Computers are the premier tool of the information age. From word processing and keeping track of email to ordering supplies, provisions, and playing games, they truly are devices with nearly limitless potential. Since the advent of the computer, most of them have been immobile behemoths, but significant advances in technology mean that we can have incredibly powerful, portable computers that can fit in our pockets or bags.
Of all the portable computing tech, Apple’s iPad is one of the most versatile, and the most impressive. Game on the go, stream your favorite shows, and keep on top of your email and social media accounts easily and, with Amazon Prime Day deals, you may be able to save a ton of cash while you do it. What’s more, since it’s part of the Apple ecosystem, it will pair and sync effortlessly with your MacBooks, iPhones, AirPods, and so much more.
If there are any deals on any model of iPad, you’ll see them listed below. If you don’t see anything, don’t lose hope! Tons of deals will be popping up from time to time, so refresh to your heart’s content, as we’ll be adding to this list throughout the sales event.
For more information on Amazon’s massive deals extravaganza, check out all the best Amazon Prime Day 2020 deals, and if you want more of the latest tech, check out the entire list of Electronics Prime Day deals.
If you want to keep it locked in the Mac ecosystem, check out the entire list of Apple Prime Day discounts.
Amazon’s annual deals bonanza is back, though it’s arriving three months later than usual due to COVID-19. Normally held in July, Amazon Prime Day 2020 will instead run through October 13 and 14, and the huge sale is live now on the retailer’s website.
As usual, the sale features thousands upon thousands of deals across all of Amazon’s categories, including not only gaming and tech but also fashion, kitchen, beauty, and more. You’ll also find a ton of discounts on Amazon’s own hardware, such as Echos and Kindles. Prime Day is a great time to stock up on anything you need or want to buy for someone before the holidays, and it’s a good opportunity to snag any gaming gear on your wish list before the next-generation of consoles and new games release next month.
As usual, Amazon’s biggest competitors, including Best Buy, Walmart, and Target, are hosting their own anti-Prime Day sales this week and offering some serious discounts as well. Walmart’s Big Save event went live early and runs through Thursday, while Best Buy and Target‘s sales are only live on Tuesday and Wednesday, overlapping neatly with Prime Day. If you’re looking for deals on not only games but also collectibles and gifts, GameStop’s 1UP sale will be worth browsing. And for gaming laptop deals, check out the Microsoft Store early holiday sale.
Though Nier: Automata is over three years old at this point, its cast of characters live on in a myriad of crossovers with other games. The latest game to feature 2B, 9S, and A2 (or at least their cosmetics) is Phantasy Star Online 2–though it’ll cost you.
While you can get a full suite of cosmetics including outfits, hair, weapons, and accessories for Nier’s androids, each character requires the purchase of a separate $35 pack–though a female version of 9S’s cosmetics are included with the A2 pack. You can get Emil’s head as part of the 9S pack, while the A2 pack also includes a wearable machine lifeform head.
Nier: Automata’s popular characters have made appearances in a number of games outside their own. Most notably, 2B is available in the roster for fighting game Soul Calibur 6, mobile game Final Fantasy Brave Exvius, and the now defunct Monster Hunter Frontier Z. A list compiled on Reddit counts nine games where 2B has made an appearance, with the PSO2 pack making it an even ten.
With Nier: Automata and PSO2 both being published by Square Enix, the collaboration makes sense–though it’s yet to be seen how many fans will pony up over $100 for the full set. PSO2 regularly hosts crossovers with other games, including a recent pack that added Persona items and characters.
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The busy holiday shopping season is nearly upon us–Amazon’s Prime Day begins October 13, with Black Friday coming in November before the holidays. Video games are expected to have a huge holiday at retail, and now NPD analyst Mat Piscatella has released his predictions.
In a blog, Piscatella says he expects total spending on video games in the US to reach $13.4 billion in November and December, rising 24 percent compared to last year and setting a new holiday season record. Console hardware is expected to drive the growth, which makes sense given that the PS5 and Xbox Series X/S consoles are slated for release in November and are expected to be very popular.
Piscatella said the total amount of money spent on video games in the entirety of 2020 might surpass $50 billion, which would be a new all-time high for the US.
In terms of specific predictions for holiday 2020, Piscatella said he believes the PS5 and Xbox Series X/S consoles will be “among the hottest holiday gifting items of 2020.” He said it might be tough to find a console. “Units will be tough to find with continued strong demand into 2021,” Piscatella predicted.
He also predicted that the Nintendo Switch, not the PS5 or Xbox Series X/S consoles, will be the best-selling console of holiday 2020. “The lack of available inventory of new PlayStations and Xbox systems will leave Switch as an appealing available option (although supply may still be difficult to find),” he said.
If you’re looking for a deal on hardware, you probably won’t find one this holiday, Piscatella said. “The surge in hardware demand seen throughout the spring and summer months of 2020 has left inventories for PlayStation 4 and Xbox One consoles lean, leaving little incentive to price promote,” he said.” While some bundling for legacy hardware may exist, particularly around Black Friday, I do not see price promotion being a significant factor in the holiday 2020 market.”
In terms of games, Piscatella said he expects Call of Duty: Black Ops Cold War to be the best-selling game of the holiday season and 2020 overall. If that happens, it would mark the 12th straight year that Call of Duty has been the top-selling game in the US.
Part of the marketing and hype lead-up to any tech launch, now, is a bespoke Twitter hashtag emoji. And now, ahead of its November 10 launch, Xbox Series X has its own.
Microsoft has chosen a Series X over the cuter Series S for its emoji series, and the image will now be attached to several Twitter hashtags. In a Twitter thread, Xbox announced the following hashtags will carry an image of the powerful rectangular console:
#XboxSeriesX
#Xbox
#SeriesX
#PowerYourDreams
#PYD
#JumpIn
Of course, in emoji form, the Series X is a tiny little thing–in real life, it’s quite large.
The Xbox Series X and Series S release worldwide on November 10–less than a month away. Here’s every launch title coming to the new Xbox, and GameSpot’s preorder guide for both Xbox systems.
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If you’re in Japan and searching for a new pair of Joy-Con controllers for your Nintendo Switch, you’re in luck. VGC is reporting that Nintendo has cut the consumer price of their tiny controllers within the country, bringing them down by over 16% after over three and a half years on sale.
Starting November 6, a single Joy-Con will cost 3740 yen (about $36) plus tax, down from 4480 yen (about $43) plus tax. This price cut is being applied across all controller colors, and will be available through Nintendo Japan’s online store as well as at retailers.
While Joy-Con were previously slightly more expensive in Japan than in the US (where a pair costs $80), now they cost a bit less.
Unfortunately, it’s not clear yet whether Nintendo will similarly cut prices in other regions, especially with the Switch selling extremely well. It’s also worth noting that Joy-Cons continue to suffer from “drift” issues, and Nintendo has been facing lawsuits as a result–including one from a child.
It’s worth keeping an eye on Amazon right now if you’re looking for a cheaper Joy-Con set, as last year the company discounted them for Prime Day. We’ll keep you updated on our Nintendo Switch Prime Day hub.
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With Season 2, The Boys proved that it’s one of the best shows on TV–as well as one of the goriest. If you’ve ever wondered what it would really look like when Superman directed his “heat vision” someone’s way, or what would happen to a whale if a pointy speedboat hit it broadside, full tilt–not that that’s a normal thing to wonder about, but still–The Boys is the show for you.
That level of blood and guts doesn’t get cobbled together in an afternoon, particularly when heads are popping like bubble wrap in a crowded congressional hearing. To find out just how much work went into those effects and more, we jumped at the opportunity to chat with The Boys associate producer and VFX supervisor Stephan Fleet.
GameSpot: The comics are so gory and insane, and I’ve read that you’ve basically had to tone it down from the comics. The show is pretty over the top. But I think the comics even more so.
Stephan Fleet: Yeah, I mean, I think from the very beginning, Eric Kripke, and Seth [Rogen] and Evan [Goldberg], at the very, very beginning when I was talking to them, Eric definitely came in with his own take on the comic book where he, I think, found a really clever way to balance honoring the sensibilities and the tone of the comic book, but also bringing in his own sensibilities and tone. And I think from the beginning, he said, like, “We’re not going to go as belligerently insane as the comic book,” just in the sense of the sheer gore and violence and stuff. We have ramped up the gore [in Season 2], I think–we have like a gore dial, you know what I mean? I think one thing that Eric’s very good at doing, and we work on in post a lot and in production, is like, how much or how little gore are we going to see, to sort of give the sensibilities of the comic book and give the comic book fans what they want, but then also pull it back into the world that we’ve created. So you get these pockets of sort of fun gore that we definitely work on a lot in visual effects. But yeah, you know, it’s become its own thing. It really has.
I mean, I would say the gore in this show is maybe toned down only in comparison with the comics. Compared to anything else, it’s pretty intense.
It’s funny man, you say that to me–I’m so desensitized to it because I have to work on this stuff frame by frame, that for me, it’s like, “OK, cool, could we put a little more brain in that head over there? Can we get an eyeball like, falling out of this thing?” For me, it’s just like a Wednesday. But I’ve noticed that when I look at a lot of the social media and stuff about the show, people are like, “Holy s*** it’s so gory.” And I’m like, oh, yeah, I guess it is.
Episode 6, in particular, had had lots of little nods to the comics, with all the supe patients at Sage Grove. Was it fun recreating some of the powers from the books, like the acid vomit guy and “Love Sausage”?
It was a lot of fun. I got to second unit direct a lot of the stuff with the people in their cells. They were so busy filming, we actually had three units going on at the same time. So I was the third unit doing that stuff. And it sort of fell upon me–if you read the script, it had a lot of suggestions for powers for the people in those cells. But Eric and the director, Sarah Boyd, who’s amazing, by the way, sort of turned to me and were like, “Since you’re gonna be the guy making these powers and you’re pretty close to it, you want to pitch us a bunch of powers?” And so I ended up doing a whole spreadsheet of different ideas for powers that I thought would fit our world.
We tend not to go too over the top with the superpowers in the show. We try and downplay it, but at the same time, we have to have them. It’s a really interesting line that we try and ride there. And there were a few that we ended up editing out. We had a person with a sort of toad tongue effect grabbing a fly, and it just felt a little too comical for our world, so we cut that one out. But it was fun to bring back our tiny hero from Season 1. That was one of my pitches–let’s bring back the little guy, put them in the corner, just as a little nod to Season 1.
And then beyond just this stuff on the screens, we had a lot. That was one of my hardest episodes to do actually, in visual effects, just because we had so many unique superpowers, but we have to treat each one like it’s as important as one of our hero superpowers. We don’t spend any less time researching and developing the one guy that blasts the van versus like, Homelander’s eyes. We spend the time–we make sure that everything’s quality and comes from some sort of motivated reasoning or perspective in our own internal logic.
Speaking of high quality, we have to talk about the head popping. The hearing at the end of Episode 7 was one of the craziest things I’ve ever seen on TV.
That was one of the most rewarding sequences for me. The whale [in Episode 3] was very rewarding–I don’t want to skip over the whale. But I will say that it was another situation where it heavily fell upon me to figure out the logistics of how we were going to shoot that day, working with Stephan Schwartz–another Stephan, the director–he did the Believe Festival episode in Season 1. He had a lot of trust in me and vice versa. So we had a good time shooting that sequence. And Dan Stoloff, our [director of photography], is really great. The three of us were tasked with like, how do we do 20-something head pops in this courtroom scene. And I think we had like two days to shoot it or something like that.
So it was a combination of really figuring out what our hero shots were, the first two guys [who explode], and finding techniques to film the rest of the scene. And then our [assistant director Jack Boem] was also really great, because he figured out a way to time all the background extras, like he would go one, and then the jerk to the left, and then two, and then jerk to the right. So it was kind of fun to just watch in real life how it all happened.
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We had a company called Rocket Science VFX that we’ve worked with since Season 1. We have a lot of great companies that work on the show, but they’ve sort of become our “Homelander lasers people in half blood” people. And this season, they became our head popping group–and they did the shot where Homelander lasers the crowd in Episode 5. And it just worked out really well. [Rocket Science] nailed it. I got to sit in spots virtually with Eric at that point, because we had the [coronavirus] on us already. So we’re all virtually spotting this stuff. But you know, you’d hear him laughing, and you always know you’re onto something if you get a good laugh out of Eric in a visual effects spot.
What was the process of actually creating the effects for the head pops like?
It’s a lot of CG, but for the first two, which we call “hero,” that are the most important ones, that we’re going to hold on the most, which were the senator–the chairman–and Vogelbaum, we had prosthetic dummies built without heads, and we covered him in blood and like, bananas mixed with fake blood, that kind of stuff. So you kind of shoot it before and after. And then visual effects does the in-between and marries the two. And they were heavily planned out. I [pre-visualized] everything myself, so I have little cartoons of the shots, I knew where the green screens went–again, we didn’t have much time. So it was like, I show the picture or the video to the director and the DP, and they’d be like, “OK,” and obviously, the DP is going to find a better framing than me and I’m not holding on to that, but a ballpark idea of like, “OK, if the camera’s here, we put a green screen here, we put the guy here.”
So that’s how we did the first two, and those took a while, but then we kind of came up–you know, you do this a while, you learn that you’re going to end up shooting from the hip sooner or later. Nothing’s ever going to go perfectly. And so, as the day went and time started running out, I would just look for opportunities. A great example is the assistant lady. There’s this great shot, it’s one of the last head explosions, where you’re behind the lady tracking her and she’s running with Neuman, and her head explodes and she drops to her knees and falls. And that was literally just, we just had the actor shoot it, and I just kind of looked at the footage to ask for a replay, and made sure that her head was not overlapping into people, and that we had a nice piece of wall so that we could paint it out. So it’s just, with a technical eye, just looking at it saying, “This will work.”
And it did, you know? It was a little risky. It was just literally at a certain point, just shooting footage, and then we just overlaid visual effects on top of it. We had our special effects guys, I mean, a lot of it, frankly, shooting blood cannons on everybody. So we really got people covered in blood. But it’s kind of like rain. In movies, you don’t really see real rain, it doesn’t show up on cameras, you have to get really thick with it. So we ended up adding a lot of that digitally on top of the practical stuff, because it’s just hard to see. Cameras don’t pick it up. But yeah, we had kind of three stages: We shot the whole thing with the crowd, no blood, then some blood, and then a lot of blood on them so that we could cut intercut footage of people covered in blood. It takes a lot of thinking to pull off a scene like that.
The scene is also a triumph of editing. When you go back and watch it in retrospect, after seeing the finale, it’s super clear that Victoria is the one doing it. But it’s subtle enough that you wouldn’t notice it unless you already knew. There’s literally one Reddit topic from like four days ago, where someone’s like, “What if she’s the one doing it? Because it seems like she’s looking at all these people right before they explode.” And all the comments are like, no, that’s stupid.
I have to like bite my tongue every time. Or like that photo, you know, we have that press photo of her looking a little maniacal–she was actually just being silly…it’s gonna have a whole different meaning after [the finale airs].
In the lead-up to the finale, almost no one suspects that it’s her.
I know. It’s great. We did a good job. It’s interesting–the biggest thing we had to figure out was in Episode 8. It’s the glow effect in her eye. One of the things we did, when we originally did that shot, the eyes were glowing the whole time, and then they fade off, and it looked really cool, and it timed out really cool. But when we were looking at it, testing it, we were like, “Wait a second, it’s really going to not work with Episode 7.” Because then that means we’d have to have seen her eyes glowing at some point [during the hearing]. But if we just have them kind of come on and off, you can watch Episode 7, and you can buy that we’re cleverly cutting away at times when her eyes aren’t glowing.
So a lot of thought was put into it. And you know, again, not to give Eric too much credit, but he is the showrunner and an awesome dude and created this little show. He’s really, really involved in editing and visual effects. I really like his approach to how he makes a show in general, because we shoot a lot of coverage, and the way he manipulates the coverage in editorial is like a master’s class. Of course, we have fantastic editors, but it’s really a master’s class in watching someone dial up and down the tension or the logic or the story. I mean, he really gets into it. So it’s fun, I sit in on a lot of that, when it’s visual effects related, and it’s really great to watch how he does it. He was very intentional–he spent a lot of time on that scene in Episode 7, very intentionally putting it together.
To go back to the whale for a second, I thought it was insane that that was at the end of Episode 3, because that’s like a season hero shot and there’s no way they’re going to top that. I was wrong, of course, because we got to Episode 7. Was there anything that was that was too crazy for this season?
Nothing makes me feel crazy anymore on this show, I have to say. I’ve definitely redefined what crazy is…Arv Grewal, our production designer, spent a mammoth amount of time building the practical whale set, and we spent an equally mammoth amount of time with ILM [Industrial Light & Magic] creating the whole shark to whale sequence. It was a lot of fun. I mean, the fun thing about The Deep is, again, a lot of the time we downplay the comic book nature of the visual effects in the show, but with The Deep, because he’s our clown, he’s our jester–right? He’s our court jester in the show, he’s the slapstick component. We’re able to infuse some of that. So I get to go for it and do things that I’d probably refrain from doing with other characters–you know, the gills too, which, they’re mostly CG, like 90% CG–it’s such an absurd thing to do, and really complicated and hard at the same time.
So yeah, the whale sequence, you know, the difference between like the whale sequence and, say, Episode 6, is we had a tip off early on about the whale sequence, so we really braced for it. We braced for the storm, no pun intended–and there’s not a storm so it’s not even really a pun. But we planned for it. I mean, I think ILM executed it to perfection. It went about as smoothly as something like that can go–even filming [The Deep actor Chase Crawford] with that one shot on the blue screen I had to do went really well. It’s a lot of fun. It felt really good. It’s weird how something big like that ends up not being the most difficult thing, and then something left-hooks you that you didn’t think about being a complicated visual effect. Like for example, the acid guy’s face, that was an incredibly difficult shot to pull off, because you’re just holding on a guy’s face getting melted, and it ended up going all CG. It’s just very difficult. You want to get out of it without people going, “Ugh, that’s obviously CG,” you know? That’s the goal, right? But yeah, the whale was a great time, man. I got to be in a helicopter, be a kid, have an adventure.
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Infinity Ward is rolling out a new update for Call of Duty: Modern Warfare that will give PC players another way to decrease the game’s file size, which is important given how massive the game has become.
Production director Paul Haile said on Twitter that the October 13 update for Modern Warfare on PC will allow players to uninstall specific modes to free up space. Players on PC (and console, too) could already uninstall the campaign to free up space, and this goes one step further.
tomorrows update will have mode specific uninstall options for PC MW owners.
Modern Warfare’s PC file size is north of 200 GB, so it’s a welcome feature to be able to uninstall modes that you currently aren’t playing much, but it’s not an ideal situation regardless.
Modern Warfare’s file size is larger than previous Call of Duty games due in part to how the game has “seasons” of new content, which introduce new maps and more. Infinity Ward is trying to find a middle ground between giving players more content to enjoy and keeping the file size reasonable.
In other Call of Duty news, the next open beta for Call of Duty: Black Ops Cold War is coming up this weekend, and it will feature cross-play between PS4, Xbox One, and PC.
Just a year ago, Disney+ was a brand new beast in the streaming space, hitting the ground running with a fabulous first season of The Mandalorian. Now, streaming is becoming a focus for the company and prompting a major reorg in the process.
Disney is restructuring to focus on its direct-to-consumer strategies, and will centralize its various media businesses into a single organization responsible for content distribution, ad sales, and streaming.
“I would not characterize [the reorganization] as a response to Covid,” Disney CEO Bob Chapek said on CNBC’s Closing Bell program. “I would say Covid accelerated the rate at which we made this transition, but the transition was going to happen anyway.”
“We are tilting the scale pretty dramatically [towards streaming],” Chapek also said. He added that the company is looking at its investments, including suspending the yearly shareholder dividend (payout), to increase how much it spends on new content.
″[Consumers] are going to lead us,” Chapek said during the same interview. “Right now they are voting with their pocketbooks and they are voting very heavily towards Disney+. We want to make sure that we are going the way the consumers want us to go.”
Disney has over 100 million subscribers to its various streaming services, and 60-plus million of those are on the hook for Disney+, with others spread across Hulu and ESPN’s offerings.
Chapek also said that the shift could result in layoffs, but “not likely at the same scale” as the layoffs last month that saw 28,000 workers laid off in light of ongoing park shutdowns in California.
“Given the incredible success of Disney+ and our plans to accelerate our direct-to-consumer business, we are strategically positioning our Company to more effectively support our growth strategy and increase shareholder value,” Chapek said in an official statement. “Managing content creation distinct from distribution will allow us to be more effective and nimble in making the content consumers want most, delivered in the way they prefer to consume it.”
Disney shares jumped 5% following the announcement.
Star Citizen‘s single-player campaign, Squadron 42, is not going to launch in 2020. Cloud Imperium Games boss Chris Roberts said in a blog post that the game will be done “when it is done,” and that won’t be in 2020.
“I know everyone would like a definitive date on when Squadron 42 will be done but the best answer I can give you is that it will be done when it is done, and that will not be this year,” he said.
While there is no release date yet, Cloud Imperium has launched a new YouTube series called The Briefing Room that promises to provide updates on Squadron 42’s ongoing development. Additionally, the studio will share more details on how the development is progressing beginning in December with “much more in-depth visual dives into what we’ve done and features and content we can share without spoilers.”
“I want Squadron 42 to be finished and played by all of you, more than anyone,” Roberts said. “I can tell you that the team is in ‘close out’ mode and we are actively looking to burn down our remaining tasks and focus on polishing gameplay. It is going to be a game that is worth the wait, and one that the team and I, and you the community who supported its creation, will be proud of.”
Roberts has very high hopes for Squadron 42, saying he is aiming for it to be the “pinnacle of the single-player story space adventure.”
“Much like Star Citizen, Squadron 42 is how I always dreamed of being immersed in a riveting story where I was the star of my own huge space epic,” Roberts said. “Back when I was building the Wing Commander series, there were always technical limitations, so I had to pick and choose my battles. But with Squadron 42 I can finally immerse you as a player into your own adventure to rival any big budget movie you might see on the big screen, interacting and forming relationships with characters played by some of your favorite actors and navigating battles and set pieces that would make any Star Wars film proud.”
Squadron 42 features a long list of very famous actors, including Gary Oldman, Mark Hamill, John Rhys-Davies, Gillian Anderson, Andy Serkis, Ben Mendelsohn, Liam Cunningham, and Mark Strong.
Roberts went on to say that the protracted nature of Squadron 42’s development is a direct result of the expanded scope and ambition of the project.
“I could have stuck to the original, much simpler game that was proposed in 2012, but with the increase in scope for Star Citizen I felt I needed to build a single-player game to rival Star Citizen’s multiplayer ambition,” he said. “With the amount of love and effort that has been poured into Squadron 42, we aren’t going to release it until it’s fully polished, plays great, and packs an emotional wallop.”
This is noted difference compared to Star Citizen, which has been released in chunks that come out about every three months.
The entire Star Citizen project has raised more than $300 million in funding. There are currently five studios and more than 640 people working on the project around the world.
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