Godfall Getting Deep Dive Into Loot, Progression, And More Tomorrow

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I think most people would consider it pretty fair to say that generally speaking console launch lineups have been…well, lackluster. Usually there is one big title (and in some cases, such as the Switch, literally just that one big title), but not a lot else that feels memorable. Well, regardless of what you may think of the games themselves, this generation's launch is going to have a lot of variety it looks like. On the PS5 side is Godfall, and we'll be learning a lot more about it soon.

We've already seen and learned a lot about Godfall, from its challenging endgame content to its RPG side mission system that focuses on combat. Tomorrow, IGN will run a deep dive on the game. It's said that it will focus on loot, progression and "more." Like I said, we have seen a lot of the game, but those things specifically haven't been detailed as much as the combat and structure, so it should be interesting.

Godfall is set to launch alongside the PS5 on November 12th and will also come to PC via the Epic Games Store. The deep dive from IGN will come tomorrow, October 22nd.


Marvel's Spider-Man Remastered's New Suits Will Also be Added to the Original PS4 Game

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When Marvel's Spider-Man Remastered launches less than a month later, there will be several changes and improvements that it's making that will be under scrutiny. While its new additions to the original game's already sizeable collection of suits might not be as high profile as some of the other changes, they're still going to be a great bonus to have.

Good news- they'll be available in the original PS4 game as well. Insomniac Games community director James Stevenson recently confirmed on Twitter that the three new suits being added to the remaster – which includes The Amazing Suit, from The Amazing Spider-Man films – will be added to the PS4 version as well, though the exact timing on this is yet to be decided.

Marvel's Spider-Man Remastered launches exclusively for the PS5 on November 12. It will be available only as a download code when purchasing Marvel's Spider-Man: Miles Morales Ultimate Edition. For now, Sony do not have plans for a standalone physical release.


Devil May Cry 5: Special Edition Will Run at 4K/60 FPS or up to 120 FPS With Ray-Tracing Disabled

Devil May Cry 5 Special Edition

Devil May Cry 5: Special Edition is looking to be quite the substantial package, and from faster load times to a new playable character to new modes and more, it's offering plenty of additions and improvements over the 2019 base release. It goes without saying, but there will be improvements in the visuals department as well, and now, Capcom have provided more details on what performance and visuals modes you can expect to see in the game on the PS5 and Xbox Series X.

As confirmed on ResetEra by a verified account belonging to a Capcom employee, on both consoles, with ray-tracing enabled, you will have the option to pick between 4K/30 FPS and 1080p/60 FPS. Meanwhile, if you turn the ray-tracing off, you can either play at 4K/60 FPS, or lower the resolution for performance of 120 FPS.

There's no word yet on whether there will be any modes for 1440p resolution, or what the specific resolution in the 120 FPS mode will be. Meanwhile, details on what to expect from the game's Xbox Series S version are also foggy.

Devil May Cry 5: Special Edition is out for the Xbox Series X/S on November 10, and for PS5 on November 12. It won't feature ray-tracing on Xbox Series X/S at launch. Capcom have also said that for now, they have no plans to bring the updated game to PC.


Marvel's Spider-Man: Miles Morales Reveals Two Spidey Suits

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With Marvel's Spider-Man: Miles Morales less than a month out from its cross-gen launch, Insomniac Games and Sony are ramping up the marketing for the upcoming superhero web-slinging adventure, and have been revealing interesting details about the game in the process.

For instance, Insomniac Games recently took to Twitter and uploaded images of in-universe articles from the Daily Bugle (not the first time they've done that) to reveal two new suits from the game. One of these is the black-and-white T.R.A.C.K. Suit, which we've actually already seen a glimpse of thanks to official details on the game's pre-order bonuses.

The second suit is the Crimson Cowl Suit, which features the Spidey suit as a red and "fit athletic suit", which seems like an appropriate enough description. Oh, and Miles is also wearing a hoodie (or a cowl) in this one, which looks really cool as well. Take a look below.

Marvel's Spider-Man: Miles Morales launches for the PS5 and PS4 on November 12.

Recently, Insomniac Games confirmed that Miles will be the only playable character in the game, while a couple of cutscenes from the game, some combat and stealth gameplay, and bits and pieces from the first boss fight were also recently revealed. Check it all out through the links.


Xbox Series S "Will Not Limit the Potential" of Next-Gen Games – Vigor Dev

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Microsoft's dual-console approach to next-gen one is an exciting one for consumers, seeing as it allows people to jump into next-gen with a console that costs just $299. That, of course, has come with some sacrifices, with the Xbox Series S being significantly weaker than the Xbox Series X, especially in terms of its RAM and GPU. And while there are many in the industry who have pointed out those issues and the problems they could lead to in the future, there are others who are more optimistic about the console.

Speaking in a recent interview with GamingBolt, Bohemia Interactive's Petr Kolář and David Kolečkář – project leads on the online loot shooter Vigor – said that owing to the fact that the Xbox Series S' CPU is roughly on par with the Series X's processor, by and large the console won't hold back next-gen and should be able to run all games, albeit on lower resolutions.

"The important thing is that the CPU hasn´t been downgraded, so the Series S will not limit the potential scope or features of games," the developers said. "The Series S shouldn't have any issues with the same games on lower resolutions. Maybe some adjusted graphic effects."

As far as Microsoft are concerned, they seem very confident about the Xbox Series S' prospects, with Xbox boss Phil Spencer even saying that Microsoft expects it to outsell the Xbox Series X in the long-term. Both next-gen Xbox consoles are launching globally on November 10, so we'll be seeing at least what kind of a start they got off to very soon.


Cyberpunk 2077 – 10 Different Ways It Emphasizes Gameplay As Much As Story

Given their pedigree and track record as master storytellers, we're all expecting great things from Cyberpunk 2077, its story, its world building, its characters, its choice and consequence mechanics. This is a studio that has been improving in those areas with each of its games, and if that trajectory and what we've seen of Cyberpunk 2077 are any indication, their upcoming open world RPG is going to be no different in that regard.

But, of course, the reason this game has been so highly anticipated for so long, the reason it's perhaps CDPR's biggest release ever, is because Cyberpunk 2077 is looking impressive in other areas as well- for a while, it's been looking like this will finally be the CDPR game that will offer just as much choice and player agency in gameplay and role playing as it will in storytelling, and that's a fact that's got our curiosity more than a little piqued.

So here, in this feature, we're going to talk about a few ways Cyberpunk 2077 is emphasizing the expansiveness of its gameplay just as much as it is emphasizing storytelling.

LIFE PATHS

As in any good RPG, this is a perfect marriage of gameplay and storytelling. The idea of choosing one of these three life paths and ending up with completely different experiences, from where your story starts out to what characters you meet and befriend even to how NPCs in the world react to you, is one of Cyberpunk 2077's most alluring features. It encourages tons of replayability, of course, which is always a good thing, especially given how different each Life Path promises to be from the others. On top of that, it also gives players an excellent opportunity to learn more about the game's world and its story through a lens and perspective of their own choosing.

CHARACTER CREATION AND CUSTOMIZATION

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This is far more customary than Life Paths, but we're still excited about the character creation and customization options in Cyberpunk 2077. From the protagonist's voice and gender and, of course their Life Paths, to their clothing, accessories, their personality, and so much more, you can make leave your own mark on V's character in so, so many ways. Having a more defined personality as the protagonist even in choice driven games can often work out excellently – as we've seen over the years with games (such as Mass Effect) – but it's hard to deny the appeal of an RPG where your character is completely your own.

CYBERWARE

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And here's where we really start to get into the impressive degree of control and number of options Cyberpunk 2077 affords its players. There are several ways that your V will be progressing and growing throughout the experience. One of these will see you upgrading your own body through cyberware implants. Found at any of the various ripperdoc clinics across Night City, these implants can be applied to various parts of your body, from your arms and leg to your eyes or your nervous system.

There's a lot of these in the game, supposedly, each divided across tiers of rarity- which, of course, means that Cyberpunk 2077 has a loot game going on as well. Cyberware implants will include everything from short blades that V will be able to pop out of their arms called Mantis Blades; a fiber optic whip that V will be able to slash out from a slot in their arm called Monowire; a nervous system ability that will slow down time when you drop below a certain level of health, called Reflex Tuner; a stamina regeneration modification called Stynlungs; and many, many more.

CLASSES

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Other than what cyberware you're installing, you'll be able to control and guide V's progress on more fundamental, character-level things as well. There are three character classes in Cyberpunk 2077 – NetRunner, Solo, and Techie, which focus on hacking, combat, and machinery respectively – but what's exciting about the class system in this game is the fluidity it's promising. No matter which class you, you aren't going to be locked into it, and players will always have the freedom to progress their character however they see fit.

V will also have five core stats- Body for physical capabilities, Intelligence for hacking and observation skills, Technical for how capable you are in terms of fixing and manipulating hardware, Reflexes for your dexterity and agility, and Cool to determine how well your character can keep their calm in tense situations. There are also various perk trees divided across various attributes, including athletics, assassinations, "cold blood", shotguns, handguns, rifles, sniper rifles, blades, two-handed combat, hacking, and engineering.

Clearly, Cyberpunk 2077 is offering control over progression to players in a lot of ways.

STEALTH

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All of this, as you might imagine, will mean that there will be plenty of build variety and build possibilities in Cyberpunk 2077. This means that, if you want, you can turn your V into a completely stealth-focused character if you want. CD Projekt RED have said that you can go the entire game without killing anyone if you want. It's looking like using the right cyberware, weapons, abilities, and investing in the right attributes and skill progressions, you can essentially turn into a cyberpunk ninja- and we're all for that, obviously.

MELEE

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Of course, if you want to turn yourself into a massive tank that takes on all threats had-on, you can do that as well. You can go full medieval and turn your V into a completely melee-focused character. There's melee weapons in the game, such as katanas, while attribute trees such as two-handed combat and blades, and the physical capability core stat, not to mention the fact that attaching melee options to your characters with cyberware additions is always going to be an option (such as the Mantis Blades and Monowire, which me mentioned earlier).

COMBAT

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As far as pure and immediate combat is concerned, Cyberpunk 2077 is going to be a first person shooter- and it's looking like the game doesn't want to be lagging behind in this area either. For starters, it goes without saying that all the build variety and various possible weapons and abilities you can use, combat already promises to be a dynamic affair. Add to that the fact that you can run, jump, double jump, slide, bend bullets around cover, take cover yourself, and more, and combat promises to be an even more kinetic and fast-paced experience.

WEAPONS

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Weapons are another reason Cyberpunk 2077's combat is looking promising- because there's quite a bit of variety here, and even more room for adding to your play style and character builds. Across handguns, shotguns, rifles, sniper rifles, machine guns, melee, and more categories, the weapons you will equip will be spread across various classes, deal different types of damages, and come with unique specializations, from being able to penetrate cover to, as mentioned earlier, being able to shoot around cover. Weapons will, of course, be fully customizable, while on top of that, the more you use a weapon or weapon type, the more proficient you will become with it, manifesting in the gameplay through animation tweaks and changes as increased accuracy, faster reload speed, and more.

OPEN WORLD

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Cyberpunk 2077 is, of course, an open world, and Night City is promising to be a very large open world with lots of opportunities to mess about with its content and its systems. If you're feeling like it, you can just go on a GTA-style rampage and run and drive across Night City killing anyone you see, though that might have consequences, and you will, of course, come up against law enforcement. You can go collecting cars and vehicles, you can look for collectibles like Shards, you can go to underground fighting rings, learn martial arts, go to shooting ranges, take part in races, and much more.

SIDE ACTIVITIES

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Cyberpunk 2077 is promising to be a game full of content, with a meaty story and quite an expansive open world, both of which we've spoken about. But there's going to be plenty more to engage with beyond that as well. You can take on contracts, take part in gang conflicts and activities, take on one of 75 Street Stories, get to know more about your companion characters, and more.


Vigor Interview – Development, Future Plans, Switch Performance, and More

Having worked on the likes of ARMA 3 and DayZ, Bohemia Interactive have a certain cache with audiences in the shooter genre and competitive space, and Vigor sees them hand in both those areas again. The online post-apocalyptic loot shooter has enjoyed solid support from its developers since launch so far, leading to a steady playerbase that's growing larger as the game becomes available on more platforms. In November, it will release for PS4, while a PS5 version is also confirmed. Clearly, Bohemia plan on keeping support for Vigor going, so recently, we sent across some questions to the developers, hoping to learn more about what the weeks and months ahead look like for the game and how its players can expect the experience to grow and change. You can read our interview with project leads Petr Kolář and David Kolečkář below.

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"We're always on the lookout for new ideas and trends in the community to improve the game as much as possible."

Given Vigor's free-to-play nature, what has your approach been to in-game monetization?

Free-to-play is a broad topic, and often a heated one, so we tried to approach it from a direction we felt was fair for players. There are two main things players can pay for in Vigor – self-expression in the form of outfits and skins, as well as various time savers. The special parts are the so-called "social boosters", where Outlanders can choose to enhance the Encounter for everyone in it, like adding more loot to the level or increasing the quality of the airdrop crate. This tends to create more tension, bragging rights, and interesting decision-making moments for all players.

The recent Renegades update was a meaty one, adding the ability to play trios, booby traps, new weapons, and more. What has your approach been to new updates in terms of what to add, what to remove, and what to change?

Bohemia is well known for closely cooperating with its community, and Vigor is no exception. We gather feedback from community members, as well as from our Vigor Partners, and implement it into new features. It's always difficult to do it right, because we usually need to strike the right balance between what they want and what's actually beneficial for players and the game in general. Having said that, we're always on the lookout for new ideas and trends in the community to improve the game as much as possible.

Can you talk about what you have planned for Vigor in the coming months as far as new content is concerned? For instance, can fans expect more maps to be added to the game?

We plan to keep the regular bi-monthly major updates going with new seasons of Battle Pass. Added to that, we already mentioned that there's going to be the Islands map released for Encounters in the near future, and we have a handful of maps that we are finishing as well. As for other new content, we are currently working on an original way to access customizations from previous Battle Pass seasons, as well as improving the Encounter dynamic so it's more variable.

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"We plan to keep the regular bi-monthly major updates going with new seasons of Battle Pass. Added to that, we already mentioned that there's going to be the Islands map released for Encounters in the near future, and we have a handful of maps that we are finishing as well."

Reception to some of the changes, such as map rotation, has been quite positive. Is this something you're going to stick with in future updates?

Thanks a lot! When we cooperate with the community, we're always trying to design things they would enjoy. We have a long list of ideas, and it's mainly a matter of prototyping them and testing if they actually work in Vigor. That means we can't promise each update is going to be as packed as the Renegades season release was, but we definitely want to maintain a steady flow of interesting updates.

Vigor's performance on the Switch is something that some players have had issues with, though there have certainly been some notable improvements recently. Has improving the Switch version's performance been a priority for the team? Did the hardware and its capability present any initial hurdles in development?

Performance on the Switch was always a thing we had to take into consideration. It's the weakest of the current-gen consoles, but it provides a ton of interesting options for players, like the possibility to play on the go. We focused on optimizing the game while keeping the overall experience as good as possible. As a result, we even had optimizations that help the Xbox version of the game as well. Given the art style of Vigor, there is hardly any space left for improvements now, thanks to the dedication of the whole Vigor team.

How has the general reception to Season 5 been? Can you tell us about any specific thing you're working on as a direct result of that feedback?

As you already mentioned, the addition of map rotation in Season 5 was well received. There are features in Season 5 that are highly praised by our players, be it the addition of trios in Encounters, five-men teams in Elimination, the Lone Wolf option, bullet penetration, and improved hit detection. Feedback is always a mixed bag, like the addition of a second crate to the airdrop, even for solos. Based on the community's feedback, we are adding one more crate to the airdrop in case there's a trio in the Encounter. At the moment, we're keeping a close eye on feedback regarding the Sawmill map and adjusting some spots where Outlanders may get stuck.

Do you have any plans to enable cross-progression in Vigor?

No.

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"When we cooperate with the community, we're always trying to design things they would enjoy. We have a long list of ideas, and it's mainly a matter of prototyping them and testing if they actually work in Vigor."

The PS5 features an incredibly fast SSD with 5.5GB/s raw bandwidth. This is faster than anything that is available out there. How can developers take advantage of this, what will it result in, and how does this compare to Series X's 2.4GB/s raw bandwidth?

These SSDs have the potential to allow games to travel at high speed across huge dense worlds containing tons of entities without any slowdowns and/or loadings. But that can't be achieved on the Xbox Series SSD yet and it's still a bit early to determine what's possible on the PS5 SSD.

There is a difference in the Zen 2 CPUs of the two next-gen consoles. The Xbox Series X features 8x Zen 2 Cores at 3.8GHz, whereas the PS5 features 8x Zen 2 Cores at 3.5GHz. Your thoughts on this difference?

The processor performance of both devices is in the same league. The Xbox will probably be able to achieve more stable FPS in CPU-intensive games, but I don't think that the lower CPU performance of the PS5 will limit developers.

The Xbox Series S features less powerful hardware compared to the Xbox Series X, and Microsoft is pushing it as a 1440p/60 FPS console. Do you think it will be able to handle graphically intensive next-gen games?

The important thing is that the CPU hasn´t been downgraded, so the Series S will not limit the potential scope or features of games. The Series S shouldn't have any issues with the same games on lower resolutions. Maybe some adjusted graphic effects.


Black Legend Interview – Setting, Exploration, Combat, and More

Set in a medieval 17th century city that's been overrun by fanatical cultists, and offering what looks like deep and expansive role playing tactical gameplay, Black Legend is a game that has immediately caught our eye. Developer Warcave is promising with some interesting this with the game, and the early details they've revealed so far have certainly been encouraging. Hoping to learn more about it, we recently sent some of our questions about Black Legend to its developers, and learnt quite a bit in the process. You can read our interview with Warcave's Menno van der Heijden below.

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"We've created a variety of districts to explore, each with their own stories and secrets. We wanted to capture some old school exploration, meaning we won't always go out of our way to hold the player's hand and direct them to everything."

What can you tell us about the city of Grant, where Black Legend is set?

The name Grant was inspired by the combination of three major Belgian cities: Ghent, Bruges and Antwerp. As such, the architecture was directly referenced from these cities. For culture we primarily looked at the Dutch Golden Age and tried to mirror Amsterdam in that regard. A heavy focus on trade and science in a naval city.

In our setting, Grant was a very wealthy city state due to their central orientation in the world. Their trade with many neighbouring nations did not just come with affluence, but also protection. No country wanted an important trade partner to be attacked without consequences. Leading up to the events before Black Legend takes place, a lot of these neighbouring countries banded together under single banners, removing this protection.

When war was declared between the two major groups, Grant was caught in the middle. For protection, they were approached by Mephisto, a talented alchemist who covered the city in fog that makes those without an antidote go mad. This plan worked for a time, until Mephisto disappeared along with the recipe for the antidote. These events have led to the current situation, where cultists pray for Mephisto's return and make an antidote of their own.

What can players expect from it in terms of size and exploration opportunities?

We've created a variety of districts to explore, each with their own stories and secrets. We wanted to capture some old school exploration, meaning we won't always go out of our way to hold the player's hand and direct them to everything. Although a single player experience, we intend players to communicate about finding quests, interesting NPCs and treasure in the world through a variety of channels.

Black Legend's setting is giving the impression that the game places quite a bit of emphasis on atmosphere and world-building. Is that something players can expect to see throughout the game?

Yes, and this goes hand in hand with our emphasis on exploration. Rather than rely on cutscenes, we've decided to put the story in a variety of details, like item descriptions or NPC dialogue. Those who want to find every bit of story may also discover that a lot is left open to interpretation, and people may have to speculate on some events that occurred.

Can you talk us through how free exploration works, and how it can be leveraged to gain an upper hand before jumping into battles?

Overall every battle can be analyzed from a distance to see the types of enemies you will go up against. Based on that the player can decide to try and avoid the battle through use of obstacles and staying out of detection range, or finding a different route to their destination.

Players who want a tactical advantage can look out for priority targets like enemies armed with ranged weapon, and approach these units so the battle starts close to them, allowing you to shut them down early before they can run away and be a menace.

Another factor is how the encounters operate. When the game begins the entire city is overrun with cultists, as you clear these battles, the amount of cultists you encounter will start to decrease depending on your difficulty settings. People who play on the easier difficulties will encounter less cultists while those on higher difficulties will have to force their way through more often.

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"Those who want to find every bit of story may also discover that a lot is left open to interpretation, and people may have to speculate on some events that occurred."

How the does the alchemy system that Black Legend's combat centers around function in the game? How does it tie into progression and classes?

The Alchemy System was inspired by medieval medicine theory. This theory of "humorism" believed that people got sick due to a chemical imbalance of four "bodily humours", each represented by a colour: black, yellow, red and white.

In Black Legend, a lot of abilities cause these imbalances to occur on enemies, represented by up to 3 stacks. On their own, these stacks do very little, but they can be "Catalyzed" together into a "Catalyst".
The entire flow of combat revolves around applying these stacks that can then be combined into "Catalysts". Upon creating these successful combinations, the affected unit takes a lot of damage.

All these combinations start out with the same effect: damage. But as you explore you will find a type of equipment called "Trinkets", nearly all of which have different effects that play around the alchemy system. For example, there's a trinket that inflicts a Bleeding status effect on the target if the unit that is wearing it manages to combine the Black and Red colours into a "Crimson Catalyst".

Each class has a set amount of abilities but it's rare for a single class to cover all 4 colours. As such, the player must plan their party accordingly to make sure they cover as many bases as possible. The synergy between units is very important. Some classes are very good at applying the colours, but are lacking in the "Skill" stat which determines the damage scaling when forming a successful catalyst.

Finally, proper use of the Alchemy System will yield an Experience Point bonus, so you can level up more quickly by learning and using it early.

With 15 playable classes, Black Legend seems to be focusing on giving players many options. How does having so many classes affect things such as team composition?

It's something we wanted to leave up to the player. If someone wants to challenge themselves and try to play through the game by only using a certain class or even the base class, we intended for that to be possible. If people want to focus on a ranged composition, we will let them.

Overall we want players to find something they enjoy playing with and be able to complete the game.

Roughly how long will an average playthrough of Black Legend be?

That is a very difficult question to answer as someone who knows the entire game by heart. Just running through the main story, knowing where everything is and having a lot of experience with the combat system will still take me a good 10 hours. Adding all the extra side content I can confidently add another 3 hours to that. Overall, depending on the experience of the player and their desire for exploration, I would say between 15 to 20 hours.

Will the game have any sort of multiplayer component?

At the moment we've put all our efforts into creating a solid single player experience with no current plans for multiplayer.

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"At the moment we've put all our efforts into creating a solid single player experience with no current plans for multiplayer."

Can you tell us about what other modes will the game have besides the critical path?

The difficulty settings are rather customizable. Players who want more of a challenge can play on the "Hard" setting where factors come into play like the permanent death of their units. We also enable a "custom" setting where the player can create an experience completely tailored to their own liking.

Finally, we have a New Game+ option that lets players carry over their progress from a previous playthrough.

Since the reveal of the PS5 and Xbox Series X's specs, a lot of comparisons have been made between the speeds of the two consoles' GPUs, with the PS5 at 10.28 TFLOPS and the Xbox Series X at 12 TFLOPS- but how much of an impact on development do you think that difference will have?

Very little impact for an indie team of 10 people. Most important for us is to release the game on these platforms so they're available for both current generation (PS4, Xbox One, Nintendo Switch) and the new consoles. We intend to make sure it runs well on both platforms.

What resolution sand frame rates is the game targeting to run on PS5, Xbox Series X and Xbox Series S? Will the game have multiple visual modes?

We've decided to keep most customization regarding graphics to just PC due to the large variety in hardware there. For consoles we've set our standards as high as possible to create a uniform, smooth experience, but it's too early still to give exact numbers. Although given our intent on releasing for the previous generation of consoles, we're pretty confident it will run fine on the new hardware.


NBA 2K21 Publisher Apologizes For Unskippable Ad Implementation, Says It Will Be "Fixed" In The Future

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If you want to play a basketball sim, the only game in town is the NBA 2K series, and to be fair, it's still a pretty solid franchise all things considered. But the series has been criticized recently for its aggressive monetization, including unskippable ads that appeared in NBA 2K21 recently. While many weren't all that surprised, since it also happened to last year's title as well, it still made some less than thrilled. Well, the publisher is promising fixes going forward.

On the official Twitter, the publisher took to actually apologizing for the ad, saying they understood it impacting players in negative ways and that they were not meant to play as part of the pre-game introduction, and said this would be fixed in future episodes. Of course, to play the cynic, what they mean here by fixed could be a variety of things, not just that the ads will be removed. Most likely, it'll just be implemented in the way it was originally intended. Of course, we won't know until more details come out.

NBA 2K21 is available now on PlayStation 4, Xbox One, Switch, PC and Stadia. The game is also launching alongside the PS5, Xbox Series X and Xbox Series S, and you can check out more details on those versions of the game through here.


Watch Dogs: Legion Video Breaks Down PC Settings

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Ubisoft's Watch Dogs: Legion will be one of the showcase titles for the power of next-gen consoles next month. But it's coming to current gen consoles and PC next week. What kinds of features can PC players look forward to? Ubisoft's PC community developer Gabe breaks it all down in a new video.

Along with several gameplay options like difficulty, Permadeath and options for holding down a button instead of pressing it for actions, there's support for third party apps like Tobii Eye Tracking, MSI integration and so on. Keyboard and mouse controls can be customized along with tweaking the reticle, from color and style to size.

Graphics options are also fairly nuanced with options for stretching the HUD for multimonitor use, geometry and environmental detail, headlight shadows and even DLSS. Watch Dogs: Legion is out on October 29th for Xbox One, PS4, PC and Google Stadia with the Xbox Series X/S versions out on November 10th. The PS5 version releases on November 12th. Stay tuned for more details on its PC performance in the coming days.