This New Audible Deal is Unbelievable (Limited Time Only)

One of the best deals of 2021 is back, and just in time. You can currently get 3-months of Audible for just 99p. Audible is usually £7.99 a month, which means 3-months would normally put you back almost £24. Getting this for 99p instead is an absolute bargain.

Throughout the 3-months, you’ll get three separate book tokens entitling you to any audiobook on the Audible service at no extra cost. There is some seriously great choice son there as well, including Dune, Harry Potter, Game of Thrones (A Song of Ice and Fire) and so much more. This deal is for new members, or those who have let their subscription expire.

Get 3-Months of Audible for just 99p

This is one of the best deals we’ve ever seen on the audiobook service, and definitely the absolute best discount so far in 2021. We last saw this deal during Amazon Prime Day a couple of months ago, but it hasn’t resurfaced until now.

Audiobooks have become an increasingly popular way to consume all kinds of media. The convenience of listening to them whenever, wherever, no matter what you’re doing is rather appealing, and it helps that services like Audible are so easy to pick up and use.

What Do I Get with Audible?

So it’s quite simple, every book you buy on the Audible service is yours to keep, there’s the entire Audible podcast range to listen to, 80% off exclusive audiobooks, and one audiobook, every single month, regardless of the price. For example, you could pick up Neil Gaiman’s The Sandman usually costing around £30, for absolutely no extra cost.

Audible is also available on iPhone, Android, Windows, or on Fire Tablet, Fire TV or Amazon Echo. So you can listen, whenever, wherever.

Robert Anderson is a Commerce Editor and deals expert for IGN. Send him awesome gaming screenshots @robertliam21 on Twitter.

2K Charity Helps NBA Superstar Refurbish Courts In Home Country

2K Foundations, the charity arm of the studio behind NBA 2K, has refurbished a basketball court in Ljubljana, Slovenia where NBA superstar and NBA 2K22 cover star Luka Dončić learned to play. The community courts have been painted with a stylized artwork designed by Dončić in collaboration with local graphic designer Nejc Prah.

The courts are painted in blue to represent the Dallas Mavericks, with Dončić’s jersey number 77 incorporated into the design in both large and small details. The whole design was finished off with Dončić’s’s signature, which he added as part of a re-opening event for the local community. The refurbishment funded by 2K Foundations also included new lighting and seats for the community courts.

“This is a very exciting day for me. I have great memories growing up in Ljubljana. These are my childhood courts where I learned and practiced the game,” Dončić said. “It’s an honor to be able to give back to my city and to my country that gave me so much and that I love. The opportunity for kids to play on the same courts and pursue the same dreams I had is something I am excited about.”

Dončić is one of the cover stars for NBA 2K22, along with Candace Parker, Rui Hachimura, and NBA legends Kareem Abdul-Jabbar, Dirk Nowitzki, and Kevin Durant. The game is due out on September 10, 2021.

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Altered Carbon Author Talks About New Game With District 9 Director

Newly established AAA studio Gunzilla Games made headlines earlier this year when District 9 director Neill Blomkamp joined its ranks, but the ambitious studio is also home to bestselling author Richard K. Morgan, who wrote the original Altered Carbon novel. In a recent panel at Comic Con Ukraine, Morgan shared his philosophy on gaming narratives, which will be worked into Gunzilla’s first big project.

Gunzilla is currently working on a “AAA multiplayer shooter for new-gen platforms,” according to a press release, which has been in development for about a year. Morgan’s role on the game is to build out its universe, and Blomkamp is on board as its “Chief Visionary Officer.” While the studio hasn’t released any information about the game’s setting or story, Morgan was still keen to elaborate on his approach to the game’s narrative.

Now Playing: Altered Carbon – Official Trailer

“Usually in multiplayer shooters all the detailed world and elements, which tell a story of their own, remain largely unexploited due to focus on the main action,” Morgan said at Comic Con Ukraine. “At Gunzilla we want players to be able to explore and progressively understand the world in which they operate. We want to offer options to do, see and experience more. Our robust reward system will allow players to benefit from completing narrative driven challenges that will populate the game world, without having to focus on the usual multiplayer shooter performance indicators, precision, and action-focused elements.”

“In addition our game will offer a strong reputation system, which are intrinsically tied to the game’s narration,” he continued. “We want the players to feel recognized and acknowledged in this world. If players with a focus on RPGs want to play our game similar to their favorite genre, or rather just explore the world, they can do that! Of course, for those looking for a more straightforward shooter experience, our game will also offer that. The narration should never be in the way of the gameplay, especially in a multiplayer game. This is in line with our focus on players’ freedom: they should be able to choose their level of involvement in the narrative and not feel forced to experience it.”

While it’s unclear what stage of development the game is currently in, Morgan’s vision for it sounds exceptionally ambitious–a multiplayer shooter that will also appeal to fans of narrative RPGs or exploratory sandbox games. Whether this goal gets achieved or not, it will be interesting to see what Gunzilla’s unusual mix of creative talent will come up with.

PlayStation Now Games For September 2021: Tekken 7, Killing Floor 2, Final Fantasy VII

Sony’s PlayStation Now streaming service is continuing to add big names to its roster, with the original Final Fantasy VII just the first of five different Final Fantasy titles coming to the service. Other games arriving this September to PlayStation Now include Tekken 7, Killing Floor 2, Windbound, Pathfinder: Kingmaker Definitive Edition, Ghost of a Tale, and Moonlighter.

As was the case in August, the list of new games for the month includes both big-name AAA titles and indies, with all the games available to play as of September 7. Fighting game Tekken 7 (which is already a part of PlayStation Now in some regions) is only appearing for a limited run on the service, with the game only available until February 28, 2022.

Now Playing: TEKKEN 7 – Lidia Sobieska Launch Trailer

One of the biggest titles for fans of classic PlayStation games is the original Final Fantasy VII. The classic Final Fantasy title will be followed by five other games from the franchise in the following months: Final Fantasy VIII releases in October, Final Fantasy IX in November, Final Fantasy X and X-2 will arrive in December, while Final Fantasy XII: The Zodiac Age will be added to PlayStation Now next January.

Also coming in September are gorgeous indies including survival game Windbound, the definitive edition of Russian RPG Pathfinder: Kingmaker, and action RPG Moonlighter.

With Sony slowly building out PlayStation Now’s library, as well as adding upgrades including 1080p streaming and select game downloads, the service has seen a surge of popularity recently.

Fortnite Windwalker Echo Skin Is The Unreal Engine 5 Demo Character

The latest Fortnite skin, Windwalker Echo, may not be as familiar a face as LeBron James or Wonder Woman, but to anyone who saw last year’s Unreal Engine 5 reveal trailer, the action hero will be very familiar indeed. The Windwalker Echo skin is now available in the Fortnite Item Shop for a limited time, marking her first public appearance in over a year.

Fortnite Windwalker Echo Skin

First seen in an Unreal tech demo, Echo is swooping into Fortnite.
First seen in an Unreal tech demo, Echo is swooping into Fortnite.

We didn’t know much about Echo–including even her name–when she was first seen in May 2020’s Unreal Engine 5 tech demo running on a PS5. Her arrival in Fortnite includes a bit more lore for players who want to learn more about her.

For starters, she is what’s called a “windwalker,” which explains her flying squirrel-like ability to glide through canyons. As of today, she also stars in a new animation from Mold3D Studio, which is powered by Unreal Engine and should flesh out her background even more.

When Echo was first revealed, people speculated whether we’d see the hero star in her own game, but at the time, Epic said the experience was merely a demo. While that’s still apparently true, Echo has nonetheless managed to star in a game, even if she happens to share it with a roster of superheroes, singers, and streamers.

As for the Fortnite cosmetics, it’s just Echo herself that’s on offer. Perhaps Epic will work on accessories like back bling, a glider, and a pickaxe down the line. Following a similar schedule for brand-new cosmetics, Echo should be in the Item Shop for at least a few days before she rotates out for weeks or months at a time.

For more on Fortnite Season 7’s final week, don’t miss the Week 14 challenges, which include a tricky one to place warning signs around the island. Fortnite Season 8 is nearly here, so get ready for Operation: Sky Fire.

GameSpot may get a commission from retail offers.

What Is Shang-Chi’s Ta Lo And Where Does It Fit Into The MCU?

With Phase 4 officially kicking off, the MCU is looking a little different. For one, there’s officially an active multiverse now, thanks to Loki and Sylvie taking out He Who Remains over on Disney+. Of course, given the entirely esoteric nature of time and the universe within Marvel in general, it’s extremely difficult to pin down exactly what this means and how it affects things moving forward. For instance, is the multiverse retroactive? Is the flow of time strictly linear or was that also messed up in the chaos of the branching timelines? What exactly constitutes an alternate reality and how do you differentiate them from something like the Quantum Realm or an alternate dimension?

Of course, there are a lot of extremely comic book semantics at play here and the answers, if they come at all, are likely going to be doled out in pieces. We’ve already got some hints of what might be on the horizon with the new Spider-Man: No Way Home trailer, which teased a Doctor Strange spell going awry and causing all sorts of reality warping. And then there are characters like Wanda who were recently revealed to have extremely potent chaos magic powers. There are definitely big things on the horizon, even if that horizon is vaguely defined.

But as things stand right now, we have Shang-Chi and the Legend of the Ten Rings, which, while avoiding any direct nods to the Disney+ TV show roster, introduces a handful of new concepts to the MCU that may or may not become very important in the future–and may or may not tie into some concepts we’re just beginning to learn. Most important of the bunch is the existence of Ta Lo, a mystical realm where Shang-Chi and Xialing’s mother came from, separated from the real world by a supernaturally shifting bamboo maze.

Ta Lo is home to humans–or at least human-looking people–who are aware of, but cut off from, the happenings of the “regular” world. It’s also home to any number of magical creatures, from dragons to nine tailed foxes. Ta Lo seems like the sort of place you’d find in a fantasy novel. More than once, Ta Lo is called a different “reality” or a different “world.” In the comics, Ta Lo was a briefly visited realm in the Thor comics, back in 1980, where it was roughly analogous to Asgard in that it was home to the gods of Chinese mythology, but the movie gave us no indication that the people who lived in Ta Lo were actually mythical themselves.

All of this begs the question–what exactly is the cinematic version of Ta Lo and where does it fit into the MCU’s expanding cosmos? Should we think of it more like Asgard or Kamar-Taj or as something else entirely? GameSpot sat down to ask writer/director Destin Daniel Cretton just that.

“That’s a great question–and honestly, I think that’s something much more fun to debate than to answer right now,” he teased. “The one thing to remember is that Ta Lo is not confined to the little village that we see [in the movie]. Ta Lo is a big world in and of itself, which is a fun place to imagine exploring in the future.”

Of course, Cretton was unable to confirm whether or not there were any plans to do said exploration on the docket just yet–but the hope is certainly there. And, regardless of whether or not Ta Lo’s existence is ever solidified, there seems to be plenty of potential for new stories to crop up from its mythology–after all, there are literal dragons in the MCU now, and cuddly little faceless chicken cats, and they’re all just a quick (and dangerous) trip through a lethal maze away.

Shang-Chi and the Legend of the Ten Rings is in theaters now.

Baldo: The Guardian Owls Review

It’s rare to see Studio Ghibli’s iconic and instantly recognizable anime art style take shape in a video game, but developer NAPS Team’s isometric action-adventure RPG, Baldo: The Guardian Owls, claims both Ghibli and The Legend of Zelda as its primary inspirations. Those are lofty ambitions, but Baldo rarely instills the same depth into its story or characters, and very little of it feels good to play. In fact, experiencing upwards of 50 hours of wildly inconsistent dungeon-crawling and puzzle-solving to reach its meager ending is more like wading knee-deep in a swamp than strolling through a park.

The premise of a young boy attempting to save a world in danger is simple but effective for what’s intended as a light-hearted story. This is a pretty standard Legend of Zelda-esque plot, and there’s really no unique spin here. You’ll spend a lot of time solving dungeons, exploring an overworld, doing quests, and then backtracking every time you receive a nifty new piece of path-opening equipment like the Owl Bomb or the Sacred Fire.

The main problem – at least when you’re getting started – is the lack of direction. Beyond the very first screen that shows you some basic tooltips for your controls, there is absolutely no tutorial. Many of the major mechanics, including the one that lets you shake yourself loose from spider webs, are not explained whatsoever. It doesn’t help that the rest of the interface is equally egregious, often making basic tasks like checking your inventory or your quest list much more arduous than it should be.

It’s almost like Baldo is passive-aggressively daring you to stop playing it altogether.

In Baldo, bugs are hidden around every corner – and not just the kind you squash with your sword. Expect to commonly run into everything from NPCs not giving you correct items upon finishing their quests (essentially stranding you in a location until you revert your save and try again) to near-constant crashes to the dashboard and other glitches that make exploring simply far less pleasant than it should be. It’s almost like Baldo is passive-aggressively daring you to stop playing it altogether, pulling and poking you and trying your patience to see what it can get away with before you uninstall it for good.

It’s immediately clear from the first few moments in the first dungeon, the claustrophobic Lost Galleon, that Baldo is in rough shape. Everything from this initial dungeon crawl to the labyrinthine overworld to the painfully nondescript world map is a chore to make sense of. Aside from some vague dialogue or hints from the Rodia Town library, or the help of the eerily chipper Minisio the Map Merchant, you’re rarely offered guidance at all.

It’s immediately clear from the first few moments that Baldo is in rough shape.

Later dungeons, like the endlessly frustrating Savoca Prison and the hyper-tedious Bobo Pit, are no better – they often find creative ways to waste your time and send you back to the “game over” screen rather than tug you onward. Aside from torch sconces and pressure plates, there’s very little consistent vocabulary across Baldo’s world to prompt you toward a point of interest, often making it easy to completely miss key items and events that are necessary to progress. It’s almost like every room is playing by its own completely unique set of rules.

Many puzzles require you to carry fragile statuettes or push blocks across long distances while navigating traps. Compounding the tedium is the fact that you move as slowly as molasses while doing any of this. It’s all well and good when it all comes together at the end, but it’s excruciating to get there – if you get there at all.

Frustrations abound as you navigate a dungeon. It’s far too easy to simply fall off of a ledge or dodge-roll in the wrong direction because there’s absolutely no feedback to help you guide Baldo around. Making matters worse, most of your important actions, like swinging your sword, talking to NPCs, and picking things up and throwing them are all mapped to the same two buttons on your controller, making it easy to accidentally talk to a companion when you really meant to attack an enemy.

Baldo would be a tough challenge if the combat were up to it, but this is no Dark Souls.

Baldo himself is also terribly fragile for most of the story – you start with only three hearts, and you don’t have too many opportunities to get more until you eventually trek up to the visually gorgeous but inconveniently remote Owl Village during the middle third of the campaign. During all of that time most enemies and traps deal a ridiculous two or three full hearts worth of damage, leaving little room for error. That’d be a tough challenge if the combat were up to it, but this is no Dark Souls: it’s practically impossible to gauge when to dodge or block an incoming attack. The man-eating plants and giant spiders who can sit in the air and snipe you from a distance are especially unfair and obnoxious.

It’s not impossible to learn how to navigate around Baldo’s clunky controls, but don’t be surprised if you see literally hundreds of “game over” screens before you’ve even taken your first steps out of the humble Kidoge Village or reached the main hub city of Rodia Town. This is because it takes a long time to get good at surviving fights with even the simplest lizardmen you encounter in the early starting zones, who are unreasonably good at killing you and seem to have a limitless ability to evade your attacks.

At least you can eventually build yourself up with powerful items like the Takame Shield, the Owl Mask, and the Owl Bomb, which further empower you to then explore this vast, exquisitely crafted world with ease. But even as your power grows, Baldo’s combat remains needlessly unfair, even when reasonably powered up. You are always at a disadvantage against some of the tougher foes like the Robowl or the Kangmi, both of which are relentlessly powerful and only rarely expose their weak points. But hey, at least you can use the map’s poorly-laid geometry to glitch these monsters into oblivion. Even then, you’ll still be wading through an ocean of game-breaking bugs, abysmal controls, unsatisfying boss encounters, and hundreds or thousands of soul-crushing “game over” screens before you even scratch the surface.

The biggest issue with Baldo’s visuals is the fixed camera.

Baldo’s simplistic and cute art style is more than appropriate for an isometric action-adventure game that’s clearly designed to fit in on Apple Arcade as well as consoles. But there’s something of a massive divide between its world art, which looks stunning in settings like the Marui Desert, Rodia Town at night, and the Owl Village to name a few locations, and the character and item designs. Those are far less sophisticated and often seem like children’s sketchbook drawings come to life rather than characters and monsters out of a Ghibli movie.

But the biggest issue with its visuals is the fixed camera, which often obscures important information and details about the world as you move through it. It’s very possible to simply not see something that you absolutely need in order to get through the quest, and it’s infuriating when an enemy can see you and snipe you from off-screen before you’re even aware it was there.

Speaking of being aware of your surroundings, Baldo may feature some of the worst game audio around. Each sound is ear-piercingly loud when the volume is set for the music to be at an appropriate level and is often played on repeat without end, like the annoying chain sound when you’re walking around in a dungeon. Making matters worse, some enemy types are entirely silent until you engage them directly, giving you no warning that they’re coming, while others make an indescribably annoying grunting sound. Baldo himself makes an obnoxious whining noise whenever he takes damage or blocks an attack, and it’s awful that there is absolutely no volume toggle to mute or turn down these sounds or make them blend better with the soundtrack.

That’s infuriating because Baldo’s soundtrack is one of its best features. Nothing is particularly unique about it – you can hear motifs reminiscent of Final Fantasy 7’s Bombing Mission theme in the Pansa Hills, and I was reminded of One-Winged Angel in Odessa’s herb shop – but besides some bad mixing at points, it’s euphoric enough to inspire a lust for adventure. Which is to say that it does the job just fine.

Billionaire Wants to Build a Real-Life Rapture in the Desert

Billionaire and former Walmart executive Marc Lore has shared his vision for a new city in America, that will cost $400 billion to build.

CNN reports that the new city, called Telosa, is being designed to be a sustainable metropolis located in a desert somewhere in the U.S. Right now, city planners are considering Nevada, Utah, Idaho, Arizona, and Texas.

The city’s layout is intended to allow residents to get to work, school, or anything else they may need within 15 minutes. The goal is for Telosa to be eco-friendly, with sustainable energy and water. At the center of it all is the Equitism Tower, a skyscraper designed to be, “a beacon for the city.”

The plan says the city will eventually grow to 150,000 acres, supporting 5 million people. That stage, however, is at least 40 years away. The first phase would apparently take 10-20 years to achieve, and will support 1 million people in the city.

The city may evoke memories of BioShock’s Rapture, the large, underwater utopia designed to help society flourish. However, the proponents of Telosa say their goal isn’t to create a utopia, but rather to stay focused on what is possible.

Speaking of Rapture, the upcoming BioShock 4 seemingly won’t take place in either Rapture or BioShock Infinite’s Columbia, according to job listings for the game. If Telosa makes you want to dive back into the world of Rapture, you can follow IGN’s BioShock walkthrough every step of the way.

Logan Plant is a freelance writer for IGN. You can find him on Twitter @LoganJPlant.

Alan Wake Is Back! – Unlocked 510

Alan Wake is back and we are incredibly excited. Will this lead to the long-awaited sequel? We discuss… Plus: it’s time to give Psychonauts 2 its flowers after an incredible journey that began in the early days of the original Xbox, so we do just that on this episode. Also: Miranda’s “meh” reaction to Call of Duty: Vanguard’s multiplayer beta, and more!

Subscribe on any of your favorite podcast feeds, to our new YouTube channel, or grab an MP3 download of this week’s episode. For more awesome content, check out our Halo Infinite Flight performance preview, which does a deep-dive tech analysis on the still-in-development slice of Halo Infinite multiplayer:

Oh, and you can be featured on Unlocked by tweeting us a video Loot Box question! Tweet your question and tag Ryan at @DMC_Ryan!

For more next-gen coverage, make sure to check out our Xbox Series X review, our Xbox Series S review, and our PS5 review.

Ryan McCaffrey is IGN’s executive editor of previews and host of both IGN’s weekly Xbox show, Podcast Unlocked, as well as our monthly(-ish) interview show, IGN Unfiltered. He’s a North Jersey guy, so it’s “Taylor ham,” not “pork roll.” Debate it with him on Twitter at @DMC_Ryan.

Ubisoft Employee Group Says CCO Appointment Leaves Them With a ‘Lack of Confidence’

A group of current and former Ubisoft employees has responded to the company’s appointment of a new chief creative officer, urging him and the company to provide a “meaningful response” to Ubisoft’s culture of “systemic discrimination, harassment, and bullying.”

The statement was issued by employee group A Better Ubisoft in response to the announcement today that Igor Manceau would succeed Serge Hascoët as the company’s chief creative officer, following allegations Hascoët had been a key propagator of toxic company culture.

Manceau, who has been with Ubisoft since 1998, has previously held several leadership roles in Ubisoft marketing, working on franchises such as Far Cry, Rainbow Six, and Splinter Cell. In 2014 he worked as creative director on Steep and followed up in the same role on Riders Republic.

However, as the employee group points out, Manceau’s appointment does not appear to be in line with CEO Yves Guillemot’s promises to overhaul the company’s editorial team. As Guillemot wrote in a letter to employees upon Hascoet’s departure:

“I will take on the CCO role temporarily as we work to define and organize the leadership of the Editorial Department. During this time, I will also personally oversee a complete overhaul of the way in which this team works. My goal is to create an inclusive and open culture that embraces more diverse and multidisciplinary expertise.”

In its response, A Better Ubisoft points out that “There is no clear expression of the creative process, and there is a shocking lack of diversity in the VPs.” The group points out that while Bio Jade Adam Granger’s appointment as VP of editorial earlier this year was a step in the right direction, “not much progress has been made beyond that.”

“Currently, as it stands, the creative team at Ubisoft is composed of white people who are of uniform cultural backgrounds.”

The letter concludes that this leaves the employee group with a “lack of confidence” in the editorial team’s future, noting that Patrick Plourde remains VP of editorial “despite the multiple misconduct reports filed against him” and Hascoët’s “former right-hand person” is still involved in the recruitment of high-level positions at the company.

Ubisoft’s editorial team has historically held a large amount of creative power at the company. It’s responsible for advising on elements of all the company’s games including design, story, and more, and prior to 2020 was largely responsible for a “cohesive vision” across Ubisoft titles.

However, a 2020 restructuring made an attempt at diversifying power on the editorial team to better differentiate its games, though its powerful influence on the portfolio remained.

Manceau’s appointment to said team comes over a year after Ubisoft was at the center of numerous reports of a toxic work culture, harassment, abuse, and discrimination, which resulted in numerous company leaders being fired or otherwise parting ways following investigations.

However, earlier this year, 1,000 current and former Ubisoft employees signed an open letter in solidarity with employees at Activision-Blizzard undergoing their own cultural reckoning, demanding that the company take further action. The group at the time stated that over a year later, it “had seen nothing more than a year of kind words, empty promises, and an inability or unwillingness to remove known offenders.”

Rebekah Valentine is a news reporter for IGN. You can find her on Twitter @duckvalentine.