Daily Deals: Xbox Game Pass 3 Month Cards Discounted by 11%

This Sunday is all about Xbox Game Pass. With dozens of awesome games about to be dropping onto the service, now is a great time to sign up. If you’re a first time user, you can sign up for just a $1, and for returning users, we have a deal to save you 11% across a three month term. If you’re looking to preorder some games, we’ve got that as well and of course a nice mixture of other stuff, like a handy air fryer at Best Buy and an ongoing Anime sale at Amazon.

Showtime Deal

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Daily Deals for June 13th

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E3 Preorders

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Forza Horizon 5 Preorders Are Live Now Ahead of Its Holiday Release

One of the biggest games revealed during Microsoft’s E3 2021 showcase was undoubtedly Forza Horizon 5, a new open-world racing game set in Mexico. Forza Horizon 5 releases on Xbox Series X, Xbox One, and PC on November 9, just in time for the holidays. Those interested in burning rubber across a sprawling and gorgeous open world can preorder their copy of Forza Horizon 5 now.

Forza Horizon 5 is available to preorder in three editions: standard, Deluxe, and Premium. The Premium version of the game comes with early access starting November 5. Xbox Game Pass subscribers can play the standard edition for free at launch, and add-on bundles will be available for purchase if you want the Deluxe/Premium content. If you’re not already signed up for Game Pass, be sure to take advantage of a limited-time offer that gets you your first three months for $1.

Developer Playground Games promises that Forza Horizon 5 will have the largest world to date in the spin-off racing series. It will also have some dynamic weather events, which were shown off in the debut trailer, such as dust and tropical storms. Horizon 5’s weather events will change on a weekly basis, so you can expect a lot of variety from week to week. It seems as if Horizon 5 will have more diverse terrains and trappings than previous entries in the series, as you’ll drive through cities, ruins, jungles, deserts, beaches, and many more environments across the scenic tracks.

Final Fantasy Origin Revealed, Coming To PS4, PS5, Xbox Series X|S, Xbox One, And PC In 2022

Square Enix closed out its E3 2021 presentation with an official reveal of Stranger of Paradise: Final Fantasy Origin, the previously leaked Final Fantasy spin-off from Koei Tecmo and Team Ninja. The game is slated to release in 2022, and it’s coming to PS4, PS5, Xbox Series X|S, Xbox One, and PC. What’s more, PS5 owners will be able to try the game out today.

As rumored, Final Fantasy Origin is an action-RPG in the vein of Nioh, featuring a much darker atmosphere than most previous Final Fantasy games. The game casts players in the role of a warrior named Jack, who sets off with his allies Ash and Jed to defeat Chaos.

Now Playing: Stranger of Paradise: Final Fantasy Origin | Square Enix Presents E3 2021

Jack is able to wield spells and weapons from an assortment of classic Final Fantasy jobs, including dragoon and black mage. In the reveal trailer, he can be seen using crystals to freeze enemies and smashing them into pieces. You can watch the reveal trailer for Stranger of Paradise: Final Fantasy Origin above.

PS5 players will have the first opportunity to try out Final Fantasy Origin, as Square Enix is releasing a limited-time demo of the game later today, June 13. The demo is set in the Chaos Shrine and lets you sample some of the different job classes. However, it will only be available until June 24. You can read more details on the official Square Enix website.

Square Enix had a few other games to show off during its E3 2021 presentation. The company also officially revealed Marvel’s Guardians of the Galaxy from Eidos Montreal, and we got a closer look at Babylon’s Fall from Platinum Games. You can catch up on all the biggest news and reveals from Square Enix’s E3 presentation in our roundup.

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Life Is Strange: Remastered Collection Is Coming September 30

Square Enix has announced Life is Strange: Remastered Collection’s release date, and luckily for all you Max and Chloe fans, it’s just around the corner. The Remastered Collection, which bundles the first Life is Strange and its prequel game Life is Strange: Before the Storm, is coming to Xbox, PlayStation, and PC on September 30, 2021. This release comes 20 days after the newest entry in the series, Life is Strange: True Colors, hits shelves on September 10.

However, as soon as this may be, many fans anticipated the collection would release alongside Life is Strange: True Colors, especially considering it comes included in True Colors Ultimate edition. While it most assuredly will still be a part of the Ultimate edition–and is not required to play prior to starting True Colors–it looks like those picking up that edition will have to wait a while before digging into the first entry in the Life is Strange series.

Now Playing: Life Is Strange Remastered Trailer | Square Enix Presents E3 2021

On the bright side, the extended trailer shows the Remastered Collection has made major improvements to the overall look of Life is Strange and Life is Strange: Before the Storm. The upcoming remasters boast sharper textures, improved character animations, and several other visual improvements that make the games look a lot less stiff than they were when initially released.

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Hitman Sniper: The Shadows Brings Accidental Assassinations To iOS, Android Later In 2021

Hitman Sniper: The Shadows received a brand-new trailer during Square Enix’s showcase at E3 2021 today, introducing us to Initiative 426–a collection of skilled assassins who can make any shot look like an accident. The Square Enix Montreal title is set to launch on iOS and Android later this year.

This mobile title takes inspiration from numerous Hitman sniper-focused titles, where you engage with the same stealth-based killing from afar. This time, however, you won’t play as the titular Agent 47. Instead, you’ll take control of The Shadows, a team of multi-skilled assassins from the ICA whom you’ll be able to experiment with across multiple missions to eliminate a new criminal organization threatening the world.

Hitman Sniper: The Shadows exists as a new story within the Hitman universe, building on the mythos established by the core games. You likely won’t be encountering Agent 47, but his handler, Diana, is back to guide you through your missions.

Hitman Sniper: The Shadows is coming later this year for iOS and Android. Catch up on everything at Square Enix’s showcase and all the other announcements from E3 2021 in our Play for All hub.

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Hitman Sniper: The Shadows Announced, And You Don’t Play As Agent 47

Mobile players will soon be able to dive into a new Hitman adventure, as Square Enix Montreal announced Hitman Sniper: The Shadows for iOS/Android devices during the E3 2021 Square Enix Presents livestream. The game is slated for release later this year.

The Shadows follows 2015’s Hitman Sniper, utilizing its unique environment-based sniper gameplay. The brief trailer shows off a few instances of the assassin using the world as a distraction, dropping a chandelier with a bullet just before pulling the trigger on his victim. The trailer also shows the five unique assassin players will choose from in the game while mentioning that the series’ iconic hero Agent 47 has gone missing, marking the first time in Hitman’s history that a game will not feature him.

With Hitman Sniper: The Shadows the team looks to expand Hitman even further, this time including the story of this universe along with its gameplay. Agent 47 is gone, and “Initiative 426” has been activated. GameSpot recently spoke with two key members of the game’s development team, lead game designer Fahad Khan and senior producer Simon Doongoor, about why this new Hitman Sniper “takes the franchise to a new level.”

We spent time discussing the five new assassins, including the brand-new additions to the Hitman franchise designed by Square Enix Montreal in collaboration with IO Interactive. Core gameplay changes, attention to the Hitman universe, and accessibility are all major topics as well, and I came out of the interview with a clear sense of Square Enix Montreal’s direction with this new Hitman game.

This interview was conducted via video conferencing and edited for readability and clarity.

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The big hook of this game is you’re not playing as 47 this time; there’s five new assassins to choose from. How does each one stand out in gameplay? Do each of them have their own perks, rifle, etc?

Khan: Yeah, these are supposed to be five separate agents, people who have the assassin’s DNA as a starting point. So essentially, each of their flavors and styles will be very unique. Every player, regardless of their preference for how to play, can respond to conflict in a very distinct way. Each agent will have a unique rifle, a new backstory, a new location in the world, unique abilities, and a new play style.

Doongoor: To add to that, the world of Hitman, including the original Hitman Sniper, was built on what they often refer to as “creative killing” or using the environment to your advantage to remain in stealth, not raise the alarm, things like that. With these assassins, or agents as we like to call them, because of their unique skills and abilities, it forces you [to adjust your gameplay]. When you think you’ve mastered a contract with a given character then try again with a different one, you realize that you definitely need to change your strategy to be as advantageous as possible in gaining the most points and rewards from a contract.

That actually answered my next question, which was going to be “does that mean each character is assigned to one specific mission,” but you just said every character can play every mission and you’ll be changing your strategy. That being said, is there one character that has stuck out to you as a favorite when you are playing, or do you try to mix it up and use all five of them evenly?

Doongoor: Personally for me, if I had to choose, it would be Agent Kolzak and that’s just simply for the emotional attachment, given that Knight and Stone were existing characters already in the Hitman universe. Kolzak was our very first character that we created with our friends at IO Interactive, which was a proud achievement for the team to contribute a brand-new character to the Hitman universe. If I had to choose a second, just for argument’s sake, it definitely would be Agent Soji. I think the team really pushed the visual boundaries in order to give her a unique look and style.

Khan: As the lead game designer I have to play all of the agents to make sure that they’re fair across the board. But if push comes to shove and I was to pick a particular agent, I think it would be Kia for me, most primarily for his electrocution rounds. He has a very cool ability which allows him to fire a special electrocution round, which can chain and electrocute anyone standing nearby as well. It’s a very powerful and satisfying ability for a player to use whenever the situation calls for it.

This is the first-ever Hitman-branded game where you’re not starring as 47. Does that fact cause any added pressure on the team, considering you’re about to expand this universe in a way that’s never been done before?

Doongoor: So there’s no denying that Agent 47 has been the face of the franchise, but the previous introductions of new agents like Knight and Stone sort of paved the way for bringing in new agents. Following up with that and bringing new agents into the Hitman universe seems to be a welcome path.

I think the pressure would come from making sure the players actually enjoy these characters as much as we do creating and playing them, but more importantly that they actually feel part of the Hitman universe. That’s the main thing that we’ve been striving for to ensure with IO Interactive, so we hope that our audience feels the same way.

Khan: Yeah, I would agree. Agent 47 is definitely the main character of the Hitman universe. His presence and influence is embedded within the franchise’s DNA. However I am really excited for everyone to meet our new agents and get to know them through the gameplay.

How has the interaction been with IO while developing The Shadows? Have they been open to your ideas or have they been telling you how to proceed?

Khan: The relationship with IO has been very good. The Shadows is a wholly independent and separative narrative from the “World of Assassination,” so they’ve been very cooperative in allowing us to use the existing agents while also expanding the universe within the confines of the franchise DNA.

A quote in the press release that stuck out to me states that The Shadows is not a sequel to 2015’s Hitman Sniper, instead it “takes the franchise to a new level”. Why is that distinction important to point out as you first reveal the game to the world?

Doongoor: I think many factors actually lead to this. First and foremost, we specifically wanted to craft a much different experience with more depth. Secondly, the focus on these new characters is definitely a variable, making a new experience that also includes improved creative killing. But last but not least, the entirely new storyline is an extension of the franchise but set in its own Hitman universe.

Could you explain to me what is happening in the scene shown in the trailer? Are there any story elements concerning who the target is or where they are, or is that just a teaser for what’s coming in the game?

Khan: The announcement trailer is very much linked to what you will see in-game, including the location. If you pay very close attention, you might find some of our key characters, and you’ll start to see some creative killing aspects that will be in the game as well. As the camera pans out and pushes back towards the agents, you can see some of the creative carnage that you can cause.

What other new features are coming to The Shadows from the original Hitman Sniper game? How are you building on that gameplay?

Doongoor: The original Hitman Sniper was definitely a great learning experience. It allowed us to better understand what the audience was actually looking for. We’ve improved a lot of creative killing, even for the most novice player. It sometimes could be deemed as something difficult to grasp, but we’ve definitely made it more approachable. However, we didn’t compromise any of the advanced strategies in the experience for the most experienced users.

In addition we are bringing more sandbox levels rich in different creative kill opportunities, but more on that will be coming in future updates. Finally, we’re adding a new competitive gameplay experience, which again will be more fleshed out in detail later on.

Khan: Obviously we’re very excited for players to try the new roster of agents and their new rifles, abilities and backstories. We obviously want players to experience the new narrative within the Hitman universe as well, so hopefully we can do that justice. The number one priority for us though is to enhance creative killing, doubling down on the very core experience of Sniper. It’s what made the game so engaging, so tactical and strategic, so we focused on providing a more accessible version of that for our audience.

Final Fantasy Pixel Remasters Announced At Square Enix E3 2021 Showcase

At Square Enix’s E3 2021 showcase, the company announced the Final Fantasy Pixel Remaster series, which revamps the six original Final Fantasy adventures. Final Fantasy Pixel Remaster is coming soon to PC via Steam and mobile devices.

The remaster series spans Final Fantasy 1-3, which were originally released on the NES/Famicom, as well as Final Fantasy 4-6, which were originally released on the Super NES/Super Famicom. Some of those games–namely FF2, FF3, and FF5–were not released in the West until years later in remastered forms.

Now Playing: Final Fantasy Pixel Remaster Trailer | Square Enix Presents E3 2021

No pricing details were announced, but Square Enix confirmed on its website that the Final Fantasy remasters are being released individually. You can watch a teaser trailer for the remasters above.

Square Enix also debuted a new animated trailer for Legend of Mana, another classic RPG getting a re-release soon. It’s coming on June 24 to PC, PS4, and Nintendo Switch.

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Guardians Of The Galaxy Is Brash And Bombastic In The Best Ways

Eidos Montreal’s Guardians of the Galaxy makes an incredibly strong first impression. This came as a relief, given that the last time I saw a preview of a Marvel game from Square Enix I left confused and underwhelmed. Even as an apologist for Avengers (yes, I still play it), I can admit that game stumbled out of the gate–the Avengers didn’t assemble as much as they tripped over each other and landed on their asses.

Guardians of the Galaxy, however, is the complete opposite and carries itself with a self-assuredness that is infectious. In a hands-off preview of the game, I found myself quickly buying into Eidos Montreal’s vision for the misfit crew of space pirates. Much like Peter Quill, it exudes the kind of swagger you only get from complete faith in yourself–warranted or not.

Part of that comes from the fact that it’s easy to understand what kind of game Guardians of the Galaxy is, which was something that Avengers really struggled to communicate. Guardians is a single-player, narrative-driven action game. You play as Peter “Star-Lord” Quill, but the other members of the Guardians are always by your side and can be utilized in combat. There’s constant banter between them and, occasionally, decision-making moments may impact or redefine interpersonal dynamics.

“[We were] having the design meetings where we’re brainstorming what should this be,” explained Mary DeMarle, senior narrative director. “Should this be a single-player game? Should this be a multiplayer game? Should it be that? We kind of started to realize the best part of this license is the Guardians and to be able to hang out with the Guardians. Once we knew that, we knew you’re going to play Peter Quill. It’s going to be single-player and you’re going to make every choice, every decision, and have these unpredictable characters reacting to your choices, making you then need to react to the unpredictability. When we had that, we knew we had what we wanted.”

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Again, like Peter Quill, the game’s flashy rockstar energy and roguish charms are what won me over to begin with, but it was the signs of heartfelt and human relationships between the various members of the team that made me want to look beneath the surface. The demo begins with the Guardians lamenting the lack of credits to their collective name, which results in a harebrained scheme to sell one of their members to Lady Hellbender for cash, only to bust out their pawned-off friend once the deed is done. That whole discussion involves a bickering back-and-forth about the value of Gamora’s collection of figurines, Rocket mouthing off in that angry raccoon way he does, and Groot saying, well, “I am Groot.”

Eventually, the player is given the opportunity to interject and take control of the situation by hearing out one of the team. In our demo, Quill calls upon Groot, who says… well, “I am Groot.” Turns out he’s volunteering to be sold to Lady Hellbender because she loves to collect monsters. In a disarming moment, however, Rocket objects to this plan on the basis that Groot is not a monster. It’s a passing line that speaks volumes about characterization ambitions. Despite his aggressive tone and violent temperament, Rocket’s love for Groot pierces through; he cares for Groot in the same way an older brother would for his sibling, and it’s genuinely heartwarming. Drax, with all the tact of a sledgehammer, undercuts the moment by suggesting that Rocket should be sold instead because he’s scarier, unstable, vicious, and oblivious to the needs of others, which is all true, so fair enough.

So off the crew go to a distant planet and an impregnable castle to carry out their little money-making scheme. The weather of the planet, one of the team remarks, is tied to the emotions of Lady Hellbender and since it’s basically a torrential downpour and crackling thunder most of the time, that should serve as a good indication as to her temperament.

Out in the wild, wet world, I got to see a bit more of how the team interacts on the fly, and it’s the kind of sharp, personality-rich banter you would want and have come to expect from the Guardians. Complaints about how cold it is, for example, are met with Drax stoically proclaiming that hardships strengthen a person. Quill, meanwhile, ushers the team forward, zipping around the environment and using his rocket boots to gain height and survey the surroundings. At one point, the team encounters a chasm that they can’t get across to activate a bridge. Drax suggests throwing Rocket across to activate the bridge, which, naturally, Rocket is not keen about. The player is given the choice and, in my demo, the gun-crazy critter is unceremoniously lobbed across a perilous gap against his will.

On the other side, Rocket is absolutely furious at you for allowing Drax to do that and the game notes that this is a decision that Rocket will remember. The lasting implications of making this decision didn’t become clear in the demo, but the immediate one was Rocket demanding a 10% raise in his cut of the job.

“Infusing choice and consequence into the game [has] always been something that we as developers feel is super important,” said DeMarle. “And because of course, as gamers, we also feel very much that we want to see our decisions reflected back to us, whether that’s through the reactions of the characters, of the other teammates, or the enemies and the villains. Whether it’s opening and closing pathways to gameplay challenges, or even all the way to the end of the game, who are the secret weapons that you have in your arsenal when you’re going up against them.

“So in the game as Peter, you are having to make all those choices in gameplay, you’re at the center of every decision. If you throw Rocket, you’re going to have to deal with those consequences a little later down the line. If you don’t throw him, you’ll see a completely different set of things happen. And having said that, we’re still building a very solid linear story that has the same beginning and the same ending for every player, because we want to build this really emotional climactic superhero ending at the end. But you will see your choices reflected back to you in very surprising ways as you go through the game.”

That sense of being at the center of all the key decisions also extends to the combat, where you only ever control Star-Lord. Unexpectedly, combat looked closer to something that you’d expect to see from Platinum Games, Capcom, or Sony Santa Monica. While it’s unclear whether Guardians will have the same timing-based combat, driven by combos and skillful evasion, it moves with a speed and dynamism that is in stark contrast to anything Eidos Montreal has made previously. And character-action genre conventions like on-the-fly combat ratings and a stagger meter are present, so it certainly seems that’s what the studio is trying to evoke.

“We want this to be a dynamic, fast-paced, really a superhero experience on the sticks,” said senior producer Olivier Proulx. “You’re playing with Peter, but you have all these other Guardians that are around you, so there’s a tactical element to it. For us, the challenge was to blend both. We didn’t want to have an RPG or where it’s super tactical like a Mass Effect, or we didn’t want you to sort of swap from one character to the next because that broke the feel of playing the whole team at the same time. So the feel that you have, it’s like solo team play, but very dynamic and very fast-paced.

“On the sticks, [Peter] is super cool to play. He has his jet boots and he has different elements on his blasters and you can upgrade him as well. But all the other Guardians, they have different abilities that you can build up. And then the magic happens when you start combining their abilities. Drax is really good to kind of stagger the enemies and put them a little bit off. Gamora is really great at finishing and being deadly. Groot is the healer and doing crowd control and Rocket has the area of effect. They all have their specialties and then you can just trigger them with the left bumper, and they have their own abilities on the face button. It becomes kind of second nature to be controlling Peter really quick and then just launch those Guardian abilities and do combos with them.”

In our demo, the Guardians took on all manner of deadly flora and fauna, ranging from strange jelly-like creatures that had hard, vulnerable cores, to animal-like monsters, but they were all quickly taken out by a barrage of attacks from the team. While Star-Lord’s agility and his iconic elemental guns pack a big punch, the magic of combat, according to Eidos Montreal, is bringing in the other Guardians to assist. Rocket, Gamora, Drax, and Groot all operate independently in combat, but at any moment, Star-Lord can call upon them to utilize their abilities mid-flow. This gave the combat a chaotic feel but, at the same time, showed that the Guardians were a well-oiled machine, watching each other’s backs and synergizing in exhilarating ways.

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Watching Star-Lord launch into a backslide while firing his guns, as Groot uses his extended reach to lash out at enemies, Drax muscles his way around the battlefield, Gamora elegantly moves from one enemy to another with an assassin’s precision, and Rocket maniacally cuts loose was more than enough to put a smile on my face. A lot of that is just in the bombast of it all–when I said Guardians of the Galaxy has a rockstar energy, I really meant it.

At times it felt like being at the front row of a concert and having the pyrotechnics go off at point-blank range. It’s visually vibrant, with colorful and eye-catching character designs constantly demanding your attention at the same time as combat effects go off left, right, and center, and as battles went on, the shredding soundtrack became more and more pronounced. It was all the build-up to an inevitable solo, which came in the form of a super move that involved Star-Lord cranking up the music on his Walkman, launching into the air, and raining a hail of bullets down on the enemies below. All the while, his heroic flourish seemed to buff the teammates in the area. It all culminated in a cinematic strike that evoked that final power chord played at the climax of a song that reverberates around a stadium, making the crowd erupt in musical euphoria.

That’s all to say that Eidos Montreal’s Guardians of the Galaxy looks like it could be something special if it delivers on the promise of what I was shown in the hands-off demo. Admittedly, this could be a very polished and focused slice of the game that isn’t representative of the full experience but, as is, Guardians of the Galaxy could end up in the same category as Marvel adaptation successes like Insomniac’s Spider-Man, instead of stumbles like Avengers.

Marvel’s Avengers Goes To Wakanda In New Black Panther Expansion Trailer At E3 2021

Marvel’s Avengers was back in the spotlight this week at Square Enix’s E3 2021 showcase, revealing new gameplay from its upcoming War for Wakanda expansion. The latest slice of content takes Earth’s greatest heroes to the homeland of Black Panther, as Wakanda’s hero fends off an invasion from AIM that is being led by his old nemesis Ulysses Klaw.

This won’t be the only content on the horizon for Avengers, as the game is adding a new Patrol Mode to the Future Wasteland map from the recent Hawkeye DLC. The current roadmap has also seen a number of time-limited modes appear, such as the Tachyon Anomaly event that allowed players to form teams containing more than one of the same hero.

Now Playing: Marvel’s Avengers Expansion: Black Panther Trailer | Square Enix Presents E3 2021

As part of the build-up to the release of the Black Widow feature film, the HARM training rooms were also given a makeover in the Red Room Takeover event, which recently wrapped up on May 31. There’s still no word on when the PlayStation-exclusive Spider-Man will show up in the game though.

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