Nvidia RTX 3070 Delayed Until the End of October

Nvidia’s RTX 3070 graphics card has been delayed until the end of October in order to ensure there’s enough stock to meet demand.

Originally scheduled to launch on October 15, the graphics card manufacturer has shifted its release date to October 29, most likely in light of the demand for previous 3000 series cards. Nvidia recently issued a statement to apologize for the launch of the RTX 3080, which caused record traffic at many sites and sold out very quickly.

The news was revealed on the Nvidia blog, where a statement was issued on the delay, and what this means for the availability of the graphics card. “We’ve heard from many of you that there should be more cards available on launch day. To help make that happen, we are updating the availability date to Thursday, October 29th.”

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Nvidia acknowledges that this may be disappointing for fans eager to get their hands on the new Ampere tech as soon as possible, but added that it was necessary to help meet demand. “This shift will help our global partners get more graphics cards into the hands of gamers on launch day,” the statement reads.

At $499/£469, it’s the cheapest card in the new range, but don’t let that suggest that its specs aren’t something to shout about. According to Nvidia, the RTX 3070 is more powerful than the RTX 2080 Ti, which was the most powerful graphics card on the market ahead of the 3000 series launch. For all the specs, price and release date details for Nvidia’s new range of GPU’s, check out this handy explainer.

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

Minecraft’s Steve In Smash Bros. May Have Been in Negotiation for 5 Years

Negotiations to get Minecraft’s Steve into Super Smash Bros. Ultimate may have been ongoing for “at least” five years.

Mojang co-founder Daniel Kaplan revealed the news on Twitter. Kaplan first asked his followers to guess when discussions started about the character coming to Nintendo’s Smash Bros, which prompted many teasing replies.

Eventually, he confirmed in a reply that talks started “at least five” years ago. In a follow-up, Kaplan added that he has “no idea when implementation started,” most likely due to the fact he left Mojang in 2017 to work at Coffee Stain Publishing.

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If you missed the news, Super Smash Bros. Ultimate director Masahiro Sakurai revealed on Thursday that the game’s next DLC characters will be Minecraft’s Steve, Alex, Zombie and Enderman. An in-depth look at how these characters will work in-game is coming on October 3, where a release date for the characters will also be revealed. Twitter suffered a brief outage when the news dropped, which we’re sure is just a coincidence…

A blog post on the official Minecraft website offers some more details on the deal. The game’s chief creative officer Jens ‘Jeb’ Bergensten commented that getting Minecraft characters in Super Smash Bros. Ultimate “is the result of an amazing collaboration with Nintendo.” “As fans of the series and avid players at our studios, we couldn’t be more excited to see Minecraft join Smash’s already legendary lineup of characters.”

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

Xbox One Report Card – Last One Out, Get the Lights

On November 10, Microsoft will release the Xbox Series X/S, officially transitioning Xbox into the next generation. Sure, Microsoft plans on supporting cross-gen for the first few years of the Xbox Series X/S lifecycle, but we’re not getting a new Xbox One–that chapter is coming to a close. With that in mind, we figured it’s time to take a look back and dig into how Microsoft handled the Xbox One, from its bumbling beginnings to its far better-received end.

There are plenty of fond memories when it comes to Xbox: late-night sessions of SWAT on Halo: Reach‘s Sword Base, lunchtime conversations about the latest indie darling to be promoted on Xbox Live Arcade, and lazy summers spent unlocking Achievements. But even we were left bewildered by how Microsoft tried to initially pitch the Xbox One as an entertainment hub. Plenty of us still bought one, of course (I mean, c’mon, did you see that Titanfall reveal trailer? Freakin’ dope is what it was), but Microsoft’s initial pitch led to a rather poor start for the Xbox One. It’s a mishap that we’re still not wholly convinced the Xbox brand has completely recovered from–going into next gen, it still feels like Xbox has work to do in order to become truly competitive with PlayStation again.

Despite that poor start (or perhaps, because of it), Microsoft has pursued new ways to put games into players’ hands and made several excellent strides with Xbox One in the past few years. Xbox One may still trail behind PS4 in terms of popularity, but that doesn’t remove the fact that Xbox has grown in favor since launch. There have still been missteps, the biggest being the overall lack of first-party titles and console exclusives, but Xbox has at least made an effort to address these concerns going into next gen.

New Iterations, But Little Choice

Beyond the standard Xbox One that launched in 2013, Microsoft released three other versions of the console. 2016’s Xbox One S is a smaller version of the original console that supports 4K video playback, sees a minor improvement in game performance (though not for all games), and upscales games from 1080p to 4K. It isn’t true 4K, though. That would come the following year with 2017’s Xbox One X, which does support true 4K and buffs the overall hardware of the Xbox for a more substantial improvement in game performance. In 2019, Microsoft launched the Xbox One S All-Digital Edition, which is basically a standard One S without a disc drive.

New iterations of the Xbox One produced mixed results. Releasing the relatively cheap Xbox One S All-Digital Edition was a nice step forward in terms of affordability, though the console came out way too late in the Xbox One’s lifecycle for it to be an inclusive option for low-income households that may struggle to buy next-gen consoles within the first year.

Additionally, though having claim to the most powerful console on the market (Xbox One X) is a nice position for advertising–and games do look really good on One X–Microsoft didn’t have many first-party titles to show off just how powerful the console is. It’s also a bit unfortunate that Xbox One X seemingly became the new standard for the Xbox One console, instead of acting as a higher-end option for those looking to take advantage of their 4K televisions. Though the original Xbox One and One S can run most games just fine–just at a much lower pixel count and frame rate than the Xbox One X–there’s still a noticeable drop-off in performance for certain titles. A somewhat recent example is 2019’s Control: on an original Xbox One, the game will usually stutter when there’s a hectic fight and a lot of debris being thrown around, but the game performs closer to how you would hope on Xbox One X. Similar to the situation we see with PS4 and PS4 Pro, it often feels as if the lower-powered consoles are not up to snuff, leaving only those with the more expensive hardware to have something approaching an ideal experience.

As a result, several of the larger games from the past few years have rendered the original Xbox One outdated. This practice screws over early adopters who can’t afford to upgrade multiple times in a generation–a practice that is more common on PC (though, admittedly, becoming more common in the console space). Consoles have traditionally been the affordable and approachable option for people looking to get into gaming. This console generation was a shift in that line of thinking for Xbox, as upgrading to the Xbox One X felt like the only way to play certain Xbox One games and have an ideal experience. Whether this becomes a new trend for Microsoft remains to be seen. It’s pushing out two next-gen consoles at once, one of which is more powerful than the other, but we won’t know if the weaker Xbox Series S ultimately can’t keep with next-generation games for a while. And Microsoft might handle console upgrades differently in the next console generation anyway.

Ditching Bad Gimmicks

Players weren’t afforded many opportunities to use Xbox One’s Kinect all that much. Personally, I think the only time I regularly used it was for yelling at the Netflix app that, yes, I was indeed still using it to watch Criminal Minds even though it had been five hours–quit judging me, Netflix. However, with most games forgoing any Kinect support, pretty much the only reason to keep the accessory connected to your Xbox One was to scan in DLC expansions and digital games–it was far easier to just hold up a QR code to a camera than type in a bunch of random letters and numbers. But that’s really it; the Kinect was abandoned after only a few years. It was an expensive add-on with little purpose, despite Microsoft making it mandatory to include the Kinect with every Xbox One. Remember that? How, once upon a time, you couldn’t even buy an Xbox One without getting a Kinect too?

Which is our long way of saying that Microsoft did well to ditch the Kinect in the end. Though it was packaged with all original Xbox One consoles, the Kinect was dropped when it came to the Xbox One S, One X, and One S All-Digital Edition. The camera seemed to be primarily tied to Microsoft’s early message for Xbox One: that the machine was a media center for the family as opposed to a gaming console. The non-gamers in the family could just talk to the Xbox One to watch movies and TV, and they didn’t even have to pick up a controller to turn the machine on and off.

In the years since the Kinect was dropped, Microsoft did a much better job in terms of accessories. The focus realigned on traditional console gaming, but providing players with more options of how to play. Adding mouse/keyboard support and developing the Xbox Adaptive controller were promising means of improving accessibility, while the Elite and Elite Series 2 controllers are ideal for players looking for that competitive edge, especially in shooters.

All of those accessories are solid, long-term investments–especially since Xbox Series X/S will support all of them–whereas the Kinect felt like Microsoft chasing the trends of voice activation and motion controls. It all adds up to a Microsoft that feels more confident in doing what it knows it’s good at, instead of chasing a pipe dream at the expense of what should have been the foundation of a gaming console all along.

Struggling To Deliver A System Seller

Despite having the most powerful console, Microsoft never really delivered on a powerhouse library of first-party console exclusives to sell it. True, I bought the Xbox One to play Titanfall, and the Xbox One has a killer console exclusive in Sunset Overdrive, but both of those games were released in 2014. What seemed like a promising start was never maintained throughout the Xbox One’s lifecycle.

Since 2014, there haven’t been many first-party games or console exclusives for Xbox One, and very few of them stack up to what Sony was exclusively putting out on PS4. Games like Halo: The Master Chief Collection, Sea of Thieves, Ori and the Blind Forest, Forza Horizon 4, and Gears 5 are good, but they’re not prestige quality–it didn’t seem like any were inspiring people to go out and buy an Xbox One if they didn’t already have it. If anything, they all seem like Xbox Game Pass sellers (which we’ll get into in a bit), not console sellers.

Granted, in August 2020, Xbox head Phil Spencer said that selling consoles is no longer the company’s main concern. Instead, Microsoft is aiming to permeate as many devices as it can, getting players invested into the Xbox brand with Xbox Game Pass and xCloud. But that doesn’t change how much it feels like Xbox has dropped the ball in comparison to Nintendo and PlayStation when it comes to curating a library of first-party exclusives this generation. Where PlayStation and Nintendo have reaffirmed their roles in the gaming industry (single-player blockbuster movie-like games for PlayStation, and enjoyably approachable and elegantly designed games for Nintendo), Xbox has meandered through this console generation with little in terms of an identity.

But Microsoft managed to make big changes in this regard in the final years of the Xbox One’s lifecycle. Through numerous acquisitions, Microsoft has tripled the number of first-party studios it has going into the next generation in comparison to what it had coming into this one. Between inXile Entertainment, Obsidian Entertainment, and Bethesda Games Studios, Microsoft can reclaim the Xbox’s identity as the go-to console for RPGs–a nice change of pace given that Microsoft’s only true attempt to recapture that identity on Xbox One, Scalebound, ultimately ended up getting canceled. And ID@Xbox has already helped Microsoft recover its platform in the indie game scene since the removal of Xbox Live Arcade from the Xbox marketplace. All good stuff, though admittedly a bit too late to act as system sellers for Xbox One.

The Best Deal In Gaming

Xbox Game Pass Ultimate is the best deal in gaming–it’s a monthly subscription that provides access to over 100 Xbox and PC titles for a fraction of their total retail cost. The subscription also includes Xbox Live Gold, allowing you to play Xbox games online and get a couple of free games each month via Games with Gold, as well as Microsoft’s cloud-based game streaming service, xCloud. Starting November 10, an Xbox Game Pass Ultimate subscription also nets you EA Play at no extra charge, giving you early access and discounts on select games published by Electronic Arts, as well as its Game Pass-style Vault of older games. Plus, all Microsoft first-party games appear on the service the day they release.

Simply put, neither Sony nor Nintendo have anything close to Xbox Game Pass Ultimate, and thus far neither have indicated they have plans to compete in the same way. Game Pass is just a really, really, really good deal and the biggest selling point for having an Xbox One and preordering an Xbox Series X/S. Plus, it makes gaming more accessible (people with disabilities can more easily try games without worrying about paying for something they ultimately find out they can’t play) and affordable, both of which are always a good thing.

Looking Back While Moving Forward

The Xbox One is the only family of consoles to offer true backwards compatibility this console generation, with all Xbox One consoles being able to play a ton of Xbox 360 and original Xbox games. Select Xbox and Xbox 360 games are also enhanced on Xbox One X, which means they get improved performance and faster loading times, and the console both recognizes and upscales the game’s resolution to a higher quality image (sometimes up to 4K) for an improved visual experience.

Funnily enough, Microsoft began the console generation with a similar stance to Sony and Nintendo in regards to going next gen–originally, the Xbox One was a clean cut from the Xbox 360 and did not support backwards compatibility. But Microsoft backpedaled on this stance during its rebranding of Xbox One, when it was transitioning the machine away from an entertainment hub towards a more traditional gaming console.

It was a smart move too, as backwards compatibility is now one of the Xbox One’s biggest selling points. The Xbox One’s success in this regard has seemingly informed Microsoft’s plan for next gen, as backwards compatibility is one of the core pillars of Xbox Series X/S, transforming Xbox into an evolving ecosystem that’s both approachable and affordable to join, and (most importantly for Microsoft) difficult to leave.

Next Gen: Xbox Series X & Xbox Series S

We’ve already touched on this a bit in the previous sections, but it’s worth diving into all the ways that Microsoft spent this console generation preparing for the next one. All things considered, the platform holder is in a decent place, but it could be a lot better.

Though preorders for Xbox Series X/S went a bit more smoothly than PS5, securing a console for launch was still a pretty rough process. And yes, this isn’t really Microsoft’s fault–the company has no control over how retailers handle preorders. But at what point does Microsoft decide to try and work with partnered retailers to find a better solution, or at least ensure a smoother process on its own online store?

There’s also just a lot about the Xbox Series X/S that we just don’t know, despite its launch being only a few months away. Will next-gen games continue to cost $60 USD or will the price rise, like Sony seems to be implying with several PS5 launch titles? How will cross-gen multiplayer work if you own a game on Series X but your friend has it on One? Which announced Series X/S console exclusives are actually going to be out on launch day?

But it’s not all bad. Microsoft offering payment plan options for next-gen through Xbox All Access is a welcome sight. For too long, gaming has been an expensive hobby–implementing a payment plan welcomes in a new demographic of gamers to jump into next gen at launch. It’s a far better form of accessibility and affordability than releasing a cheaper disc-less version of the console nearly six years after the new gen has started.

Provided the games they make are well-received, Microsoft’s new studios should help with player complaints about the lack of first-party exclusives this generation. We are a bit concerned that Microsoft may be trying to fix the complaint a little too literally and is aiming for sheer quantity by acquiring numerous studios and churning out games to increase chances that more hit big, but Microsoft is buying studios known for excellent games, so our worries may be unfounded.

Other Matters In Brief

  • User Interface: The Xbox One UI wasn’t all that great for much of the console’s lifecycle and Microsoft didn’t implement a popular fix for it until 2020, with the current one. Having a UI isn’t a huge issue, but it did make navigating the online console store and finding new games to play more difficult than it had to be, and seeing all those ads pop up on the home screen when booting up the Xbox One wasn’t a popular sight. The first UI tied into Xbox One’s original role as an entertainment hub (snapping multiple pages, navigating via hand motions, etc) while the current UI is something you’d expect of a more traditional gaming console, highlighting what you’ve been playing, what’s new in the store, and what’s new to Xbox Game Pass.
  • xCloud: Cloud-based game streaming is beginning to take off, with several other corporate giants like Google even getting in on the fray. Pairing xCloud with Xbox Game Pass Ultimate is a smart move on Microsoft’s part, as it fixes the two biggest problems cloud platforms face: cultivating a fleshed-out game library and convincing players to buy in. Xbox Game Pass Ultimate already has a huge library of games and the addition of xCloud comes at no extra charge.
  • ID@Xbox: Microsoft lost its prominent position as a spotlight in the indie game scene going into the Xbox One. However, the ID@Xbox program has helped reestablish Microsoft as a good partner for indie games, especially since many of those partnerships lead to indie games getting prominent spots on Xbox Game Pass.
  • Big Phil: Xbox has flourished under Phil Spencer’s leadership. Obviously, the success of a company is never the result of one person, but Microsoft’s decision to afford Spencer a great deal of agency in how to shape the Xbox brand and focus the company message around backwards compatibility, affordability, and accessibility is a big contributing factor to the growing success of Xbox One this console generation.

Verdict

The Xbox One is leaving on a far more positive note than when it first arrived. However, as awesome as it’s been to see the Xbox One improve over time, this entire console generation has really just been Microsoft recovering from tripping at the starting line. Microsoft needs to learn from those early blunders in order to avoid seeing similarly rough growing pains with the Xbox Series X/S.

If the Xbox One proves anything, it’s that coming off of a popular console does not guarantee your next one will be similarly received. As much as players’ opinions have turned around on Xbox One, Microsoft cannot afford to simply ride out on the good will it has managed to curate. The strides that Microsoft has made in regards to approachability, accessibility, and affordability are the Xbox One’s largest successes, but that can’t stop–steady improvement in these spaces is how Microsoft will continue to sell the Xbox brand in the next console generation.

Now Playing: Remember When Xbox One ALMOST Lost the Console War?

One Year Later, Borderlands 3 Has More Surprises In Store For Players

As the pioneer of the so-called “looter-shooter” sub-genre, Gearbox Software’s Borderlands is a brash and in-your-face action-RPG series with an infinite supply of guns and a squad of badass, quirky vault hunters to get to know. After a short hiatus between entries, 2019’s Borderlands 3 was an explosive return for the franchise’s bizarre yet enticing nightmare gallery, filled with big guns, fast vehicles, and tons of pop-culture references. However since the release of 2012’s Borderlands 2, the landscape has changed, with the rise of other looter-shooter games like Destiny 2 and Tom Clancy’s The Division. Because of this, Borderlands 3’s non-subtle and more energetic approach to the loot-grind was simultaneously a nostalgic sight and something of a throwback to the early 2010s shooter.

At launch, Borderlands 3 was a solid return for the series, keeping up with the many tenets of collecting loot, nailing fast kills with your character’s expanded suite of abilities, and a plot that sought to tie up many of the franchise’s long-gestating questions. However, it wasn’t without its criticisms. While the story was a lot more sprawling in comparison to previous games, it didn’t quite land many of its more impactful moments, and its endgame content left people wanting after the story’s completion.

But like its direct predecessor, Borderlands 2, the most recent entry in the series was a game in progress and it has evolved in some significant ways over its first year. Since its September 2019 release, Borderlands 3 has seen a suite of changes and revisions that have not only fleshed out its universe but remade the original endgame loop (known as Mayhem mode), upping the thrills and keeping people invested post-campaign. In many ways, this first year of content for Borderlands 3 has gone a long way in further defining the game’s identity, and in turn, the franchise, in the modern era.

In this GameSpot exclusive, we had the chance to talk with President and CEO of Gearbox Software Randy Pitchford along with post-launch creative director Graeme Timmins about Borderlands 3, its first year, and what’s coming next.

“I’m pretty proud of Borderlands 3. We have the data, and we can see how Borderlands 3 did from launch. We’re about 60-70% above Borderlands 2 in terms of active players, which is just astonishing and way beyond what we hoped or expected,” said Gearbox CEO Randy Pitchford. “We’re in there playing with the game and modifying it, we try new things, and we’re not afraid to get in there and mix things up a little bit. Some of the things we’ve added in works better than others, but all of our adjustments are made from a wish to try to engage and entertain and try to create joy and happiness for people. We learn something from every step. I love that process. I’m really proud that we’ve got some momentum with that process, and that there are people who are enjoying coming along with us, and other folks that are arriving and showing up. We’ve got some of the things you’re going to see on the horizon would only be possible, that would only be possible because of a culture of that iteration and that loop we have at Gearbox. It gets me pretty excited for what’s to come, frankly.”

Borderlands 3's expanded co-op gameplay allowed for certain characters to pair up with others for more coordinated attacks.
Borderlands 3’s expanded co-op gameplay allowed for certain characters to pair up with others for more coordinated attacks.

From our talks with both Pitchford and Timmins, it seems clear that work needed to be done on the original game to get it to where it needed to be. In GameSpot’s review of the game, associate editor Jordan Ramée gave the game an 8/10 and stated, “Borderlands 3 has a few stumbling blocks when it comes to bosses, but these fights are overshadowed by the game’s rewarding gunplay and over-the-top humor.” Borderlands 3 has and continues to excel at offering engaging shooting gameplay and some endearing characters with personality. So it was especially great to see that the post-launch content focused more on providing content that strengthened the game’s personality and snappy shooting.

The game we have one year later is in much better shape than it was at launch. The standout expansions that bolsters Borderlands 3 are the contents from the first season pass. These include the campaign add-ons Mad Moxxi’s Heist of the Handsome Jackpot, the H.P. Lovecraft-inspired Guns, Loves, and Tentacles, the Western-themed Bounty of Blood, and the concluding add-on Psycho Krieg and the Fantastic Fustercluck. While not all of these campaigns hit the mark, they still introduced new stories and worlds to explore, offering some fun jaunts through more unique environments that did a lot to show how creative and imaginative Borderlands’ art-style can get.

These set-piece add-ons were big attractions to check out, but surprisingly they’re not totally what made Borderlands 3 a more enjoyable and worthwhile game in its post-launch life. Following the launch, Gearbox rolled out seasonal events, quality-of-life updates, and the occasional level-cap increases for your chosen vault hunters. The game also saw a set of high-end content aimed at veteran players, such as the two raid-like Takedown missions. Limited-timed events like the recent Revenge of the Cartels also reshaped standard encounters within existing worlds, which incentivized revisits to take down key targets, culminating in a smash-and-grab style raid of a Scarface-esque mansion that housed tons of Eridium, along with new guns and cash to grab. For lapsed players who peaced out after the campaign, these timely events were great ways to dive back in and check out new additions to the game.

As a loot-focused action-RPG, the push to collect new loot and power up your characters is everything, and new updates to Borderlands 3 made that grind less of a hassle and more flexible. Along with changes to anointments–special modifiers for rare weapons–we saw a massive revision to the endgame centerpiece, Mayhem mode. This difficulty modifier was initially intended to be the significant endgame content to keep players going. Still, the first iteration led to repetition, especially with players taking advantage of certain bosses to squeeze out rare drops.

There was a larger variety of guns in Borderlands 3, many of which blended different archetypes to make some bizarre weapons.
There was a larger variety of guns in Borderlands 3, many of which blended different archetypes to make some bizarre weapons.

Only a few months after the launch, Gearbox released Mayhem 2.0. This new update revised the loop by rebalancing the difficulty, adding more Mayhem levels, and introducing bizarre combat modifiers that give a variety of buffs or debuffs to characters and enemies alike–all for the promise of better loot. This new update ended up being the turning point for the game, making many of the encounters much more unpredictable and giving you proper control over just how crazy you want your engagements to get. While reflecting on the first year of content, post-launch creative director Graeme Timmins talked about how things went better for the game with Mayhem 2.0.

“When we first launched the base game with Mayhem 1.0, we knew what we were scratching at in terms of making the game more of a fun endgame experience that wasn’t dependent on just farming bosses wholly by itself,” said Timmins. “We realized working through the revisions that some things aren’t necessarily as interesting as we had hoped, so we knew we wanted to revise things after launch. There was just so much more potential to do that since we had more time to execute it. With Mayhem 2.0, we wanted to stay away from just stat changes and do something more fundamental in terms of behaviors that are happening in the world. When it comes to stats, we’ve had to kind of balance and rebalance things for the Borderlands games, but it’s often not very visible to the player. That’s why we went with the new modifiers, like with the lasers, and the death skulls, and whatnot. Those are putting like very actionable changes of behavior in your face that you have to react to. We found that that, for us, was a more interesting way of approaching additional difficulty outside of just relying on stat changes.”

One of Gearbox’s controversial decisions for Borderlands 3 was that the game would not receive new characters post-launch, but rather expand upon the current four vault hunters. To make up for that, each character in the game has a greater level of customization and build options than what previous games offered. Presently, this approach has been well-received by fans, and players are still experimenting with character skill-sets, which are showcased on popular Borderlands YouTube channels. In our talk with Timmins, he confirmed that the game’s post-launch period reaffirmed their choice to stick with the four characters, as having players to replay the game’s lengthy campaign to reach the endgame with new characters wasn’t a worthwhile investment of time.

With the end of the first season pass of content, capped off with the Psycho Krieg DLC, Gearbox announced that more content is still on the way this year in the form of free updates and some premium content. In addition to new skill trees and skills for each character, giving characters like FL4K and Zaine a pet robot and a shoulder cannon respectively, along with more seasonal events, Borderlands 3 will also see another substantial update–this time introducing a totally new gameplay mode.

Borderlands 3's fourth major DLC, Psycho Krieg and the Fantastic Fustercluck is best described as the series channeling the strangeness of Eternal Sunshine of the Spotless Mind.

During our talk with Pitchford and Timmins, they shared some details on the new mode called Arms Race. Set to be revealed later in October, the devs say that Arms Race will be a new standalone mode that brings players to an isolated map, where every gun they pick up will matter throughout the game mode. Pitchford stated that it has elements that players who love Call of Duty and battle royale games might find interesting, but it is “not a battle royale game.” Timmins also elaborated a little to explain what’s to come.

“Our goal with Arms Race is to make the gun game in our game of millions of guns really matter,” said Timmins. “I can talk about that game mode for hours. I’m so excited about it, but we’ll have to wait. I’ll say it’s got its own environment and just leave it at that [for now].”

Currently, Borderlands 3 will be entering its second year of content with the launch of the next wave of events and DLC coming this year. Gearbox has plans to keep Borderlands going for the long term. With the launch of the upcoming PS5 and Xbox Series X/S, Borderlands 3 will also make its ways to next-gen, and players who own the game on either PS4 or Xbox One can upgrade to the next-gen edition free of charge.

According to Pitchford, this free upgrade to next-gen was possible due to the game’s success and its current install base, which is sitting higher than Borderlands 2. In 2021, Gearbox Software plans to expand the cross-play functionality to consoles, with Xbox and PlayStation players joining up for games across platforms. During our interview, Pitchford spoke candidly about his “dream” to expand further than that and have all versions of Borderlands 3 possess cross-play functionality in 2021.

“It’s happening, and it may come sooner on some platforms. We’ll see,” said Pitchford. “What’s interesting is that we’re there, technology-wise. We’ve been there since we launched Borderlands 3 on the Steam platform, which allowed cross-platform play between Steam and Epic. And the Steam and Epic guys hate each other, but we made that happen, and we managed to do that. It’s so fascinating that there’s still emotion in play, and I understand it. A lot of groups have spent a lot of time protecting their silos and building those silos, and we’re not trying to destroy the silos. We’re just trying to take the friction away from real people that find each other and want to have entertainment experiences with each other. They found that they have a shared interest in the game, but just because they happen to have a shared interest in one game on a different platform, they’re forever separated, and there’s a divide between them. I hate that, and it’s been my crusade to try to tear that down, and we’ve done it. We’ve done it, and it’s inevitable. There’s still some work to do, and some things to deal with from a policy point of view, but I think we’re there, and that nut is finally cracked to the point where we’ve been confident enough to say, “Yes. This is done. It’s happening, and you will have it.”

Later in 2020, the four vault hunters of Borderlands 3 will get a new set of abilities and skills, expanding their powers even more.

In a brief follow up, I asked Pitchford about cross-play between all versions of the game, and he stated: “We’re not stopping until that’s true. We are confident enough that that will be true to say that it’s coming in 2021. And, good fortune willing, it could happen sooner. We’ll see what happens.”

Borderlands 3 is not only the largest game in the series in terms of content but also the fastest-selling entry in the franchise, proving that there’s still plenty of fans itching to dive into the energetic and high-octane universe of vault hunters. Back in 2009, the original Borderlands was something of an underdog release in a packed fall period, and now it’s a game franchise that’s about to have a major film directed by Eli Roth and starring Cate Blanchett. The future looks bright for the franchise, but many fans are still fixed on what’s to come with the evolving platform of Borderlands 3, and it doesn’t seem to be stopping anytime soon.

For more on Borderlands 3 and what’s to come with next-gen consoles, check back with GameSpot for our full interview with Randy Pitchford.

Now Playing: Borderlands 3 – Psycho Krieg And The Fantastic Fustercluck Official Launch Trailer

Baldur’s Gate 3 Reveals the 16 Races You Can Play at Early Access Launch

Larian has revealed that Baldur’s Gate 3’s character creator will feature 16 races and subraces to choose from at launch, as well as 6 base classes (each with at least two subclasses). It’s also explained how the character creator will feature 150 photo-scanned faces to choose from.

Players will be able to choose from humans, githyanki, elves, drow, half-elf, dwarves, halflings, and tieflings (most of which come with subraces, a full list of which you can see below). Races such as drow and githyanki are incredibly rare in the game’s Sword Coast setting, and NPCs will react accordingly.

You can see pictures of those races in the character creator in the gallery below:

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That character creator will feature 150 faces to choose from across the races, which Larian explains are “based on 3D scans of actors and models (blemishes and all), selected because their features roughly resembled the direction for each race in the game, as well of course for diversity and variety in the human-like races.” The choice to include scanned faces was made to allow for a much higher level of detail than a traditional custom-created character face.

Aside from the faces, Larian promises hundreds of choices in the character creator to make your hero unique, many of which will have a direct effect on the world and characters around you.

One of the most important choices you’ll make is your character’s class. Early Access classes will be Cleric, Fighter, Ranger, Rogue, Warlock and Wizard, each of which will feature at least two subclasses.

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You can see the full list of Early Access races and subraces below, as described by Larian:

Human
The most common face to see in Faerûn, humans are known for their tenacity, creativity, and endless capacity for growth. They live fully in the present – making them well suited to the adventuring life – but also plan for the future, striving to leave a lasting legacy.

Githyanki
Githyanki are peerless warriors from the Astral Plane, known for their legendary silver blades and red dragon mounts. They seek the total destruction of mind flayers, whose ancient empire enslaved the githyanki for millennia.

Elf
High Elf – Heirs of the mystical Feywild, high elves value magic in all its forms, and even those who do not study spellcraft can manipulate the Weave.

Wood Elf – Wood elves spend their reclusive lives in Faerûn’s forests. Decades of training in archery and camouflage are enhanced by an otherworldly swiftness.

Drow
Seldarine Drow – Drow are the result of an ancient schism between the elven deities Corellon Larethian and Lolth. The latters’ treachery drove the drow into the Underdark, where they splintered into warring factions. Seldarine drow can be found seeking allies from all over Faerûn, aiming to settle their conflict with Lolth – and each other – by any means necessary.

Lolth-Sworn Drow – Raised by Lolth’s cult in the city of Menzoberranzan, these drow extol the virtues of their corrupt and merciless goddess. Lolth marks her followers with bright red eyes so the Underdark will learn to fear drow on sight.

Half-Elf
High Half-Elf – A touch of the Feywild remains in half-elves with this bloodline, and even those untrained in magic possess a hint of wild power.

Wood Half-Elf – Like their wood elf parent, these half-elves have a quickened stride and eye for stealth. Yet many break away from isolation in Faerûn’s forests to explore the rest of the Realms.

Drow Half-Elf – Most half-drow result from liaisons between Seldarine drow and surfacers. While half-drow inherit a few magical gifts, they aren’t usually raised in the Underdark.

Dwarf
Gold – Gold dwarves are known for their confidence and keen intuition. The culture of their Deep Kingdom values family, ritual, and fine craftsmanship.

Shield – Shield dwarves survived a long fall from grace, surrendering many of their ancient kingdoms in wars with goblins and orcs. These losses have lead to a cynical mindset, yet shield dwarves will endure anything to restore their ancestral homelands.

Halfling
Lightfoot Halfling – Lightfoot halflings are stealthy but social, travelling all over Faeûn to make names for themselves.

Strongheart Halfling – Legends say dwarven blood gave stronghearts their hardiness. Resistant to poison and wellsprings of endurance, these halflings easily hold their own.

Tiefling
Asmodeus Tiefling – Bound to Nessus, the deepest layer of the Hells, these tieflings inherit the ability to wield fire and darkness from the archdevil Asmodeus’ infernal bloodline.

Mephistopheles Tiefling – Descended from the archdevil Mephistopheles, these tieflings are gifted with a particular affinity for arcane magic.

Zariel Tiefling – Tieflings from Zariel’s bloodline are empowered with martial strength, and can channel searing flame to punish their enemies.

Crossover: Exclusive New Art From the Epic Image Comic

Crossover is easily one of our most anticipated new comics for the remainder of 2020. Between the fact that it reunites writer Donny Cates and artist Geoff Shaw (the minds behind God Country and Thanos Wins) and that the plot involves an epic superhero crossover literally spilling over into the real world, what’s not to like? Now IGN can exclusively reveal some new art from the first issue.

Check out the slideshow gallery below for a closer look at Crossover #1, including new variant covers from both Shaw and Wonder Woman: Dead Earth’s Daniel Warren Johnson:

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Crossover focuses on a comic store owner named Ellie, who along with the rest of the world is forced to come to terms with the fallout of a major comic book crossover story bleeding into the real world. In this new era, the lines between fiction and reality have vanished entirely, and Ellie will be drawn into an epic quest. The creative team are billing the story as a mashup between The Avengers and Cloverfield.

“The thing I’m most excited about with this book is that….I honestly don’t know if it’s going to work or not!” Cates told IGN. “We wanted to recreate that feeling we all had when we were twelve reading that first wave of Image comics in the early nineties. Where anything felt possible, and you had no idea what was coming with each turn of the page. Here’s hoping people dig it. We’re having a blast!”

“Crossover is like nothing you’ve ever read, and that’s why it has been so thrilling (and somewhat scary) to make!” said Shaw. “As an artist I couldn’t ask for more. It’s high concept, but charged with relatable, fun characters, and loads of heart! We have a creative dream team and a huge story you won’t soon forget!”

“There are so many twists, turns and holy $#!+ moments in the first few arcs it’s tough not to drop spoilers,” added letterer John J. Hill. “All I can say is you’re definitely in for a treat, no matter what your genre of choice is.”

Crossover #1 will arrive in stores on November 4, 2020. For an even closer look at the new series, check out our video interview with the creators from Comic-Con@Home:

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Cates has a very busy fall lined up. He’s also writing King in Black, the latest grand chapter of his and artist Ryan Stegman’s Venom saga, as the symbiote god Knull finally makes his way to Earth. And speaking of major crossover, Marvel just launched X of Swords, and we have a full reading guide for this ambitious X-Men story.

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Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on Twitter.

The Raid Director Breaks Down That Insane Gangs of London Bar Brawl

After Gangs of London made an impressive debut in the UK on Sky earlier this year, the action-packed crime drama from co-creators Gareth Evans and Mike Flannery has finally made its way to the US via the AMC+ streaming service. Evans and Flannery have been creative partners for nearly a decade, collaborating on the epic martial arts franchise, The Raid.

This time around, Flannery and Evans have left Jakarta behind for the mean streets of London, where the Wallace crime family, led by newly appointed kingpin Sean Wallace (Peaky Blinders’ Joe Cole), is trying to maintain his family’s dominance over the city. During the first episode, one of Sean’s footmen, Elliot (Sope Dirisu), gets into a brawl at a local pub and the fight choreography is insane!

While we shouldn’t expect anything less than a spectacular opening fight scene from the creators of The Raid, IGN spoke to Evans to discover how he and his team brought this incredible action sequence to life. Check out Evan’s fight break down in the video below or at the top of the page:

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Gangs of London has already been renewed by AMC and Sky for a second season. The series also boasts a talented ensemble, including veteran actors Colm Meaney (Star Trek), Lucian Msamati (His Dark Materials), Michelle Fairley (Game of Thrones) Paapa Essiedu (Kiri), and Pippa Bennett-Warner (Harlots).

The first three episodes of Gangs of London debuted on AMC+ in the US on October 1, with the remaining 7 episodes airing every Thursday until the Season 1 finale. Be sure to check out our spoiler-free review of the Gangs of London premiere right here.

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David Griffin still watches DuckTales in his pajamas with a cereal bowl in hand. He’s also the TV Editor for IGN. Say hi on Twitter.

Pokemon Sword And Shield Celebrate Halloween With A Spooky Max Raid Event

A new Max Raid event has begun in Pokemon Sword and Shield. In keeping with the Halloween spirit, this month’s Max Raid event gives players a chance to catch some spooky Pokemon, including two rare Gigantamax forms.

All month long, certain Ghost- and Dark-type Pokemon such as Drifblim, Dusknoir, Hydreigon, Morpeko, and their pre-evolved forms will appear in Max Raid dens more frequently than usual. You’ll also be more likely to encounter Gigantamax versions of Gengar and Grimmsnarl throughout the event. Gigantamax Pokemon are normally incredibly rare outside of events like this, so you’ll want to add them to your collection if you haven’t already.

This month’s Max Raid event runs until 4:59 PM PT on October 31. Before the event Pokemon can start appearing in your game, you’ll first need to refresh your Max Raid dens. You can do so either by connecting the Y-Comm online, or by going into the Mystery Gift menu and selecting Get the Wild Area News.

In other Pokemon news, Sword and Shield’s next DLC expansion, The Crown Tundra, launches later this month on October 22. Like The Isle of Armor before it, The Crown Tundra takes players to an entirely new area filled with new and returning Pokemon, such as Galarian Slowking. The expansion also introduces new gameplay features and items like the Ability Patch, which lets you change a Pokemon’s Ability to its Hidden Ability.

In the lead up to Crown Tundra’s release, The Pokemon Company is giving away eight free Pikachu wearing the different caps Ash donned throughout the Pokemon anime. These Pikachu are all available via special passwords that are being shared across Pokemon’s official social media channels. You can see all the free Pikachu passwords so far here.

In other news, The Pokemon Company also confirmed that Pokemon Go compatibility is coming to Pokemon Home by the end of the year, letting you move Pokemon you’ve caught in the mobile game to Sword and Shield. You’ll receive a couple of bonuses from transferring a Pokemon, as well. First, you’ll get the Mystery Box in Pokemon Go; when opened, this makes the Mythical Pokemon Meltan appear in the wild for a limited time. You’ll also receive a Gigantamax Melmetal via Mystery Gift in Pokemon Home.

Now Playing: Pokemon Sword & Shield DLC, EA Play On Game Pass, & Torchlight 3 Release Date | Save State

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Xbox Series X: YOUR Questions Answered! | Generation Next

There might not be much in the way of new revelations about the Xbox Series X or PlayStation 5 this week, but that just means we’ve got the perfect opportunity to bring in our tech expert Michael Higham, who has a working Xbox Series X, and ask him about his experiences with it.

On the last episode of Generation Next we asked you to submit your questions for Michael and, in this Xbox Series X special, we put them to him. Xbox Series X-related topics covered include the load times, and whether the improvement is significant enough to warrant an upgrade to the new Xbox. On top of that, we talk about how the Quick Resume feature works and whether it takes up any SSD space, whether cross-gen parties are possible, and if the Series X supports ultra-wide resolutions.

We also get to the bottom of how much freedom there is to dictate resolution and framerate performance, how the Series X controller stacks up in terms of input latency, and, of course, if it can run Crysis.

Generation Next is GameSpot’s weekly video show all about the PlayStation 5 and Xbox Series X. Each Friday, join PlayStation Pro Tamoor Hussain, Xbox Xpert Jordan Ramée, and Console Connoisseur Lucy James as they discuss the biggest stories about the new consoles.

Tomb Raider Star Alicia Vikander Gives Update On Sequel’s Status

The long-running game series Tomb Raider has been adapted for the big screen three times so far, the most recent being 2018’s reboot movie starring Alicia Vikander as Lara Croft. The film was a box office success, and a sequel was announced in September 2019. Like many upcoming films, production has been delayed, but now Vikander has provided an update on the movie’s status.

Speaking to Good Morning America, confirmed that Tomb Raider 2 was still happening. “The plan was for us to start making one this year, of course due to the [pandemic] situation, that’s now very different,” Vikander said, via Entertainment Weekly. “We’re still in discussions about it, so I hope we can probably get to it next year.”

The Tomb Raider sequel will be helmed by Kill List and Free Fire director Ben Wheatley, who takes over from the first film’s director, Roar Uthaug. However, we’re likely see two other movies from Wheatley before Tomb Raider 2 arrives. His remake of Hitchcock’s classic Rebecca hits Netflix later this month, and this week, it was reported that he shot a COVID-19 themed horror movie in 15 days during quarantine.

This will be the fourth Tomb Raider film, but only the second in this particular incarnation. Angelina Jolie played the character in 2001’s Lara Croft: Tomb Raider and its 2003 sequel. Vikander’s first outing as the character, which was based on the current video game series, made $275 million at the worldwide box office and was met with mixed reviews. In his review, GameSpot’s Michael Rougeau called it “a pretty good action movie and a better than average video game adaptation,” citing “smart story choices and a winning performance from Alicia Vikander.”

For more, check out GameSpot’s guide to the biggest upcoming movies of 2020 and beyond.

Now Playing: Tomb Raider – Trailer 2