We’re Giving Away 1,000 Timely Arrival Packs For Dauntless

Dauntless fans, this is your chance to stock up for your next monster hunting adventure. The Timely Arrival packs that are going out to 1,000 readers include:

– 1,000 Platinum

– “Timely Arrival” Arrival Emote

– 50 Ace Chips

– 3 Common Cells

– 2 Rare Cells

– Tonics Bundle

In order to be a lucky winner you have to read the official rules, accept our terms and conditions and proceed to fill out the form below. If you have problems seeing this form on your mobile device please try this link.

Remember to check your email after 9 a.m. PT on Oct. 25 because the winners will receive an email with the code to download the Timely Arrival Pack. The codes are platform agnostic so they are compatible with PC, PS4, and Xbox One.

Head to the comments section and let us know how you are planning to hunt the new Dire Behemoth “Tempestborne Stormclaw.” Good luck, everyone!

Dauntless players won’t be puzzled by this image.

from GameSpot – Game News https://www.gamespot.com/articles/were-giving-away-1000-timely-arrival-packs-for-dau/1100-6470652/

Fortnite Chapter 2 All Season 1 Challenges: Search Hidden O; Hide In Hideouts; And More

A new chapter of Fortnite has begun. Following Season 10’s cataclysmic “The End” event, which saw the game get seemingly destroyed by a black hole, the battle royale shooter has returned as Fortnite Chapter 2, and it’s introduced a new map, new mechanics like fishing and weapon upgrading, and a whole host of other changes.

One aspect that remains the same, however, is challenges. Each week, players who’ve picked up a Chapter 2 Battle Pass will get access to a new set of challenges to complete, which run the gamut from scoring eliminations with certain weapons to finding a particular item around the map. As usual, clearing challenges will help you level up your Battle Pass, unlocking new skins and other cosmetic items in turn–and this time, it’s even easier to level up the pass.

Chapter 2 may have only just begun, but there are already two sets of challenges to complete, with even more to come each week as the season progresses. You can see the full list of Fortnite Chapter 2 challenges so far below, along with tips and maps showing you how to complete them. We’ll continue to update this list as more challenges become available, so be sure to check back often throughout the season for all our latest Fortnite challenge guides.

Fortnite Chapter 2, Season 1 Weekly Challenges

New World Challenges (Week 1)

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  • Discover Named Locations (10)
  • Eliminations at Lazy Lake or Misty Meadows (3)
  • Discover Landmarks (10)
  • Ride a Motorboat in different matches (3)
  • Deal damage with Assault Rifles to opponents (500)
  • Search chests at Sweaty Sands or Retail Row (7)
  • Eliminations in different matches (5)
  • Catch a weapon using a Fishing Rod (1)
  • Deal damage with SMGs, Shotguns, and Pistols in a single match (3)
  • Carry a knocked player 10m
  • Search hidden “F” found in the New World loading screen

Discover Named Locations

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The first set of Chapter 2 challenges is fittingly titled New World, and many of the missions task you with exploring the new map. The first asks you to discover 10 named locations. However, the first time you jump into a match, your map will be blank, and the named locations won’t appear until you’ve visited them, which may make this challenge tricky if you don’t already know where to go. To help you out, we’ve marked all the different named locations on the map above in white.

Discover Landmarks

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Continuing the theme of exploration, this New World challenge asks you to discover 10 landmarks on the island. This shouldn’t be too hard to accomplish, as there are way more than that scattered around the map. However, you need to visit different landmarks for your progress to count; you can’t simply return to the same ones across multiple matches. If you need help locating some, we’ve marked 10 landmarks in yellow on the map above.

Search Hidden F Found In The New World Loading Screen

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Complete eight New World challenges and you’ll unlock a special loading screen, which contains a clue pointing you to the letter F hidden somewhere around the island. The letter can be found near Lazy Lake, one of the new named locations introduced in Chapter 2. The town is nestled in the southeast portion of the island, and the letter will appear on a hill just to its east–you can see the exact location above. If you need more help finding the letter, be sure to check out our full hidden letter F location guide.

Open Water Challenges (Week 2)

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  • Land at Craggy Cliffs, Salty Springs, and Dirty Docks
  • Hide inside hideouts in different matches (3)
  • Search chests at Craggy Cliffs or Misty Meadows (7)
  • Eliminate opponents with a sniper rifle (2)
  • Be crouched within 20m of an opponent for 10 seconds
  • Deal damage with pistols to opponents (500)
  • Search ammo boxes in a single match (7)
  • Get an elimination from 50m or further
  • Survive Storm phases (10)
  • Deal damage within 10 seconds of leaving a hideout
  • Search hidden “O” found in the Open Water loading screen

Hide Inside Hideouts In Different Matches

Despite the set’s name, most of the Open Water challenges revolve around hiding, and one in particular asks you to hide inside hideouts in different matches. Hideouts are a new map feature introduced in Chapter 2, and they come in two forms: dumpsters and haystacks. Both are fairly plentiful around the island. Dumpsters can commonly be found near buildings in major named locations such as Retail Row, Craggy Cliff, and Dirty Docks, while haystacks are most prevalent around Frenzy Farm. Conceal yourself in any hideout in three different matches and you’ll complete the challenge.

Search Hidden O Found In The Open Water Loading Screen

Complete eight Open Water challenges and you’ll unlock another special loading screen, this one pointing to a different letter to find. This time, it’s the letter O, and it’s located in Craggy Cliffs, near the docks in the northernmost portion of the area. Make your way to the area and the letter will appear when you approach. If you need more help finding it, check out our dedicated hidden letter O location guide.

from GameSpot – Game News https://www.gamespot.com/articles/fortnite-chapter-2-all-season-1-challenges-search-/1100-6470648/

Destiny 2: Bungie Design Director Talks Past, Present, And Future

With the recent release of Destiny 2: Shadowkeep, as well as the free-to-play New Light version of the game and cross-save functionality, Destiny is in a good place. Bungie, freshly independent after splitting with publisher Activision, is looking ahead to the future of Destiny–whether that means expanding Destiny 2 further or developing Destiny 3.

I caught up with Bungie design director Victoria Dollbaum at PAX Australia to discuss where Destiny is at, and where it’s headed. Dollbaum is responsible for overseeing Bungie’s staff as they figure out what the team should be building, how their work serves their goals, and what they need to do to make Destiny 2 as good as it can be for its ever-growing audience.

“I make sure the team is on time and understands what they’re building,” Dollbaum says. “Because sometimes we’ll build things, and we’ll say, ‘Well, the thing we built was cool, but it’s actually not hitting any of the goals that we’ve set.’ So how do we adjust?” Destiny has gone through numerous adjustments since the original game launched, of course, and as new players flood in through New Light, the newly launched free-to-play version of the game, the team has asked themselves what the experience is like for first-time players. “It’s very hard to take the perspective of a person who has never touched Destiny before,” Dollbaum tells me, but New Light has been designed with them in mind.

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Now, Dollbaum says, the goal is to keep building, and to try to keep every player on the same page. “Since we’re trying to move towards an evolving world, we want you to come into the present, not the past,” she elaborates. It was important for the team that new players could immediately play with established Guardians without feeling out of place. “You can just go straight into playing with your friends right away, unlock some destination, be the correct level to already start playing with them in the content that they’re in.”

Destiny has also fostered a community that is, by gaming standards, very pleasant, one that Dollbaum says is “pretty open to new players.” Because of adjustments to how ‘Power’ levelling works, Dollbaum says, “it’s actually very hard to tell who the new players are because the game starts everybody off in the same place.” Beyond this, it’s always been important to Destiny’s design to focus on the positives of each player’s contribution: you’re never shown how much damage individual members of your team did to a boss, for instance, because the team wants to make sure that the game does not “incite toxic behaviour”.

Shadowkeep, meanwhile, is “doing really well” from Bungie’s perspective. By coming to Australia for PAX Aus in October, Dollbaum missed the usual excitement in the office over the first Raid being completed and said that she felt a certain anxiety over not being able to play the game that week. “Pretty much everybody (in the office) has their Twitch open and just watching their favourite streamer compete for World First (raid clear),” she says. “Every once in a while, you’ll hear a cheer go throughout the studio when some group beats something.”

It’s also, Dollbaum tells me, exciting to see players “start to interact with this first thread of the narrative that will then lead them on to the next season.” Narrative is a strong focus for Destiny’s future, she tells me, stating furtively that “over time, the story will start to expand… things will happen.” While Dollbaum cannot be too specific about these threads, I was curious to ask her about what the future looks like beyond Shadowkeep. The first Destiny made way for Destiny 2 after releasing two major expansions–will 2 have a longer tail? “We have plans for Destiny as far as the stories we want to tell, whether that means it’s a release like Shadowkeep or Destiny 3,” Dollbaum says. “We don’t have specific plans for any of those things. But we know the story that we want to tell, and we know where we need to go. We’re just going to continue to deliver you guys content that is like Shadowkeep and the seasons following. What form that takes can change.”

With this in mind, I ask if Destiny is working towards a specific end point, or whether there’s a narrative that started in the original game that they’re planning to eventually conclude. “I think there are a couple stories that we’re telling with the characters, but the world is not going away,” Dollbaum says. “There are always stories continuing. There’s no hard end point where we’re like, ‘We’re done with telling the story of Destiny’. We know the threads of the stories we need to tell. And then where they go from that, some of them could end, some of them could keep going.”

Hanging over all of this is Bungie’s split with Activision, and the move towards self-publishing Destiny. “It’s just a new space for us,” Dollbaum says. “We’re learning ways to do things or experimenting with new methods. I think we’re trying to be more honest and open with the community, too. It’s all part of learning what it means to be independent, and the things that we need to do that we used to rely on other people to do for us.” While this might look like a move towards a greater level of freedom, Dollbaum says that “if anything the pressure is just kind of increased because we have high expectations for ourselves, especially now that we’re independent”. But she’s feeling positive about it: “There’s a lot of pressure to build an awesome game that everybody’s going to like, and I think we see that in Shadowkeep.”

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In the immediate future, Bungie has some core goals for Destiny 2, Dollbaum tells me. “We have a future and we’re going to build into it,” she says. “It’s about adding more of those RPG customizable elements into the game, so things like the artifact and Armor 2.0 system, allowing players to customize their characters to make your builds different than somebody else’s. And it’s about creating a world that evolves alongside you, so the actions that you are doing are what lead us into the next season, to the next story.”

Destiny 2: New Light and Shadowkeep are available now on PC, PlayStation 4 and Xbox One. Read our Destiny 2: Shadowkeep review, where we explain why the game exhibits “improvements that represent a giant leap forward for Destiny 2.”

from GameSpot – Game News https://www.gamespot.com/articles/destiny-2-bungie-design-director-talks-past-presen/1100-6470623/

Nintendo Switch Sales Hit Big New Milestone

Nintendo’s latest hardware has hit a new milestone, in part thanks to the launch of the new Switch Lite. The company announced that lifetime sales of both Switch models combined have hit 15 million units in North America since launch. The company also boasted that it’s been the top-selling console for 10 months in a row, according to the NPD group.

So far, 14 first-party Nintendo Switch games have sold more than 1 million units, and four of those hit at least 6 million. Nintendo also says that the Mario Kart 8 Deluxe and Super Smash Bros. Ultimate set sales records for their respective franchises, both becoming the fastest-selling to date.

The Nintendo Switch launched its original console-handheld hybrid model in March 2017. In September, Nintendo added the Switch Lite model, which removes the console docking functionality, and it sells for a lower cost at $200.

As of July 30, Nintendo announced it had sold approximately 37 million Nintendo Switch units worldwide. As noted by financial analyst Daniel Ahmad on Twitter, the Nintendo Switch hitting 15 million units in North America means its sales in this region alone have topped the Wii U lifetime sales worldwide.

from GameSpot – Game News https://www.gamespot.com/articles/nintendo-switch-sales-hit-big-new-milestone/1100-6470656/

Capcom Not Too Fond Of Gacha Mechanics In Its Games

Gacha mechanics and microtransactions in video games are hot-button issues. Developer and publisher Capcom is not too fond of one of these forms of monetization, confirming it “refrains” from including them in its games for the healthy development of the youth.

Gacha mechanics are similar to loot boxes in modern video games. They originate from gachapon, vending machine-style capsule toys popular in Japan, and largely appear in mobile titles. In games, they require real-world money to access and rewards are selected at random. In a recent investor report, Capcom president and COO, Haruhiro Tsujimoto, spoke about gacha and his disapproval of their implementation in the company’s titles.

“Since 2005 Capcom has independently continued literacy and career education support activities to raise awareness about how to properly interact with games in an effort to eliminate the social concern regarding the healthy development of youth with regards to games,” Tsujimoto said. “As a general rule, in our mobile games we refrain from utilizing gacha elements.”

That does not mean Capcom doesn’t offer microtransactions at all. While Tsujimoto notes the company does its best “to ensure that a broad range of customers are able to play safely and fairly,” he does point out that some kinds of monetization still appear in Capcom’s games. “And while we do sell small-scale, inexpensive additional content in games for home consoles, any content that is required to play the main game is provided free of charge.”

Capcom is having a phenomenal 2019 though. Devil May Cry 5 and a handful of Resident Evil games–including Resident Evil 2–saw critical acclaim when they released throughout the year. And games not released in the year, like Monster Hunter: World and Street Fighter V, continue to receive balance tweaks and content updates.

from GameSpot – Game News https://www.gamespot.com/articles/capcom-not-too-fond-of-gacha-mechanics-in-its-game/1100-6470655/

Star Wars: Jedi Fallen Order Borrows Another From Software Design Element

Developer Respawn Entertainment has divulged a bevy of information about the hotly-anticipated Star Wars: Jedi Fallen Order following a preview event. Though Jedi Fallen Order’s From Software influences are noticeable, the third-person action-adventure game borrows an interesting element from Bloodborne–the way experience points are lost.

Since Jedi Fallen Order is a character action game not unlike Bayonetta or Sekiro: Shadows Die Twice, Cal Kestis will earn experience points upon defeating various combatants on his journey. And similar to From Software’s Dark Souls series, you will lose the experience points you gather should you fall in battle. However, in a design more like Bloodborne’s, your experience points will attach to the enemy that killed you last.

GameSpot editor Alessandro Fillari spent three hours with Jedi Fallen Order, where he discovered that the game makes a nod to Bloodborne’s Blood Echoes. “If you die, the enemy that struck the killing blow will steal all of Cal’s current experience points, along with a portion of the force and health meters.,” Fillari said. “To erase the penalties, you’ll need to return to the enemy, now glowing gold, and take it out, which will, in turn, recover lost experience points and restore your meters.”

Echoes operate very similarly. The currency you gain from killing enemies and used for purchasing items and upgrading your Bloodborne character, Echoes are lost if you are defeated in battle. Sometimes, Echoes will attach to the enemy that delivered the fatal blow. Other times, Echoes will just sit out in the open. In either situation, Blood Echoes will be permanently lost if you die while trekking back to where you last perished.

Jedi Fallen Order is no different. “But also in familiar Souls fashion, if you die on the way back to that enemy, then you’ll permanently lose that batch of experience points,” Fillari wrote of his experience. “This can sound harsh, but in practice, I felt it was, again, surprisingly forgiving.”

Star Wars: Jedi Fallen Order lands on PC. PlayStation 4, and Xbox One on November 15. We’ve thrown together a handy pre-order guide to help you suss through the various bonuses and editions available. There’s plenty more Jedi Fallen Order coverage in the meantime, however, including the lack of fast travel, the option to visit a very dangerous planet, and so much more.

from GameSpot – Game News https://www.gamespot.com/articles/star-wars-jedi-fallen-order-borrows-another-from-s/1100-6470653/

Wastelanders update to Fallout 76 delayed to 2020, details on Private Worlds and the Atomic Shop

Wastelanders update to Fallout 76 delayed to 2020, details on Private Worlds and the Atomic Shop

The big NPC addition to Fallout 76 is pushed back to next year.

source /news/9098-wastelanders-update-to-fallout-76-delayed-to-2020-details-on-private-worlds-and-the-atomic-shop

Fairy Tail introduces Gajeel Redfox, Juvia Lockser, guild rank, more

Fairy Tail introduces Gajeel Redfox, Juvia Lockser, guild rank, more

Koei Tecmo and Famitsu offer new details on this shonen RPG

source /news/9096-fairy-tail-introduces-gajeel-redfox-juvia-lockser-guild-rank-more

Star Wars Jedi: Fallen Order Lets You Attempt A Dangerous Planet Early On

One of the more exciting aspects of Respawn Entertainment’s Star Wars Jedi: Fallen Order is that it wears its respect for From Software’s Souls series on its sleeve. With combat and gameplay progression that’s similar to the loop found in Dark Souls and Sekiro: Shadows Die Twice, Fallen Order is undoubtedly a change of pace when compared to other games set in the prolific sci-fi series. In keeping with the Souls series’ reputation for challenging difficulty and brutal combat, Respawn’s new game even allows you to attempt exploring a world that will make you feel immediately out of your depth.

I recently got to play about three hours of the game and saw what’s in store for Cal Kestis’ journey. Shortly after the opening of the game, Cal Kestis will have the choice of heading to one of two planets–Zeffo or Dathomir. At this point in the game, the Jedi Padawan is on the trail of a missing Jedi Master named Eno Cordova, who’s searching for lost secrets from the Order’s past. On Zeffo, you’ll find an Imperial outpost filled with stormtroopers, though beneath the surface lies a labyrinth of ancient ruins housing ancient Jedi artifacts. However, if you were to choose Dathomir, then you’ll venture to a planet that’s home to dangerous monsters that can defeat you quickly. Fans of the Clone Wars series will recognize this world, which is otherwise known as the Rancor planet. Before selecting Dathomir, Cal’s allies Cere and Breez will actively warn you not to go–but in the end, it’s your choice. Like in other metroidvania-inspired games like Castlevania: Symphony of the Night or Hollow Knight, it can be easy to wander into areas that will make you feel outmatched–but you’re still free to attempt it all the same.

During our recent interview with game director Stig Asmussen, he described their approach to letting players explore the game’s different set of planets, and how it was up to the player’s skills to get through the challenges.

“We give the player the choice between Zeffo and Dathomir very consciously early in the game,” Asmussen said. “Within the cinematic, it’s very clear that Dathomir is a dangerous planet, and you’ve got to be careful if you’re going to choose that. The player is given a warning if they go there, but at the same time though, I don’t want to discourage people from going there because some people might. It’s almost like it’s a difficulty level that’s built-in without actually having a menu in front of you. We saw several people try it today, and they went there and one of the gentlemen got really far in it, but I would rather have that choice for the player than just saying, “There’s just one path and you go down this path until you get strong enough to open up this other one.”

It’s essential to clarify this point on difficulty. When it comes to Dathomir’s challenge, it’s more tied to how sophisticated the enemy’s attack patterns and abilities are on this planet. At this point in the game, players will still be getting used to parrying strikes and using force powers with lightsaber skills. Fallen Order is not an RPG, so character levels or attack power aren’t a factor in combat. As you progress further, you’ll need to use your skills and upgraded abilities in more clever ways to beat your foes.

Even though Zeffo was the safer option at the beginning, I did try my hand at Dathromir during our recent hands-on session. Arriving at the planet will treat you to a quick introductory cutscene showing off the world’s blood-red skies and uneven landscape. It’s an incredibly unnerving world to explore, and the roaming Rancors that come in various sizes didn’t make it any it any easier. After a few attempts exploring the space, I decided to pack it in. Following Zeffo, you’ll unlock access to Kashyyk, so Dathomir can be put off till later. Despite the inherent challenge, it is still possible to make some significant progress early in the game. Though to explore every nook and cranny of the space, you’ll need to have some of the more high-end abilities that unlock later on in the game.

I saw a lot of what Fallen Order has to offer from my hands-on session, and how Star Wars’ first metroidvania game is shaping up. For more on Respawn’s new single-player game set in the sci-fi universe, check out GameSpot’s latest hands-on impressions of the game.

from GameSpot – Game News https://www.gamespot.com/articles/star-wars-jedi-fallen-order-lets-you-attempt-a-dan/1100-6470641/