Fallout 76 Project Lead, Jeff Gardiner, and Design Director, Mark Tucker, join Michael Higham to reveal new details around Fallout 76’s latest update, Steel Reign. They also go into further detail about what Fallout 76: Expeditions will be all about, and why they chose The Pitt as their location.
Author: Trafficblast
You Can Now Eat Your Destiny 2 Memes With A Jotunn-Themed Toaster
First, Destiny 2 players noted that Jotunn, a fusion rifle that looks like Mega Man’s Mega Buster arm cannon, looked a lot like a toaster. It fired powerful Solar blasts that instantly cooked people, so it was a fitting description. Next, Bungie teased the community that if it donated enough during a charity live stream, they would create a real Jotunn toaster. And now, that toaster is, in fact, an item you can have in your own personal home.
As noted in its This Week at Bungie blog post, the Jotunn toaster is now available on Bungie’s web store. It toasts the Destiny 2 tricorn logo into your bread so you can share your fandom via sandwiches, and bears a Black Armory logo on the side, just like Jotunn does in-game. It also sports a plastic sandwich case so you can transport your food along with you through space or wherever.

One notable thing is that while the toaster is themed after Jotunn’s art design, it’s not actually shaped like the notorious in-game toaster, seen below.

Bungie said that’s because a more Jotunn-like design drove up the price of the actual item. Apparently, the most efficient shape for a toaster to be is toaster-shaped.
The birth of this toaster dates back to a June 2020 Bungie livestream for Community Gaming Expo, in which the studio worked to raise money for St. Jude’s Children’s Research Hospital. The stream raised more than $800,000 USD, but as it was happening, Bungie told fans that if the fundraiser managed to hit $777,777.77, (Bungie has an unexplained thing for 7s) they’d consider making the Jotunn toaster. Of course, the number was surpassed, and here we are.
You can preorder the Jotunn toaster now on the Bungie store for $85–which seems pretty reasonable? I have no frame of reference on the cost of toasters. Buying it also gets you an in-game emblem called Burnt Edges, so you can show off your custom toast with an emblem themed on getting that bread. So that’s probably worth the money.
Zelda: Breath Of The Wild 2 Fan Theory Suggests Ganondorf Will be Playable
During the E3 2021 Nintendo Direct presentation, the company released a roughly 90-second trailer for the sequel to The Legend of Zelda: Breath of the Wild, but it was more than enough to inspire all kinds of fan theories. One theory in particular stands out though, from Barrett Courtney of Kinda Funny, who thinks that the more rugged-looking Link in the trailer is in fact Ganondorf.
Courtney theorized that part of the game would be playing the fall of Ganondorf, which begins the cycle of a hero battling a corrupted Ganon that happens in every game. He thinks that the hero from 10,000 years ago that has been teased is Ganondorf and that the character with the corrupted arm in the trailer–whose face is not shown–isn’t Link but in fact Ganondorf.
“This game will be learning about the fall of Ganondorf the man and then saving him from the evil that has been ruling over him for generations. And in doing so, we’ll break the cycle started by Demise,” Courtney wrote.
He went on to say that he also has a theory on what the official title for the game might be, which Nintendo has kept secret because it might give away part of what the game is about. Courtney theorized it might be called “Demise of the Wild” which plays into the corruption caused by Demise and is a call back to Breath of the Wild, which seems very closely related to this game.
- E3 2021: Schedule, Participants, And What To Expect
- Xbox & Bethesda E3 Showcase Announcements: Starfield, Halo Infinite, Diablo 2
- Nintendo Direct E3 2021 Announcements: Breath Of The Wild 2, Metroid Dread, Advance Wars
- + Show More E3 2021 News & Announcements Links (3)
- E3 2021 Games Confirmed So Far
- Ubisoft Forward E3 2021 Announcements: Far Cry 6, Mario + Rabbids 2, Avatar
- Square Enix E3 2021 Stream Announcements: Guardians Of The Galaxy, Final Fantasy Origin, Babylon’s Fall
Do Werewolves Play Basketball In Werewolves Within? | Play For All 2021
Werewolves Within producer and star, Sam Richardson, sits down with Kurt to discuss Ubisoft’s upcoming film, Werewolves Within. Werewolves Within is based on the VR game of the same name, and features a whodunnit comedic mystery… with WEREWOLVES.
GameSpot’s Kurt Indovina sat down and chatted with Werewolves Within’s star and producer Sam Richardson about his dual role in front and behind the screen.
Werewolves Within is the film adaptation of the VR game, produced by Ubisoft’s Film & Television production company. Written by Mishna Wolff, the film was made in part with Ubisoft’s Women’s Film and Television Fellowship program, which offers opportunities to women writers to develop Ubisoft IPs into movies and shows.
Werewolves Within releases to theaters June 25, 2021, with a July 2, 2021 VOD release date.
Lost In Random: How The Dark Fairy Tale Came To Life | Play For All 2021
Lost In Random is the latest game from Zoink Games, a creative and artistically driven studio responsible for Fe, Ghost Giant, Flipping Death, and Stick It To The Man. Lost In Random is an action-adventure in a dark fantasy world, with a hand-crafted, stop motion-like aesthetic.
GameSpot’s Kurt Indovina sat down and chatted with Lost In Random’s game and art director Olov Redmalm and head of development Klaus Lyngeled.
In the above video, Redmalm talks about the creative process in designing the world of Random, and the importance of embracing imaginative and unconventional ideas and forming them within the game’s fantastical world. Klaus, on the other hand, talks Zoinks’ studio philosophy, the importance of art and story, and how it went from working with pixel art to Lost In Random–a big-budget AAA game. Lost In Random is the second Zoink game to be published as an EA Original, the first being Fe.
Lost In Random is expected to release in 2021 for PS4, PS5, Xbox One, Xbox Series X|S, Nintendo Switch, and PC.
Batman: The Long Halloween Reveals Calendar Man As a Key Villain
Calendar Man has been unveiled as one of the key villains in Batman: The Long Halloween, Part 1, the hotly anticipated animated adaptation of the acclaimed miniseries by Jeph Loeb and Tim Sale.
Warner Bros. Entertainment recently released a new clip from the comic-based feature, spotlighting Calendar Man at the forefront of Batman and Police Captain James Gordon’s investigations. The duo visits the in-the-know villain, who is acutely aware of every date of the year, in his appropriately decorated cell at Arkham Asylum as part of their attempts to ascertain the identity of the Holiday Killer.
Based on the 13-issue comics story arc first published in 1996, The Long Halloween chronicles an early period in Batman’s crime-fighting career that sees him on the trail of the Holiday Killer, a serial murderer who claims a new victim on each major holiday. Batman’s mission to catch Holiday also sees him cross paths with supervillains such as Joker, Catwoman, Scarecrow, Calendar Man, and Solomon Grundy.
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The animated adaptation’s all-star voice cast features Jensen Ackles as Batman/Bruce Wayne, together with Billy Burke as James Gordon, David Dastmalchian as Calendar Man, Troy Baker as Joker, the late Naya Rivera as Catwoman/Selina Kyle, Josh Duhamel as Harvey Dent, Titus Welliver as Carmine Falcone, Amy Landecker as Barbara Gordon, Julie Nathanson as Gilda Dent, Jack Quaid as Alberto, Fred Tatasciore as Solomon Grundy, and Alastair Duncan as Alfred, amongst others.
Superman: Man of Tomorrow and Voltron: Legendary Defender veteran Chris Palmer directed Batman: The Long Halloween, Part One from a screenplay by his fellow Man of Tomorrow colleague Tim Sheridan, with producers Jim Krieg and Kimberly S. Moreau. Butch Lukic served as a supervising producer while Michael Uslan and Sam Register acted as executive producers on the feature-length animated movie, which is being distributed by Warner Bros. Home Entertainment on Digital and Blu-ray on June 22, 2021.
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Batman: The Long Halloween was announced last year as a part of a series of four DC Universe films coming in 2021, two of which encompass the two-part Long Halloween. The others were Batman: Soul of the Dragon, released at the start of the year, which we thought delivered “mostly satisfying” results, and Justice Society: World War II, released in April, which we called “an entertaining romp that ranks among DC’s best animated movies.”
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Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.
Tetris Effect: Connected Comes to PlayStation Next Month With Cross-Play
Tetris Effect’s updated edition, Connected is coming to PlayStation next month after launching exclusive for Xbox – and it will feature cross-platform multiplayer.
Tetris Effect launched in 2018 and was exclusive to PlayStation 4. Then in 2020, an upgraded version of the game called Tetris Effect: Connected became an exclusive launch title for the Xbox Series X and S. This enhanced version of the game developed the base experience, bringing improved competitive and cooperative multiplayer to Tetris Effect. If you were holding out for the update’s release on other consoles, we have great news.
On the PlayStation Blog today, it was confirmed that Tetris Effect: Connected is coming to PlayStation, and will launch in late July. Those who already own Tetris Effect on PlayStation will be able to update their version of the game to Tetris Effect: Connected for free. It will also be playable on PlayStation 5 via backwards compatibility.
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Tetris Effect: Connected on PlayStation will feature a number of new multiplayer modes where players can team up to take on boss opponents or compete in Zone Battles, where player’s avatars punch eachother as they clear lines. The game’s multiplayer modes will be cross-platform, meaning you can invite players from other console formats to your online games with a Room ID code. A Spectator Mode will allow users to watch intense Tetris showdowns too.
If you want to get a taste of Tetris Effect: Connected on PlayStation ahead of the update’s full release in late July, those who own Tetris Effect already will be able to download a beta version of the game in late June. The beta will be available starting June 23, 8pm Pacific.
You can check out our review of Tetris Effect here, which we scored an 8.5,, calling it “something you’ve likely never experienced.”
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Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.
OlliOlli World Evolves Roll7’s Skating Games With Story, Exploration, And Gorgeous Visuals
With their tight mechanics and tons of challengingly satisfying gameplay, developer Roll7’s OlliOlli titles have garnered a place in the hearts of skateboarding game fans. OlliOlli World very pointedly doesn’t fix what isn’t broken, and at first blush, it might just kind of feel like “more OlliOlli.” What’s notable about the third game in the series, however, is that it feels like it’s improving on Roll7’s ideas in every way, from art style to course design. In a sense, this may well be OlliOlli’s final form.
We got a chance to play about an hour of OlliOlli World with an early build of the game. Fans of the skating franchise should know that, despite the updated art style, bigger levels, and big Super Mario World-style overworld map, OlliOlli World is still pretty true to the earlier titles. Side-scrolling courses are filled with opportunities to do tons of different tricks as you jump, grind, and ramp through the level. Flicking and rolling combinations on the analog sticks, utilizing patterns similar to fighting games, allows you to do tricks, and building combinations amps up your score. That’s the underlying mechanical loop of the series, and here, OlliOlli’s DNA hasn’t really changed all that much.
What Roll7 has done is improve on that DNA pretty significantly, though. Throughout the first two areas you can access, you’ll play through courses that feel very similar to the OlliOlli levels of the past two games. You skate from one side to the other, landing all the tricks you can to build your score by the end. But everything about each of these levels feels bigger and more involved, from their layouts and included elements, to the broader context of the game.
First, OlliOlli World brings a story to the franchise for the first time. You play a skater trying to distinguish yourself in Radlandia, a paradise for people of your type. You join up with a crew of like-minded skate folk who cheer you on, help you out, and eventually take you on a road trip across the island. Radlandia includes several biomes and a bunch of levels in each one, so it seems like there will be plenty to explore.
The fun thing about the addition of characters and story tidbits between runs is that they add a lot to OlliOlli World’s actual gameplay. On every course, you have records set by the other skaters in your group for you to surpass. Some of them provide you with distinct challenges, similar to the ones available in levels in the earlier OlliOlli games. And other times, you’ll find folks on the courses or in between them who can point you in the directions of new challenges and levels you wouldn’t be able to open otherwise.
Even the levels themselves offer options for exploration. While courses have you skating from left to right (or right to left) on a single track most of the time, you’ll often find places where you can shift up or down onto a new pathway. Sometimes, you’ll need to take these paths to complete certain challenges, but others will lead you to secrets and additional characters to talk with. And once you get the handle of a level, choosing which paths to take and when can allow you to boost up your score pretty significantly.

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OlliOlli has included plenty of challenges and additional objectives throughout the series, but they feel expanded on in OlliOlli World. In past games, you’ve been encouraged to find all of a certain object or hit tricks at certain points, and those kinds of objectives are here as well. There are also more that encourage you to pay attention to the levels and their backgrounds, to avoid characters and animals as they populate a track, and basically, to become a better, more engaged skater. Level design in the portion we played throws in new additions like billboards you can wall-skate into tricks, and half pipes that change your direction, which give you more opportunities to plan routes so you can complete the more varied-feeling challenges OlliOlli World offers.
It’s all basically similar to what fans have seen in past games, but improved. It also feels like Roll7 has made some tweaks to how OlliOlli World plays to make it a bit more approachable for new players. Landing tricks generally feels a bit easier than it has been previously, for example, with the requirement of timing a button press with hitting the ground to nab your points seemingly being removed. But there’s still quite a bit of challenge, it seems, and returning fans will be rewarded for knowing OlliOlli well. Spending the time to build up your stick-flicking skills to pull off tricks, and carefully timing for landing grinds and wall-rides, are still essential. It just feels like OlliOlli is providing a bigger world so you can relax into building up those skills, and giving you more ways to engage with it than just hitting the highest score you can.
And generally, OlliOlli World comes off as a place that’ll reward you for the time you put in there. Its bright, animated art style is a joy to behold, and there’s just enough story to give you a reason to wander around its weird environs and uncover new things off the beaten path. More than anything, though, OlliOlli World just feels good to play, in the same way that past games in the series have. Tricks are easy to pull off but difficult to master, skating is quick and rewarding, and while slams are plentiful, it’s easy to quickly restart a course and feel yourself getting better as you play it.

OlliOlli World feels like it’s full of little tweaks and smart additions to Roll7’s underlying ideas, and with a big world to skate through full of weird people to meet, it seems like skateboarding fans are going to find plenty of places to lay down tricks and explore.
Paul Rudd Is Will Ferrell’s Therapist In First Trailer For The Shrink Next Door
Apple has released the first trailer for the upcoming Will Ferrell/Paul Rudd TV series The Shrink Next Door, showing off the two comedic actors in their latest project.
The Shrink Next Door is based on the real-life story of a man and his therapist and the journey they have together. Ferrell plays Marty, while Rudd portrays Dr. Ike. “When he first meets Dr. Ike, Marty just wants to get better at boundaries. Over 30 years, he’ll learn all about them–and what happens when they get crossed,” reads a line from Apple’s description.
The trailer shows off some of what to expect in what looks to be an emotional, heartfelt story that may also go to some dark places. In one sequence, we see Ferrell’s character using a shovel to burying something or someone in his lawn. Here’s the trailer:
The Shrink Next Door premieres November 12 on Apple TV+. In addition to Ferrell and Rudd, the show features WandaVision breakout star Kathryn Hahn.
Apple TV+ has a lot of exciting content coming up, including Ted Lasso Season 2 in July and then The Morning Show Season 2 in September.
Cyberpunk 2077 1.23 Patch Notes Include A Lot Of Bug Fixes
After announcing that Cyberpunk 2077 will return to the PlayStation Store on June 21, developer CD Projekt Red has updated the game with a series of further improvements.
Update 1.23 for Cyberpunk 2077 is out now across console, PC, and Stadia, and it fixes dozens of bugs across the game. A bug that could cause some Arasaka guards to clip through doors is now fixed, while the patch also fixes a problem that made an Arasaka officer’s body inaccessible, which in turn prevented players from progressing.
The patch notes also mention fixes for Johnny’s spectral appearance in a number of quests, while rocks in the Badlands should now look better. Additionally, instances of clipping for NPC clothing have been addressed with the 1.23 patch.
You can see the complete patch notes below, as written and compiled by CD Projekt Red.
Cyberpunk 2077 is returning to the PlayStation Store on June 21 after a six-month absence dating back to December 2020. Although the game is coming back, Sony still recommends the PS4 Pro and PS5 editions of the game over the PS4 version for the best experience.
Despite its issues, Cyberpunk 2077 is one of the most successful RPGs in the history of video games with nearly 14 million copies sold in three weeks.
Cyberpunk 2077 1.23 Patch Notes
Quests & Open World
Space Oddity
- Fixed an issue where the “Open the package” objective could change location.
Gig: Family Matters
- Fixed an issue where Juliet’s car could disappear on sight after completing the quest.
- Fixed a streaming issue in Juliet’s house.
- Fixed an issue where it wasn’t possible to enter Juliet’s house if the player didn’t meet either of the Attribute requirements.
The Heist
- Fixed an issue where Jackie could go through glass.
- Fixed an issue preventing some guards from attacking the player.
- Fixed an issue where the “Search the Arasaka officer” objective could remain active after fulfilling it.
- Fixed an issue where the mech didn’t spawn in the lobby.
- Fixed an issue where some Arasaka guards could clip through the door.
- Fixed an issue where some guards could spawn on player’s sight.
- Fixed an issue where Arasaka officer’s body could be unaccessible, making the player unable to loot the shard and blocking progression.
The Nomad
- Removed unnecessary button prompts.
The Hunt
- The news segment in the shard from River will now properly play audio.
The Beast in Me
- Fixed an issue where progression could be blocked if the player left Claire after the Santo Domingo race too early.
Queen of the Highway
- Fixed an issue where the Basilisk could clip through some of the trees.
Down on the Street
- Fixed an issue where there were no quest-related dialogue options when talking to Wakako.
Forward to Death
- Smoke and dust will no longer flicker when riding the Basilisk.
Gig: Goodbye, Night City
- Fixed an issue where progression could get blocked after rescuing Bruce if the player called Delamain.
Path of Glory
- Fixed an issue where V could get stuck in the AV if they stood at the landing spot before it arrived.
Gig: No Fixers
- Fixed an issue where it wasn’t possible to open the door to Dakota’s garage at the end of the quest.
- Fixed an issue where Iris could teleport instead of walking.
Gig: Getting Warmer…
- Fixed an issue where fixer’s car could drive straight through the intersection instead of turning right.
- Fixed an issue where the prompt to use the coolant on 8ug8ear could still be selected while plugging her out, which could break the animation.
- Fixed an issue where it wasn’t possible to pick up 8ug8ear.
- Fixed an issue where NPCs could spawn underground, blocking progression.
Gig: Many Ways to Skin a Cat
- Fixed an issue where notifications from Regina regarding this gig could appear during The Heist.
- Fixed an issue where it was possible to connect to the computer after failing the quest by destroying the van, which resulted in player getting stuck.
- Fixed an issue where progression could get stuck on the “Go to the Revere Courier Servies facilities” objective.
Cyberpsycho Sighting: Where the Bodies Hit the Floor
- Fixed an issue where after collecting the information the next objective to send it to Regina wouldn’t appear.
Cyberpsycho Sighting: On Deaf Ears
- Fixed an issue where after collecting the information the next objective to send it to Regina wouldn’t appear.
I Fought the Law
- Fixed an issue where River wouldn’t be present at the meeting spot before entering Red Queen’s Race.
Gameplay
- Fixed an issue where after killing a NPC and stealing their car, their body could get stuck in the car.
- Adam Smasher will no longer receive damage during animations between his attack phases.
- Fixed an issue where dropping a NPC’s body caused too much destruction.
- Cataresist cyberware should now work properly.
Visual
- Fixed Johnny’s spectral appearance in various quests.
- Fixed various issues related to clipping in NPCs’ clothes.
- Fixed appearance of rocks in the Badlands.
The Pickup
- Fixed an issue where one of the Maelstromers was T-posing.
Stability and performance
- Numerous crash fixes in animations, UI, scene, physics and gameplay systems.
- Memory optimizations and memory management improvements in various systems (reducing the number of crashes).
- Various console CPU optimizations.
- Memory and I/O improvement leading to fewer instances of NPCs with identical appearances spawning in the same area, and to improved streaming.
PC-specific
- Fixed an issue where it wasn’t possible to click the upgrade button while playing with 1280×720 resolution.
- Fixed an issue where toggling the Windowed and Fullscreen modes with Alt+Enter made the game appear unresponsive.
- [Steam] Changing language settings to default will now set it to the language of the Steam client.
- A popup message asking to verify integrity of game data will now be displayed when incomplete or corrupted game data is detected.
Xbox-specific
- Fixed an issue where signing out during a scene fade-out could result in the game being partially unresponsive.
- Fixed an issue where the Pause Menu would open again on its own if the Xbox guide and the Pause Menu were closed in quick succession.