 2020 alongside the release of Microsoft’s own new console, Scarlett.

The PS4 has been a massive success, shipping 100 million consoles by Sony’s latest count.