Save $20 On These Fantastic Final Fantasy Games For Nintendo Switch

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Anyone who has a Nintendo Switch knows that it’s oddly tempting to buy games for a second or third time just to be able to play them on the go. With that said, right now you can save $20 each on the Switch versions of Final Fantasy XII: The Zodiac Age and Final Fantasy X/X-2 HD Remaster at Amazon and Walmart.

Normally $50 each, both games are available for $30. If you squirmed at the original prices for these PS2 remasters, the discounted prices bring these stellar RPGs down to a far more reasonable price–especially if you’ve already played them on other platforms.

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Final Fantasy X/X-2 HD Remaster

Final Fantasy X/X-2 HD Remaster has been around the block. The upscaled collection originally landed on PS3 and Vita in 2014. It moved to PS4, then PC, and finally arrived on Switch and Xbox One earlier this year. Final Fantasy X is widely regarded as one of the best turn-based RPGs of the PlayStation 2 era, and Spira is undoubtedly one of the most captivating worlds in franchise history. Final Fantasy X-2 continued the story and is an underrated gem that differs from its predecessor in surprising and cool ways.

Heads up: Final Fantasy X is on the cartridge, but X-2 is a download voucher that takes up roughly 13GB of storage space.

See Final Fantasy X/X-2 at Amazon

See Final Fantasy X/X-2 at Walmart

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Final Fantasy XII: The Zodiac Age

Final Fantasy XII is a significant departure from Final Fantasy X. Featuring a real-time battle system that will be somewhat familiar to those who have played Final Fantasy XV, Final Fantasy XII received rave reviews when it initially launched on PS2 in 2006. It still holds up remarkably well today thanks to an engaging battle system, interesting characters, and some spectacular world-building.

See Final Fantasy XII at Amazon

See Final Fantasy XII at Walmart

For more excellent game deals, be sure to look at Amazon’s current sale. Many awesome PS4, Xbox One, and Switch games are discounted, including 2019 hits such as Gears 5, Resident Evil 2, Control, and Borderlands 3.

Call of Duty League 2020: First Details Announced

Call of Duty League has revealed the first details of its 2020 competition, with 12 teams competing in “home-vs-away 5-versus-5 professional match play”.

Teams from Atlanta, Chicago, Dallas, Florida, London, Minnesota, New York, Paris, Seattle, Toronto and two Los Angeles outfits will each host two ‘Home Series’ events, one each in spring and summer. Each Home Series will feature multiple pro teams taking on best-of-five matches in Call of Duty: Modern Warfare on PS4.

Teams with the best win-loss records will head to postseason championship, featuring double elimination playoffs, with a season champion crowned at the Call of Duty League Championship Weekend event.

Check out what multiplayer has in store for pros and amateurs alike in the modern Warfare multiplayer trailer:

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Outer Wilds: A Seven-Year Struggle

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Microsoft’s CEO Got A Huge Pay Increase, Here’s How Much Money He Makes

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Microsoft CEO Satya Nadella received a big pay increase for the latest fiscal year. The executive was paid $42.9 million–including his salary and stock options–for the latest fiscal year that ended on June 30. That is a big increase (66 percent) from the previous year.

All of this information was posted publicly in Microsoft’s latest annual proxy statement filed with the United States Securities & Exchange Commission and reported on by CNBC.

As CNBC reminds us, Nadella earned $84.3 million during the fiscal year 2014, which was when he took on the role of CEO following Steve Ballmer.

Nadella’s base salary went up by $1 million to $2.5 million for the latest fiscal year, while his stock awards also improved. Explaining the increases to Nadella’s overall pay package, Microsoft said, “Mr. Nadella’s strategic leadership, including his efforts to strengthen trust with customers, drive for a company-wide culture change, and successful entry and expansion into new technologies and markets.”

Microsoft’s proxy statement explains that it determines pay scales for its executive officers in an effort to “attract, motivate, and retain the key executives who drive our success and industry leadership while considering individual and Company performance and alignment with the long-term interests of our shareholders.”

When determining pay rates, Microsoft’s executive compensation committee looks into a number of factors, including third-party compensation surveys and public data from other, similar companies. Additionally, pay is determined by role and responsibility.

Executives can also receive performance-based bonuses, with different business categories weighted differently, seemingly as a method to motivate executives to hit certain milestones. Given that Nadella’s base salary is $2.5 million, he earns most of his money from stock rewards and other bonuses.

Nadella’s increased pay package comes amid booming business for Microsoft. In 2018, the company temporarily overtook Apple to become the highest-valued pubic company on Earth. Microsoft became a trillion-dollar company in April, and the valuation has stayed that high throughout the year.

Xbox hardware sales are slowing down, but things might turn around in the next year as the company is expected to release a next-generation console with Halo Infinite as a launch title in Holiday 2020.

The Lighthouse Ending Explained

Massive SPOILERS ahead for The Lighthouse!

Robert Eggers’ The Lighthouse tells the story of two lighthouse keepers assigned to run and maintain a lighthouse off the coast of Maine. But since this is a Robert Eggers movie, things don’t go quite according to plan. So let’s break down the unsettling ending, all that head-scratching symbolism, and what (we think) it all means, starting with…

Thomas Is Proteus

In an interview with Vox, Eggers revealed that the film is loosely based on a real-life event that took place in the 19th century somewhere in Wales. But where things get really juicy is his mythological inspiration for the film:

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Ghost Recon’s Military Advisor Talks Storytelling in the Tom Clancy Universe

While 2017’s Ghost Recon Wildlands represented a pivot away from the overtly futuristic backdrops of Ghost Recon: Advanced Warfighter and its rapid fire sequel, the newly-released Ghost Recon Breakpoint rolls some of those high-tech shenanigans back into proceedings. Breakpoint explores the ramifications of advanced automated technology growing into a very real and very dangerous threat.

IGN recently spoke to Ghost Recon Breakpoint military advisor and writer Emil Daubon. As a Green Beret with three combat tours – two in Afghanistan – Daubon has lived a good deal of what the Ghost Recon fantasy attempts to represent. Enthusiastic about people diving into the game, Daubon chatted to IGN about storytelling in the Tom Clancy universe, the strengths and limitations of military shooters, and what The Punisher’s Jon Bernthal brought to the table as Breakpoint’s bruising big bad.

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Devs Behind Star Wars: Jedi Fallen Order, Cyberpunk 2077, And Avengers Talk About Crunch

Apex Legends developer Respawn’s new Star Wars game, Jedi Fallen Order, is coming up on its release in November. The time before release can be when developers push extra hard in what is known as a “crunch” period.

The game’s director, Stig Asmussen, has now shared his perspective on the practice of crunch and how the Jedi Fallen Order team worked to try to make sure its developers did not burn out. His comments came not long after top developers at CD Projekt Red (Cyberpunk 2077) and Crystal Dynamics (The Avengers) also spoke out about crunch, and you can see their thoughts further down the page.

Speaking to Eurogamer, Asmussen said Respawn never enforced crunch periods on Jedi Fallen Order–and that’s a change. For some of his past games (Asmussen was the game director for God of War III), he said he was part of teams that were forced to work extra long hours.

“Basically everybody said, ‘You’ve gotta work these hours,” and we realised that wasn’t a fair and sustainable approach [for Fallen Order].”

For Fallen Order, Asmussen said individual developers could decide what hours they wanted to work. “We left it up to the team,” he said. “It’s like, ‘Look, everybody I think carries their own responsibilities and their own tasks, and takes them very seriously, so why treat people like children, and say you have to be here at a certain time?'”

For those who want to work extra hours, “It’s your choice,” Asmussen said. Those who stay late were given “support,” including meals after hours, he added. On top of that, Asmussen said some of the project leads worked extra hours to show their team members that they are acting as a unit.

“We’re not going to tell you there are certain hours we’re going to be crunching at. You can make your own schedule, and the leads made a commitment to put in extra effort and extra hours as well to show that we’re all in it together,” Asmussen said.

“We understand your life outside of work is far more important than what you’re doing in the office, and we try to respect that.” — Asmussen

Even if Respawn did not enforce crunch or have their employees stick to strict schedules, some developers might feel pressured to work beyond what is normal to finish a project and demonstrate their commitment to colleagues and bosses. Eurogamer asked Asmussen if Respawn keeps a close eye on developers to ensure they are working in a healthy and safe manner, and the director responded emphatically.

“Absolutely,” Asmussen replied. “I know there are several times over the course of development where I told people to go home. You get so close to it you lose perspective, and not only that, you risk people burning out. At Respawn it’s a really big deal [that] we understand your life outside of work is far more important than what you’re doing in the office, and we try to respect that.”

Unlike the movie and TV industries, video game industry workers are largely non-unionized. People who work on movie and TV sets can typically only work a set number of hours based on their union contracts, but this kind of setup is considered to be rare in gaming. Over the years, various video game developers have been accused of demanding lengthy crunch periods, and the stories of burnout are prevalent.

Just recently, CD Projekt Red commented on the the vibe at the studio now with Cyberpunk 2077 entering the end of its production period ahead of its April 2020 release date. CD Projekt Red’s John Mamais, who heads up the company’s Krakow office, said everyone is “working really hard right now” to hit the deadline for Cyberpunk 2077. He said the team is excited by the positive reactions at industry events–like PAX Aus most recently–but that in turn creates pressure, and some developers feel like they are in a “vice.”

“You’re in a vice, in a way, which takes its toll on the team.” — CDPR Krakow’s John Mamais on how developers might feel

“I guess the vibe in the office is there’s always a level of excitement there based on results that we get from going to conferences like this [PAX Aus] and seeing people really excited about the game. So that keeps the hype up but it also puts some pressure on, so that’s kind of the vibe,” he said. “You’re in a vice, in a way, which takes its toll on the team but there is … a healthy, extrinsic kind of pressure to make [the team] really excel.”

Mamais added that working at CD Projekt Red is not for everyone–some have come in and found the experience too challenging. CD Projekt Red is trying to put practices in place to “keep the work under control,” Mamais said, though he acknowledged “it’s not always possible to do that.”

“There are a lot of people who come into the industry that are fresh; they don’t really understand what it takes to do it,” he said. “So we get a lot of new guys coming in, and they go, ‘Oh god, this is like too much.’ But then we have other guys come in from Rockstar Games, and they’re like, ‘This is not even crunch!’ We’re doing the best we can to keep the work under control. But sometimes when you’re doing some big-ass game like this, it’s not always possible to do that. It takes really hard work to make it really awesome.”

In October 2014, before the launch of CD Projekt Red’s acclaimed RPG The Witcher 3, the studio was accused of “crunching for over a year” in a bid to overcome development challenges.

Also at PAX Aus, Crystal Dynamics boss Scot Amos told GameSpot that the studio has a “family first” mentality for the ongoing development of The Avengers. “One of the things that I tell my team all the time: If you have a kid’s birthday, then go take care of your kid’s birthday, like what, what are you crazy?” he said.

Amos said he is aware of the “horror stories” about crunch in video games, but for Crystal Dynamics, he wants to have his team work in a “smart, balanced way.”

“We’ve actually changed everything from structures of how we do certain workdays with no meetings, go and get stuff done days which are very focused, ‘Hey, come in, and get your stuff done, we don’t want to interrupt you,’ we’ll provide meals free, whatever it is,” he added.

For more on these stories, check out GameSpot’s extended coverage below.

Obsidian Can Focus On “Next Games” Thanks To Microsoft, Says Senior Dev

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In November 2018, Microsoft announced the acquisition Obsidian Entertainment, the developer behind Fallout: New Vegas and Star Wars: Knights of the Old Republic 2 – The Sith Lords. The studio has since expressed appreciation for Microsoft in the year following the acquisition, stating that being a part of Microsoft has provided an added level of security when it comes to making games.

“On the studio level, for me personally, one of the nice things is that now that we’re a part of Microsoft, we’re focusing more on what the next games are going to be, rather than, ‘How do we pitch the next games?'” Obsidian senior designer Brian Heins said in an interview with Wccftech.

“When we were acquired, Microsoft’s said to us, ‘We’re buying you because we want you to keep making games the way you’ve been doing, not to change you.'” he continued. “And that’s been reassuring a lot of people on the team; we’re not suddenly going to be asked to be a different studio than we have been. We have been given the assurance to keep making these games that our fans like–hopefully on a grander scale and better quality.” It’s a sentiment also expressed by Double Fine boss Tim Schafer, whose studio has also recently been acquired by Microsoft.

Obsidian is currently on track to launch The Outer Worlds on Xbox One, PS4, and PC on October 25 with a Switch release scheduled for later. A sci-fi choice-driven RPG, The Outer Worlds is a spiritual successor to Fallout: New Vegas. There’s an added emphasis to player consequence in The Outer Worlds, though, encouraging you to replay the campaign more than once. Your choices can have far-reaching effects on the overall campaign, so your actions can create very different stories.

If you’re grabbing The Outer Worlds, expect a massive day one patch for the physical versions of the game. On both Xbox One X and PS4 Pro, The Outer Worlds is enhanced to play in 4K.