Apex Legends Season 3: Start Date, Crypto, And Everything We Know

Apex Legends is in the final weeks of its second season, so if you want to earn all the exclusive goodies tied to its battle pass, you’re quickly running out of time. For those already looking ahead, Season 3 is about to begin. Like Season 2, it’s expected to go on for several months and will see a bunch of new content added to Apex Legends.

Below, we detail all the information we have on Apex Legends Season 3, codenamed Meltdown. Every season of Apex Legends brings with it a new battle pass, playable character, and exclusive cosmetic unlocks. Though the first season wasn’t all that impressive, other than the addition of the adrenaline junkie Octane, Season 2 has been a wonderful boon for Respawn’s Titanfall-themed battle royale game–adding the static defender Wattson, a substantial map transformation, two Legend-themed map takeover events, worthwhile battle pass rewards, two limited-time modes, and ranked play. It’s certainly enough to inspire confidence for what to expect in Season 3.

When Does Season 3 Start?

Apex Legends: Season 3 is scheduled to begin on October 1. Given that Season 1 began in March and continued through to June, and Season 2 started in July and will continue until the end of September, it’s probable that Season 3 will also be about three months long. Respawn hasn’t announced an official end date yet, but Season 3 will likely continue until around the holiday season in late December.

Who Is Season 3’s New Legend?

First teased during Season 1 and appearing in-game but unplayable in Season 2, Crypto has been confirmed to be the new playable character coming to Apex Legends in Season 3. This hacker’s abilities still remain unknown, although a cinematic short of his backstory does seem to corroborate datamine leaks that point to his passive, tactical, and ultimate abilities being tied to his gadgets.

According to the leaks, Crypto’s tactical ability allows him to summon a remote-controlled drone that can open doors, loot bins, and pick up teammates’ respawn banners. His passive ability allows both him and his teammates to see targets marked with his drone. And his ultimate? It’s an EMP grenade that sends out a pulse that does massive shield damage and slows enemies. Supposedly it’s like the effect caused by walking through one of Wattson’s Perimeter Security fences but on a much larger scale. Again, none of this has been confirmed, but these abilities do match the skills Crypto uses in his cinematic story trailer.

What Is Season 3’s New Weapon?

Season 1 saw the addition of the Havoc, an energy assault rifle that could transition into an energy light machine gun or sniper rifle depending on which hop-up you equip to it. In Season 2, the L-Star was added–providing a brand-new legendary light machine gun for players to look for in supply drops. Season 3 will be adding a new weapon as well, one that should be familiar to fans of Titanfall and Titanfall 2.

The Charge Rifle is the first anti-titan weapon to be added to Apex Legends. It’s a powerful laser cannon that must be charged before it can fire, but it has a tremendous range. In the Titanfall games, it’s the primary weapon used by pilots looking to take down titans from a distance, but it can just as easily be used as a sniper rifle against other pilots–as it downs infantry in a single shot. Respawn hasn’t released exact details about Apex Legends’ version of the Charge Rifle, but if it’s anything like its Titanfall counterpart, it will prove to be one of the strongest sniper rifle-like weapons in the battle royale game.

What Is Season 3’s Map Change?

Respawn hasn’t revealed any information concerning map changes coming to Apex Legends’ King’s Canyon in Season 3. However, there may have been a hint in one of the teasers for Crypto before his official announcement.

In the Singh Labs–added during the limited-time Voidwalker event which saw Wraith’s town takeover installed in King’s Canyon–you can discover Crypto in-game. Upon spotting you, he runs off, but not before you have a chance to briefly see what he’s been working on. It looks like he’s trying to connect the massive void portal that’s in the Singh Labs to a place called World’s End.

Granted, Respawn seems to enjoy teasing new Apex Legends content months before it actually releases in-game (Octane is in one of the announcement trailers released on the game’s launch day, for example, and Crypto has been teased since Season 1). So World’s End could just as easily be a clue to something larger we can expect later–like a whole new map. Or maybe it’s something else entirely. Or maybe it’s nothing. We’ll have to wait and see.

What Comes In Season’s 3 Battle Pass?

Respawn hasn’t detailed the exact contents of Season 3’s battle pass, other than that it will include over 100 items–just like Season 1 and 2’s pass. Although Season 1 didn’t have a very impressive battle pass, Season 2’s included cool-looking emotes you could pull off while dropping in mid-air, music packs, and additional pieces of lore for each character. It was also easier (and thus more fun) to complete, thanks to the addition of daily and weekly challenges that encouraged you to play with characters and fight in areas you might not be accustomed to.

How Much Will Season 3 Cost?

Although the season itself is a free download that all players will receive on October 1, some of the content included in Season 3 will require you spend in-game currency. Specifically, both the battle pass and Crypto, the new character, will cost money. Everything else though–like the map changes and new weapon–is free.

If Respawn holds true to tradition, then the battle pass should cost 950 Apex Coins, which is about $9.50 USD. If you’ve completed most of the Season 2 battle pass, you should already have that much saved up. If not, you’ll need to either buy the Apex Coins with real-world money or earn them by leveling up and unlocking loot boxes.

Respawn has previously priced new characters at 12,000 Legend Tokens / 750 Apex Coins, which is about $7.50 USD, so Crypto will most likely be the same. If you’re like me and you’ve been steadily playing Apex Legends throughout Season 2, then you should have almost triple the number of Legend Tokens you need. You probably have more Legend Tokens than you know what to do with. Otherwise, like the battle pass, you’ll have to drop real-world money or unlock loot boxes to earn enough Apex Coins.

from GameSpot – Game News https://www.gamespot.com/articles/apex-legends-season-3-start-date-crypto-and-everyt/1100-6469992/

How Long Does It Take To Finish The Legend Of Zelda: Link’s Awakening On Switch?

Delivering a little one-two punch, Nintendo has released two big products today: the new Nintendo Switch Lite, and The Legend of Zelda: Link’s Awakening. The new Zelda game turned out to be a great revival of a game that’s otherwise been isolated to the old Game Boy and Game Boy Color handhelds, making this new release the best way to experience the unusual and delightful adventure set outside the Kingdom of Hyrule.

If the game is new to you, and your most recent Zelda experience is Breath of the Wild (one of the best Switch games around), then you might want to know how much game there is to Link’s Awakening. In my experience, I was able to finish the game and obtain roughly half of the collectible seashells and Pieces of Heart in roughly 15 hours–there isn’t a completely accurate clock, so this is going off of my profile’s rough hour count.

For additional context, you can also consider the fact that I don’t have the original game memorized–far from it. If you’re a veteran who knows the game like the back of your hand, then you can expect that hour count to shrink as, by and large, the new Link’s Awakening is a direct copy of the original.

In my review, I thoroughly recommend the game despite having a few minor issues with the technical performance and the new mode, Chamber Dungeons: “Though the remake has a couple of blemishes, it’s still an easy game to recommend. People speak of Link’s Awakening as the secret best Zelda game. That’s a tough call to make, but it’s definitely one of the best. If you haven’t touched a classic Zelda game in a while, Link’s Awakening will almost instantly transport you back to the ’90s. It’s simple, in many ways, but the orchestrated journey still conveys a sense of adventure, and this new version is without question the best way to experience it. And more than anything else, it will put a smile on your face. Remakes are a dime a dozen nowadays and often easy to overlook. Don’t make that mistake with Link’s Awakening.” For a full breakdown of my thoughts, be sure to check out the full Link’s Awakening review.

If you’re already into the game and need some help along the way, be sure to also check out our Link’s Awakening Starter Guide.

from GameSpot – Game News https://www.gamespot.com/articles/how-long-does-it-take-to-finish-the-legend-of-zeld/1100-6469989/

Zelda: Link’s Awakening Heart Piece Guide: All Locations

The Legend of Zelda: Link’s Awakening remake is finally out, allowing a new generation of players to experience a classic Nintendo game with a fresh coat of paint. The graphics aren’t the only new addition, though, as the remake implements several quality-of-life improvements and new collectibles to discover–including more heart pieces.

For those new to Zelda, heart pieces are collectibles seen in most games in the series that allow you to earn a larger health pool for Link. Finding one won’t cut it, though. As these collectibles are pieces of heart, you need to find a set number to complete a full heart and add on to Link’s health. Games have fluctuated between needing four or five pieces, with Link’s Awakening falling into the former camp.

In the original 1993 Link’s Awakening, there were 12 heart pieces to discover. There are 32 in this remake, so you’ve got your work cut out for you even if you’ve played Link’s Awakening before. If you’re having trouble hunting down the pieces, check out the map embedded below. It marks the location of all 32.

For those whose entire Zelda experience begins and ends with Breath of the Wild, keep in mind that only a few games in the franchise actually allow you to tackle the content in any direction you want. From 1991’s A Link to the Past to 2011’s Skyward Sword, the Zelda games–including Link’s Awakening–are very linear. So you will not be able to grab all the heart pieces right from the get-go because you will need to unlock certain items to solve specific puzzles to earn a few of the pieces. To help you out, the heart pieces on our map are numbered in the order they can be acquired.

No Caption Provided

In GameSpot’s The Legend of Zelda: Link’s Awakening review, Peter Brown wrote, “Though the remake has a couple of blemishes, it’s still an easy game to recommend. People speak of Link’s Awakening as the secret best Zelda game. That’s a tough call to make, but it’s definitely one of the best. If you haven’t touched a classic Zelda game in a while, Link’s Awakening will almost instantly transport you back to the ’90s. It’s simple, in many ways, but the orchestrated journey still conveys a sense of adventure, and this new version is without question the best way to experience it. And more than anything else, it will put a smile on your face. Remakes are a dime a dozen nowadays and often easy to overlook. Don’t make that mistake with Link’s Awakening.”

from GameSpot – Game News https://www.gamespot.com/articles/zelda-links-awakening-heart-piece-guide-all-locati/1100-6469967/

Borderlands 3 Director Says More Characters Aren’t Coming

Borderlands 2 and The Pre-Sequel both added more playable characters post-launch, but don’t expect the same from Borderlands 3. At a Q&A near the end of the Borderlands Show stream, game director Paul Sage ruled out the possibility and explained his reasoning.

According to Sage, Gearbox’s data from previous expansions has shown that most people don’t stick with additional characters, and so the decision was made to differentiate the four main characters through different kinds of builds.

“Probably not. No,” he answered in response to a question about additional characters. “You were asking me earlier about data that we use. And one of the things we actually saw was that once people have picked their character–not everybody, there are no ‘everybodys,’ but a lot of people–stick with that character and want to remain. Furthermore, in Borderlands 3, we really concentrated on diversity within the characters themselves and having a lot of different builds. So that was where we put our eggs, in the basket. Now some people might want more but I don’t think that’s the way to go, not for Borderlands 3.”

He went on to say that in its data collection from previous games, they “might see people play five levels [with a DLC character] and then back to their main.”

Borderlands 2 and The Pre-Sequel both added two additional characters in addition to the four starting classes, for six total. Borderlands 3 again has four starting characters, but introduces active skills for each branch of the skill tree, each with their own modifications. This is likely what Sage was referring to as diversity within the existing characters. If you need a hand picking which one is best for you, refer to our Vault Hunter guide.

The Borderlands Show stream also detailed the Bloody Harvest DLC, a free piece of Halloween content coming in October. And the show also dropped a Shift Code, so be sure to visit our Shift Codes index to claim it and the rest of your Golden Keys.

from GameSpot – Game News https://www.gamespot.com/articles/borderlands-3-director-says-more-characters-arent-/1100-6469987/

Hitman 2 DLC Takes Agent 47 To Paradise Next Week

While Hitman 2 has already received some new content this month in the form of Escalation contracts and weapon unlocks, developer IO Interactive has revealed a new location coming to owners of the stealth-action game’s Gold edition or Expansion pass on PC, PlayStation 4, and Xbox One. Haven Island, a tropical paradise in the Maldives, will be available on September 24.

Haven Island is a brand-new location that sees Agent 47 assume a fake identity to infiltrate the tropical island resort. The DLC will feature new missions and picks up right after the events of the Milton-Fitzpatrick bank in New York. Haven Island will serve as the conclusion to Hitman 2’s $40 USD Expansion pass, with the Gold edition running $100 USD. Additional DLC will be available once Haven Island releases, including new challenges, location mastery unlocks, and more. IOI will hold a livestream on Monday, September 23, to detail everything on offer in Haven Island ahead of its global launch.

IOI Monthly Livestream Start Time

  • 2 PM PT
  • 4 PM CST
  • 5 PM ET
  • 10 PM BST

IO Interactive suggested Hitman 3’s possibility back in July. In a NoClip documentary, IOI CEO Hakan Abrak did say, while not exclitly confirming anything, the studio is “looking into the future with new things and potentially new IPs that we might be working on.”

from GameSpot – Game News https://www.gamespot.com/articles/hitman-2-dlc-takes-agent-47-to-paradise-next-week/1100-6469988/

The Final Fantasy XIV Devs Gave Their All For Shadowbringers

It’s been a long road for Final Fantasy XIV. Many folks who know Square Enix’s MMORPG are aware that it had to reinvent itself back in 2013, which subsequently saved the game and led to overwhelming success. But that wasn’t enough. The FFXIV team has outdone itself with the latest expansion, Shadowbringers, which has cemented the game as one of the greatest stories told in the long-running franchise. And it further disproves the perception that FFXIV is simply the MMO that bears the name of a famous RPG series.

Having been a few months removed from the launch of Shadowbringers, I had the opportunity to briefly correspond with FFXIV director and producer Naoki Yoshida for a quick look back at how it came to be and what the future may hold. This includes what the Trust system of AI companions has done for the game, what a streamlined version of the base game will look like, and how it fits into the next console generation. But more importantly, he spoke to the vision that the writing team brought to life–namely Natsuko Ishikawa, who led the Shadowbringers narrative and received a standing ovation during the game’s PAX West 2019 panel after simply introducing herself–a moment that spoke to how she and the team nailed its storytelling, but also how a long-running MMO can leverage its deep lore to make an impact on its players.

Alphinaud and Alisaie playing diplomat for the Scions.Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

We’re still in the early days of Shadowbringers as a whole. At Tokyo Game Show 2019, Yoshida-san outlined what you’ll be able to do with New Game+ in the upcoming 5.1 patch due in late October. More notably, him and Nier series creator Yoko Taro talked about what you can expect from their collaboration, which will be a 24-player Alliance Raid, directly tied to Nier Automata, as part of the October patch. You may want to check out our full review of FFXIV Shadowbringers to get a better idea of why it’s so well regarded, and because having AI companions plays an immense role in the expansion, you’ll want to read about why the Trust system matters more than you may think.

If there’s one takeaway from this exchange, it’s that the team gave their all for Shadowbringers. Not only that, Yoshida-san has the utmost confidence that, no, they wouldn’t have done anything differently for this expansion. The following interview with Yoshida-san was conducted via email, facilitated and translated through Square Enix.

Narrative is one of the most important things in FFXIV, especially for Shadowbringers. How involved were you with the story’s creation and what sort of direction did you provide the writing team?

The first step is creating the overall game design for the expansion pack. With Shadowbringers, after we had completed the base design phase, I provided three initial directions to the development team:

1) The story will be set in the “First.” 2) The dark knight will be the “main job.” (i.e. becoming the Warrior of Darkness will be the main objective) 3) We will be implementing the Trust system, so the story should center around an adventure with the members of the Scions of the Seventh Dawn.

I suggested a setting in which the world is covered in light, and night will only return when the Sin Eaters are defeated. In that instance, Ishikawa was able to smoothly implement this concept into the story. – Naoki Yoshida

With this direction as the foundation of the narrative, Natsuko Ishikawa, who oversees the main scenario, and Banri Oda, who oversees lore creation, had multiple discussions and created a plot. We then have what I call a “scenario writing camp,” where we take the base plot which was created and add details to it over a period of three days. Aside from Ishikawa, Oda, and myself, we also have two of our more experienced scenario writers join in this writing camp.

The overall structure of the story is formed during these three days, but even after that we do make changes. For example, I suggested a setting in which the world is covered in light, and night will only return when the Sin Eaters are defeated. In that instance, Ishikawa was able to smoothly implement this concept into the story. Additionally, Vauthry did not exist in the initial plot; since it felt like we were missing a definitive target to defeat at the halfway point of the story, I asked the team during the scenario writing camp to add a hideous antagonist like Jabba the Hutt to the story.

Under my instruction to align our gameplay experience concepts with the main scenario, our scenario lead, lore creation lead, and many other staff give it their all to create the best narrative possible. As a director, I devoted myself to literally just directing the game, but as the development team has shown great growth, I feel that my role in development isn’t as significant as before. 😛

Now that the Trust system has been widely used, is there anything that has particularly surprised you about reception from players? Is there any feedback that you are looking to take into consideration moving forward?

I feel the reaction from the fans is what we were aiming for in creating this system, and it seems players have really embraced it. We have received feedback regarding the Trust system, but unfortunately due to the complexity of the system’s mechanics, it would be difficult to simply add on new functions. Instead of adding new features and functions to the Trust system, our goal at this time is to create additional content that players can enjoy utilizing the Trust system.

Are there any aspects to these early days of Shadowbringers that didn’t pan out as expected? Anything you’d do differently?

No. This is the case for every expansion pack, but the development team, the operations team, and I feel that we have given our all in creating Shadowbringers, and it is the fruit of our labor. I truly believe that we accomplished something great, to the point that I feel karma would strike if I were greedy and asked for anything more. So no, there is nothing I would do differently. Of course, it was a lot of hard work, so in that sense I don’t know if I’d want to go through it again, either…lol.

Players will always have something to say in terms of job adjustments and balancing. At launch, Astrologian probably had the most contention. After tweaking things, where do you stand on the current balance between jobs?

As the gameplay experience is different for each job, it is difficult to simply compare the jobs side by side; however, as of patch 5.08, I feel that there is more of a statistical balance between each of the jobs in a specific role.

There are more adjustments which need to be made when it comes to overall control and feel, especially for Ninja and the Summoner which we are in the process of adjusting in Patch 5.1. I do not feel that the current job balance is perfect as is, and in the end each player will think differently about what the perfect balance is, so in that sense we may never reach perfection.

That being said, moving forward we will continue to make adjustments as necessary, so please keep an eye out for future updates.

As you recently revealed plans to streamline the main scenario in A Realm Reborn, can you give us any insight as to which parts you’re looking to abridge? Do you have a rough idea of how the streamlined version might compare to the current questline in terms of quest numbers or playtime?

I’m aware that there is a great sense of anticipation regarding these adjustments for A Realm Reborn. However, I feel that the community might set their expectations too high no matter what I say this far out, so I would like to refrain from going into any details. In general, we plan to simplify some quest objectives, omit any unnecessary quests, and speed up the flow of the ARR main scenario.

How has the success of FFXIV changed the future of the Final Fantasy brand, or changed Square Enix?

The best thing to come out of this success is that Square Enix’s relationship with the fans and players has become stronger. I think that many people who previously felt that Square Enix or the Final Fantasy brand were segmented now feel as though things are more open and accessible. I’m glad that FFXIV has become a starting point for us to further expand the Final Fantasy series, together with the fans, as comrades.

FFXIV director and producer Naoki Yoshida.

I know you’re asked this many times, but where are you (and the team) at in terms of bringing FFXIV to other platforms (Xbox One or Google Stadia)?

You’re right. I’ve been asked this so many times that maybe we should have a template answer created for this!

Joking aside, my direction has never changed from the beginning when we started with A Realm Reborn: strive to have as many people play FFXIV on multiple platforms. Secondly, I want to allow people to play with their friends without any cross-platform limitations. I am still in discussion with Microsoft and Nintendo to make this a reality. If there are any updates, the fans will be the first to know, so please hold on tight.

Additionally, we are testing out the game not only on Stadia, but on various cloud streaming services. However, with FFXIV being a server-client MMORPG, it is not as easy to port to a cloud service as other standalone or P2P titles. My impression thus far is that playing the game will still depend heavily on the network environment the player is using.

How do you see FFXIV transitioning into the next console generation? Is the nature of the upcoming consoles making that more simple than, say, going from PS3 to PS4?

Similar to my previous response, the same concept drives this as well, which is having as many people play FFXIV on various platforms. I hope to be proactive in making the game compatible with next generation consoles. I assume that there wouldn’t be too many issues since we are porting the game to a newer platform.

from GameSpot – Game News https://www.gamespot.com/articles/the-final-fantasy-xiv-devs-gave-their-all-for-shad/1100-6469975/

Cyberpunk 2077’s Setting Will Be A “Unique Take” For The Franchise

While creating Night City, the setting for Cyberpunk 2077, CD Projekt Red wanted to create a “unique take” on the Cyberpunk franchise. This is why the upcoming RPG takes place in a primarily sunny locale as opposed to the gloomy, rain-soaked settings traditionally seen in the cyberpunk genre.

“When we showed the demo last year, people were surprised at first that it was so sunny,” Cyberpunk 2077 concept art coordinator Marthe Jonkers said in an interview with GamesIndustry.Biz. “They expected rainy, dark cyberpunk but you can make a cyberpunk city in California. Of course, it will rain there, because we have a weather system, and it will also be night, but we are really trying to get this fresh take on cyberpunk.”

Night City is built on the foundation of four distinct visual styles, each of which details the different ages of cultural and social-economic growth in the Cyberpunk universe between 2020 and the events of the game. This creates a very different world in the Cyberpunk universe, one that allows you to instantly recognize when a car was made or how long a certain building has been around just at a glance. “That was really, really important to us, to make a unique take on Cyberpunk,” Jonkers said. “And I really like that when people see screenshots of our game, they recognize it as our style.”

The first era, Entropism, was one of intense poverty, so anything made from that time looks very plain. “The designs from that era are very practical, more about practicality than whether it looks nice or is decorated,” Jonkers said. Entropism was followed by Kitsch, a period of time when the economy recovered in Night City and allowed the low- and middle-class to invest in more colorful and extravagant items. The third era, Neomilitarism, saw the rise of rich corporations, which is where all the tall and sleek skyscrapers come from. Finally, Neokitsch, saw the divide between the rich and poor grow wider–and several members of the wealthy class began adopting the colorful style of the poor, albeit with a more money-centric twist. Think clothes made of animal pelts.

Jonkers goes on to explain that this level of world-building allows CD Projekt Red to tell stories about the people that live in Night City without expositional conversations. “There are layers to the design of Night City and all its inhabitants, so when you drive around and you see a building that’s sort of pink with these soft edges, and the windows are sort of soft shaped, you know that this is kitsch style, and you know that was built in that period of time where people had more money back then,” she said. “It’s telling you a story about the background of the city, and gives an extra layer of believability.”

Cyberpunk 2077 is scheduled to release for Xbox One, PS4, and PC on April 16, 2020.

from GameSpot – Game News https://www.gamespot.com/articles/cyberpunk-2077s-setting-will-be-a-unique-take-for-/1100-6469984/

Pokemon Go: Last Chance To Catch Mewtwo

Pokemon Go‘s final wave of Ultra Bonuses is still live. Not only did it introduce the first Gen 5 Pokemon to the game (as well as a new evolutionary item called the Unova Stone), it also brought the Legendary Mewtwo back to Raids. However, your time to catch the Legendary Psychic-type is running out.

Mewtwo is scheduled to leave the game again at 1 PM PT / 4 PM ET on Monday, September 23, so you have until then to encounter it in five-star Raids. This time, the Legendary Pokemon knows the move Psystrike, a Psychic-type attack originally introduced in Pokemon Black and White. That’s not all; you also have a chance of encountering a Shiny Mewtwo while it is still in Raids.

Before it leaves the game once again, Niantic was supposed to hold a Mewtwo Legendary Raid Hour this past Wednesday; due to issues, however, that event had to be postponed. The Raid Hour will now take place on Tuesday, October 8, from 6-7 PM local time, giving you one final chance to catch a Mewtwo that knows Psystrike.

As usual, before you can capture Mewtwo, you’ll first need to defeat it in battle. As a pure Psychic-type, Mewtwo is vulnerable to Ghost, Dark, and Bug Pokemon such as Giratina, Tyranitar, and Scizor, so any of those will prove to be an asset when you challenge it.

In other Pokemon Go news, the game’s Safari Zone event is now underway in Montreal. To celebrate the event, players around the world have a chance of encountering a Shiny Yanma in the wild. Niantic also recently shared the first details for October’s Pokemon Go Community Day. The event takes place on October 12, and the featured Pokemon will be Trapinch, the first form of the Ground/Dragon Pokemon Flygon.

from GameSpot – Game News https://www.gamespot.com/articles/pokemon-go-last-chance-to-catch-mewtwo/1100-6469982/

Where Is Xur? Destiny 2 Xur Location And Items Guide (Sept. 20-24)

The release of Shadowkeep is nearly here, but in the meantime, Destiny 2 players can count on Xur for their fix of Exotic weapons and armor. The Exotics merchant has returned once again for one of his final appearances during Year Two. Here’s where to find Xur and what items he’s selling.

Where Is Xur?

This week, Xur is located in the EDZ. Spawn in at the Winding Cove and hop on your sparrow to make your way forward. Xur can be found hanging out on a cliffside just above the road and cave that hug the northernmost part of this area–he’s just to the right of a crashed Fallen ship. Platform your way up the rocks to the right of him to reach him.

What Is Xur Selling?

Xur has a total of four items for sale: one Exotic weapon and one piece of armor for each class. The weapon is The Colony, a grenade launcher that’s fun to use and might be useful to you in Crucible if you’re finally trying to make progress on the Mountaintop quest now that it’s much more doable following a recent update.

As per usual, the armor is probably what you’ll want to take a closer look at. Whereas Exotic weapons are all the same, Exotic armor can feature different perks, so it’s wise to take a close look at the exact rolls on what Xur is selling, even if you already own them on your Hunter, Titan, or Warlock.

Besides the equippable items, Xur has his usual Invitation of the Nine (giving you some objectives to complete in return for a bit more story involving the Nine and a Powerful reward), the Five of Swords challenge card (for modifying Nightfall difficulty–something that will work differently once Shadowkeep launches), and the Fated engram (which decrypts into an Exotic you don’t own from a select pool).

Xur Item Lineup (Sept. 20-24)

  • The Colony (Exotic Grenade Launcher) — 29 Legendary Shards
  • Orpheus Rig (Exotic Hunter Leg Armor) — 23 Legendary Shards
  • Karnstein Armlets (Exotic Warlock Gauntlets) — 23 Legendary Shards
  • Ashen Wake (Exotic Titan Gauntlets) — 23 Legendary Shards

The Colony

The Curse of Osiris-era Exotic grenade launcher is a fun one thanks to its Insectoid Robot Grenades perk. While you can fire the weapon directly at an enemy to deal damage, you can also launch these explosives onto the ground; as the name suggests, these are insectoid robots that will chase after enemies and then explode when they get close.

Orpheus Rig

Hunters eager to use their abilities often should take a look at Orpheus Rig. Through its Uncanny Arrows perk, you’ll get ability energy for each enemy that is tethered by Deadfall anchors. Additionally, you get more shots with Moebius Quiver.

Rolls:

  • Perk 1: Pulse Rifle Dexterity, Traction, Kinetic Dexterity
  • Perk 2: Submachine Gun Scavenger, Special Ammo Finder

Karnstein Armlets

Melee-happy Warlocks will find Karnstein Armlets right up their alley. The Vampire’s Caress perk provides a significant health refill when securing a melee kill, and they’ll continue regenerating health for a short while afterward. Also of note is that one of the rolls this week is Enhanced Grenade Launcher Loader, which should be particularly handy if you’re wielding Mountaintop.

Rolls:

  • Perk 1: Auto Rifle Loader, Light Arms Loader, Enhanced Grenade Launcher Loader
  • Perk 2: Fusion Rifle Scavenger, Special Ammo Finder

Ashen Wake

Titans arguably get the short end of the stick this week, as Ashen Wake only proves useful if you’re using a particular Solar subclass grenade type. Bring the Heat causes Fusion Grenades to explode on impact, rather than after a short delay, and they can be thrown more quickly.

Rolls:

  • Perk 1: Auto Rifle Loader, Pulse Rifle Loader, Impact Induction
  • Perk 2: Rocket Launcher Scavenger, Special Ammo Finder

from GameSpot – Game News https://www.gamespot.com/articles/where-is-xur-destiny-2-xur-location-and-items-guid/1100-6469983/

Untitled Goose Game Dev Explains Epic Games Store Exclusivity Decision

While going Epic Games Store-exclusive can be seen as a shock to some, the team behind Untitled Goose Game has explained why the puzzle-stealth title went down that route. According to developer House House, taking Epic’s offer of exclusivity was a “very easy” choice.

In an interview with Gamesindustry.Biz, House House said partnering with Epic allowed the studio to make a “very safe bet.” House House’s Michael McMaster said he and the studio didn’t want to make any assumptions about Untitled Goose Game’s success solely based on social media buzz, saying it can be “very fickle and success can feel a bit arbitrary at times.”

With Epic’s funding, McMaster concluded that the team was able to “ensure continued sustainability” for House House, giving them the stability to go from part-time to full-time developers. “It’s no secret there’s an incentive to partner with Epic and release with them,” McMaster said. “Being able to sustain our company was a pretty big deal.”

But though Untitled Goose Game is exclusive to the Epic Games Store on PC, the studio launched the quirky game on Nintendo Switch as well. In talking to GI.Biz, House House’s Jacob Strasser said the Switch fit the game’s aesthetic, citing PlayStation and Xbox as “a less good place to be an indie at the moment.” McMaster added: “But ultimately, it was just that the Switch is nice and the game is nice and we hope those two things combined can share that warmth or coziness.”

In our Untitled Goose Game review, we said, “It’s a comedy game that focuses on making the act of playing it funny, rather than simply being a game that features jokes. Wishing that it was longer speaks to how much fun I had with it. There’s nothing else quite like Untitled Goose Game; it’s charming and cute despite being mean, and both very silly and very clever. It’s also probably the best non-racing game ever to feature a dedicated ‘honk’ button.”

from GameSpot – Game News https://www.gamespot.com/articles/untitled-goose-game-dev-explains-epic-games-store-/1100-6469985/