Forza Horizon 4 Review

Forza Horizon 4 retains almost everything that made Forza Horizon 3 the best racer in its class and bakes it into a game that doesn’t ever want you to stop playing. The stunning visual quality and sound design, the massive array of automobiles, and the extensive and completely customisable career mode that have become hallmarks of the Horizon series are all here. What’s new is just how much more effectively Forza Horizon 4 encourages us to return thanks to its shifting seasons, regularly refreshed challenges, and steady stream of rewards.

Every real-time week the in-game season will change and bring a whole new look to the world, alongside a bunch of season-specific challenges. Every day there are still more new Forzathon challenges to complete, and every hour there is a live, online event to participate in alongside up to 11 other drivers who we work with cooperatively in order to chip away at a shared goal.

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Forza Horizon 4 Review – Vroom, Britannia

Forza Horizon is a series that has always managed to deftly balance accessibility and complexity. It takes the realistic driving mechanics of Forza Motorsport but ditches the intimidating nature of professional racing and ruthless competition. Instead, it uses vibrant locations and positive vibes to amplify and celebrate the joys of driving–the giddiness of speed, the awe of vibrant scenery, and the spectacle of shiny cars. Forza Horizon 4 upholds this tradition. Meaningful changes add interesting gameplay considerations and improve progression flow, on top of its already accommodating difficulty options, a smorgasbord of vehicles, and a beautiful open world overflowing with activities. With Horizon 4, Playground Games continues to excel at making the act of virtual driving exciting, approachable, and entertaining without sacrificing complexity.

Horizon’s fourth open-world locale is a version of Great Britain that amalgamates and condenses iconic regions of England, Scotland, and Wales, offering some fantastic terrain to explore. The rolling hills of the English countryside make cross-country driving more thrilling, the Scottish Highlands offer breathtaking highway routes, and the city of Edinburgh’s windy, hilly streets serve as an interesting location for street races.

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But the biggest change to Horizon is the introduction of seasons. Horizon’s Britain cycles between summer, autumn, winter, and spring–and the weather in each season affects the world in tangible ways. These range from the obvious, like bodies of water freezing over, to the near-imperceptible, like the change in temperature affecting your tires. But seasons truly require you to adapt both your technique and your vehicle, and this variety produces a unique dynamic–the same dirt course you drive in summer will be boggy after an autumn rain, and asphalt roads will get slicker during the winter snow. In the first few hours of Horizon 4, the seasons will change after you’ve completed a number of activities, and this quick cycle reveals how necessary it is to consider and adjust your driving. But once you complete a whole cycle, the implementation of seasons changes: They’ll then be tied to an online server, synchronized for all players, and will rotate every seven days.

Online functionality has a larger emphasis in Horizon 4–when playing solo, the game will discreetly connect you into an online session with up to 72 other players. You can also form a convoy of up to 12 people, as well as compete in ranked or unranked team adventures for seasonal prizes. It’s still easy to focus on playing solo at your own pace, and you can still go offline completely and drive against AI. But Horizon 4’s expanded online functionality does offer worthwhile activities to encourage you to connect with other people. Head-to-head races are more interesting against actual human beings, and the weekly change in weather comes with a selection of limited-time, season-specific races and championships as well as challenge missions.

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Horizon also features recurring “#Forzathon Live” public events, which puts the call out to players in a session to gather together and cooperate to hit a combined score pool in a certain activity. You’ll earn currency to spend in an exclusive Forzathon shop if you’re successful, but these events become tedious quickly, as you’ll be running the same activity–like a single drift zone or danger jump–repeatedly until the group hits the score target.

But the missed opportunity of Forzathon Live events is just a tiny scuff in Horizon’s otherwise comprehensive and inviting gamut of activities. Irrespective of online seasonal events, there are a large number of vehicular disciplines to pursue, the majority of which allow you the great flexibility of shaping a race around your vehicle of choice–though you’ll still need to use your best cars to perform well in things like speed and drift challenges. You’re also now able to create your own custom courses, and the series’ more creative pursuits return with story missions–which feature things like stunt driving and nice homages to other racing games–and the entertaining, if highly choreographed, showcase races against things like planes, trains, and Halo‘s Warthogs.

Progression has changed from Forza Horizon 3–you no longer expand multiple festival sites to uncover activities. Instead, each discipline has its own corresponding progression meter. Participating in a particular kind of activity enough times, win or lose, will eventually level up that discipline, reward you, and unlock more activities of that kind on the map. It’s an exciting and friendly system that stretches you out to the furthest reaches of the world quickly, makes it feel like something new and interesting to do is always nearby, and rewards you no matter what you decide to participate in and how you perform. Even after hours and hours of play, Horizon 4 kept revealing surprises by introducing brand-new styles of activities, keeping the game’s flow feeling fresh.

It always feels like there’s a reward in reach, too. With both individual meters for disciplines and an overall progression meter, you’re often just a couple more races away from earning a level-up prize. The slot machine-style wheelspins also return, now with a variant that lets you pull for three prizes, and thankfully they still remain siloed from any real-world monetary transactions. Horizon 4 has a larger variety of potential rewards, too. The bigger focus on online interactions means driver customization is a big deal, which throws hundreds of unisex clothing options, quick chat phrases, and dance emotes into the pool. This means you might occasionally get a boring prize like a pair of shoes, but the pace of compensation is steady enough to make this negligible and also makes the rare occasion of nabbing a free car all the more satisfying.

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Horizon 4 boasts 100 more vehicles over its predecessor, with a total of 450 in the base game. While Japanese car enthusiasts will definitely notice the absence of Mitsubishi and Toyota vehicles (no more Initial D Sprinter), Volkswagen has held over from Motorsport 7 (bringing classic Beetles, Kombis, and Golfs), as have a few new vehicles like racing trucks. Once again, Horizon features an array of tinkering options for enthusiasts, as well as auto-upgrade options and a number of accommodating driving assists for those who’d rather only think about accelerating and turning.

Regardless of how you drive, vehicles feel weighty, handle believably, and each one now has its own individual perk tree. Earning skill points while performing both reckless and prudent driving maneuvers will allow you to unlock nodes that add buffs to your skill point accumulation, or earn one-off rewards like wheelspins or influence (the game’s experience measure). It’s a great change from Horizons 3’s global skill tree, because it encourages you to stick with a vehicle, get to know it intimately, and have the advantage of a higher rate of reward. Skill points come readily if you’re driving at least somewhat competently, and you’re free to use points you earn on any vehicle, which makes swapping your go-to car less of a blow to your progression if you’ve already banked some extra points.

Horizon’s global perks have been transferred to another new feature, Properties, which replace festival sites as your garage and customization hubs. Finding and buying properties around the map is relatively expensive, but the perks some contain are useful, and properties all act as valuable fast travel points. Fast travel still costs you in-game currency, at least until you find and break all 50 fast-travel boards, but Horizon 4 does make other very welcome improvements in the interest of accessibility and quality of life, including the ability to change cars for free and at any time.

There’s such a diverse range of activities stuffed into every corner of Horizon 4, and meaningful changes contribute to smart driving dynamics and a more consistent sense of achievement. Everything you do in Horizon feels valuable, no matter how big or small–from the basic thrills of speeding a fast car down a gorgeous mountain highway to spending time tinkering with your favorite ride to manage seasonal road conditions to just hanging out with friends and strangers online and goofing off in friendly games. The charm of the Horizon series is as palpable as ever, a winning, all-inclusive recipe that celebrates the joy of driving above all else.

Forza 4 Horizon – Halo Showcase Event Gameplay

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Final Season Of Telltale’s The Walking Dead Might Continue, But Many Questions Remain

The second episode in Telltale’s The Walking Dead final season season arrives on schedule this Tuesday, but with the massive layoffs from last week, will episodes Three and Four ever release? They might. Telltale announced today that “multiple potential partners” have come forward to “express interest” in helping Telltale release the final two episodes.

However, Telltale said it “can’t make any promises.” And even if a deal is secured with one of the potential partners, it may only be to complete and release the games “in some form.” You can read the full statement below.

Telltale shared no details on who the “potential partners” might be. And the wording about releasing the final two episodes “in some form” is less than encouraging. Whatever the case, Telltale said it hopes to “have answers for your other questions soon.”

Telltale’s “majority studio closure” was announced on Friday, and it resulted in 225 of the studio’s 250 people losing their jobs. In the wake of this announcement, many wondered what would happen to Telltale’s The Walking Dead and other franchises.

Given that The Walking Dead: Final Season was already in progress, fans were understandably concerned about if they would get to see how the story wraps up. There is also the matter of refunds. Players who pre-bought the season pass to get all the episodes may want a refund.

The character Clementine is at the heart of the story in The Walking Dead’s final season. Her voice actress, Melissa Hutchinson, said on Twitter that she was sad about Telltale’s closure and what it means for the fate of The Walking Dead. Hutchinson said she thought Telltale would release Episode Two and “that will be it.” This is a developing story, so things are changing all the time, it seems.

New Star Wars Battlefront 2 Update Revamps Squad System; Here Are The Full Patch Notes

A new update for Star Wars Battlefront 2 has addressed some of the game’s multiplayer concerns. The most notable change patches the Squad System, but the update addresses a few other concerns and also adds new content.

If you’re playing with a group of friends, you will be automatically placed in a squad together. The new Squad System promises to load you back into your group more quickly after your soldier is killed. Upon death, you will be able to toggle between all your surviving squad members to decide who you want to respawn on. If you’re playing solo, you’ll just be thrown into a random squad, but you’ll still be able to choose who you spawn on between each death. The new Squad System also allows you and a friend to play in private two vs. two Hero Showdown matches.

More Clone Wars-themed content has been added to Battlefront 2 as well. You can now change your Republic Army soldiers to appear as the Jedi Master Windu’s 91st Mobile Reconnaissance Corps or Jedi Master Plo Koon’s 104th “Wolf Pack” Battalion. The former was first seen in Star Wars The Clone Wars animated series, while the latter first appeared in Revenge of the Sith before also appearing in The Clone Wars. Wolf Pack’s leader, Commander Wolffe, also appeared in Star Wars Rebels.

Additional details about changes to the Squad System and new Clone Wars content can be found on Battlefront 2’s blog, including how the game will handle ping site connections going forward. We’ve outlined the major bug fixes included in the new update below.

Star Wars Battlefront 2 is available for Xbox One, PS4, and PC.

Battlefront 2 September Update Patch Notes

Features

  • Added ability to get into squads and spawn on squad members on Galactic Assault and Strike
  • Improved screen flow for quicker spawning in all modes where Squad Spawn is not present

Quality of Life

  • More dynamic change of characters shown on the Home and Career screens, due to implementation of backend ability to change those in a live environment
  • Implemented various stability fixes for the End of Round (EOR) Matchmaking
  • Improved the way the game client looks for an online game, by adding an automated Default option for the best Ping site, as well as simplifying the choice of sites in the menu.

Hero Changes

Leia Organa

  • Fixed an issue where Leia’s Alternate Fire ability could damage a player piloting the AT-ST

Vehicle Changes

U-Wing

  • Fixed an issue where the “Repair” ability would not properly activate

Lando’s Millennium Falcon

  • Fixed an issue where the Tactical Jammer ability would have no effect on Lando’s Millennium Falcon

Classes & Special Units Changes

Officer

  • Fixed an issue that would prevent the Disruption ability to trigger in sync with the animation

Heavy

  • Removed the ability of Ion Turrets to lock and fire on troopers, as requested by the community
  • Reduced the damage done by the Ion Torpedo for better balancing

Game Mode Changes

Galactic Assault

  • Implemented backend timers that allow tweaking of the objective duration on Galactic Assault in a live environment

Hero Starfighters

  • Added animations to further enhance the look and feel of the game mode’s widget

Strike

  • Fixed a spelling issue in one of the objective texts

Map Changes

Jakku

  • Fixed an issue where heroes could hide or get stuck behind metal barriers on Jakku

Endor

  • Fixed an issue that would leave players stuck between tree and mountain assets

Takodana

  • Fixed an issue where the chicken near the East Turbolaser would not be fleeing from the player

General Changes

  • Added Ewok Hunt and Extraction-based challenges to the list of Daily Challenges
  • Removed Hero Showdown-based challenges “Perfect Together” and “Vader and Kylo”, based on player feedback that they are too hard to achieve in an online environment
  • Fixed an issue where Iden’s character and description text would be missing from the Campaign’s spawn and customization screen
  • Fixed an issue where players would not be able to change their Clone Trooper appearances during the pre-round screens on games taking place on Kashyyyk and Kamino
  • Added additional UI effects when unlocking an Emote, Victory Pose or Appearance from the menu
  • Increased the maximum numbers of players in a group to 20, and the maximum number of players who can play together to 8
  • Fixed an issue where the button to get more Crystals would not show up in the Emotes and Victory Poses screens
  • Adjusted the “Saviour Kill” stat, so that it tracks relevant kills from the whole team and not just the squad members
  • This update will automatically disable CrossFire functionality for players with AMD Graphics Cards running on Windows 8 / 8.1, due to lack of support for multi-GPU with the specified operating system and GPU vendor.
  • Fixed an issue where the Resourceful Star Card wouldn’t correctly lower the ability cooldown when used.

Dying Light: Bad Blood Is A Unique Battle Royale That Dries Up Quickly

Dying Light had a simple three-step method to its fun in its derelict, zombie-infested world: parkour antics, fast-paced first-person melee combat, and a deep and rewarding crafting system. It was popular enough to warrant a sequel (which is in development), and now there’s a spin-off in Steam Early Access: Bad Blood. This stab at the battle royale genre embodies some of the best parts of Dying Light while adding new ideas to the genre. It’s radically different from what you might be used to, with a lower player count and prevalent PvE encounters immediately setting it apart. But its current lack of depth makes Bad Blood more of an entertaining distraction than a viable player in the competitive battle royale market.

If you played the original Dying Light, Bad Blood will feel familiar. The tower that once acted as your primary mission hub in the original game stands tall in the center of the new bright and colorful map, surrounded by rooftop running routes and derelict rooms primed for scavenging. Though there are numerous twisting alleyways and dangerously exposed roads, it only takes a handful of matches to become comfortable with your surroundings.

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Unlike most battle royale games, Bad Blood doesn’t start with a race to the ground from an airdrop. Instead, you and 11 other players (yes, that’s a total of just 12 in a match) are spawned straight into the action at random. After that, it’s a routine battle royale start. Rooms and buildings remain fixed, but their lootable contents change each match, and the opening seconds are generally a race to amass an inventory full of weapons, gadgets, and supplies. Cricket bats, crowbars, sickles and more make up a large arsenal of weapons, each of which can be upgraded with a single lootable item to augment attacks with bleeding, freezing, or electric damage. Bad Blood streamlines crafting and inventory management to keep you out of menus entirely, limiting your weapon and gadget slots to just five and four spaces respectively.

Bad Blood also doesn’t feature a shrinking circle to force players together and instead has a point total that each player needs to work towards. Once one player has collected enough points (called samples), a helicopter is summoned to a point on the map for evacuation. All players are made aware of the landing zone and the player attempting to evacuate, creating a tense conclusion where everyone is drawn to a singular area for an all-or-nothing final fight. You gather points from Hives, randomly placed locations around the map that are protected by zombies of varying sizes and strengths. Smaller Hives offer less of a challenge but fewer points to reward, while larger ones feature gruesome bosses to overcome but a greater possible contribution towards your goal. These AI-controlled foes are just as likely to kill you as other players are, forcing you to treat them with the same amount of caution and preparation.

You’ll need points to secure victory but also to level up and improve your overall health and damage output each match. Hunting down Hives is a logical and alluring prospect at the start, offering a quick way to collect points and level up. Your entire strategy can be moving between Hives and engaging only with the undead, avoiding other players entirely. But their ever-present threat can’t be understated. Other players can startle you in the midst of a fight around a Hive, picking you off in the chaos and stealing your amassed points. Bad Blood excels at never letting you catch a breath, while also rewarding players that manage to shift their principles from lonely scavenger to lethal predator at a moment’s notice.

Dying Light’s signature parkour platforming enables this, giving Bad Blood an exhilarating sense of verticality to its gameplay. Players won’t be picking you off with sniper rifles from a distance, but instead leaping down from rooftops onto your head for an instant kill. Using the twisting rooftops to pull off a daring escape is just as adrenaline-pumping as catching a foe after an extended chase, and Dying Light’s straightforward control scheme makes this boundless running about as easy as it is gratifying.

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Disappointingly, though, the chase in Bad Blood is far more thrilling than the killing blow. While Dying Light’s tried and tested melee combat is still satisfying when you’re dismembering zombies limb by limb, it’s not yet as robust against other players. PvP encounters feel messy, with wild swings and tricky blocks making each skirmish feel less about skill and more about luck. While Bad Blood’s surrounding activities are engrossing, direct encounters lack the depth needed to maintain its momentum to the end of the match.

Bad Blood is exciting at first simply because of how different it is, a quality which is solidified by its exhilarating movement and additional focus on PvE play. But it’s a formula that wears thin fast. Without strong PvP play, the opportunities to continue learning with each match diminish quickly, not urging you to continue playing to understand it any further. Bad Blood is still in Early Access, and its future could drastically change what is available today. But right now, it’s more a reminder of how good Dying Light’s established gameplay is without anything truly compelling to keep you engaged for long.

There Is An Assassin’s Creed Odyssey Weapon You Can Only Get Through Pizza

Ubisoft has announced an unexpected and wacky pizza-themed promotional activity for the upcoming launch of Assassin’s Creed Odyssey. The company has partnered with Totino’s to give away in-game extras for people who buy the company’s pizza-related products.

Right now in the United States, Totino’s products like its pizza rolls and party pizza packs come with codes that you can unlock for things like temporary XP boosts and weapons. Here’s how it works and what you get:

  • First on-pack code redemption unlocks an XP Boost.
  • Second on-pack code redemption unlocks a Horn of Aries Sickle Sword.
  • Third on-pack code redemption unlocks a Bighorn Bow.
  • Every on-pack code redemption thereafter (up to 12 total purchases) unlocks an additional XP Boost.

Walmart shoppers get something more. Totino’s products sold at Walmart come with a fourth item that you apparently can’t get anywhere else: the Ram Axe heavy weapon. But you have to be really hungry. This weapon is only available in the 120-count pizza rolls pack.

Additionally, the specially marked Totino’s boxes come with codes that you can enter on this pizza-themed Assassin’s Creed website for a chance to win prizes like an Xbox One X, a copy of Odyssey, and other Assassin’s Creed swag.

Assassin’s Creed Odyssey launches on October 5 for PS4, Xbox One, and PC. It is also releasing on Nintendo Switch, but only as a streaming title in Japan.

Halo Infinite Must Address Its Microtransaction Controversy

It’s 2018, so it is almost expected that the Next Big Game You’re Looking Forward To will have some form of microtransactions. It was no surprise at all when a job ad at Halo Infinite developer 343 Industries basically confirmed that the Xbox One and PC game will feature them. As a longtime Halo fan, the way in which 343 responded to those news reports has been frustrating and disappointing. It’s time the studio addresses Halo Infinite’s microtransactions more directly.

The job advertisement for an Online Experience Design Director includes language that, with the frustratingly little context 343 has given, is understandably concerning to fans. For example, the job post states that the person will be charged with overseeing the team that designs and delivers a “AAA player investment experience.” The term “investment experience,” along with the job ad specifically stating that this is “including but not limited to microtransactions,” has led to predictable worries. A successful candidate will also have a “comprehensive understanding of player psychology and what drives them to return to an experience.”

This all amounts to read as if 343 is hiring someone to exploit player psychology to get people to spend more money. Optics are important, and this doesn’t look good, even if it’s not an accurate or fair characterization of what is going on. And it’s also just one piece of the situation.

Microtransactions are not inherently bad or problematic. Games like Fortnite and Overwatch only sell cosmetic items that do not impact gameplay, and these systems are generally well-received by fans while being incredibly lucrative for the developers and publishers. The wording in the Halo job states that Halo Infinite’s microtransactions will include methods for fans to “express their passion” for Halo, which sure sounds like a reference to cosmetics. Microtransactions for cosmetics is generally accepted and enjoyed across the industry, and it’s exciting to think about how this could apply in the Halo universe.

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Except, because 343 has yet to share any specifics about Halo Infinite’s microtransactions, fans are assuming a worst-case scenario where you can pay to get items that give you an upper hand–and this makes sense given the history of the franchise. Halo 5‘s microtransaction-filled Req system allows players to spend real money to purchase items that affect gameplay, and that system–while lucrative for Microsoft–didn’t sit well with all Halo fans. Outside of the Halo franchise, Star Wars: Battlefront II‘s controversial microtransaction and loot box system is a clear example of a bad actor that rightly and seriously soured the terms and rallied the negative discussion surrounding it. It is not fair to say a microtransaction system is innately damaging and dangerous, but the Battlefront II situation and other bad eggs are still front of mind for many; concerns about pay-to-win are understandable and justified. So it’s all the more frustrating and sad that 343 is not being more proactive about stomping down these concerns about Halo Infinite. But it does make sense in some regards.

Chris Lee, the head of FPS games at 343, has said the studio is still finalizing its plans for microtransactions for Halo Infinite, and that is a valid and understandable thing. The game is likely still a long time off, and business models are constantly changing and evolving. 343 taking the time it needs to evaluate different models and dig into the subtleties and nuances of each is a positive. And while some of the wording in the Online Experience Design Director job may come across as potentially problematic, the existence of such a position is a reflection of where the industry stands today as it relates to the increasing popularity of the games-as-a-service model. Not only that, but 343 has said it will hold pre-release testing phases for Halo Infinite to gather feedback from fans to make a better game. It remains to be seen if a microtransaction system will be part of the “flighting” tests for Halo Infinite, but that would be a smart move to get feedback directly from fans about what they like and what they don’t.

Personally, I want 343 and other studios to make games that are engaging enough to keep me coming back. I loved how all of Halo 5’s multiplayer DLC maps were free and that the game received heaps of new content and continues to do so years later with new updates and playlist changes. As a result, I am incredibly excited to see where 343 goes with the “sustain” element of Halo Infinite, but it’s all a mystery so far, and the developer’s silence about microtransactions specifically is less than encouraging. At the same time, it’s also worth mentioning that the references to microtransactions and leveraging player psychology make up only a small portion of the job description for the Online Experience Design Director. 343 is looking to hire an imaginative and creative person who designs and delivers systems that are fun and engaging. While some parts of this may include microtransactions, it doesn’t necessarily mean that 343 sees Halo fans as dollar signs. 343 wants to make Halo Infinite a game worth coming back to.

Lee, 343’s FPS boss, has already come out to say Halo Infinite won’t have paid-for loot boxes. That’s good to hear, and also not very surprising. While microtransaction systems are popular and prevalent across the games industry overall, loot box mechanics are rightly on the back foot in public perception due to their association with gambling. 343 is making a smart move in distancing itself from loot boxes at the very least. But the news of Halo Infinite avoiding paid-for loot boxes is buried under the lingering question of how microtransactions will work.

Lee, along with community manager Brian Jarrard–who has been working on Halo for more than a decade at Bungie and now 343–have told fans not to worry and not to read too far into the wording in the job advertisement. Job advertisements are not written to be read by players–they’re intentionally written to contain language to attract a candidate with the relevant skills and experience. In that way, the terms “player psychology” and “microtransactions” are fitting and appropriate. But in the eye of public perception, they border on icky.

I would like to see 343 release a statement that discusses the developer’s plans for microtransactions in Halo Infinite. The studio has already gone to great lengths in the area of transparency with its fans through things like its honest and frank words about Halo: The Master Chief Collection‘s struggles. 343’s commitment to owning up to its mistakes and speaking frankly to fans has paid off; the four-year-old game remains popular today–it’s easy to find a match in its numerous playlists–and it’s likely growing bigger still now that it’s in the Xbox Game Pass library. A formal statement from 343 about Halo Infinite’s microtransactions would go a long way to help keep 343 in the good graces of its millions of fans the world over.

The statement does not need to contain specifics, and I wouldn’t expect it to, but it should offer language that lets fans know what 343’s plans are at a high level to help assure them Halo Infinite won’t be a pay to win experience. Microsoft has plenty of legitimate reasons to keep its specific plans secret for now–they might not be final, they don’t want competitors to know–but speaking to and engaging with fans in a meaningful dialogue about an issue as important as extra monetization beyond the purchase price is critically important in terms of perception. Vague and unbinding quotes from studio heads on Twitter telling fans to “keep the faith” and trust 343 blindly is not enough when fans have many reasonable and understandable reasons to be concerned.

Perception is reality, so until 343 tells fans what to expect from Halo Infinite’s microtransactions, the developer should expect fans to envision a worst-case scenario.

GameSpot contacted 343 Industries about Halo: Infinite’s microtransactions. The company never responded.

Bumblebee Movie’s New Trailer Features Classic Transformers

The latest trailer for Bumblebee has arrived. The movie is the first spin-off from the Transformers series, and it focuses on the early adventures of the much-loved Volkswagen Beetle Autobot. It stars Hailee Steinfeld and WWE star John Cena and hits theaters in December.

The new trailer is a lot more plot-focused than the previous teaser, released back in June. It’s set in California in the 1980s, with Steinfeld playing a young woman who finds Bumblebee in a trash heap. The pair start to bond, but of course there is in danger in shape of Decepticons, who are looking to destroy Bumblebee. Along the way we see appearances from other classic Transformers–all in their original ’80s designs–plus Cena as a gruff Government agent. Check it out above.

Bumblebee also stars Jorge Lendeborg (Spider-Man: Homecoming), Jason Drucker (Diary of Wimpy Kid), Ricardo Hoyos (The Belko Experiment), and Gracie Dzienny (Chasing Life). It’s directed by Travis Knight, who previously helmed the Oscar-nominated animated movie Kubo And The Two Strings. It is released on December 21.

In terms of other Transformers movies, the future of the franchise remains uncertain. When Bumblebee was first announced, it was supposed to be the first in an ongoing spin-off universe of Transformers movies. However, last year’s Transformers: The Last Knight was a financial disappointment compared to the previous four films. As a result, the Transformers movie originally scheduled for 2019 was removed entirely from Paramount’s schedules.

This follows the rumors back in February this year that Habsro, the toy manufacturer which owns the rights to Transformers, is planning to reboot the whole franchise. It was also reported that a new agreement with Paramount means that Hasbro will have greater control over the property, including greenlighting movie projects.

Red Dead Redemption 2 Hunting And Fishing Detailed

We’re weeks away from the launch of Red Dead Redemption 2, and Rockstar is ramping up with a steady stream of new details. Today the studio outlined the wide variety of fauna to be found in the Old West, which can be hunted, skinned, and sold in your spare time between missions.

The official blog shows several species, including deer, coyotes, wolves, vultures, eagles, alligators, bears, fish, gila monsters, and various horses. Hunting and fishing will provide you with food, crafting materials, and income. Your choice of weapon will impact the value of the meat or pelt, with the bow being your best bet for a clean kill. You can then skin and butcher the animal yourself or take it with you. If you leave an animal out for too long scavengers will come to take your kill before you can use it.

To get around, you’ll rely on your own animal companion, a trusty horse. There are 19 breeds of horse in all, and they can be captured and broken or bought from stables. Keeping your horse groomed and fed will contribute to its ratings for attributes like stamina and handling. Horses also have 59 different styles of coat, and you can customize your saddles, horns, stirrups, and spurs.

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Rockstar and Sony also announced a special PS4 Pro bundle that includes Red Dead Redemption 2, essentially at no additional charge. For more details check out our pre-order guide.

Red Dead Redemption 2 News And Details