Microsoft Announces the X018 Fan Event

During today’s Inside Xbox livestream, Phil Spencer announced X018, an event aimed towards Xbox fans around the world.

Detailed on the official Xbox website, X018 will be hosted on Saturday, November 10 during the fourth-annual Xbox FanFest in Mexico City.

The event will be live-streamed as an Inside Xbox episode, so fans outside of Mexico can join in on promised announcements. This will be the largest Inside Xbox episode so far, reportedly clocking it at two hours long. There will be announcements from both first- and third-party developers.

This was announced along with mouse and keyboard support for Xbox One. Though not many details were given today, more about this developer-centric input support process will be revealed during X018.

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Forza Horizon 4 Post-Launch Roadmap Detailed

During today’s Inside Xbox livestream, Playground Games has laid out a post-launch roadmap for Forza Horizon 4 after it launches on October 2, both for individual purchase and on Xbox Game Pass.

Horizon 4 will change its in-game season every week after players have finished the early portion of the game, and after a full year of in-game seasons (four weeks) a new year will start with a batch of new content, the first starting on October 25.

The first season present at launch for Forza Horizon 4 will be summer, but this will shift to autumn on Thursday, 3:30 PM GMT and will change the season around the game world. This season change will happen at the same time every week, and will be shown via a countdown clock for gamers currently playing the game. If players are in the middle of something, the game will allow them to finish, then a brief cinematic showing the season change will be shown, with the new season changes in effect after the cinematic.

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Halo 3 Was Released 11 Years Ago Today, And It’s Still Popular

Bungie’s 2007 shooter Halo 3 was released 11 years ago today on September 25, 2007. One of the final entries in the series that Bungie made before handing the reigns over to 343, Halo 3 is a superb game that many fans agree is one of the best entries in the sci-fi franchise.

Praised for its compelling story and excellent multiplayer, Halo 3 also introduced the Forge map-making tools that have gone on to become one of Halo’s trademark features. Halo stewards 343 remarked about the milestone with a tweet today and more.

Halo 5 recently added a Halo 3 throwback playlists that features Halo 3 maps remade inside Halo 5 complete with Halo 3-accurate gravity and functionality like no sprinting.

If you prefer the OG Halo 3 experience, the game’s Xbox 360 servers remain online (and decently populated), while you can also play Halo 3 from within the Halo: The Master Chief Collection. There are multiple Halo 3-specific playlists, including Halo 3 Big Team Battle, Halo 3 Lone Wolves, Halo 3 Team Arena, Halo 3 Team Doubles, and Halo 3 Team Hardcore.

2007 was a big year for great games. In addition to Halo 3, games like Rock Band, Call of Duty 4: Modern Warfare, Assassin’s Creed, BioShock, The Witcher, and Uncharted came out that year. It was truly one of the best years ever in gaming.

The next Halo game is Halo: Infinite. The game is currently in development for Xbox One and PC, and it still appears to be a long time off from release.

Telltale Games: Everything We Know About What Happened

Telltale Games made the announcement on Friday, September 21, that it was enacting a “majority studio closure. This resulted in hundreds of jobs being lost at the San Rafael, California-based studio behind adventure games in the Walking Dead, Game of Thrones, and Batman universes.

It was a sad and shocking announcement that sent waves through the industry. How could this have happened and what happens next? We’ve put together a roundup and timeline to help you get up to speed on all the important developments so far. We’ll keep updating this post in the days and weeks ahead as new details and information comes to light.

March 2017:

Telltale CEO and founder Kevin Bruner announces he is leaving the company. It is later reported that Bruner was forced out as he clashed with the company’s board of directors. Telltale’s other co-founder, Dan Connors, takes over as CEO.

September 2017:

Telltale hires former Zynga executive Pete Hawley to become the company’s next CEO. Before Zynga, Hawley was a production lead at Fable studio Lionhead, working alongside Peter Molyneux on that series from 1993 to 2003. He then spent time with Sony (2003-2005), then EA (2005 to 2010).

November 2017:

One of Hawley’s first major moves as CEO of Telltale is enacting a huge round of layoffs in which the company cut 25 percent of its workforce, which amounted to around 90 people at the time. The layoffs impacted “all divisions” at Telltale, and were part of Telltale’s ambition to become “more competitive as a developer and publisher”

December 2017:

Telltale’s CEO Pete Hawley talks to GamesBeat about the layoffs and the future of Telltale. He rejects the idea that Telltale is in trouble, stating he feels the company is in “really good shape.” The layoffs were necessarily to help Telltale succeed in the future, Hawley said at the time.

March 2018:

A deeply sourced report from The Verge alleges that Telltale operates under a culture of heavy, expected crunch pushed by toxic management. Among the many shocking claims in the report is that employees worked as many as 18 hours per day for weeks on end.

September 20, 2018:

According to Variety, Telltale management informs employees that its negotiations with media giant AMC for more funding were “going well,” with the company expected to complete the funding process in the coming weeks. There was also reportedly a deal being negotiated with South Korean mobile game giant Smilegate for more funding.

Smilegate and AMC both apparently leave negotiations with Telltale on Thursday, just hours before an eventful Friday. The reports offered no explanation for why AMC and Smilegate left negotiations on the same day. Variety previously reported that movie studio Lionsgate also decided to pull out of a financial deal with Telltale.

September 21, 2018:

According to reports, Telltale Games holds a meeting where it informs more than 200 developers that they were losing their jobs right then and there. According to Variety, employees were given paper paychecks for pay through the end of the day. They reportedly were instructed to leave the building within 30 minutes (employees were allowed back in for a period of three hours on the following Monday to collect personal belongings). The affected staffers received no severance pay, and their health care cover reportedly only extended to the end of the month. Management told employees they should consider applying for unemployment benefits.

Former Telltale CEO Kevin Bruner writes a blog post on his personal website talking about how he clashed with Telltale’s board of directors about the future of the company. He shares no more information about what he and the board disagreed over. Telltale’s board of directors includes Lionsgate CEO Jon Feltheimer, former Electronic Arts CEO John Riccitiello, and others.

Telltale’s official statement explains that the company is undergoing a “majority studio closure,” with only around 25 people remaining on board to “fulfill the company’s obligations to its board and partners.” CEO Pete Hawley, who joined Telltale in September 2017, says it was an “incredibly difficult year” filled with “insurmountable challenges” for Telltale. He says he is proud of Telltale’s efforts, but at the end of the day, its efforts “did not translate to sales.”

Dan Connors, Telltale’s co-founder, tells Variety that Telltale had “no choice but to stop production” after it failed to close another round of financing to keep the company afloat. “Sadly, everyone was so focused on doing what was required to keep the company going that when the last potential partner backed out, there were no other options,” he said.

September 24, 2018:

One former Telltale employee, Vernie Roberts Jr., files a class-action lawsuit against Telltale for unpaid wages and benefits that he claims Telltale owes him and other affected staffers. Roberts Jr. claims Telltale violated California’s WARN Act, which states that an employer must provide 60 days written notice about a mass layoff. There are some exceptions to the federal WARN Act. Attorney Richard Hoeg, who is not working on the case, tells GameDaily that Telltale may be able to deem the situation an “unforeseeable business circumstance” to remain in compliance with the WARN Act. However, California a version of the WARN Act unique to the state that does not include the “unforeseeable business circumstance” clause.

Later that day….

Telltale Games announces that “multiple potential partners” expressed some level of interest in helping Telltale to complete and release The Walking Dead: The Final Season. The company shared no information about who these potential partners might be. Additionally, Telltale says it can make no promises about ever releasing Episodes Three and Four. Even if they are released, Telltale warns fans that they might only come out “in some form.”

Also on September 24, Netflix announced that it is evaluating its options to continue production on Telltale’s Stranger Things game with a different partner. The streaming giant also confirmed that it plans to go ahead with releasing Minecraft: Story Mode on Netflix as planned.

September 25, 2018:

The Walking Dead: The Final Season’s second episode launches as planned, but it’s not the only major development this day. The game’s $20 season pass, which provides access to episodes 1-4, was removed from sale on all major digital storefronts including PS4, Xbox One, and PC. A statement from Telltale says the company is pausing sales until further notice.

Some other notes and notable facts

  • Telltale was founded in 2004 by former LucasArts developers Kevin Bruner, Dan Connors, and Troy Molander.
  • Telltale’s publicly disclosed funding partners included the venture capital firms IDG Ventures and Granite Ventures, along with the film company Lionsgate.
  • Of the seven named executives on Telltale’s management website, four, including Hawley, are former Zynga higher-ups.
  • Telltale has not filed for bankruptcy.
  • There is no word yet as to what will happen with the previously announced second season of Telltale’s Wolf Among Us.
  • Telltale also operates a publishing division that is behind the upcoming adventure game Stranded Deep from a two-person studio in Australia. The developer, Beam Team Games, does not know if it will be able to release the game on console in October as planned.
  • Telltale plans to provide a deeper update on its portfolio in the coming weeks.

Life Is Strange 2 – Camping Out In The Woods Gameplay

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Lethal Weapon: Season 3 Premiere Review

Warning: Full spoilers for Lethal Weapon’s Season 3 premiere follow…

Firstly, it’s absolutely nuts, even though this TV series is a mix tape-style alt universe based on the movie franchise, that there’s an iteration now of Lethal Weapon where Riggs dies. I mean, it’s not totally out of line considering the original ending of Lethal Weapon 2 had him dying after being shot by “Diplomatic Immunity!” Arjen Rudd, but this time it all happens off-screen. Murtaugh gets the dire news relayed to him by a doctor in a dialogue free moment, that just involves a head shake. Crazy.

I’m not here to comment on the behind-the-scenes chaos that led to star Clayne Crawford’s firing and, subsequently, Riggs’ death (we assume Riggs would’ve just survived the shooting had Crawford returned) except to say that this created a massive hurdle for a show that’s always existed on the bubble and is based on a very popular, established franchise that leans heavily on Riggs for action and drama (granted, the character’s nesting doll of surprise skeletons from his past had dried up). This was a massive mountain to climb.

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Life Is Strange 2: Episode 1 Review – What Doesn’t Kill Us

Politics ebbs and flows through Life Is Strange 2, whether or not the characters are always aware of it. Unforeseen circumstances upturn the lives of the Diaz brothers, and in typical Life Is Strange fashion, while the supernatural lingers around the edges, it’s ordinary humanity that displays the ugliest sides of this heart-wrenching story. With a narrative that is unashamed to present a mirror to the most uncomfortable realities of the US in 2016, a diverse cast of characters who are fleshed out lovingly and respectfully, and mechanics that reinforce relationships between characters, the first episode of Life Is Strange 2 tells a story that deserves to be heard.

The plot begins a week after the final presidential debate between Trump and Clinton–and before tragedy strikes the Diaz family. You adopt the role of Sean, an artistic, sporty teenager with a tight-knit family supported by his single dad, Esteban. Sean’s life at the beginning of the game is punctuated by his efforts to be a track star, begrudgingly taking care of his nine-year-old brother Daniel, and figuring out whether he should pack condoms for the party he’s attending that evening.

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Dontnod continues the pinpoint depiction of the teenage experience that it first displayed in the original Life Is Strange. Occasional unironic uses of words like “emo” and “BFF” rarely dampen the startlingly familiar conversations and texts between the game’s primary characters. The messaging system which appeared previously in the series is back, and it’s a delight to take the time to read each and every one of the dozens of texts in your backlog when the game starts. It informs the relationships between the characters and how they each see their place in the world; Sean’s conversation with his best friend Lyla evolves from entirely believable teenage banter into a grim exchange over watching the final presidential debate, foreshadowing the sociopolitical climate that defines the events to come.

Conversations never occur in a vacuum, devoid of pre-existing relationships between the characters. Whether it’s Sean commentating on how his Dad hates sushi but buys it for them anyway, or Lyla lamenting the price of therapists, Dontnod’s writing makes almost every one of its characters feel like a fully realized person with their own fears, motivations, and intricate web of relationships. It’s this writing, alongside the game’s fierce attention to detail, which supports the strength of its overarching narrative and character development.

Interactions are also more dynamic and free-flowing than before. Changes in the world elicit a reaction from both Sean and those around him, which feels far more realistic and aids in grounding the characters in the world. If Sean switches on his music player he’ll sing along to the cued up track from The Streets, and Lyla will comment on the music playing during their Skype call. Some conversations will even start automatically when you enter the range of a person who has something to say to you.

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Small changes to the series’ standard gameplay mechanics and their effects on the story deepen your immersion further. When the journey grows arduous, it’s wonderful that the game lets you join in the boys’ small moments of joy. While the brothers bounce on a motel room bed to Banquet by Bloc Party, the game ties your left mouse button to a camera zoom and mouse motion to bopping the camera up and down so you can jump along with them. The game’s licensed tracks and original score by Syd Matters, who also scored the original, underpin the tone of the game and the internal states of the characters to great effect. There’s a mix of teenage adrenaline, curiosity, and uncertainty in the score during Sean and Daniel’s first foray onto the open road that does a good job of putting you inside Sean’s headspace.

Sean can also observe and draw certain scenes in his sketchbook, an initially charming idea which unfortunately doesn’t work in practice. While the “flick the left joystick about wildly” instruction is somewhat effective with a controller, these sections are almost unplayable with a mouse due to a lack of helpful feedback. There are a few other occasions where the presentation of the game and character reactions don’t quite gel, such as Daniel asking Sean what kind of animals are in the woods after reading a sign that very clearly depicts a bear on it. Fortunately, these moments of disconnect are rare, and more often your interactions with the world are not only sensible but change what unravels later on in the game.

Much like the original game, the decisions you make will impact you and the people around you. This time around, your companion isn’t a pot-smoking, blue-haired rebel, but your little brother, and he is impressionable. At one point you’re given the option to purchase much-needed supplies from a general store. Your choices up to that point will have determined how much money you have and what supplies you already have with you. You can either buy what you can afford or opt to steal, but doing so will change the way your brother perceives you and his actions later in the game. His demeanor and actions will also change based on how you take care of him, how much respect you pay him, and the way you speak to others when he’s in earshot. Scaring Daniel too much in the forest will give him nightmares later, while teaching him to skip rocks and bonding with him over being wolves brings you closer. This adds another layer to the care you put in when making choices.

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The most striking and positive difference in Life Is Strange 2 is the diversity of its cast of characters and voice actors and the decision to tell stories from those perspectives. To Sean, who has lived in Seattle all his life, his ethnicity doesn’t define the way he lives. Though, he and Daniel do giggle at a gas station flyer that claims to offer Spanish lessons and occasionally slip into Spanish, particularly when referring to each other. Sean’s voicework, performed by Gonzalo Martin, doubles down on his characterization as a Latino teenager brought up in America. His accent is mostly American but with an occasional Mexican inflection, which is a lovely touch that grounds the character in his ancestry.

It’s Sean’s next-door neighbor that kicks off Sean’s first major confrontation with racism at his doorstep. Esteban explains to Sean early on that “things are scary in this country right now.” Sean’s neighbor tells him to go back to his country, multiple characters say Sean is the reason they need to “build that wall,” and one even threatens to call Immigration and Customs Enforcement. The tensest moments are heightened further by Martin’s voicework, which shifts dramatically to a desperate, frightened delivery that brought me to tears more than once. It’s wildly uncomfortable and heartbreaking being on the receiving end of confrontations which depict racism and witnessing police brutality.

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While going into any more detail would be spoiling the story, Dontnod’s deft and delicate storytelling style lends itself to depicting these important but rarely told perspectives with care, particularly in the face of highly charged and controversial issues. The commentary on a fragile and volatile modern-day America and how it impacts the people within it is a hefty, albeit admirable, undertaking. It will be telling how these issues are handled as the series develops through the episodes ahead. There were also some repercussions to my actions in the first chapter of Life Is Strange 2, but nothing that made me feel as if I couldn’t recover from a bad choice; it remains to be seen what consequences may arise over the four episodes still to come.

As the first episode of Life Is Strange 2 concludes, Sean finds himself driving south, away from Arcadia Bay, the setting of the first game. The references to that town and all that happened within it are few and far between in the sequel, but the excellence in character and worldbuilding remain. Dontnod retains its expertise in depicting a teenager’s unique struggles with their identity, relationships, and the way they fit into their world, while adding new gameplay mechanics that lend a stronger emotional investment to your decision-making. Life Is Strange 2: Episode 1 is a triumphant first chapter, featuring a narrative that fearlessly reflects the lives of two Latino brothers living in our politically-charged climate.

The Gifted: Season 2 Premiere Review

Warning: Full spoilers for The Gifted’s Season 2 premiere follow…

Even though events in The Gifted’s Season 2 premiere more solidly defined the adversarial Inner Circle – a decades-after-the-fact offshoot of the Hellfire Club that…now only has four(ish) members thanks to Reeva Payge’s (Empire’s Grace Byers) culling in the first scene – the story remained hyper-personal and emotional.

Skipping ahead six months, and centering things around Polaris giving birth to her daughter, “eMergence” (we’re capitalizing the “M” now…to spell out X-Men over four seasons?) was able to nicely focus in on the show’s characters instead of setting up a big seasonal “bad guy” plot for our heroes to tackle. The heart of this chapter came down to Marcos wanting to be there for his baby’s birth and Lorna wanting to protect her child, no matter what, if things went wrong with her super-powered, chaotic labor.

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Every IGN Forza Horizon/Motorsport Review

Going from 0 to 9.6 in 13 years may not sound like an astonishing rate of acceleration, but in the case of the Forza series (both Motorsport and Horizon) has done some super impressive things. Now that Forza Horizon 4 has added an all-time series high 9.6 to the series’ resume, let’s drive through Forza history to see how Playground Games and Microsoft raced past the competition. Which game was your favorite?

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