Halo Infinite Demo Has Been Remade Inside Halo 5, And You Can Play It

The Halo Infinite gameplay reveal sparked the imagination of many players, inspiring guitar covers, video recreations, and a playable version built in Halo 5‘s Forge. When we first reported on that last one, it was still in the works–but it’s already complete.

Ducain23, a level creator who said that he spent “about 30-40 hours” working on this playable Halo Infinite recreation, has made a full recreation of the demo, and you can try it yourself. You can download the level through Halo Waypoint, and Ducain23 has plenty of other builds on his account, too.

The creator shows off his level in the video below, and chats about the process. There are two versions of the map–an “aesthetic” map that you can explore, and a “race” map, where you drive around and do a “lap” of the map.

There’s also a comparison video, showing his Forge map against the demo video.

Ducain23 is also planning to recreate the demo within Far Cry 5‘s level editor, which he says is more flexible.

Following a delay, Halo Infinite will arrive for Xbox Series X, Xbox One, and PC in 2021.

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Halo Infinite Dev Responds To Report About Splitting Up Campaign And Multiplayer

The Halo Infinite rumor mill kicked into high gear recently with a report that claimed to offer some inside information about the development of the game and some of the issues going on behind the scenes. Microsoft released an official statement that denies on element of the report, that production on the Halo TV show has negatively impacted Halo Infinite, and now Halo’s community director has addressed another part of the story.

Writing on Reddit, Halo community director Brian Jarrard responded to the conjecture about how Microsoft considered splitting up Halo Infinite’s campaign and multiplayer elements and releasing them individually.

An initial report from Brad Sams stated that Halo Infinite’s campaign mode would launch in Fall 2020 with multiplayer coming later. Xbox boss Phil Spencer appeared on the Animal Crossing TV show and seemingly lent credence to this rumor, but that isn’t entirely accurate, Jarrard said.

Spencer said in the interview that Microsoft briefly considered splitting up campaign and multiplayer before making the call to move the entire product to 2021.

Regarding Sams’ original reporting and Spencer’s comments more recently, Jarrard said “these are not the same things. At all.”

“Sams’ unsubstantiated ‘report’ in late July was 100% false and no such plan or discussion had ever happened. Campaign was never going to ship without MP, period,” Jarrard said. “More recently, as it became clear that the project needed more time, part of that assessment did entail trying to see if perhaps just MP could launch as planned but was deemed a non-starter. So even if that would’ve been the outcome, it’s the opposite of what was reported in late July.”

Jarrard said he wouldn’t normally choose to comment on rumor and speculation, but he was getting “personally implicated” so he decided to weigh in.

“People can, and will, make up whatever stories they want but I have to draw the line at being personally implicated as being dishonest with the community,” Jarrard said. “I may not always be allowed to say what I want to say (for example I’m probably not allowed to really get into a point by point response to this article), but I will always speak the truth.”

Halo Infinite is now coming to Xbox Series X, Xbox One, and PC at an unspecified date in 2021. The multiplayer portion of the game will be free-to-play, and that could be a very big deal for the future of Halo.

Halo Infinite would have marked the first time since the original Halo in 2001 that a new Halo game launched with Xbox hardware. However, Microsoft chose to delay Halo Infinite to 2021, missing the launch of the Xbox Series X, due in part to complications related to working from home during the pandemic.

Now Playing: What Halo Infinite’s Delay Means For Xbox Series X’s Launch | Generation Next

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Pokemon Battle Academy Is Perfect For New Trading Card Game Players

When Pokemon cards invaded school playgrounds in the late ’90s they were physical, sometimes sparkly manifestations of our favorite characters from the Game Boy and the TV. Even the most common cards like Squirtle or Sandshrew were exciting and valuable; I think we were just happy to carry around 2D Pokemon in our pockets. I didn’t buy a ready-to-play deck at the time because I had games lined up with local players, but because it contained one of my favorite Pokemon (Hitmonchan). It was no coincidence that outside of Japan, Pokemon cards were published by Wizards of the Coast, the creators of one of the world’s most successful trading card games: Magic the Gathering.

The Pokemon Trading Card Game (TCG) may have been massively popular because it was riding the wave of a cultural phenomenon, but it has stood the test of time since, because at its core, it is a solid work of game design, and one that few have rivaled since. That’s why booster packs remain on store shelves today, and that’s why Pokemon cards continue to inspire new generations of young Trainers to a world of games that don’t take place on a screen but in a more tangible manner on the table in front of them. It took me over a decade to realize this, as sometime in my early twenties I picked up a booster pack on a nostalgic whim and discovered a new world of local gaming stores, a friendly tabletop community, and playing card games at a competitive level.

Fortunately for new players, The Pokemon Company is always coming up with new ways to show prospective players the ropes, and the new Battle Academy set looks like the most streamlined version yet. At first glance it appears to be a board game, smartly designed to fit alongside Monopoly and Scrabble at family game night, but inside its cardboard walls is everything needed to teach new players how to be the next Pokemon Trading Card Game master. I’m familiar enough with playing the Pokemon card game that it’s proudly listed as a skill on my LinkedIn resume, so it’s safe to say this box isn’t intended for me. However, I wanted to see how good this set would be for teaching the game to new players, as I’m always trying to rope in more people to play with me.

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New players are encouraged to start out with the Charizard and Pikachu decks, as these come pre-arranged for a guided game scenario, with clear instructions to follow in the included guides. Just like in the video games, a back-and-forth battle begins, with the aim of the game to knock out your opponent’s Pokemon with a series of well-timed attacks and power-ups. The decks include well-known monsters from the very first generation, such as Charmander, Kangaskhan, and Chansey, with a few more recent additions like Salazzle and Zebstrika. The deck guides are really easy to follow, and even for someone who has never played a card game before, it won’t take long to get a feel for how the game works; the cards in these two decks are numbered so you can run through the guided game again if need be. Or if you’re feeling brave, you can take the stabilizers off, shuffle both decks, and devise your own strategies for victory.

I mentioned a third, Mewtwo-flavored deck, but this is very much still a two-player game. The Mewtwo deck comes with an advanced rulebook to expand on the basics that Pikachu and Charizard have taught us. Mastering this third and final rulebook will prepare players for their first visit to their local game store, which can be a surprisingly intimidating experience for newcomers. The decks themselves are about as basic as your standard Theme Decks, the kind released with every new expansion of Pokemon cards. On the plus side, they seem to be relatively well-balanced, with no tricky elemental advantages to give players a hard time, and a variety of Pokemon to make them plenty replayable. That said, these decks are best played against each other, and would need some significant upgrades to reach a competitive level. Seasoned players will be impressed by the inclusion of staple cards like Welder, Pokemon Catcher, Cynthia, and Electropower, but the decks aren’t consistent or strong enough to be considered playable outside of friendly games at home or with friends.

That’s completely fine, though, seeing as the Battle Academy is designed to be the very first step for new players. Or it could quite happily remain a self-contained game experience that gets pulled out at home for a few bouts of Pokemon battles, without the expensive addition of booster packs needed for higher-level play. It’s certainly a smart package to help make the Pokemon Trading Card Game far more approachable, even if it’s purely by a familiar board game presentation. I can honestly say that had I been gifted the Battle Academy when I was first infatuated by Pokemon, it would have been a hell of a head start for my love of tabletop games.

Peaky Blinders: Mastermind Review

Peaky Blinders: Mastermind is like watching a baseball game that only gets exciting in the bottom of the ninth. It’s a puzzle game set against the clock that unfortunately only begins to hit its stride as your time with it time runs out. While introducing some fresh time-bending and puzzle mechanics, it regularly fails to combine them into a satisfying mix. A challenging final couple of chapters ultimately save Mastermind, but never quite elevates it to the excitement of its source material.

Based on the hit BBC crime drama, Peaky Blinders: Mastermind takes place prior to the events of Season 1 as the Shelby family (also known as the Peaky Blinders) attempt to assert their dominance over the Small Heath area of Birmingham. The cast’s likenesses are all fairly spot on and are instantly recognisable to anyone familiar with the show; among them are Cillian Murphy (complete with his signature flat cap) and Helen McCrory, radiating quiet authority. Not that she has a choice, that is – there’s no spoken dialogue in Mastermind, which doesn’t help fully recreate the tone of the series. Of course, I’d take having to read over a poor imitation of the actors any day.

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There’s something slightly off about the conversations had between characters, though. The phrasing doesn’t quite ring true and the tone that the family members take towards each other isn’t entirely recognisable. Exchanges often resemble children’s storybook characters more than they do hardened criminals. The story is definitely not kid-friendly, however, as it revolves around a conspiracy that the Peaky Blinders are at the centre of as a web of violence, deceit, and revenge is uncovered. It’s by no means a riveting tale, but a serviceable one with comic book panel-like cutscenes that glues its puzzle box levels together.

There are 10 missions in total that took me around four or five hours to complete on my first playthrough, most of which take place in the cobblestone streets under the shadows of brick warehouses of industrial 1919 Birmingham. The atmosphere of the show is well reproduced in the environments even if some of the levels fail to stand out from one another due to the re-use of assets. Each of these missions consist of completing a series of objectives within a time limit while controlling one of the six playable members of the gang.

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The scampish Finn can crawl through small gaps and open windows, the burlish Arthur can kick down doors and brawl with enemies, and the cunning Ada who can distract police so others characters can pass by. These abilities offer variety for each character but ultimately all boil down to the same one-press button prompt to interact with items. The objectives can occasionally produce satisfying moments where you manage to successfully sync up the gang’s actions, but at the same time a lot of these can fall flat, especially when certain scenarios are reproduced more than once.

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The main gameplay consists of puzzle solving mixed with some very light stealth mechanics as some anachronistic indie rock soundtracks your steps. The idea is to get each of your protagonists in the right place at the right time to aid each other, whether that be by using a lever to open a door, or by beating up a guard so that characters unable to fight can pass. This is mainly achieved through trial and error, though, rather than actual planning. You’ll largely be moving a character to a point in the level where they can’t progress, then using the rewind mechanic to get another to a point where they can assist the first character — a system that may strike a chord with those who played 2017’s The Sexy Brutale. The issue is that there’s no penalty for rewinding, so if you take a wrong step or get caught in an enemy’s cone of vision it’s no big deal. It’s a bit like playing chess against an opponent who allows you to go back a few turns if you think you made a mistake.

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It can be a little unrewarding, especially in the earlier hours, which feel like an overextended tutorial at times and only offer a couple of minorly head-scratching moments to earn satisfaction from. It’s a shame it takes so long to ramp up, because when all the cogs eventually go into motion Peaky Blinders: Mastermind becomes a completely different experience and one that provides an enjoyable challenge.

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Mission 8 was the turning point for me — that’s where things got a lot more interesting. Up until then you’re only controlling two or three of the characters at once for the vast majority of your time, and mainly in very similar looking locations. You’re regularly given simple puzzles to solve, such as open this door or pull this lever while sidestepping past a dozy guard, which quickly becomes dull and repetitive. A highlight of these earlier levels, though, was when I had to infiltrate a prison using Tommy, Arthur, and John by crawling through sewer networks and intricately evading guards while in the precinct.

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In Mission 8, though, elements of Tommy Shelby’s psychological mindset are brought into play in interesting ways as he is haunted by his experience serving in the First World War. It forces you to play this specific level slightly differently to others and favours the stealth elements over its core puzzle box mentality. The same can’t be said for the final two missions, but they take place on a much grander scale. This is where I found most of my fun with Mastermind.

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The main reason why these two sprawling maps are so good is that they require you to use upwards of 5 members of the gang for the first time, syncing them all up to create chain reactions throughout the city. It was genuinely thrilling trying to move my pieces around the streets in time to cut off my target from walking down an alleyway by moving a horse and cart. What seems a simple proposition at first, becomes an intricate series of events you have to trigger in order to get your desired result.

These puzzles were more challenging and coordinating everyone became much less of a cakewalk than previously, so much that I had to rewind several times and rethink my strategy. Even when eventually completing it I barely scraped a bronze medal time, which had me eager to go back and try again to somehow shave over nearly a minute off to get the gold ranking. This medal system, along with a few customarily littered collectible pocket watches, offers a level of replayability to each mission, albeit a very limited amount.

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Similarly, the final mission requires you to set off around Small Heath and split up your team to get the job done. It cranks up the difficulty slightly without ever becoming obtuse and wraps up the solid, though not surprising story in a satisfying way. These last two levels are what I wanted Peaky Blinders: Mastermind to be for its entirety: a challenging set of puzzle boxes that uses the whole gang set against a backdrop of mystery and intrigue. It’s unfortunate that you only get about an hour or so of that at the very end.

 

Danganronpa 2 Has Brought Its Deadly Trials To iOS And Android

Danganronpa 2 has followed the first game and come to mobile devices. The sequel, which follows on directly from the original (which you’ll definitely want to play first), is now available on iOS and Android phones and tablets. It costs $16, and the controls have been optimized for touch screens.

Whereas the first game was set inside a school, the second takes place on a tropical resort, and goes to some very weird places across its story. The player character, Hajime Hinata, has amnesia, and part of the story involves piecing his memories back together. Some characters from the first game also return.

Without spoiling too much, if you like the first game, this one is perhaps even better–and weirder. As before, it’s split between first-person adventure-style segments and trials, where you try to solve the murders of your fellow students.

For more information, check out GameSpot’s 8/10 review of the PS Vita version. Danganronpa V3 is set to follow with a mobile release at a later date.

Some of the Danganronpa titles will soon be unavailable to purchase on PS Vita and PS4, but hopefully not for long–Spike Chunsoft has recently taken over the series’ publishing rights.

Now Playing: Danganronpa 1-2 Reload – Launch Trailer

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Dragon Ball Z: Kakarot’s Next DLC Will Add The Super Saiyan Blue Form

Dragon Ball Z: Kakarot dipped into Dragon Ball Super and the Super Saiyan God form in its first wave of DLC, and now it looks like the follow-up will bring in Goku and Vegeta’s next form. As expected, A New Power Awakens – Part 2 is going to introduce the Super Saiyan Blue form to the game.

This news comes from the Japanese magazine V-Jump, as picked up on by the Dragon Ball Hype Twitter account. You can see the page scans in the tweet below.

Siliconera has gone over these pages to unpack some of the abilities revealed, which you’ll have access to in this next DLC pack. SSB Vegeta will be able to use the “Ultimate Galick Gun”, an upgraded version of his massive ki blast, as well as “Ultimate Banish,” which sounds like a similar attack. His “God Speed Fist” will let Vegeta round up enemies and attack them all at once.

SSB Goku will be able to use an “Ultimate Big Kamehameha” attack, which is, as you might expect, like the regular Kamehamaha wave but bigger.

Judging from these screenshots, and the arc of the show covered, this DLC is likely to cover the “Resurrection of F” movie and arc, in which Frieza returns from the dead and attacks Earth.

Dragon Ball Z: Kakarot earned a 7/10 in GameSpot’s review. “Zooming around the environments and seeing the world up close is a blast, and it’s great being able to interact with so many fun DBZ characters and see stories that usually get passed over for game adaptations,” wrote reviewer Heidi Kemps. “And even though combat can be a bit lacking, when the big battles happen, they feel suitably epic and engaging.”

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Xbox And PlayStation’s Different Approaches Are Giving Me Analysis Paralysis

A year of dueling console launches is upon us once again, but this one feels different somehow. Far from deciding between competing launch lineups or network infrastructure, this time the choice between Xbox and PlayStation is more philosophical. The two companies, Microsoft and Sony, have presented very different visions for the future of console gaming. And that’s left me uniquely torn between my feelings of an innate responsibility to reward the direction I want to see from the industry, and simply wanting to have access to all the games I care about.

To state what may be obvious, we don’t know the price points for the Xbox Series X or PlayStation 5, but we’re expecting each of them to be roughly $500. Many gamers will have to choose one or the other this year even if they ultimately plan to own every major console eventually. I’ll probably be among those making the choice, especially as America collectively tightens its belt in the midst of a pandemic-sparked recession. That difference between each console’s approach accents the considerations facing those making a choice between them.

Microsoft appears to be consciously blurring the line between generations, with the promise of a vast back-catalog playable on Series X, the rejection of next-gen exclusivity for the near future, and free upgrades to next-gen through its Smart Delivery feature. Many of its games are also available on PC, and sometimes that includes ownership across the two platforms. Meanwhile, it’s leaning harder on services like Game Pass and the included xCloud streaming to make the ecosystem itself an attractive proposition. Even the controllers will work across generations, which is especially welcome news to me as an Elite 2 owner.

PS5 games can only be played with the new DualSense controller, further reinforcing Sony's traditional approach with the upcoming console successor.
PS5 games can only be played with the new DualSense controller, further reinforcing Sony’s traditional approach with the upcoming console successor.

Sony, by contrast, is taking a much more traditional approach. PlayStation 5 games will only be available on PS5. The backward compatible catalog should be available to some extent, but its messaging has been unclear. Although there have been piecemeal efforts, there is no concerted push for cross-generation upgrades. Likewise, PS5 games can only be played with the new DualSense controller, which Sony attributes to its unique functionality.

On the whole, Microsoft appears to be approaching this generation with an eye toward making the console ecosystem more PC-like–sensible for a company that is already heavily invested in the PC landscape. It is less interested in the specific box you use to play its games, and more interested in getting you involved in its suite of services. Sony, meanwhile, is making a clean break. Like each console launch of the past, the PS5 is defining itself as offering a distinct experience. It’s a more recognizable approach for long-time console gamers.

I view Microsoft’s moves as generally more pro-consumer and forward-thinking. The shape of the video game industry is shifting, and we are inevitably moving toward a services-based approach. Microsoft’s services aren’t charity, obviously–it wants us paying $15 per month in perpetuity–but they are well-structured and good value for the money. As someone who has always leaned more toward console gaming, I’m all for adopting some of the PC-like unification and more attractive features like cross-gen compatibility. Sony may very well include these features too, but Microsoft has been pioneering them in a way that exhibits confidence in its message and vision. I would like to reward this forward-thinking approach with my dollars, reinforcing the behaviors that I think are ultimately good for the industry and consumers.

At the same time, due in part to the PlayStation 5 being its own unique box, I also feel compelled in that direction. Sony has already announced a number of platform exclusives, including franchises I love like Spider-Man, Horizon, and Ratchet & Clank. In this way, the Xbox’s consumer-friendly cross-platform approach may perversely push me more toward PS5, because I’ll already have access to Xbox’s offerings either way. With a PS5 and my existing Xbox One, I can be reasonably confident that I’ll have access to the vast majority of console exclusives.

While I shrug my shoulders thinking about Xbox Series X's current launch line-up, Microsoft's pro-consumer approach with services like Xbox Game Pass is something I still finding myself wanting to support.
While I shrug my shoulders thinking about Xbox Series X’s current launch line-up, Microsoft’s pro-consumer approach with services like Xbox Game Pass is something I still finding myself wanting to support.

The gulf between Microsoft and Sony is larger than usual, and it’s making the choice that much harder.

Meanwhile, Microsoft hasn’t made much of a compelling case for being an Xbox Series X early adopter, and I’m not sure that’s its primary focus. Deemphasizing the hard split of a new console launch must mean the company is fully aware that it isn’t pushing people to adopt jump on-board immediately. In many ways, it feels like the relaxed opposite of Microsoft’s aggressive push for the Xbox 360. And with the recent Halo Infinite delay, the console launch is increasingly relying on enhanced versions of existing games to be its system-sellers. That’s a difficult pitch next to something like Spider-Man: Miles Morales even if we rely on the classic model of direct comparisons between launch line-ups.

In any year with two console launches, you’d want to have your priorities sorted before your decision is made. It’s natural to need to justify one over the other, even temporarily. But the conditions and distinctions between these consoles make the choice unique to this generation. I’d like to be a conscious consumer and make the choices that I think best reflect my ideas for where the industry should go. But I’d also like to make the choice that allows me to play the widest array of anticipated games. The gulf between Microsoft and Sony is larger than usual, and it’s making the choice that much harder. I still don’t know what to choose, and it feels like a difficult battle between my heart and my head.

Now Playing: What Halo Infinite’s Delay Means For Xbox Series X’s Launch | Generation Next

Halo Infinite Developer Denies Report That TV Show Has Impacted The Game

Halo Infinite developer 343 Industries has responded to a recent report that claimed the new Showtime TV show based on Halo was negatively impacting development on the game.

A spokesperson for 343 told IGN that the studio has a dedicated “transmedia” team inside the company, led by Kiki Wolfkill, and that this team works independently of the game developers.

“These are two completely independent projects with dedicated teams and leadership that do not impact one another,” the spokesperson said.

The report from Brad Sams said development of the Halo TV show has been a “significant distraction for 343 management.” The report added: “Often times taking their priority instead of focusing on making sure development progress is on the right path to reaching its targeted deadline.”

The last we heard, production on the Halo TV show was shut down due to the virus.

Brad Sams mentioned in his report that a “significant portion” of Halo Infinite is being outsourced to third-party contractor studios. 343 is working with at least two outside studios on Halo Infinite–SkyBox Labs and Sperasoft–and outsourcing in general is common for AAA games. However, a source told the site that the outsourcing work on Halo Infinite is at a higher ratio than normal.

Also in the report, it is claimed that Halo Infinite’s E3 2019 trailer was outsourced to an unnamed studio. It’s also mentioned in the report that the collaborative effort on Halo Infinite from its outsourcing studios has been “challenging,” with “significant disagreements” occurring during development.

Halo Infinite’s original creative director was Tim Longo, but he left the company in August 2019. He was replaced by Mary Olsen, who also subsequently left the studio. In response, 343 released a statement saying there was “no creative dilemma” at the company.

Brad Sams also heard from sources that Halo Infinite’s engineering and marketing teams are on different wavelengths. The engineering team wants more time to get the game in a better place, he said, while marketing efforts have persisted. Even after the Halo Infinite delay to 2021, Microsoft announced a marketing deal with Monster Energy.

In total, Sams reports that Microsoft has spent “hundreds of millions of dollars” on Halo Infinite so far, spread across the investment in new technology in the Slipspace Engine, along with the regular development and marketing costs.

Halo Infinite is now coming at an unspecified date in 2021. The multiplayer portion of the game will be free-to-play, but many questions about that remain.

The delay of Halo Infinite is a big blow for the Xbox Series X, as this would have been the first time since the original Halo in 2001 that a new Halo game launched with Xbox hardware. Microsoft considered releasing a portion of Halo Infinite earlier, but decided against it.

Showtime is owned by GameSpot parent company ViacomCBS.

Now Playing: What Halo Infinite’s Delay Means For Xbox Series X’s Launch | Generation Next

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NHL Rewind 94 Leaked On Ratings Site

The Australian Classification Board has rated a new game called NHL Rewind 94, leading to speculation that EA Sports might be looking to revive the iconic ’90s ice hockey game.

The rating popped up on August 19 and was first spotted by Gematsu. The ratings description carries no useful information about the title, only stating that it originated from Canada, which makes sense because that’s where EA’s NHL games are developed.

If EA is indeed releasing a new version of NHL 94, it wouldn’t be the first time. NHL 14 included an NHL 94 Anniversary mode that gave the game a retro look and feel. NHL 94 is one of the most beloved ice hockey games ever made, so it would be no surprise to see EA revive it again.

Whether or not it would be a standalone game or come bundled with NHL 21 is not known, and it’s always possible that the ratings website contains an error. EA has not officially commented on the existence of NHL Rewind 94, but keep checking back with GameSpot for the latest.

The next mainline NHL game from EA is NHL 21, which launches in October for PS4 and Xbox One. The game will be formally unveiled in August, and with the month coming to an end soon, that means the reveal should happen any day now.

Now Playing: EA Sports Montage | EA Play 2020

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