Watch Dogs: Legion’s Companion Book Has A Pretty Cool Premise

Watch Dogs: Legion’s dystopian depiction of post-Brexit London looks to be one of the more interesting game worlds of 2020. When the DedSec hacking group is framed for a crime it didn’t commit by a shadowy entity, London is soon taken over by private military and the city becomes extremely unstable. Since the premise is one of the most intriguing aspects of Watch Dogs: Legion, you may be interested in Watch Dogs Legion: Resistance Report, a companion book that releases October 27, two days before the game arrives on PS4, Xbox One, and PC.

6479627 – Watch Dogs Legion Companion Book – Amazon pre-order

Watch Dogs Legion: Resistance Report is available to pre-order now at Amazon for $30. The book’s premise is similarly interesting, too. The 144-page hardcover is set up as an investigation conducted by an American reporter who is looking into the efforts to reclaim London. It even figures to have some narrative drama, since the “very forces he’s investigating threaten to encircle him.”

The book is comprised of research files, both text and illustrations, and chronicles everything from the city itself, to the various factions working throughout London, to the in-game gadgets and weapons you’ll tinker with in Watch Dogs: Legion.

Though not discounted at the moment, with Amazon’s pre-order price guarantee, you’ll get the lowest price offered up until release if you choose to order now.

Ubisoft showed off a new Watch Dogs: Legion trailer during the Ubisoft Forward stream this past weekend, and we also had a chance to spend a bit of time with the game. In addition to learning its October 29 release date, we also learned that Legion will have a free upgrade to next-gen consoles. For more details on the different editions and bonuses, make sure to check out our Watch Dogs: Legion pre-order guide.

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Destiny 2 Update Slightly Changes Falling Guillotine And Fixes Lots Of Little Bugs

One of the coolest new weapons to come to Destiny 2 in the Season of Arrivals is the Falling Guillotine, a huge blade that looks like Cloud Strife’s Buster Sword and can be spun in a circle like you’re imitating Link from The Legend of Zelda. Falling Guillotine does a ton of damage to enemies and is a favorite for eliminating big boss-type creatures at the moment–and it seems part of what made it so good was a bug in how it dished out damage. Destiny 2’s latest update does away with the bug, but thankfully, Falling Guillotine seems relatively unscathed.

Bungie outlined the details of its new Destiny 2 patch, Update 2.9.1, on its website, and the patch fixes a whole bunch of bugs. One of them was the fact that “Vortex Frame swords” like Falling Guillotine weren’t seeing their Heavy attacks ending properly–so they were dishing out more damage than they should have.

That bug has been squashed, along with a bunch of others. The good news is, despite what should effectively be a nerf to Falling Guillotine, the sword is still fully capable of ravaging enemies, including the champions who appear during the Contact event. That’s a favorite way to use the sword right now, and it still works beautifully.

Check out the full list of fixes and changes below.

ACTIVITIES

Contact Public Event

  • Fixed an issue where players could collect and deposit 15 motes prior to unlocking the Umbral Mastery II gift on the Prismatic Recaster.

Trials

  • Increased Glimmer rewards in Trials of Osiris.

Nightmare Hunts

  • Fixed an issue where Nightmare Hunts could grant more Season of Arrivals rewards than intended.

Raids

  • The following raids no longer have weekly reward limits from main encounters:
    • Leviathan
    • Eater of Worlds
    • Spire of Stars
    • Crown of Sorrow
    • Scourge of the Past
  • Note: Secret Chests will continue to have weekly lockouts
  • All armor from the above listed Featured Raids has been updated to use the Season of Arrivals infusion cap.
  • Last Wish and Garden of Salvation raid weapons and armor have been updated to use the Season of Arrivals infusion cap.

GAMEPLAY AND INVESTMENT

Investment

  • Fixed an issue where the Heavy Hitters Triumph was not properly tracking which Contact event bosses had been defeated.
  • Fixed an issue where the Season of the Worthy Rank Stat Tracker was not appearing properly.

Pursuits

  • Fixed an issue where players had the Guardian Games quest in their inventory well after Titans completely dominated the event.
    • Hunters are still pretty sad about it.
  • Fixed an issue where there was inconsistent use of weapon and ammo types in High-Stakes Heist quest steps.
  • Fixed an issue where Seraph weapons were not counting towards Sleeper Simulant catalyst quest progression.

Weapons

  • Fixed a rare crash with Anarchy.
  • Fixed an issue with Umbral Enhancements III that was preventing Cold Denial and Falling Guillotine from getting an additional trait.
  • Fixed an issue with Vortex Frame Swords where the Heavy attack wasn’t ending properly over the network.
  • Fixed an issue where various Season of Arrivals weapons are missing collections entries.

Armor

  • Fixed an issue that was preventing Season of the Worthy Seasonal Armor Mods from having a chance to be purchasable on Banshee-44.
  • Fixed an issue that was preventing players from purchasing the Unflinching Machine Gun mod from Banshee-44.

Other

  • Added the ability for Season of Arrivals armor to use Charged with Light mods from Season of Dawn.
  • Corrected some incorrect armor mod icons for several Season of Arrivals mods.
  • Corrected incorrect perk descriptions for two Season of Arrivals mods – Reactive Pulse (formerly Font of Light) and Radiant Light – to correctly match their functionality.
  • Added the Season of Arrivals mod socket to the pieces of the EDZ destination armor set that did not have them.
  • The Unstoppable Pulse Rifles artifact mod will no longer cause non-Pulse Rifle damage to stagger Unstoppable Champions while aiming down sights of a Pulse Rifle.
  • The Rival Warlock Ghost Shell from Guardian Games will now show Ghost Projections.
  • Fixed an issue where the Unstoppable Pulse Rifle mod icon was displaying a Scout Rifle.
  • Fixed a bug that affected aim assistance when shooting through Barricades using Citan’s Ramparts.

UI/UX

Eververse

  • The header for the Flair section of Eververse now displays the correct text.

Controller Remapping

  • Updated the description for “Toggle Sprint.”

Xûr

  • Updated description of Exotic Engrams on Xûr, as players may now purchase more than one on a given a week using an Exotic Cypher.

Subtitles

  • Fixed an issue where subtitles for Season of Arrivals Drifter dialogue could misgender players as “brother” even when using female character.

MISC.

General

  • Adjusted Strike weekly bounty pool for the Seasonal focus.
    • Scorn, Cabal, Vex, and Fallen variations should no longer appear during Season of Arrivals.
  • Fixed an issue where the first sleeper node “CB.NAV/RUN.()Dynamo.Approach.Arch” was not appearing for players attempting to complete the Nascent Dawn Exotic quest.

Now Playing: Destiny 2 – Moments Of Triumph Explained

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Why The Matrix Sequels Were Bad, According To Their Cinematographer

Filming on Lana Wachowski’s fourth Matrix film–her first without her sibling and longtime collaborator Lilly Wachowski–has resumed in Berlin. But the film’s release date was needfully pushed pack to April 1, 2022, effectively ruining the long prophesied Keanu Reeves double feature with John Wick 4, still scheduled for May 21, 2021. While we wait, however, there’s plenty of Matrix gossip to tide us over. For instance, on a recent episode of Roger Deakins’ filmmaking podcast, Team Deakins, the cinematographer for the first three Matrix films, Bill Pope, discussed the stark differences between shooting the first Matrix film and the subsequent two, Matrix Reloaded and Matrix Revolutions.

“Everything that was good about the first experience was not good about the last two,” Pope said. “You weren’t free anymore. People were looking at you. There was a lot of pressure. In my heart, I just didn’t like them. I felt we should be going in another direction. There was a lot of friction and a lot of personal problems, which showed up on screen, to be honest with you. It was not my most elevated moment, nor was it anyone else’s. The Wachowskis had read this damn book by Stanley Kubrick that said, ‘Actors don’t do natural performances until you wear them out.’ So let’s go to take 90! I want to dig Stanley Kubrick up and kill him.”

“There is something about making a shoot that long, 276 shoot days, that is mind numbing and soul numbing and it numbs the movie,” Pope said of shooting the second and third Matrix films, which were filmed concurrently.

Pope had far more than just criticisms to air. Deakins’ relatively new podcast is an exciting discovery because it gets into nitty gritty cinema details that many fans crave. Pope speaks casually of the long process the Wachowskis went through to make the first Matrix film, why he thinks it made that film better, the Wachowskis’ indomitable bargaining partnership, and how the birth of the bullet time visual effect led the team to hire John Gaeta, who Pope describes as “a visual effect supervisor who’d never made a movie before.” The whole episode is a fascinating listen. Pope will not return for the upcoming Matrix sequel, with Sense8 and Cloud Atlas cinematographer John Toll attached.

While you wait for 2022 and The Matrix 4, here are the 34 dumbest moments from the Matrix sequels.

Now Playing: The Matrix Explained | 20th Anniversary Of The Matrix

Rocket Arena Out Now: Price and Mythic Edition Details (PS4, Xbox One, PC)

EA showed off its new multiplayer shooter, Rocket Arena, in last month’s EA Play presentation; now, you can dive in for yourself. Rocket Arena is out today on PS4, Xbox One, and PC, featuring a cartoonish art style and 3v3 competitive matches where you play as distinct heroes, similar to Overwatch. However, it’s also akin to Super Smash Bros. in that your goal is to knock your opponent hard enough that they fly off the side of the battlefield. And, of course, there’s rockets. Lots of them.

Rocket Arena features 10 playable characters, 100 levels of progression, 10 maps, and hundreds of cosmetics at launch, with more content coming to the live game soon. The game also includes 4 PVP modes along with one cooperative mode, and there’s an in-game currency (“Rocket Fuel”) you’ll use to buy season passes, which are called a Blast Pass. Notably, Rocket Arena has launched with full cross-play support across all platforms. Season 1 will officially kick off on July 28, adding a new hero, limited-time events, a ranked season, and more.

Is Rocket Arena free?

Rocket Arena isn’t a free-to-play shooter like Apex Legends or Fortnite. Instead, there’s a base game you’ll have to purchase, with a slightly pricier edition that gets you digital bonuses. If you’re curious to check out Rocket Arena, we’ve rounded up the purchase options and pricing for it below.

Rocket Arena Mythic edition | $40

Rocket Arena's Mythic edition sells for $40
Rocket Arena’s Mythic edition sells for $40

A physical Mythic edition is available for $40 (you can buy it digitally too). Similar to physical editions for games like Overwatch or Apex Legends, the Rocket Arena Mythic edition gets you digital bonuses, including cosmetics and in-game currency. Here’s everything it includes:

  • Guardian Phoenix Jayto Mythic outfit
  • Frost Princess Kayi outfit
  • Cyber Sailor Blastbeard outfit
  • Stone Temple Izell outfit
  • Pulsar Megablast trail
  • Fragment Return trail
  • 1,000 Rocket Fuel (which you can use to buy a Blast Pass or customizations)

Rocket Arena standard edition | $30

Rocket Arena's standard edition costs $30
Rocket Arena’s standard edition costs $30

Just want the base game? It’s only available as a digital download, and it’ll cost you $30.

Now Playing: Rocket Arena – Chaotic Multiplayer Rocket Capture And Knockout Gameplay

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Smite Adds Avatar: The Last Airbender Battle Pass Today

Smite‘s mid-season update 7.7 adds the Avatar: the Last Airbender battle pass and makes changes to the game’s main mode, Conquest. Aang, Zuko, and Korra are all being added to the game as skins for existing gods Merlin, Susano, and Skadi, respectively.

The Avatar: the Last Airbender battle pass includes two skins for Aang, Zuko, and Korra, along with announcer packs, animated avatars, and more cosmetic items. All of the items are exclusive to the battle pass, which can be purchased for 750 Gems (about $14 USD). Gems can also be earned–slowly–by playing Smite.

The Zuko skin is unlocked upon purchasing the battle pass, with the Korra skin unlocked at tier 20 and the Aang skin unlocked at tier 60. The variant skins are all unlocked post tier 60. This is the second crossover battle pass Smite has done, the first being a RWBY crossover back in November 2019.

The update also brings changes to the Conquest mode, Smite’s standard MOBA game mode, specifically changing how the jungle camps function. Jungle camps will now have special abilities they use against players and have received an overall difficulty increase.

Mid-season Update 7.7’s patch notes are far too long to put here, but can be found on Smite’s official website. Update 7.6 added the Lovecraftian Cthulhu to the game as the first god in the Old Ones pantheon.

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Halo Developers Share Stories Of How Halo 3 Changed Their Lives

Halo 3 is remembered fondly by many Halo fans. Originally released in 2007, the game remains a fan-favorite to this day, in part for what is considered by many to be Halo’s best multiplayer offering to date.

Everyone who enjoys Halo probably has their own story about what Halo 3 meant to them. And this includes developers from 343 Industries, the new stewards of Halo after taking over the franchise from Bungie in 2007. Twenty-two developers from 343 Industries shared with us their memories of Halo 3 and why it was so special to them.

Halo 3 represents a bygone era for Halo and FPS games overall. There was no sprinting. No loadouts. No perks. No XP grind. Whereas newer entries in the Halo series–and across the wider industry–have focused on engagement through things like battle passes, microtransactions, and live events, Halo 3 kept you playing because it was damn fun and all your friends were playing it. Plain and simple. No gimmicks.

It feels surreal that a game from 2007 still performs and looks so good in 2020, and remains all kinds of fun thanks to Halo: The Master Chief Collection. But Halo 3 isn’t done growing yet. The game is finally out now on PC through The Master Chief Collection, and it’s a big deal because–unlike Halo: Combat Evolved and Halo 2–Halo 3 was never released on PC. Coming to PC opens up a new audience for the beloved game, and it offers another opportunity for existing fans to revisit the game on a new platform with crisper and more fluid gameplay.

The developers tell tales of late nights playing Grifball and Duck Hunt; of cultivating family and personal relationships through the game. They are stories of putting in the work and earning your first 50. One developer, Sean Cooper from the Master Chief Collection publishing team, tells a story of playing the Halo 3 public beta while he was serving overseas in the military to pass the time when he wasn’t on duty.

Halo Infinite multiplayer designer Fernando Reyes Medina says he didn’t have enough money to buy an Xbox when he was living back at home in Mexico City. So Medina went to an internet cafe and rented an console for $1 per hour to play Halo 2. The story only got more interesting when Halo 3 came out in 2007

“The owner of the cafe that was surprisingly not very tech savvy asked my group of friends and I to set up Xbox Live so people could play Halo 3 there online. We set the whole thing up and my first online match was just magical,” Medina said. “Playing with people from all over the world made me realize how impactful games can be in terms of bringing people together, because no matter who you are or what part of the world you were in, when you were in game you were just another Spartan. That moment was the eureka moment for me where I decided to become a game developer because I wanted to bring people together that way through my own games, and here I am now, 10 years later, as a multoplayer designer on Halo Infinite.”

You can check out all of their testimonials down below.

We also have some brand-new screenshots of Halo 3 on PC for you to feast your eyes on. The first is immediately below, while the other two follow further down the page.

For more on Halo 3 and the new Season 2 update for MCC, check out the full patch notes here.

Halo 3 on PC looks fantastic
Halo 3 on PC looks fantastic

The next Halo game is Halo Infinite, and it’s due for release later this year as a launch title for the Xbox Series X. Microsoft will showcase the game during the Xbox 20/20 event on July 23.

Lisa Barber | Environment/World Building Artist, Halo Infinite

“Halo captured my imagination more than any other game I’ve played, and Halo 3 really opened my eyes to exploring creativity and community in games. Being able to utilize Theater mode and Forge mode let me express myself in a really innovative new way. It also was the first ever title I got to play on Xbox Live, and I still have long-time friends I made during that time. Not to mention, countless nights staying up playing custom maps like Duck Hunt and Grifball with my best friend! My love for Halo has never stopped, and I’m really proud to be a part of 343 and help bring Halo Infinite to life. ”

Tyler Ensrude | Multiplayer Designer, Halo Infinite

“This game changed my life forever. Besides the incredible Campaign and multiplayer suite, there was an additional way to play the game through a new mode called Forge. This allowed players to go behind the multiplayer curtain and create their own experiences within the game. While I didn’t know it at the time, this was the very beginning of my journey into game development. In fact, 10 years later, on the anniversary of Halo 3, I was offered a position on the multiplayer team to develop ‘Halo Infinite.’ I’ve spent thousands of hours playing Halo 3 over the years, and it has given me so much in return. I owe my greatest friends, my relationship with my brother, and my entire career to this game. I’m honored to have the privilege of working on this franchise, and I hope that Halo continues to inspire a whole new generation of people, the way it inspired me.”

“This game changed my life forever.” — Tyler Ensrude, Multiplayer Designer, Halo Infinite

Ben Madlena | Sandbox Quality Analyst, Halo Infinite

“Halo 3 holds a lot of special memories for me because I played it as a kid and before I had Xbox Live, so it was usually just my brother and I playing split screen together. Halo 3 was a big deal for us because it introduced Forge mode – we used to spend countless hours making 1v1 maps and different custom game modes. The Sandbox being opened up in Forge really made the game seem endless, and it’s one of the reasons I grew to love Halo so much and wanted to work on the Halo team someday. It’s really fun to see how Forge has continued to evolve over the years – my brother and I mainly keep in touch via Xbox Live these days and we love playing all the unique maps/modes made by the community on Halo 5: Guardians!'”

Nick Bird | Forge Quality Assurance, Halo Infinite

“Halo 2 is where I started, but Halo 3 Forge is where I flourished. Every day I would get online with my friends and either mess around in Forge or play some crazy custom game we constructed. There are countless memories and stories to share of the fun we had, ranging from driving a warthog through an obstacle course to games of random weapons with superspeed and low gravity. I spent hundreds, probably thousands of hours in Forge, so much so that I had to create a second profile just to keep additional maps I created. Even then I would get friends to come into the session to save a map so I could figure out what to delete to clear some space. My time in Forge and the Forge community eventually led me to pursue a career in the industry, and ultimately landed me a position to work on what I love in a franchise I love.”

Halo 3 on PC looks stunning for a game from 2007
Halo 3 on PC looks stunning for a game from 2007

Hunter Young | 3D Environment Artist, Halo Infinite

“From 2007 to 2012, I played Halo 3 nearly every single day. 291 campaign missions, 2521 ranked matches, 5374 social matches, and a whopping 10197 custom games. Halo 3 was not just a game to me – calling it a game would be a disservice to what it meant to me. It was a way to talk and hang out with some of my best friends. It was also a sport – and one that showed me that I could actually be good at something. It was a story that I could re-live as much as I wanted, and it was a creative tool letting me forge bases with friends and share them with the community. Halo 3 was not a game – it was my entire life.

While I played and loved both Halo: Combat Evolved and Halo 2, Halo 3 was the perfect storm of an experience. Looking back, it let me escape everything that was going on in my life at the time, but most of all ‘Halo 3’ introduced me to real friends. Even then, I knew game design was exactly what I wanted to do in my life. My only goal was to make games one day, so that I just had to put my head down and get through the difficult times

After a short time went by I started my own Halo 3 clan – FSC: Fire Stealth Courage. I made a ranking system, hierarchy of power roles, multiple squad-based tier systems that revolved around different areas of the game and more. We grew to 210 members with a competitive team, forge team, screenshot team, and my 7 officers that served below me to help administrate the entire clan – all headed by me, some 8th grade kid from Tennessee. I had a legitimate double-life. Despite having a hard time in school, I could go home and be a leader and someone that 210 people looked up to. Starting that clan was the best thing that I could have done. While we were incredibly active with a litany of activity and contents, most of all FSC and ‘Halo 3’ paved the road for many life-long friendships with some of the best friends that I’ve ever had. We made real friendships that went beyond the screen.

Although I spent my entire time from 2007 to 2012 playing Halo 3 every single day, it didn’t take me away from life, Halo 3 GAVE me a life. It gave me something to look forward to every day, paving the road to where I am now. I look back on those days as being some of the best years of my life, and it was all because of Halo 3.”

Richard Meier | Associate Producer, Halo Infinite

“Between Halo 2 and Halo 3, I’ve played over 14,000 matchmaking matches and custom games. Halo 3 released the year that I graduated high school, so it was an awesome way for my high school friends and I to stay in touch and continue to game together. I remember finishing college classes or work, hopping on Halo 3 and gaming well into the following day. Some of my best friends today are people who I’ve never actually met – but are people who I played Halo 2 and Halo 3 with. Between different Forge Maps and Modes and ranked MLG and TS, Halo 3 was the perfect combo of social and competitive gaming. The Halo franchise is what inspired me to work in games. I vividly remember the LAN parties, late night custom games, and earning my first 50. Halo gave me an opportunity to hang out with my friends, even when life pulled us in different directions, and it connected us to so many more awesome people. I’m truly blessed to be able to work on the franchise that provided me with countless memories and I’m excited to be able to try and deliver the same experiences to both the old and new generations of Halo players.”

Patrick Wren | Multiplayer Modes and Systems Designer, Halo Infinite

“I had played a lot of Halo 2 and couldn’t be more excited for Halo on the next generation console at the time. Halo 3 brought so many memories with it and in ways I couldn’t even imagine. I played everything from Campaign, to competitive tournaments, to wacky minigames. At this point in time I knew I wanted to get into game development, but Forge pushed that desire to a whole new level. I tried to create in Halo 3 as much as I played, hounding my friends to test my creations. Years later I am now working on ‘Halo Infinite’ and can’t wait for people to get their hands on it. Halo 3 created many late nights of laughing with friends, that I can’t wait to play again on PC.”

Sean Cooper | Software Engineer on the 343 Publishing Team, The Master Chief Collection

“2007 marked many firsts for me. First time living overseas. Hit my first full year in the military. First time playing the beta version of a Halo. Any time that I wasn’t on duty, I was trying to log some time in the Halo 3 public beta. It was a great way to checkout, forget about things for a while, and just have fun with my friends, many of which were thousands of miles away. Many years later, I’ve been fortunate enough to land a job not just working on Halo, but working on the original Halos. I’m on a team that’s keeping them alive and bringing them to PC. So now I’m the developer. I’m helping fans of Halo, both new and old, have an outlet that lets them play with their friends, whom they might not have seen for many months now.”

Turner Sinopoli | Technical Environment Artist on the Campaign team, Halo Infinite

“Back when Halo 3 came out I was in middle school and my dad took me to the midnight release. It was a big deal because A) it was a school night so I got to be up WAY past my bedtime and 2) my dad did not care about video games at all so it meant a lot he would take me. We sat out for hours with chairs in line and then finally checked out with Halo 3 and a case of that sweet Mountain Dew game fuel in tow. When we got home, we played split screen Campaign for hours and it was the first time I really played video games with my dad. It’s one of my favorite memories I have with him and the thought of creating moments and stories like that for others drives me to help ‘Halo Infinite’ be the best it can be and hopefully make a lot more warm and happy Halo memories. ”

Eric Richter |UI Artist, Halo Infinite

“The online friends that I play with today all found each other over 10 years ago, when Halo 3 launched in 2007. Our earliest memories together include territory battles on Valhalla, custom games in Sandbox, and playing (and replaying!) such an amazing story together. Once our community had gained enough members, we organized forums to stay in touch, and created a ‘Risk’-like gameboard comprised of all the multiplayer maps, splitting into red and blue armies to vie for control of the galaxy. This structure provided the basis for years and years of scheduled play sessions and kept us together through our toughest times. The re-playability of ‘Halo 3’ was the perfect catalyst and proving ground for our friendship, giving us endless ways to interact, unwind or get competitive, and have fun together above all else.”

Tahir “Tashi” Hasandjekic | Lead Esports Producer

“College wasn’t a great time for me, but it’s the memories of playing Halo 3 with my closest friends at the time that I still look back fondly on.” – Tahir “Tashi” Hasandjekic | Lead Esports Producer

“At the end of 2006 I moved away from home for the first time ever as a freshman in college. I didn’t know anyone except for my friends on Xbox Live and kept to myself most of the time. In the Spring of 2007 I was lucky enough to be invited into the Halo 3 Friends and Family Beta a week before any Crackdown players got in, and I’m pretty confident that I was probably the only one in the whole school who was playing Halo 3 early. So, I decided to leave my dorm room open in hopes of luring in potential friends. Sure enough, some folks came in to check it out, some of which would later become my best friends in college. We played Halo 3 quite often as a group and even ran through 4-player co-op together the night Halo 3 launched later that fall. College wasn’t a great time for me, but it’s the memories of playing Halo 3 with my closest friends at the time that I still look back fondly on. I even had the chance to reconnect with one of them at the 2018 Halo World Championship in Seattle for the first time in almost a decade where Halo once again brought us together.”

Halo 3 has never looked better

Fernando Reyes Medina | Multiplayer Designer, Halo Infinite

“Back home in Mexico City, my friends and I didn’t have money to have a proper console at home, so we would go to an internet/gaming café where we would rent a console for a dollar per hour and we would play Halo 2 in LAN for hours. But when Halo 3 came out, the owner of the café that was surprisingly not very tech savvy asked my group of friends and I to setup Xbox Live so people could play Halo 3 there online. We set the whole thing up and my first online match was just magical. Playing with people from all over the world made me realize how impactful games can be in terms of bringing people together, because no matter who you are or what part of the world you were in, when you were in game you were just another Spartan. That moment was the Eureka moment for me where I decided to become a game developer because I wanted to bring people together that way through my own games, and here I am now, 10 years later, as a Multiplayer Designer of ‘Halo Infinite’ ”

Alex Bean | Multiplayer Designer, Halo Infinite

“I had been a Halo fan since playing Halo: Combat Evolved co-op for the first time at a friend’s house, but Halo 3 was a turning point in my relationship with games. Leading up to its September 2007 launch, I was fascinated by Bungie’s willingness to give insight into the game’s development through the release of mini documentaries (‘ViDocs’), the multiplayer beta, and Bungie.net community interaction. When the game released and delivered on my immense expectations, the limited-edition bonus disc contained behind the scenes content that further detailed the making of the game. The depiction of immensely passionate creators working together to craft the game that I loved had a profound impact on me. By the end of that year, at age 14, I was determined to become one of them.”

Ben Frazier| Character Artist, Halo Infinite

“Halo 3 truly shaped my love for online gaming. Whether it was climbing to max level in ranked modes, or just playing custom games like Infection, the replay-ability seemed endless. The gameplay was tight, the graphics were great, and the social interaction had me consistently itching to join my friends for ‘one more game.’ Forge and the replay system were also super innovative. They brought me tons of fun, and this gem of a screenshot. Calculated.”

No Caption Provided

Kaleb Nekumanesh | Campaign Level Designer, Halo Infinite

“Halo 3 was the first Halo game I played and I was instantly hooked. The experience of playing with all my friends was an amazing experience. With the innovation of the new Forge and Theatre modes, we were able to continue inventing new ways to have fun such as making levels, game modes, and short films. Playing Halo 3 with my friends for days at a time was one of the most fun memories I have from that period of my life. I’m super excited to be able to relive those memories and share them with a whole new group of players.”

Paul Bronowski | Game Editor Developer, Halo Infinite

“A long time ago, in conference rooms far, far away, we used to play a ton of Halo 3. Those were some very late nights. We had to hunt for conference rooms to play on that were on the same sub-net when sys-link play packets were restricted, and we were often reminded to return the room wiring to the state we found it. We had suitcases and backpacks with our hardware and Can-Am pizza on speed dial. There may have been adult bevs involved. In 2007, DevDiv held a Halo 3 tournament for the giving campaign and we decided to form a team. I wasn’t the strongest player on the team, but we somehow took first place.”

Allen Wilson | Campaign Level Designer, Halo Infinite

“When Halo 3 released I was fourteen years old and it was the only game I cared about at the time. My entire network of friends pretty much revolved around Halo 3, and it was a daily routine to hop online the second I got home from school. Halo 3 connected me to a community, not just within my group of friends, but also to people overseas! Which now-a-days doesn’t seem like a huge deal, but when you’re growing up in a small town like I was, it was a life changing experience. Going from a community member to actually working on and contributing to the next big Halo title in the series is an actual dream come true. Huge thanks to the MCC team for bringing a masterpiece to PC, can’t wait to get into some custom games!”

Daedra Christopher | Campaign Level Designer, Halo Infinite

“I have always had a special place in my heart for Halo, especially when my youngest son told me his new name was Green Armor. The Halo franchise for me has always been a part of my family whether it was my eldest annihilating me in almost every match or my husband laughing at me when I called the Elites, whoop whoops. My boys and I would play Halo 3 together and have a blast. When I left my native Texas to join 343i, it was difficult leaving my kids behind, even if they are no longer mom’s little boys. I know working on their favorite franchise of all time makes them proud every day. I am proud not only to be a part of Halo, but to be part of such an amazing, talented team of people who believe in what we stand for: hope, heroism, wonder, and community. We make Halo.”

John Louis Wilson | Environment Artist, Halo Infinite

“Halo 3 was the first Halo game I owned on an Xbox console. I always had to play Halo 2 at friends’ houses and I annoyed my mom with how much I’d play the ‘Halo: Combat Evolved’ trial on PC during the school day. It was the game that taught me that the best memories don’t come from what you do but the feelings you have while doing it. When I was playing Fat kid, duck hunt or Jenga in a lobby full of people I’ve never met before, we’d be laughing and creating moments that I want others to have and share with the games I work on! It’s always so satisfying when you can say ‘I did this and that’ and it would instantly click in the mind of the person you’re talking to and they get it and can share that feeling!”

Kolbe Payne | Campaign Level Designer Halo Infinite

“When Halo 3 launched, I was in middle school. I will never forget the excitement of getting home after a long day at school and playing Halo 3 all night with my friends. Most of the time I would ‘forget’ that I had homework that was due the next day and would rush to get it finished in the morning before classes. ‘Halo 3’ was the start of my late-night gaming sessions that I still have every night. To think back then that I would be a Campaign Level Designer on ‘Halo Infinite,’ my younger self would absolutely lose his mind.”

Noah Benesch | Product Marketing Manager – Halo on PC

“I think everyone remembers the first video game they really engaged with. The first experience you simply couldn’t put down, the thing that made you realize the promise of gaming. For me, that game was Halo 3 because of the virtually limitless experiences it had to offer. From the astounding story, to nail-biting SWAT games, to the chaos of a Mongoose racetrack, Halo never could manage to leave me bored. In fact, Halo 3 was the first title I attempted to achieve 100% completion on –- though beating the game on legendary proved an insurmountable challenge at the time. Now, some 13 years later, I’m looking forward to completing that challenge on PC.”

“The first experience you simply couldn’t put down, the thing that made you realize the promise of gaming.” — Noah Benesch | Product Marketing Manager – Halo on PC

Amity Mathews | Senior Data & Applied Scientist, Halo Infinite

Back during Halo 3, there was an internal beta available to Microsoft employees. Being a long-time fan, I jumped at the chance and filed a number of issues. Unbeknownst to me, the top 16 bug filers across Microsoft would be invited to put Halo 3 through its paces in a weekly on-site playtest… and I made the cut! For several months, we would play Campaign, Customs, and have dialog with the engineers about why we felt a certain way or work with someone to repro an oddity that had just happened. This occurred in the cryptically unmarked (and no longer standing) building at 434 Kirkland Way.

My favorite story from that time: It happened on Isolation; a multiplayer map covered in vibrant vegetation. It would take the community a few months to discover that vegetation slowly withers over the course of a match as it becomes infected by the Flood. Our evenly matched teams were tied 49-49, as I faced off against someone with Rockets with my Shotgun. We both fired at the same time, and both our shields were knocked out. I was too far away with the shotgun, and he… was livid. ‘Point blank rocket didn’t kill him! WTF?!’ Tension mounted. He fired again, right as I meleed… and neither of us were damaged. ‘WHAT THE *%!*’ Because I’d meleed, I had a faster cycle time and clutched the win with my second melee, laughing. I had no clue how I’d survived. A Bungie employee promised they’d look into it as they saved off the film with the new playback feature.

Later, we both received screenshots… and an explanation that it was technically ‘by design?’ ‘Halo 2’ rockets used a ray (a line, shooting right from the tip of the rocket forward) to determine collision. At the precise moment it passed me, it managed to fit right through the few-pixel gap of my Spartan’s thighs. That made some sense, but what about the second, point-blank rocket?! It truly didn’t seem to fire. There was certainly no explosion. But, zooming out there was. Against a far wall of the map and behind the guy with rockets. As it was explained to me, early in development rockets had a habit of exploding in the rocket tubes. The rocket was originally armed immediately upon firing, and if you spun too fast the rocket tube would clip the ray and it would explode. Thus, the rockets were changed to be launched kinetically, then arm as they left the tube. There was a one or two frame window of time, in which I could swat the rocket onto a new trajectory. Which is precisely what happened! I immediately recalled the moment in The Fall of Reach where Master Chief deflected a Scorpion missile with Cortana’s help. The moment still brings a smile, not to mention wonder at the depth and nuance of the franchise. I’m honored to be a part of this legacy.

Scooby-Doo’s Velma Is a Lesbian, James Gunn and Mystery Inc. Producer Confirm

Scooby-Doo! Mystery Incorporated producer Tony Cervone has confirmed that Velma Dinkley is a lesbian while James Gunn has revealed that the character was supposed to be “explicitly gay” in the 2002 live-action/computer-animated movie.

In a Pride-themed Instagram post of Velma pictured with Marcie “Hot Dog Water” Fleach, Cervone jumped into the comment section to clarify that the bespectacled detective was written as a gay character in the classic cartoon series. All of the comments have since been deleted from the post.

Tony Cervone Instagram Post
Image credit: Instagram/tonycervone

“I’ve said this before, but Velma in Mystery Incorporated is not bi. She’s gay. We always planned on Velma acting a little off and out of character while she was dating Shaggy because that relationship was wrong for her and she had unspoken difficulty with the why,” he wrote, per BuzzFeed.

“If you follow the entire Marcie arc it seems as clear as we could make it 10 years ago. I don’t think Marcie and Velma had to act on their feelings during the main timeline, but post reset, they are a couple. You can not like it, but this was our intention,” he concluded in response to a fan.

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Shortly after, James Gunn, who wrote the script for the 2002 film and its sequel, added to the conversation about the character, explaining that Velma was supposed to be “explicitly gay” in the live-action adaptation of the Hanna-Barbera animation, but “the studio just kept watering it down.”

“In 2001 Velma was explicitly gay in my initial script. But the studio just kept watering it down and watering it down, becoming ambiguous (the version shot), then nothing (the released version) and finally having a boyfriend (the sequel),” Gunn revealed during a Twitter Q&A.

James Gunn Tweet About Velma
Image credit: Twitter/JamesGunn

Scooby and the gang have starred in numerous films and TV shows over the years. Most recently, the iconic Hanna-Barbera characters were given a contemporary update for the CG-animated feature film Scoob!, which premiered on premium VOD and digital ownership on May 15.

In our review of Scoob!, we suggested that the latest Scooby-Doo movie serves as “a springboard for a possible Hanna-Barbera shared movie universe,” as the story gets “a lot of heartfelt mileage out of its exploration of the relationship between man and his four-legged best friend, even if its messaging is simplistic and superficial.”

So grab some Scooby Snacks and find out where you can watch and rent Scoob!

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Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.

Skull & Bones: Ubisoft Reportedly Rebooting Pirate Game

A report suggests that Ubisoft is rebooting its pirate IP Skull & Bones, which will now follow a “live” game model with ongoing storytelling inspired by Fortnite.

Development sources told VGC that the game “had been struggling to carve itself a unique position among Ubisoft’s existing portfolio of open-world games”, leading the team to apparently reboot Skull & Bones last year, shifting away from “the premium box model” used by most of Ubisoft’s AAA franchises like Assassin’s Creed and The Division.

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According to the report, the rebooted Skull & Bones will feature “a persistent game world with quests, characters and storylines that will drastically evolve and change over time based on the collective actions of the community.”

The team behind Skull & Bones, which is also now reportedly being led by XIII writer/director Elisabeth Pellen, have been heavily inspired by Fortnite’s success with “live storytelling.”

Skull & Bones was revealed during E3 2017 but was delayed until “2019-20” in early 2018, then delayed again in 2019, with no planned release date as of writing. In early 2019, Ubisoft unveiled a collaboration with Atlas Entertainment to create a TV show based on the game, a “female-driven drama set in the lawless frontier of the Indian Ocean at the end of the golden age of piracy in the 1700s.”

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Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.

Today Only: Steep Discounts On Razer PC Gaming Products At Amazon

If you’re looking to upgrade your gaming setup, Amazon’s Deal of the Day offers a great opportunity to do so. For today only, select Razer PC gaming products are majorly discounted, with some seeing markdowns of up to 50% off. The sale includes one of the best gaming mice we’ve tested, the Razer Viper, which is down to $100 from its usual $130. You’ll also find fantastic deals on the BlackWidow mechanical keyboard, which features a supportive wristpad and colorful RGB lighting. The Elite version is on sale for $103 (normally $170), while the more compact tenkeyless keyboard is just $70 (normally $140).

The popular Razer Kraken gaming headset features in the sale as well, including the green Tournament Edition with THX Spatial Audio, a retractable noise-canceling microphone, and cooling gel ear cushions. It’s down to just $65, normally costing $100. You’ll also find a couple of mouse pads for just 10 bucks each along with the Razer Tartarus v2 gaming keyboard with mecha-membrane key switches for $50 (was $80).

Below, check out the best Razer PC gaming accessories on sale as part of Amazon’s Deal of the Day, and remember: These deals will be gone by the end of today, with the possibility of selling out earlier.

6479699 – Amazon Razer Deal of the Day 7.14.20

Xbox Series X Velocity Architecture Explained

Xbox Series X’s Velocity Architecture design should make for smaller game downloads, fewer loading bottlenecks and theoretically allows for the console to achieve performance beyond what’s expected of its raw hardware.

In a post on Xbox Newswire, Xbox Series X Director of Program Management Jason Ronald explained how the Velocity Architecture solutions work alongside the console’s processor to offer huge improvements over current-gen technology, and even over what could origianlly have been expected of the base Series X components. As Ronald puts it: “If our custom designed processor is at the heart of the Xbox Series X, the Xbox Velocity Architecture is the soul.”

Check out our exclusive interview with Jason Ronald about Velocity Architecture below:

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Ronald points to four hardware and software innovations that make up Velocity Architecture as a whole:

  • Custom NVME SSD: The Series X SSD allows for 40 times the I/O throughput (essentially the amount of data transfer the console allows every second) of Xbox One, but has been designed not to drop in performance below a certain level. Essentially, developers can design their games without having to work around data transfer constraints (by, for instance, introducing the “loading tunnels” we’ve seen in open world games this generation).
  • Hardware Accelerated Decompression: Series X uses both an industry standard LZ decompressor, and a proprietary algorithm designed specifically for decompressing game texture data (typically the largest portion of over all game size). The result should be that storage size and download times per game are reduced.
  • DirectStorage API: This new addition to the DirectX family of APIs gives developers control over how they want to assign and prioritize I/O tasks in their game. According to Ronald, this should virtually eliminate loading times, and make fast travel systems actually fast.
  • Sampler Feedback Streaming: Games regularly use different qualities of texture depending on how far you are from them (you’ll often notice that and open world game’s trees are low-quality from a distance, and high quality up close, for instance). No matter how much of those textures are shown, current-gen games will need to load the entire texture in the background. SFS allows textures to be loaded in portions, meaning the I/O load is reduced, and can be used elsewhere to create more detail-packed worlds.

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These four elements combined should, according to Ronald, allow the Series X to go beyond what’s expected of its own hardware components, even enabling “entirely new scenarios never before considered possible in gaming.”

“The Xbox Velocity Architecture fundamentally rethinks how a developer can take advantage of the hardware provided by the Xbox Series X”, continues Ronald. “From entirely new rendering techniques to the virtual elimination of loading times, to larger, more dynamic living worlds where, as a gamer, you can choose how you want to explore, we can’t be more excited by the early results we are already seeing.”

This explainer is the latest in a series of articles about the console’s technical additions, including Smart Delivery, and its Optimized for Series X badging.

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Joe Skrebels is IGN’s Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to [email protected].