Beat Saber Gets New Linkin Park DLC, All 11 Songs Out Right Now

VR music game Beat Saber has a new Linkin Park music DLC pack on PSVR and PC and on PC, comprised of 11 of the band’s most popular songs from several of their albums, that is out right now. A celebration of Hybrid Theory’s 20th anniversary, the Linkin Park Music Pack also includes tracks from the Meteora and Minutes to Midnight albums. All 11 songs will be playable across all Beat Saber difficulty modes, making for 55 beatmaps in total.

The Music Pack also includes a new game area directly inspired by the tunnel scene in the “One Step Closer” music video. “With this music pack, we are releasing a brand new game environment – a fully enclosed game area inspired by the tunnel scene you might remember from the ‘One Step Closer’ music video,” Head of Marketing for Beat Games, Michaela Dvorak, said on the PS Blog.

“The environment is also accompanied by a new four-color lighting scheme. To pay our tribute to the iconic Hybrid Theory album, the whole environment is stylized into the album’s colors”.

The DLC pack listing isn’t up yet on the US PlayStation Network or Steam, but it is live on the South African store. You can see the full track list below:

Linkin Park Music Pack

  • Bleed It Out
  • Breaking the Habit
  • Faint
  • Given Up
  • In The End
  • New Divide
  • Numb
  • One Step Closer
  • Papercut
  • Somewhere I Belong
  • What I’ve Done

Beat Saber recently added 46 new beatmaps across 18 songs, as well as new 360° maps for those players seeking a different challenge.

Linkin Park frontman Mike Shinoda also began writing an original theme song for the opening night of Gamescom, on Twitch last week.

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WWE Welcomes Fans To Live Shows Via Thunderdome

With WWE fans having been unable to attend live events for several months now with the audience participation falling on NXT roster and Performance Center attendees. On Monday morning, the sports juggernaut announced may have devised an interesting solution that takes a page from what the NBA has been experimenting with. The WWE are going to “bring” fans to the Thunderdome.

Starting Friday, August 21, WWE Thunderdome will feature a “state-of-the-art set, video boards, pyrotechnics, lasers, cutting-edge graphics and drone cameras” that will take WWE fans’ viewing experience to an “unprecedented level”.

“WWE has a long history of producing the greatest live spectacles in sports and entertainment, yet nothing compares to what we are creating with WWE Thunderdome,” said Kevin Dunn, WWE executive vice president of television production. “This structure will enable us to deliver an immersive atmosphere and generate more excitement [among] the millions of fans watching our programming around the world.”

WWE will debut the Thunderdome technology at Amway Center in Orlando and virtually bring fans into the arena via live video on massive LED boards, in conjunction with The Famous Group and its proprietary technology, for every Monday Night Raw, Friday Night Smackdown, and pay-per-view event going forward.

Starting tonight, fans can register for their virtual seat to be part of upcoming shows on the official Thunderdome website, or across WWE’s social media pages.

“As WWE takes residency at the world-class Amway Center, we have reimagined our live event experience for today’s environment,” said Brian Flinn, WWE chief marketing & communications officer. “In partnership with The Famous Group, we will virtually bring our fans back into the show and recreate the interactive in-arena atmosphere that has been a staple of WWE events for decades.”

Nintendo Hosting Indie World Showcase Stream This Week

Nintendo has announced a new Indie World Showcase, taking place this week on August 18 at 9 AM PT / 12 PM ET. The stream will last around 20 minutes.

The Indie World showcases have previously revealed release dates for big independent game coming to Nintendo Switch, which is likely to be the case this week too. While Nintendo hasn’t teased what might be shown, games like Disco Elysium and Hollow Knight Silksong, which have both been confirmed for Switch in the past, would be welcome appearances.

Nintendo’s first-party output has also been slow in the second half of this year, with sparse announcements for games coming between now and the end of 2020. Recently, Nintendo revealed Pikmin 3 Deluxe for Switch–a port of another Wii U classic with all its content and additional features. That’s set to launch in October.

The latest first-party release on the Nintendo Switch was Paper Mario: The Origami King, which release just a handful of months after being announced. In our Paper Mario: The Origami King review, critic Suriel Vazquez praised the game’s writing and charm, saying, “The Paper Mario series has recently shown that being clever and being smart are two different things, but thankfully, it’s once again managed to be both.”

Now Playing: Paper Mario: The Origami King Video Review

Pokemon Masters Anniverary Update Includes A Name Change, Special Sync Pair

Pokemon Masters is approaching its first anniversary at the end of August, and to mark the occasion DeNA has taken the unconventional step of changing the game’s name. To signify how much the game has evolved since its initial (somewhat anemic) release, the game has been changed to “Pokemon Masters EX.”

The update came alongside several other special events that are now available or coming soon. A new Sync Pair is available for purchase through the shop, featuring Sygna Suit Cynthia and the Dragon-type Pokemon Kommo-o. Sygna Suit trainers are generally stronger than their regular counterparts. The game is also hosting a Legendary Event with the Pokemon trainer Cyrus and Palkia, letting you earn the pair by completing the “New World Dilemma” event. Both Cynthia and the Legendary Event will be available until September 2 at 10:59 PM PT.

As part of the anniversary celebration, the Pokemon Center has gotten some special decorations, and you can claim login bonuses in the Run-Up To One Year Anniversary board. There’s also a new Mission Bingo to match, and completing it by August 27 will net you a whopping 3,000 gems, 225 Skip Tickets, and other goodies.

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Finally, a Lance and Dragonite sync pair will be available in the Spotlight Scout starting August 19, and lasting through September 2. A currently running Rock-Type Egg event lets you hatch several rock-type Pokemon, including a shiny Aerodactyl and Kabuto, through August 24.

Despite a strong start in downloads, Pokemon Masters was criticized for having too little to do at launch, to the point that the producer apologized. It’s built up a lot of extra systems since then, like gear, a leveling-up Sync Grid system, an egg-hatching system, extra hard Battle Villa and Legendary challenges, and more. The game has since been criticized as too grind-heavy, prompting the recent addition of a stamina system and skip tickets alongside a revision of leveling items.

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Lego Piece Falls Out Of Kid’s Nose After Two Years

A boy in New Zealand has found his missing Lego piece, after it spent two years lodged up his nose. Sameer Anwar lost a piece of a Lego toy–suspected to be an arm–when he was just seven years old.

The Guardian reports that his parents took him to the doctor, who couldn’t locate the missing plastic piece. The doctor concluded it would probably just move through little Sameer’s digestive tract, or maybe it was never there. The Lego piece didn’t seem to be bothering Sameer, so the family forgot about it until he took a sniff of cupcakes. Soon after he complained that his nose hurt, so he blew it to clear, and out popped the Lego piece.

“We never expected such thing,” his father said. “The Lego piece looks a bit gross but that’s how it is. Unbelievable.” He joked that they should donate it to a museum.

The report notes that Lego pieces are among the most common household items to get stuck in kids’ noses, along with small food items like popcorn kernels and blueberries.

For those who want to actually build with Legos, the company just released a few notable sets, including the gameified Lego Mario sets, cool Lego Art wall decor, and a Lego NES.

The SpongeBob Movie: Sponge On The Run Has Best Opening Since COVID-19 Cinema Shutdown

It’s been a strange year for the US box office, with Bad Boys For Life remaining the highest-grossing film in the country ($204.4 million) for 2020. No film has opened to over $1 million in cinemas since the March 13-15 weekend, when the COVID-19 pandemic saw cinemas close around the country–but the new SpongeBob movie just came close.

Box Office Mojo is reporting the weekend numbers for August 14-16, and SpongeBob: Sponge on the Run has opened stronger than any other movie since March. The film earned approximately $900,000 over the weekend from 300 screens–extremely low by the standards of most years, but very high for 2020.

The film will receive a release on CBS All Access in 2021, and the initial plans for a cinema release were cancelled. However, it seems that at some point, a decision was made to do a limited release.

It was otherwise an extremely quiet weekend, as Box Office Mojo is not reporting any income from re-releases. The second highest gross went to David Ayer’s The Tax Collector, which brought in $203,722. Films that have topped the box office in previous weeks in 2020 include Jurassic Park and Star Wars: Star Wars: The Empire Strikes Back.

Of course, you still shouldn’t go to the cinema if you’re in an area with a moderate rate of community transmission. What this means for other releases planned in 2020, including Christopher Nolan’s Tenet, remains to be seen. Other huge movies still scheduled for 2020 cinema releases include the James Bond movie No Time To Die, Wonder Woman 1984, and Black Widow.

Cinemas have been reopening in other parts of the world, although films are, generally speaking, not making much money–Sonic the Hedgehog recently opened in China to a very low opening weekend.

Now Playing: The SpongeBob Movie: Sponge On The Run – Big Game Spot

Halo Infinite’s Demo Is Being Remade Inside Halo 5, And It Looks Great

A very creative and committed Halo fan is recreating the Halo Infinite campaign demo inside Halo 5, and it’s looking really good so far. Twitter user Ducain23 is using Halo 5‘s Forge tools to re-make the Halo Infinite campaign demo, and he recently shared an update on his progress.

The images below show off the impressive-looking map, featuring imagery and objects that appear very similar to the Halo Infinite demo. We see a Warthog entering the map, with huge pillars in the background. There are Grunts in another shot, while another image shows off some of the trees and grass that was seen in the demo. In short, it all looks really good so far, and it will be intriguing to see the finished product when Ducain23 wraps it up. He says he has around 700 more objects to add, and hopefully he finds a way to work in Craig.

Ducain23 is chronicling his creation on Twitch. If you’ve ever dabbled with the Halo 5 Forge tools, you know how extensive they are regarding the level of depth and complexity of what can be created. Ducain23 is putting them to great use, and his behind-the-scenes videos of creating the demo in Halo 5 are educational and entertaining. You can watch them here on Twitch.

This isn’t the first time Halo Infinite’s demo is being remade inside another game. Someone else is using Halo 5’s Forge tools to re-make Halo Infinite’s campaign demo, and Microsoft has taken notice. People have used PlayStation’s game-making game, Dreams, to do the same thing, while someone else has imagined what Halo Infinite might look like as a Nintendo 64 game.

Halo Infinite developer 343 recently delayed the release of Halo Infinite until 2021 due in part to complications related to working from home during the pandemic. The developer has asked fans to “hold tight” for more news regarding the game and the future of the franchise.

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EA Sports UFC 4 Review Roundup — Here’s What The Critics Are Saying

After taking the year off in 2019, EA Sports brought back the UFC series with UFC 4, which is out now on PlayStation 4 and Xbox One. To help you decide if the MMA game is worth your time and money, we’re collecting review score excerpts from across the internet.

UFC 4 introduces a series of notable changes to the gameplay surrounding clinches and striking, while the Real Player Motion technology from EA’s other games has been brought to UFC. On the broadcast side, the game dropped the real-world UFC commentator, Joe Rogan, while the game does not feature an Ultimate Team mode this year.

Scroll down the page to check out excerpts from reviews for UFC 4. You can also visit GameSpot sister site Metacritic to see a wider look at UFC 4’s review scores.

  • Game: EA Sports UFC 4
  • Platforms: PS4, Xbox One
  • Developer: EA Vancouver
  • Release date: August 14
  • Price: $60
No Caption Provided

Forbes

“There is no such thing as a perfect game, but there can be a perfect experience with a title because the slight issues you may experience don’t drastically hinder your enjoyment. The latest UFC game is very close to that rare benchmark. In this day and age where release day is just the beginning of the game’s journey through patches and tweaks, EA UFC 4 is perhaps an update away from its own brand of perfection.” — Brian Mazique [Full review]

DualShockers

“In short, UFC 4 is the definition of fine. While you’ll probably get several hours of fun out of beating the sport’s best to a pulp, I think I’d still rather dig out my Xbox 360 and play through Fight Night Champion or Undisputed 3 again.” — Ricky Frech [Full review]

Game Informer

“Whether you want to challenge the best in the world online or simply claim your throne in career mode, this is a terrific next step for EA Sports’ MMA franchise. UFC 4 effectively evolves its gameplay and career mode, giving you more than enough reason to step back into the Octagon.” — Brian Shea [Full review]

No Caption Provided

Shacknews

“I absolutely loved how I learned new moves, had opportunities to train and improve them, and was able to craft the perfect fighter for my style. I wanted a devastating overhand right and I got it. I found out part way through my career I needed a better submission game, and I worked for it. The gameplay of UFC 4 is stellar and rewarding, but once the novelty begins to wear off, there’s not much more to keep players invested.” — Bill Lavoy [Full review]

PlayStation Universe

“Without a doubt the best MMA videogame ever made, EA Sports UFC 4 supplements a welcome array of new offline and online modes with a revamped and endlessly sophisticated combat system that everybody can enjoy. For MMA fans it doesn’t get any better than this.” — John-Paul Jones [Full review]

IGN

“EA Sports UFC 4 is a largely iterative sequel that tightens up some looser parts, makes a few smart tweaks here and there, and doesn’t rock the boat all that much. And in that sense, it’s a success. The new submission system is a big improvement over prior years, there are some great changes to career mode that make it much more fun to mold a fighter that suits your own playstyle, the new grapple assist system is a great tool to help complete newcomers not feel lost if they get taken down, and as a whole, the fighting system remains incredibly deep. Longstanding problems still remain in the ground game and some dated visuals, but without any competition for the title, EA Sports UFC 4 still remains the king of combat sports.” — Mitchell Saltzman [Full review]

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Microsoft Flight Simulator Review

Microsoft Flight Simulator is the most incredible experience I’ve ever had on a computer. The realism, the depth, the almost limitless replayability – it’s like nothing I’ve ever played before. It does so much to recreate the feeling of actual flight, at a level of accuracy never before seen, that there were times when I came in for a landing at real-life airfields I’d seen during my time in the Air Force where I was simply stunned. These are places I will likely never visit again as a civilian, and yet as I gazed out the window during my final descent into places like Jacobabad, Pakistan or Thumrait, Oman, I was seeing an approximation so close to what I remembered from all those years ago that I actually said out loud, “Holy shit, I remember this.”

The attention to detail in the plane interiors, rebuilt virtually using laser scans of the real things, manufacturing documents, and CAD drawings, is astonishingly precise. But it’s the integration with Microsoft’s real-world Bing map services that takes this incredible simulation into a whole new realm of freedom and realism. Granted, there are a few cracks in the picture-perfect facade in some of the more remote areas, and the buildings outside of major cities are built largely with a clever algorithm instead of by human hands, but it’s still absolutely wild how complete it seems. If you want to fly over your house, it’s there, in Flight Simulator, exactly where it ought to be. It might not look exactly like your house, but it’s there. I promise.

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The base version of Microsoft Flight Simulator comes with 20 planes and 30 hand-crafted airports. That might not seem like a lot of locations, but the remaining 37,000+ of the world’s airports are generated using technology sufficiently advanced that, to my eye, it is indistinguishable from magic. My local airport on the east coast of the United States, for example, is tiny and largely unremarkable, but I was impressed by how close to the mark Flight Simulator came while I was taxiing to park my Cessna. Every building is in the right place, aside from a few of the smaller (less than 10×10′) outbuildings. It’s quite impressive.

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The hand-crafted airports, built from scans and real-world blueprints, are even more technically awe-inspiring – I’ve never seen anything close to this level of accuracy in a flight simulation before. What I really like is how developer Asobo Studios expanded the selection of “hand crafted” recreations beyond just the major airports. Sure, major hubs like JFK, Seattle-Tacoma, and Heathrow are lovingly recreated in the base game, but smaller airports are also here. There’s even one in South America that’s no more than a strip of dirt cutting a swath through the thick rainforest. I wasn’t expecting to find such accuracy for these tiny, more challenging destinations, but I loved discovering them.

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In a similar vein are the airplanes themselves – the level of detail is astounding. I can say from real-world experience the cockpit of the Cessna 172 Skyhawk is perfect. You could snap a screenshot and share it online as a photo and, unless your PC is a complete potato, it would easily fool a lot of people. (I know this because I did exactly that.) Asobo not only flawlessly recreated the look of the interiors and exteriors of the available planes, but the instruments are also fully operational. The Garmin digital instruments appear and function exactly as they do in real life because the developers built emulators for the actual software that runs them into Flight Simulator. This is the first game I’ve ever played where I downloaded a .PDF manual from a real-world piece of equipment to reference during play – and everything in the manual checks out to the virtual hardware. It excites the absolute nerdiest parts of my core.

Cruising Altitude

As unbelievably realistic as the flight simulation is, it’s also accessible to just about anyone’s level of flight experience. You can turn on all the assists and enjoy Flight Simulator in a more arcade-style, or turn them all off and approach a virtual sortie in the same way you’d do the real thing, checklists and all. As someone without a pilot’s license (I was an electrician in the Air Force, not a pilot) my personal preference is playing halfway between the full simulation and the highest assist settings because it still creates a very challenging experience but removes some of the mundane steps from the process, like pre-flight checks, engine start, etc.

Better still, since Flight Simulator is coming to Xbox Series X at some as-of-yet-undetermined point in the future, it controls really well with just an Xbox One controller. The elevator controls are a little touchy on some of the planes using the analog stick, but can be adjusted to suit your needs. Overall, I have no complaints about playing with the controller. It still requires keyboard functionality to get the most out of your plane, but there’s no immediate need to rush out and buy a flight stick or yoke.

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That being said, the simulation is much more authentic and enjoyable if you do have access to a dedicated flight controller. I used Thrustmaster’s new Airbus A380 flight stick, in addition to my time with the Xbox controller, and it makes flying that much more immersive. Even planes with yokes are better with a flight stick, so if you have the means and if you can actually find one, I recommend picking up a dedicated controller for the full Flight Simulator experience. Just keep in mind it’s not a requirement, which is a great feature for those of us who’d rather dabble in flying than make a big hardware investment.

The 20 planes and 30 hand-crafted airports in the $60 base version of Microsoft Flight Simulator are already a respectable amount of content. These aircraft run the gamut from highly maneuverable stunt planes like the Aviat Pitts Special S2S biplane, to wide-bodied airliners like the “Queen of the Skies” herself, the Boeing 747-8. However, if you’re hungry for more, the $90 Deluxe Edition adds five more planes and five airports, and the $120 Premium Deluxe Edition adds another five of each, for a total of 30 different aircraft and 40 airports. The variety is excellent, although as an Air Force vet I was a little disappointed that there are no military aircraft. I was holding out hope I’d get to fly a C-130 (my favorite airplane of all), or a C-17. A military trainer like the jet-propelled T-38 would also have been an exciting addition, or even a ViperJet. If you want to fly a jet aircraft the only option right now is a passenger plane, and that’s a bit of a bummer – but certainly not a deal breaker. I’m not trying to knock the already impressive selection here, either, I’m just being greedy.

With that said, I was perfectly content with the 20 planes included with the base game, and I don’t really see the need to upgrade unless you feel you absolutely must get behind the controls of a 787-10 Dreamliner or a Cessna 152 or 172 variant.

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Final Approach

All of that gorgeous detail and accurately modeled equipment is on the inside, but the absolute genius of Microsoft Flight Simulator is actually outside the planes, enabled by its Bing Maps integration. Two petabytes (that’s 2,000 terabytes) of satellite and high-altitude photography  are available to stream to your computer to accurately represent whatever part of the globe you decide to visit. The effect is absolutely mindblowing: I’ve flown places I’ve never been in my life, circling Machu Picchu or barnstorming between the Great Pyramids, and it feels like virtual sightseeing. But I’ve also flown to places I have visited just to relive the travel experience, and have been thoroughly impressed. More than once I’ve set off from my local airport and followed real-life roads through the Maine woods and into Quebec, retreading (re-winging?) the route I took last year by car. I’ve also landed on the tiny dirt airstrips in some of Maine’s remote inhabited islands, taking in the familiar scenery from 2,500 feet above the Atlantic Ocean.

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You can even fly in real-world weather conditions with live air traffic, all of which is adjustable with in-game menus that are easily accessible during flight. If you’ve ever wanted to take off from an airport in a driving snowstorm at night, you can set the weather and time to your liking. One of my favorite things to do when flying is to adjust the time of day to the “golden hour,” early mornings or just before dusk when the sun’s rays are at their warmest and most pleasant. It makes for some incredible sights.

The limitations of the Bing integration come in two distinct circumstances: if your internet service provider has a data cap, and when the existing aerial photography of an area happens to be low-resolution. In the case of the data cap problem, you can preinstall locations ahead of time, so you load one small chunk of data rather than opening up the data firehose. Asobo seems to be sympathetic to this hazard and offers a setting in the menus to track your data use and set an upper limit so you don’t go over your cap. After a few hours of play, including flights over San Francisco and New York City, I only used a few megabytes of data, but multiply that over a few hours a day over the course of a month (and flying over less frequently traveled areas) and it could become concerning. (Also, that comes after you install this 150GB monster of a game!)

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The second limitation is with low-resolution maps, which show up in some of the more remote corners of the Earth, but it’s only really noticeable at low-altitudes. Personally, I find the thrill of flying a few feet above the Colorado river more than enough to compensate for the lack of texture details on the walls of the Grand Canyon. Also, since the data is pulled directly from Bing, low-resolution areas will improve as its database of imagery improves over time. At the moment, though, some places do look decidedly… PlayStation 1… when you’re up close and personal.

Friendly Skies

The act of flying and exploring some far-flung corner of the Earth is more than enough to keep me entertained, but Flight Simulator adds some competitive elements, including landing challenges. A rotating selection of remote and challenging airstrips become a place to showcase your landing skills, with scores being assigned to your performance in categories like accuracy on the runway, roll distance, and bounce. It’s actually a really fun way to increase your skills, and I’ve spent a lot of time trying to land successfully on a mountaintop airfield in France. While I ever top the leaderboards on these challenges? Well, for now, yeah. I actually have a few of the world’s top-scores for some of the landing challenges. Will this trend hold once the game comes out? No. God no. But will I continue trying to improve my scores? My inner competitor demands that I must!

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Naturally, many of those attempts will end with you damaging or even outright crashing your plane. You might think you’re making a last-ditch effort to put your plane on the ground, only to discover (like I did) the landing gear on a heavy like the Airbus A320neo isn’t designed for non-tarmac use. For obvious reasons, a crash doesn’t result in a realistic fireball, but rather a black screen and a pop-up window that alerts you to your shameful performance – as if you didn’t already know. It’s not just crashes that cause instant failure: taking a plane well beyond its physical limitations, like an over-speed scenario, will also end your flight before you actually hit the ground. I found this out while first trying to do a barrel roll in a 747 and ended up descending too fast. That’s not to say you can’t do some sick stunts: you absolutely can make that 747 execute a successful barrel roll with a little practice – I did it a LOT, actually. It’s just you can’t make a plane do more than it could do in real life.

[poilib element=”quoteBox” parameters=”excerpt=You%20absolutely%20can%20make%20that%20747%20execute%20a%20successful%20barrel%20roll%20with%20a%20little%20practice.”]Performance wise, Flight Simulator looks great on my PC, which is no slouch but a few years old at this point. I’m running a Core i7-7700K with a GeForce GTX 1080 GPU and 32GB of RAM. Microsoft Flight Simulator set itself to “high” when I initially started up, but I did find myself turning down some of the lighting effects to medium to improve performance. That made it steady, for the most part, except that loading into one of the larger airports near a major city slowed things down to a crawl, particularly when I tried to fly one of the bigger airplanes. However, the stuttering frame rate always mellowed out to a nice, pleasant clip after a few seconds, making for a smooth flight.

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Where my PC really struggles with Microsoft Flight Simulator, and I suspect this will be a problem for most people, is loading times. Big airports take a long time, sometimes as much four minutes in the case of Chicago O’Hare. Even remote airports with far less going on take at least a minute. I’m certain it’s not my PC’s fault, because I installed Microsoft Simulator on a 1TB WD Blue M.2 NVMe SSD, and it’s hard to get a lot faster than that right now. It’s not surprising given the staggering amount of data Microsoft Flight Simulator has to load, but it’s still impossible to ignore all that time you spend twiddling your thumbs.

As frustrating as the loading times can be, once you’re into an area it only takes a few seconds to restart if you crash or manually reset your flight. Personally, I didn’t mind the wait too much – it represents only a fraction of the total time I spent in the cockpit.

It also should be pointed out that, at launch, Flight Simulator doesn’t support VR, but Microsoft says it’s coming in a patch later this year. Just the thought of being able to play Flight Simulator in virtual reality has me seriously considering upgrading to a new headset. As incredible as it looks and feels on just my monitor, I really want to immerse myself in the experience as much as humanly possible.

Games Sold In Australia Now Disclose If They Have In-Game Purchases

The Australian Classification Board (ACB) has updated its guidelines to include a special notice on video game boxes that specifically mentions if it has in-game purchases.

This was brought to light by Reddit user BeforeJam who noticed that ratings for upcoming games like PGA Tour 2K21, Marvel’s Avengers, FIFA 21, and Madden NFL 21 all specifically mention “in-game purchases” as part of their rating. You can see what the new disclaimer looks like here on Amazon Australia.

This development comes after Australia’s government launched multiple inquiries into loot boxes to determine a course of action to protect consumers.

In the United States, the main ratings group–the ESRB–started putting special stickers on video game boxes to denote if a game has in-game purchases and random items for purchase. The ESRB, however, is a self-regulating independent group that works off the advice from the video game industry and trade groups. The ACB, meanwhile, is a government institution.

Microtransactions are popular in many video games–in fact, it is rare for a big AAA game to not have microtransactions in some form. Publishers have taken heat for how they are implemented, and random loot boxes have become less popular in AAA console games in the wake of the Star Wars: Battlefront II controversy. A popular form of microtransactions today is cosmetic items through Battle Pass systems. For example, the Battle Pass for Call of Duty: Modern Warfare and Warzone is estimated to bring in hundreds of millions of dollars from its microtransactions.

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