Fan-Made Mod Brings The Elder Scrolls: Oblivion Into Skyrim Engine

The Elder Scrolls IV: Oblivion remains one of the most beloved entries in the long-running open-world RPG franchise. Now, some decade later, a new fan-made mod seeks to capitalize on this adoration, bringing the world of Cyrodiil into the The Elder Scrolls V: Skyrim engine.

Skyblivion, a mod created by a group of volunteers known as TESRenewal, is a project aiming to bring Oblivion “to a new generation of gamers and re-introduce it to long time fans of the series” by rebuilding and baking Cyrodiil (and all of Oblivion’s DLC) into the Skyrim and Skyrim: Special Edition engines. As expected, this means you must legitimately own Oblivion, Skyrim, and all DLC for both games. Otherwise, Skyblivion will be inaccessible.

After meeting the above requirements, accessing Skyblivion is simple. You download it from Nexus, Steam Workshop, or Bethesda mods, install it, launch Skyrim, and create a new character. From there, Skyblivion–and all of its rebuilt assets, including Oblivion’s creatures, locations, quests, create-a-class system, spellmaking mechanic, and more–will be available and you will be able to travel between Cyrodiil, Morrowind, and Skyrim freely.

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There’s no release date for Skyblivion, but it will be 100 percent free when it does arrive on PC. Unfortunately, due to its size, TESR says the mod won’t launch on consoles. Even still, progress is being made steadily, as the mod’s exterior map is almost complete.

Fortnite Week 3 Worlds Collide Challenges (Season 10): Visit Cube Memorial, Rift Zones, And More

Week 3 of Fortnite Season X has arrived, which means there’s a new set of challenges for players to complete in Epic’s popular battle royale game. This week’s batch of missions is called Worlds Collide, and as its name suggests, many of its challenges hearken back to Season 5, revolving around Rifts and even the infamous purple cube.

As has been the trend this season, only three of the Worlds Collide challenges are available from the outset, with additional missions unlocking as you complete them. Fortunately, the initial batch is fairly straightforward, tasking you with using a Rift, visiting a Rift Zone, and dealing damage to opponents either at the Viking Village or Loot Lake.

Most of the other Worlds Collide challenges are equally straightforward, but one has you visiting a memorial to Kevin the Cube, which infamously arrived partway through Season 5 and rolled around the island before transforming Loot Lake. You can see the full list of Week 3 Worlds Collide challenges below. Once you’ve cleared all the challenges, you’ll unlock “Prestige” versions of them, which often impose an extra condition to make them tougher to complete.

Unlike previous seasons, the World Collide challenges are only available to those who own a Season X Battle Pass. In the past, Epic offered a few challenges for free to all players this week, but this season, the studio has gated most of the missions behind the pass, so you’ll need to pick one up before you can set off on these challenges. You can find all of our tips and guides in our full Season X challenges roundup.

Epic recently rolled out Fortnite’s 10.10 update, which brought back Retail Row and kicked off a new limited-time mode called World Run. The patch also nerfed the Plastic Patroller skin; it now sports some visible mud smears and wear and tear so that players no longer blend in quite as well with the environment.

Fortnite Season X, Week 3 Worlds Collide Challenges

  • Use a Rift (1)
  • Visit a Rift Zone (1)
  • Deal damage to opponents at a mountaintop Viking Village or Loot Lake (200)
  • Visit a memorial to a cube in the desert or by a lake (1)
  • Eliminate opponents in the desert (3)
  • Search chests at Loot Lake (3)
  • Consume foraged mushrooms (10)

Star Wars: Resistance Season 2 Trailer Released, Will Be Final Season

The first trailer for Star Wars: Resistance Season 2 has been released. The second season of the animated Star Wars show premieres in October, and it has also been announced that this will be the final season.

Star Wars Resistance focuses on a young pilot named Kaz, who is recruited by the Resistance in their fight against the First Order. While Season 1 was set before the movie The Force Awakens, Season 2 takes place during the events of The Last Jedi and will lead up to the upcoming Rise of Skywalker. Check the trailer out below.

Star Wars Resistance Season 1 debuted in October 2018. The show was created by Dave Filoni, who also oversaw the previous animated Star Wars series Rebels and The Clone Wars. Season 2 premieres on the Disney Channel and Disney’s streaming app DisneyNow on October 6.

The Clone Wars is also set to make a return to screens, six years after its cancelation. Season 7 will premiere on Disney+, the studio’s upcoming streaming platform that launches in November. The new season was first announced at San Diego Comic-Con last year, and new footage was screened at Star Wars Celebration in April. The Clone Wars Season 7 does not yet have a confirmed premiere date.

For more on Disney+, check out GameSpot’s guide to everything that will be available on day one.

No Man’s Sky Beyond New Features And Patch Notes; Fixes Incoming For Issues

Update 2.0 for No Man’s Sky has arrived on PlayStation 4, Xbox One, and PC. Simply titled Beyond, the latest major update for the ambitious space explorer marks the three year anniversary of its initial release by adding a veritable bucketload of new features and improvements, from massively expanding the multiplayer experience, to adding fully-fledged VR support.

If you haven’t taken the plunge with No Man’s Sky yet, now might be the best time to do so. The early game has been streamlined and revised to better teach new players its multitude of disparate mechanics, while a new catalogue has been introduced that automatically adds substances, crafting products, and new technologies to its pages when first encountered. A useful rework of the Pinning system also allows you to get detailed step-by-step instructions on how to find and build any item in the aforementioned catalogue. Meanwhile, new story content has been added in order to weave together the three main narrative pathways that encompass No Man’s Sky’s story.

Perhaps most excitingly, you can now play the entirety of No Man’s Sky in virtual reality using either Steam VR or PlayStation VR. The multiplayer introduced in the NEXT update has also been expanded upon, with the Space Anomaly transforming into an all-new hub area able to support up to 16 players at a time on all platforms. Throughout the rest of the universe, the player count has been raised from four to eight on console and from four to 32 on PC. Any other space explorers you discover are now represented with full character models, too, allowing you to see each other’s character and ship customisations.

As well as giving you the ability to browse and visit other player’s bases via the Space Anomaly, Beyond will also highlight the best bases created by the No Man’s Sky community and allow you to visit them. Multiplayer missions are also now initialised from the Space Anomaly via the Nexus. A large set of unique missions is currently available, including base construction–a new type of mission centered around building specific structures.

Once you’ve touched down on other planets, you can now mount and ride various creatures by taming them with bait. Any tamed creature can be peacefully harvested for a variety of cooking ingredients, such as milk, eggs, and “edible clusters”–which is a polite way of saying “poop.” When it comes to cooking, there’s now an increased variety of harvestable flora on every planet surface, with a nutrient processor allowing you to discover more than 300 recipes for bait, consumables that boost your Exosuit, and dishes you can present to Iteration Cronus aboard the Space Anomaly for culinary critique and potential rewards.

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Base building has also been improved, there are dynamic NPCs that will now walk around and interact with elements in their environment. More than 60 new dialogues options have been added for alien encounters, the galaxy map has been made more concise; gameplay balancing has alleviated grinding, relaxed inventory limitations, and provided longer stretches of uninterrupted mining without sentinels bugging you; the game has been further optimised on PC along with adding more graphics options, and you can even sit in chairs now.

It’s a comprehensive list of changes, improvements, and new features that aren’t all mentioned here. As with any updates of this size and scale, there have been some teething problems with players reporting crashes and numerous bugs and glitches. Developer Hello Games is already on the case, however, with founder Sean Murray tweeting that fixes are on the way.

Below you’ll find the entirety of No Man’s Sky Beyond’s patch notes:

VIRTUAL REALITY

  • No Man’s Sky is now fully playable in virtual reality.
  • Many interactions have been given special VR-only options, including: grabbing plants and other collectables with your hands; physically opening the cockpits of ships and exocraft; piloting starships directly with a VR stick/throttle; and punching objects to cause damage.
  • Introduced special VR menus: including controlling Multi-Tool options via a menu embedded on the in-world Multi-Tool; and browsing the quick menu and inventory via a personal wrist-mounted display.

GRAPHICS AND PERFORMANCE

  • OpenGL has been replaced by Vulkan. Many players, particularly players with AMD graphics cards, should see a performance improvement.
  • Significant optimisations to asteroid generation.
  • Significant optimisations to planet generation.
  • Improved loading times.
  • Significant optimisations to 2D rendering.
  • Reduced memory usage across the game generally.
  • Significant optimisations to cloud and terrain shaders.
  • Significant optimisations to the animation LODing system.
  • Added level-of-detail mesh optimisations to the majority of in-game assets.
  • Significant optimisations for large bases.
  • Revised HDR support, updated output curve in line with advances in HDR calibration.
  • Adaptive and Triple-Buffered V-Sync are now selectable from Graphics Options.
  • Players with more than one GPU can now select which is used from Video Options.
  • Many graphics settings no longer require a restart to apply.
  • The ‘LOADING SHADERS’ load step has been removed, improving the loading experience.

CONTROLS AND OPTIONS

  • Added support for full rebinding of PC controls via Steam and OpenVR.
  • Reworked all settings and options pages, making graphics settings more clear for PC players.
  • Added options to disable vignette and scanline effects.
  • Added the option to remove button holds and make all non-destructive clicks instant.

THE SPACE ANOMALY

  • Added the ability to summon the Space Anomaly to your location from anywhere in the galaxy.
  • Significantly expanded and reworked the interior of the Space Anomaly.
  • The Space Anomaly now serves as a hub, bringing together all the Travellers who are onboard regardless of their physical location in the universe.
  • Removed orbs from the game and replaced them with fully simulated other players, met ambiently as you explore.
  • The network player cap has been raised to between 8 and 32 depending on platform and current location.
  • Added a new teleporter to the Space Anomaly. This teleporter allows players to visit the base of any other player currently on the Anomaly with them, as well as highlighting featured bases from the community.
  • Moved multiplayer mission selection to the Nexus, a new hub area in the Space Anomaly.
  • Added an interface for quickly finding other players to join on multiplayer missions.
  • Added many new types of multiplayer mission.
  • Automatic chat messages are broadcast when performing game actions, including making discoveries, attacking pirates, installing tech, performing gestures, and fighting biological horrors.
  • Multiplayer missions now warp players directly to the mission location as they leave the Space Anomaly.
  • Added the ability to display a custom player banner, adjustable at the Appearance Modifier.
  • Player graves in multiplayer games will get reset to the current player’s system when returning to single player.
  • A new save icon is used in multiplayer to highlight that while progress is saved, the player’s current position is not.
  • Reworked the story missions to integrate Nada and Polo’s journey better with the story of Artemis.
  • Added new story content for Nada and Polo.
  • Reworked the tutorial and much of the early game mission flow.
  • Added new and unique visuals for new NPCs aboard the Space Anomaly.
  • Added an NPC to the Space Anomaly who will exchange a different product for nanites each day.
  • Added an NPC to the Space Anomaly who will exchange milestone progress for nanites.
  • Added an NPC to the Space Anomaly who will exchange different categories of discovery data for nanites each day.

USER INTERFACE

  • Added a tech-tree style display for all the technologies, products and other recipes available in the game.
  • Added technology and base part research stations to the Space Anomaly, allowing players to browse the full tech tree, plan their upgrades, and purchase new technologies with nanites.
  • Tweaked the visuals of HUD and compass markers for improved clarity and consistency.
  • Some HUD icons now shrink to reduce visual noise.
  • Adjusted the behaviour of compass markers while in the ship to better reflect the reality of navigating 3D space.
  • Improved the UI for comparing and purchasing ships, Multi-Tools and freighters.
  • Added a warning when trying to swap starships if you still have cargo aboard your old ship.
  • Improved the inventory page, including making inventory sub-categories more clear.
  • Changed text scrolling to a full wraparound rather than a bounce.
  • Reduced the amount of bloom in cases that caused photosensitivity issues.
  • Refiner output readings now correctly update when more resources are added to an input slot.
  • Improved the visual style and clarity of the Buy/Sell filters on trade screens.
  • Improved the icons used to display the class of ships, Multi-Tools, and other purchasable items.
  • Updated the ‘Summon Vehicles’ icon on Quick Menu.
  • The icons for summoning other ships in your collection now accurately reflect the appearance of those ships.
  • Updated the visuals for the in-cockpit ship screens.
  • Significant improvements to the chat box, including the ability to choose whether messages are sent to your group or the entire system.
  • Moved substances, products and technologies to their own ‘Catalogue’, separate from the Guide.
  • Added Guide entries for several new features.
  • Increased the size of icons in the Catalogue.
  • Improved the appearance of the dialog / NPC speech UI.
  • Mission notifications / objectives are no longer hidden by the build menu, inventory or refiner screens.
  • Added a new style of mission notification that gives more context to complex mission steps.
  • The Galaxy Map has been totally overhauled for clarity and visual style.

NPCS AND INTERACTIONS

  • NPCs can now walk around their environments and interact with environmental elements.
  • Player locomotion is more responsive when running.
  • Players can now sit on chairs.
  • Improved the camera handling when sitting in a confined area.
  • NPCs will respond to gestures performed by the player.
  • NPCs now occasionally browse holographic creatures, ships and more on their handheld devices.
  • Added all new NPC interactions at planetary salvage sites.
  • Added all new NPC interactions at crashed ships.
  • Significantly reworked all factory and monolith interactions.
  • Changed the reward sequence for factory interactions to allow players to choose which product recipe they would like to learn.
  • Reworked a large number of existing NPC interactions.
  • Added a range of biome specific interactions for NPCs at planetary buildings.
  • NPC pilots now leave their ships when landing at Space Stations and Trade Outposts.
  • NPCs can now choose a chair to sit on, sit down for a while, then continue with their day.
  • Geks occasionally swing their legs while sitting.
  • Expanded the range of NPC moods and animations.
  • Increased the richness of text interactions with additional audio, colours and NPC animations.
  • Added different text printout speeds for each alien race, giving them their own style of ‘speech’.
  • Added a chance for guest NPCs to visit Space Stations, eg the occasional Korvax may be found in the Space Station of a Vy’keen system.
  • The Trade Outpost is treated as a building (for the purposes of providing hazard protection), but plays correct outdoor audio ambience.
  • Added AutoTranslator technologies to the Exosuit that allow random words to be translated without being permanently unlocked.
  • Fixed an issue where }} alien speech brackets would appear on a new line by themselves.
  • Alien words are grouped together to prevent learning words very similar to ones already known (e.g. interloper/interlopers).
  • Alien word learning has been overhauled. Players may direct the flow of language acquisition when interacting with NPCs.
  • Players can practice using the words they know when speaking to alien lifeforms and observe the results.

BUILDING

  • Reworked the Base Building Menu: improved visual clarity; improved usability; and allowed quicker access to parts, including adding the ability for parts to be in more than one group.
  • Day/night cycles are now deterministic and synced between players.
  • Significant improvements have been made to the base part snapping system, allowing for faster and more convenient building.
  • Added a new photo-mode style building camera to allow easier placement of complex structures.
  • Added the ability to scale some base parts.
  • Added the ability to rotate some base parts around more than one axis.
  • Added new power generation base parts: Biofuel Reactors, Solar Panels, Electromagnetic Generators and Batteries. Each offers a different way to generate power for your base.
  • Added wiring, allowing you to connect base parts that need power to your generators.
  • Removed the manual fueling of many base technologies and replaced it with power grid requirements.
  • Added power requirements to existing parts such as lights.
  • Added a range of logic gates and switches, allowing for creative control of powered parts.
  • Added new large-scale mineral and gas extractor base parts.
  • Added mineral/gas pipelines, allowing players to connect their new extractors to remote depots for ease of collection.
  • Added a new Survey Device upgrade for the Analysis Visor, allowing player to hunt out the optimal spots to place mineral/gas extractors and electromagnetic generators.
  • Overhauled the gravity simulation, improving the experience on dead planets.
  • Added Short-Range Teleporters. These pads may be placed around your base and wired up to create a network of near-instant transportation.
  • Improved the management of base options when interacting with the base computer, including improving the ability to take screenshots of the base.
  • Added the ability to jetpack while the Build Menu is open.
  • Improved the visual effects of the Terrain Manipulator.
  • Unified the functionality of the Message Module and the Communications Station and added a new unique art asset.
  • Added several new roof pieces, allowing players to build complete sloping roofs.
  • Added new exocraft-sized doors that can be powered to open and close automatically as you approach.
  • Added new interactable props, including customisable light boxes and audio frequency generators.
  • Added a powered Sphere Generator that allows players to generate large movable spheres.
  • Improved the visual effects when constructing base parts & technology.

BUG FIXES

  • Increased the tolerance of trader ships participating in a freighter battle so that they do not report friendly fire as a crime unless the shot is fatal.
  • Fixed an issue where Sentinel drones would become stuck when scanning a player who was entering and exiting their ship.
  • Fixed an issue where the third person player model would never look directly at the camera.
  • Fixed an issue where ship rain audio was being played when it was not raining.
  • Added creature sounds to the weird biome creatures.
  • Fixed a Multi-Tool animation glitch when firing the Mining Beam from sheathed in first person.
  • Change Asian numerical separators to be correct format.
  • Fixed an issue where the starship can appear floating above the terrain if the player is spawned at a long distance from the ship.
  • Fixed a number of item duplication exploits.
  • Fix for the starship HUD reading ‘Moon of Unknown Planet’ when the planet is known.
  • The Mining Beam is now the correct colour when upgraded with a procedural upgrade module.
  • Fixed an issue where the wrong impact particles were sometimes used when shooting Sentinel Quadrupeds.
  • Miscellaneous text fixes.

DISCOVERY AND EXPLORATION

  • Overhauled the Analysis Visor. Scanning of flora, fauna and minerals no longer begins automatically, but begins when the player holds a button while looking at the relevant object.
  • In VR, the Analysis Visor becomes Analysis Mode. Objects are scanned by aiming at them with the Multi-Tool.
  • Custom Markers placed from the Analysis Visor now drop a physical object at the marker location.
  • Significantly overhauled the Discovery Page to show a graphical representation of the system, as well as close up 3D representations of all discoveries and long text entries for fauna.
  • Made butterflies and other flying creatures much easier to scan with the Analysis Visor.
  • Added a new set of rare vibrant colour palettes for lush planets.
  • Creature markers in the Analysis Visor now display how far away the creature is.
  • Fixed an issue where creatures would never poop once they had been scared by a predator.
  • Predator creatures no longer target and attack players when they are in an interaction.
  • Creatures will no longer attack players who are in their ships.
  • Improved the clarity and display of warning icons on predatory or angry creatures.
  • Fix for biological horrors not playing their death effects for network players.
  • Fix for incorrect fauna level being displayed in the Analysis Visor.
  • Added creature marker to display their current mental state.
  • Added new wild plants to all biomes.
  • Added the ability to cook plant and animal products in a Nutrient Processor to produce a wide variety of food. Experient with combinations to create unique and complex foodstuffs.
  • Eating food provides a boost to your life support.
  • Added bait products, created in the Nutrient Processor, that allow creatures to be harvested for food products. Scan creatures to learn their bait preferences.
  • Killing creatures also allows the harvesting of several new food products.
  • Added an NPC to the Space Anomaly who will judge the player’s cooking ability.
  • Renamed Coprite to Faecium.
  • Added compass and HUD icons to Faecium deposits.
  • Improved the visuals of Faceium deposits.
  • Added a base part that will attract creatures to your base and automatically feed them.
  • Added a base part that will automatically extract milk and other relevant resources from nearby creatures that are ready to be harvested.
  • Throwing bait can attract a large number of creatures to one location.
  • Throwing specialist carnivore bait can distract and placate angry or predatory creatures.
  • Creatures that have been tamed by supplying their desired bait can be ridden. Creatures will still attempt to go about their own business, but their routines can be shaped by their rider.
  • Upper body gestures may be used when seated or riding a creature.
  • The Nutrient Processor and the Portable Refiner now display a marker when they are not placed within a base.

VISUAL POLISH

  • Nada and Polo now use a larger range of animations.
  • Improved the visuals for the Space Station entrance beam.
  • Entirely reworked and expanded the cockpits of all ships.
  • Increased the amount by which you can look around the starship cockpit.
  • Added fully modelled cockpits / interiors for all the Exocraft and the Nautilon Submarine.
  • Starship exteriors can now be seen while inside the starship.
  • Improved the particle effects for the Scatter Blaster and the Blaze Javelin.
  • Increased the scale of starships. Landing pads and docking areas across the galaxy have been expanded to cope with the new larger ships. As a result, landing pads in existing bases have been refunded.
  • Improved the visual detail on fighters, haulers and shuttles.
  • Added ramps to the front of the Space Station balcony platforms.
  • Fixed a number of issues where trees and rocks could not be run over by Exocraft.
  • Trade Outposts now have ladders to climb up to the platform.

QUALITY OF LIFE

  • The Exosuit torch can now be turned on whatever the time of day.
  • While the Pulse Engine is engaged, the central ship screen now displays a clearer message about fuel use.
  • Technology can now be installed in stages, allowing incomplete tech to be placed in an inventory and its individual components added over time.
  • Technology can now be moved after installation.
  • Significantly overhauled the system for pinning instructions for building technologies, products and base parts.
  • Added the ability to pin a substance and receive directions for where to find it.
  • Removed the Advanced Mining Laser requirement from large trees on lush planets.
  • Added an Antimatter Reactor base part that generates antimatter over time.
  • Added specific efficient Starshield Batteries for use in starship combat.
  • Added ‘Warp Hypercores’, a large hyperdrive fuel unit with five times the capacity of a regular Warp Cell.
  • Increased the base mining speed of the Mining Beam.
  • Fixed a bug that caused resource notifications to stack up while playing without the HUD.
  • Reduced the length of time resource notifications are displayed when you have multiple resources stacked up.
  • Added alerts when new items are encountered or recorded to the Catalogue.
  • Added the Optical Drill, a Mining Beam upgrade that increases the resources gained from mining.
  • Added the Launch System Recharger, a starship upgrade that automatically recharges the Launch Thrusters over time.
  • Added an extra slot to the starting Multi-Tool.
  • When installing an upgrade module, the correct inventory is automatically selected.
  • Adjusted the probabilities of low, medium and high security planets in Normal Mode.
  • Adjusted the timers of Sentinel patrols on lower security planets.
  • In normal mode, allowed some planets to never spawn Sentinel drones.
  • Added a chance to collect geodes when mining rocks or asteroids. Geodes can be analysed to extract large quantities of substances.
  • Increased the base speed of all Refiner units.
  • In normal mode, increased the slot storage limit for substances from 250 to 10,000.
  • Increased the wealth levels at which higher tiers of pirates will attack.
  • Increased the base energy levels of the Mining Beam and the Terrain Manipulator, allowing for less frequent recharging.
  • Replaced the ‘Find specific building’ component of the Signal Booster with a system of planetary charts. Acquire planetary charts from Space Station Cartographers.
  • Navigation Data can be traded for planetary charts. Collect Navigation Data when saving and charting at waypoints and save beacons.
  • Using the Terrain Manipulator to mine basic ground will award silicate powder, which can be used to refine glass.
  • Added a note on the interaction label of NPCs that have already been visited.
  • When craftable products are the current mission objective, they are automatically pushed to the top of the product list.
  • Adjusted the frequency of rare asteroids.
  • When buying a freighter, it now comes with some basic cargo already in the inventory.
  • Increased the minimum speed while in space combat, creating better combat handling in most conditions.
  • Increased the maximum speed while flying in space.
  • Added a degree of roll when banking in planetary flight.
  • The warning triangle in the cockpit is no longer displayed when the Pulse Engine is not being requested.
  • Added a cockpit throttle indicator to show current thrust settings.
  • The ‘Shields Down’ message is no longer displayed when claiming an abandoned ship.
  • The ‘How to land the ship’ notification no longer displays immediately after planetary takeoff.
  • When charging the Pulse Engine, the current autopilot target marker is now highlighted.
  • Missions now add hints to highlight the relevant items in the build and crafting menus.
  • Inventory popups are now closed automatically if you click outside of them.
  • Tweaked the weighting of mission selection in the mission board to give a better range of available missions.
  • Increased the likelihood of procedural upgrade modules being relevant to the player’s current tech setup.
  • Added several new environmental protection Exosuit upgrades.
  • Ammunition is automatically promoted to the top of the crafting list if players try to reload but have no available ammo.
  • Increased the default stack size for Ammunition.
  • The Mining Beam now has a much higher base heat capacity.
  • Reworked the Mining Beam overheat mechanic: the beam now cools down correctly rather than instantly resetting; the Mining Beam does more damage as it approaches max heat; the Mining Beam changes colour as it approaches max heat.
  • Innes has walked over 1400 miles. His journey continues.

Gear Up for Gears 5 with This Limited Edition Xbox One Gear

Gears 5 is heading to Xbox One and Windows 10 on September 10. Microsoft is releasing a Limited Edition Gears 5 Xbox One X console that looks drop-dead gorgeous. But if you don’t want to drop that kind of cash, you can preorder the Kait Diaz Limited Edition Gears 5 Xbox One controller now. Retailers have preorder pages ready to go for the beautifully designed controller, which comes out in just a few days. Preorder it, and you’ll receive it on August 20, giving you a couple of weeks to break it in before Gears 5 arrives.

gears-5-controller

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Epic Games Opens A New Studio In Europe

Epic Games–the creators behind the popular shooter Fortnite: Battle Royale–has announced the opening of a new studio in Cologne, Germany. The newest studio to fall under Epic’s umbrella is imaginatively titled Epic Games Cologne and will be led by the former founders of Factor 5, creators of the Turrican and Star Wars: Rogue Squadron franchises.

Prior to joining Epic, the Factor 5 team–including Epic Games Director of Online Technology Julian Eggebrecht and Cologne Studio Director Achim Moller–were working on media delivery with Netflix, Amazon, and Hulu, as well as serving as technology partners for both Nintendo and Sony. It doesn’t sound like Epic Games Cologne will deviate too far from this focus, as Epic says the new studio will “[serve] as part of the company’s expanding focus on emerging forms of interactive media and streaming technologies.”

“At the core of Epic’s success are highly-skilled and passionate individuals,” Eggebrecht says in the company’s press release. “Germany is a nation at the forefront of technology and we look forward to extending our local presence as we fill newly created roles and hire exceptional talent.”

Eggebrecht and Moller both joined Epic earlier this year and previously headed Factor 5 before the studio’s closure in 2009. It’s exciting to imagine a future where a new Rogue Squadron game could feasibly exist, but it doesn’t sound like Epic Games Cologne will be developing games of its own. Maybe we’ll see some kind of cross-media Fortnite content, or a streaming platform to rival Twitch and Mixer. Epic Games has already taken on Steam with the Epic Games Store, so anything is possible, but this is all pure speculation at this point.

Perhaps we’ll discover more next week when the gaming industry shifts its focus to Cologne for Gamescom 2019.

WWE 2K20’s First Originals DLC Pack Allows You To Play As “The Fiend” Bray Wyatt

Although Bray Wyatt’s new persona, “The Fiend,” didn’t have a sanctioned match until August 11’s Summerslam, you will be able to play as him in WWE 2K20 in the first Originals pack titled “Bump in the Night.” The new addition to the wrestling game series mashes horror and wrestling.

While WWE 2K20 Originals Mode was mentioned in the first press release for the upcoming October game, everything about the new mode was cryptic, until now. The game will have its traditional Showcase Mode–this time focusing on the Four Horsewomen–and the first originals pack will bring a creative element to the series, combining WWE Superstars with famous monsters to create stories you would never see on weekly WWE television.

Those who pre-order WWE 2K20 will get the WWE Originals pack titled “Bump in the Night.” If you don’t pre-order the game, the first Originals pack will be available to purchase for $15.

There is a lot of content coming with the first WWE Originals pack. The main focus is the Showcase Mode, with an original story revolving around Bray Wyatt and Finn Balor. Bray Wyatt is “The Swampfather” and has become incredibly powerful and the embodiment of the swamp itself. Wyatt tries to recruit Finn Balor into his family, but Balor has to fight his way out.

Aside from the aforementioned “The Fiend,” one of the highlighted characters for this mode is Braun Strowman. He may not have his own story or 2K Tower, but he’ll be one of the monsters you’ll have to battle.

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“You have a chance to play as Braun Strowman and his character is done like Frankenstein, Frankenstrowman,” Strowman told GameSpot. “And it’s going to allow you to cause even more destruction than you’ve been able to cause with me, the Monster Among Men, in the past. It’s a new feature in the game that isn’t the normal wrestling that you’d seen so many times. WWE 2K has been able to deliver special features for more content, more playability, doing different things in the game, so there’s so many evolutions of everything in our sports industry that we’re staying ahead of the curve and bringing more to the table than anybody else does in this business.”

For the Bump in the Night pack, aside from this horrific Showcase Mode, Towers returns to WWE 2K20. This time around, Bump in the Night will feature numerous Towers revolving around horrific versions of WWE Superstars battling their way to victory. There are five story towers being introduced in this first pack, and in total, there will be 10 playable horror-themed characters–in addition to “The Fiend” Bray Wyatt. Bump in the Night will also deliver new arenas and parts for Create-a-Wrestler Mode. Check out all the content for the pack below.

Bump in the Night pre-order content:

Showcase content:

  • Play as Demon Finn Balor taking on “Swampfather” Bray Wyatt, as the Wyatt Family tries to recruit Balor.

Story Towers:

  • The Fiend: Play as Bray Wyatt’s darker side.
  • All Fed Up: “Fed Up” Sheamus takes on WWE Superstars who have all become zombies.
  • Nowhere to Run: “Twisted” Nikki Cross looks to play a game with other Superstars.
  • One of the Family: “Swampfather” Bray Wyatt takes on his past recruit, Daniel Bryan.
  • Nowhere to Hide: “Survivor” Mandy Rose puts an end to Nikki Cross’ games.

Playable characters:

  • “The Fiend” Bray Wyatt

Playable horror-themed characters:

  • “Demon King” Finn Bálor
  • “The Swampfather” Bray Wyatt
  • FrankenStrowman
  • “Wicked” Aleister Black
  • “Unleashed Apex Predator” Randy Orton
  • “Fed-Up” Sheamus
  • “Twisted” Nikki Cross
  • “Survivor” Mandy Rose
  • +2 mystery versions of WWE Superstars

Extras:

  • Wyatt Swamp Arena
  • Cemetery Brawl Arena
  • Horror themed Create-a-Wrestler and arena parts

WWE 2K20 hits stores on October 22 for PlayStation 4, Xbox One, and PC. The Bump in the Night pack will be included with those who pre-order the game at participating retailers. All four WWE Original packs will be included in the Deluxe Edition ($90) and the SmackDown 20th Anniversary Edition ($130). The WWE 2K20 Backstage Pass will be available for purchase for $30 and will give access to Packs 2-4.

Ford Motor Company Plans To Step Up Its Involvement In Gaming And Esports

Ford Motor Company wants to “step up its involvement in gaming” and esports in the immediate future, with a booth at this year’s Gamescom set to announce exactly what this entails for the car manufacturer.

“Ford will at Gamescom next week announce significant news regarding the company’s entry into esports,” the company’s press release states. Ford has become a regular fixture at Gamescom over the past few years, becoming the first auto manufacturer to reveal a new vehicle at the show in 2018. Its only foray into competitive gaming also occurred at Gamescom, when it partnered with Microsoft in 2017 to offer players who recorded the fastest virtual laps in Forza Motorsport 7 the opportunity to drive real-life “hot laps” in a Ford Focus RS around the famous Spa-Francorchamps circuit in Belgium.

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Ford put up a job posting for an esports-focused marketing position a few months ago, seeking a candidate who “will lead the strategic direction, negotiation and ownership of partnerships with gaming and esports companies.” The most pertinent qualifications concern the applicant’s ability to “build senior-level relationships with global and regional gaming and esports partners e.g. Riot Games, Activision Blizzard, Epic, Stadia and esports teams, players, leagues, promoters etc.”

Brands such as Coca-Cola, Red Bull, McDonald’s, Audi, and Mercedes-Benz have sponsored esports teams, with more using the rapidly growing sport to advertise their products. Even professional soccer teams have got in on the act, as the likes of Paris Saint-Germain, Schalke 04, and West Ham United each have their own esports teams. Not to mention the fact Drake now co-owns an esports brand.

Ford might be looking to make its mark on esports, too, be it through sponsorship, advertising, or establishing its own team. We’ll find out what the company has in mind next week when Gamescom kicks off on August 20.

Forza Motorsport 6 Is Free On Games With Gold, And To Celebrate You Can Grab All Of Its DLC At 95% Off

Forza Motorsport 6 is currently available at no additional charge on Xbox Games With Gold, but if you want to get every single expansion and car available for the game, you can pick up every last piece of DLC at a massively reduced price too – but make sure you act quickly, because this is a limited time sale.

The Forza Motorsport 6 Complete Add-Ons Collection is currently available at a 95% discount. If you’re in the US, that takes the price down from $99.99 to just $4.99, but the same discount is available in all other regions as well. This discount will be available for the next 4 days, so if you’re interested, get on it fast. It bundles together every single piece of DLC available for the game, including every single car, track and career mode that was released post-launch.

The Complete Add-Ons Collection includes both major expansions, the NASCAR and Porsche packs, which contain unique campaigns alongside additional tracks and cars. Also included is the Car Pass, over 50 additional car packs, and the VIP pass that doubles your race earnings (and contains even more cars). This is a significant amount of content if you’re looking to get the most out of Forza Motorsport 6, and it’ll make progression through the game easier. These pieces of DLC are not available at individual discounts, so you’ll need to make sure that you specifically purchase the Complete Add-Ons Collection for the discount.

Forza Motorsport 6 was originally released in 2015, and was received warmly. In his 8/10 review, Miguel Concepcion called the game “yet another great reason to get back in the driver’s seat.” The series is taking a break this year, making 2019 the first year without a new Forza game since 2010.