Season Pass Tagged Articles RSS Feed | Season Pass RSS Feed on en Launch Media Network Arms Race Mode Confirmed for Borderlands 3's Second Season Pass Fri, 30 Oct 2020 14:51:20 -0400 Dylan Webb

It wasn't too long ago that Gearbox Software revealed the second season pass for Borderlands 3, and we're starting to see what that second season pass will consist of.

During the initial announcement for the second season pass, an Arms Race Mode was confirmed but details remained vague. As part of the latest episode of The Borderlands Show, though, we finally got a look at just what that Arms Race Mode will entail.

You can see the official trailer below. 

Coming in as the first half of the "Directors Cut" add-on for Borderlands 3 (the second half is yet to be revealed), this expansion works as a "roguelike experience," seeing players dropped into an isolated map on Pandora, stripped of their existing weapons and skills.

Working inside an area known as the Stormblind Complex, players will be thrust into a battle royale of sorts, with Stormblind Complex including a weather system called the "Murdercane," which restricts player access to certain parts of the map.

The aim, as you may have guessed, is quite simple: grab as much gear as you can. But to obtain the best items possible in Arms Race, players will need to take down high-level enemies. With roguelike elements, you can expect this gear won't be easily obtainable and that you'll die quite often trying to get it.

We'll have to wait until November 10 for further information on Arms Race Mode, but stay tuned to GameSkinny as we learn more about this upcoming expansion.

Bungie To Do Away With Destiny 2 DLC, Opts For Weekly Seasonal Content Wed, 28 Nov 2018 11:45:57 -0500 QuintLyn

Bungie is making serious changes to how it delivers new content to players of Destiny 2: Forsaken. Rather than continuing to dole out content in DLC packs, the developer has decided to switch to a seasonal content schedule that will deliver content in seasons -- with three coming per year. To achieve this, the company will be rolling out content changes every Tuesday after the weekly reset.

Bungie has broken the year up into three different seasons, beginning with the Season of the Forge. Each season will include free updates, as well as content that's only available to those who purchase an Annual Pass. Based on the Destiny 2 gameplay calendar, the annual pass provides players with six additional pieces of content a season. But even those without it will still have access to a good deal of content.

The other two seasons, Season of the Drifter and Season of the ...,  will continue what's started with the Season of the Forge, creating -- as one of the devs put it -- "a little advent calendar (of content), where you're unwrapping the little gifts underneath the tree, not knowing exactly what's in them."

Of course, this means the Destiny 2 team just plans to roll out the new content each week without much information on what players can expect. This might be bad news for those who like to prepare, but for those that enjoy surprises, it could be fantastic.

The plan is to try to make gameplay match the way players engage with the game, rather than making the players match watch what the game does. The seasons won't only provide new content -- including holiday event stuff -- but will specifically add more value to the end-game.

The annual pass will add an extra layer for those who are willing to pay for it.

Overall, it seems like an good move. Hopefully, it gives Destiny 2 players more of what they keep coming back for.

Minecraft : Story Mode – Season 2 Out Now on iOS, Android, PS4, Xbox and PC Tue, 11 Jul 2017 12:23:51 -0400 daisy_blonde

Episode 1 of Minecraft: Story Mode Season 2 was released today on PC and across mobile and console platforms. This new season continues Telltale’s blend of option-based storytelling with the Minecraft universe, with the player’s actions and decisions in Season 1 having the potential to carry over and have an impact on the new adventure.

The new episode, "Hero in Residence", follows young builder Jesse (either male or female, depending on which the player has chosen) and their friends who stumble upon an artifact known as the Prismarine Gauntlet. It turns out that this object will unlock an underwater world.

Patten Oswalt and Catherine Taber reprise their roles as the voices of male and female Jesse, with The Last of Us voice actress, Ashley Johnson, also voicing a character.

An additional feature, Crowd Play, will allow other players to join in and make decisions with their smart phones.

The first episode is available online for $24.99, with the Season Pass disc containing all 5 episodes due to be released on September 5. You can buy the game from online stores or from Telltale’s official site.

Are you excited about the latest season of Minecraft: Story Mode? Let us know in the comments below.

Little Nightmares to Receive New Expansion, Titled "Secrets of The Maw" Thu, 08 Jun 2017 10:30:03 -0400 Donogh

Fans of Tarsier Studios’ Little Nightmares, rejoice! It was announced today that the atmospheric indie title will receive an all-new expansion, titled Little Nightmares: Secrets of The Maw.

This expansion brings with it a new, parallel adventure -- giving brave players a new perspective on Six’s journey, as well as a myriad of new challenges to overcome.

Secrets of The Maw gives the player the opportunity to play as The Runaway Kid, another prisoner looking for his chance to escape. Players will take control him over the course of three chapters: The Depths, The Hideaway, and a currently untitled finale. Releasing in July, November, and January respectively, these new chapters look to sate fans’ thirst for more of this horror-laden puzzle-platformer.

From today onward, the Expansion Pass -- as well as the Complete Edition (which includes both the full game and Secrets of The Maw) are available to pre-order on all available platforms.

Little Nightmares is available now on PlayStation 4, Xbox One and Steam.

Season Passes Like Destiny 2's Won't Go Anywhere Until You Stop Buying In Sat, 08 Apr 2017 20:54:55 -0400 ThatGamersAsylum

It was 2012. I’d just pre-ordered Mass Effect 3. When I got to the cash register I was confronted with an unexpected question: ”Would you like to buy the DLC?” This is pretty much a standard question in today's gaming market, but back then it wasn't quite as widespread.

After inquiring and deliberating for a few seconds, I opted to pick up the extra content. But the whole DLC turned out to be really short and wholly focused on recruiting a Prothean teammate -- not worth the $10 I spent on it. That in itself was disappointing, but worse than that was the fact that it felt like this teammate really should have been part of the base game in the first place.

Having the Protheans in the game unveiled the culture and views of a whole species of people who had previously only been understood through conjecture based on ancient ruins. Their presence in the game helped to recontextualize the reaper threat and made everything else feel more urgent. That added later of depth shouldn't have been locked behind a paywall.  

[Image Source]

Months later, Borderlands 2 released. The game's plans for DLC were ambiguous, but a Season Pass had been announced nonetheless. You would get all the DLC bundled together for a discounted price! What a great deal! How novel! It was a gamble I was willing to take, because the 4 DLC add-on’s for the original Borderlands were all pretty good.

Little did we know then that two extra characters would be released -- neither of which was included in the Season Pass. (And one of which was dropped shortly after launch because she hadn't been "balanced" enough to appear in the final base game at release.) Aside from that, multiple smaller DLCs come out which were also not covered by that Season Pass. The 4 major DLCs that were covered were quality content, but that doesn't quite excuse all the little extras that we still had to buy into separately. 

These experiences were my master course in shady DLC practices. And every gamer out there has their own stories and scars from getting ripped off nowadays. These sorts of tales could make up a large, Tolkien-esque tome -- and every day, unsavory DLC practices are writing sequel after sequel.

Would've been awesome to have her at launch...

Destiny 2 Has Already Proven It Won't Be Any Different

When Destiny 2 was revealed, fans got the standard spiel about pre-ordering the game if they want to get early access to the beta. We also saw various pre-order editions, with passes that cover the first two expansions. Getting these passes will be an extra $30 on top of the base $60 -- that means you'll be forking over $90 if you want to have all the games "bonus" content. It's a steal....right?

Wrong. Let's look at how this deal is worded in a tweet from the official Destiny account:

See that? Expansion I and Expansion II. We have absolutely no idea what those expansions will be, or what they will include whenever they release -- that is, beyond speculation that's mostly based on what we got from expansions in the original Destiny. We're being asked to pay for a product when we don't have any concrete information about what that money is going to get us. This is a huge problem. 

The Bad (& Worse) News

This isn't anything new. Bungie certainly isn't the first offender -- in fact, basically every AAA developer has done it in the last several years. We've had Day 1 DLC, on-disc DLC, and Season Passes for far too long. And we, the "valued" consumers, keep getting burned by these practices. Games get released with DLC that seems like it was withheld from the base version, rather than being truly "bonus" content -- like the Prothean in Mass Effect 3 or Gaige in Borderlands 2.

Seaon passes are sold without any actual detail on what they'll contain. Content that literally already exists on the game disc we've purchased is locked behind a pay gate. (One Dreamcast game didn't unlock its on-disc DLC for 17 freakin' years). And this doesn't even touch on the fact that microtransactions have become common in full-priced games, as well. 

And the worse news is that companies are always finding new and creative ways to force us to fork over more cash for the same amount of content. (I'm looking at you and your episodic games, Square Enix...) All of these things have proliferated to the point that if you want to avoid them entirely, then your best option is to just stop playing video games.

But there is a sliver of hope, and it lies in the fans. 

Season Passes and other DLC packs aren't the only time that game developers have taken part in unsavory business practices. In the early 2010s, it was extremely common to charge extra to access a game's multiplayer mode -- especially with EA games (including ME3). And EA's reputation got run into the ground because of it. 

As early as 2012, Ubisoft openly discussed the idea of featuring microtransactions in their fully-priced AAA releases. In fact, they recently did that in For Honor -- and hell has been raining down on them ever since. This fan backlash means Ubisoft will have to turn course, just like they finally did after fans spent years complaining about franchise fatigue with Assassin's Creed.

What does this mean? That fans (and fans alone) have the power to shape the way that developers treat us. If we put our feet down (or in this case, put our wallets away), they will have to listen to us eventually. 

If we want to see this pattern of behavior change, we have to start a revolution ourselves.

Viva La Revolucion!

We've all suffered at the hands of greedy developers. At some point or another, DLC has been a thorn in all our sides (at best) or has even outright ruined a game (at worst). This is a serious issue in the gaming industry, as the distrust and discontent between developers and their fans is growing rapidly. 

And it's a shame, because games are such a unique form of entertainment that's being stagnated by money-grubbing selling practices and reiterative franchises that are uninspired but guaranteed to sell. Imagine what types of games we could be playing now if the industry spent half as much time innovating gameplay as it has innovating the business model. 

I'm not saying that all DLC is bad and should be done away with -- there's plenty of content that's thoughtful, fun, engaging, and ultimately worth the money we spend on it. But as consumers, we must demand that it be that the bonus content we pay for be truly bonus content, and not just aspects of the base game that have been cut out. We must demand that any content we pay for be worth our time and money. 

Power to the Players

More than anything, we must remain vigilant and act according to the practices we want to see from the developers who provide us with games. Keep a close eye on products. Demand transparency when investing in unreleased products -- be it Season Passes or Kickstarter campaigns. Demand that critics get access to review copies prior to release, or simply don't purchase a game until reviews are up. We can't keep fueling a publishers' ability and willingness to ask us for ever-increasing amounts of money unless they're holding up their end of the deal with quality content. 

Not every company that’s asking for money is trying to screw us over, but unfortunately a lot of them are. Be wary and thoughtful about it -- whether it's with Destiny 2 or any other game that gets announced in the coming years. If you determine there is something amiss, then make a ruckus. If others agree we’ll become louder. They can’t help but listen to us once it cuts into their bottom line.

Everything We Know About For Honor So Far Sat, 28 Jan 2017 08:55:49 -0500 Emily Parker

Confirmed release: February 14

Consoles: Ps4, Xbox One, PC

Genre: Lobbied Hack and Slash

For Honor has had a bit of a bumpy pre-launch, but for those of us still excited to see the game's release, let's compile what we know.

The Basics

There are 3 warring factions in For Honor, The Legion, The Chosen, and The Warborn. These are meant to represent knights, samurai and vikings. It all sounds a little cheesy, and players were wary that Ubisoft would be doing a little culture stomping as a cheap gimick. It appears, however, that they have put quite a bit of care into these factions.

For Honor is all about the combat. Once the player has chosen a hero from their faction, they start a match with a mob of weaker AI units. This serves to transform the map into a battleground, and push tactical gameplay. When confronting another hero, the player enters a duel state and responds in real time to their opponent's actions.

Most of our current footage is multiplayer, but there will be a single player campaign for each faction. Looks like we'll all have one bad guy in common to hate. Here's a look at a mission from around halfway through the Viking campaign, stay away if you don't want spoilers:


The Heroes

Each faction has four heroes to choose from, for a total of 12 options. After surfing through piles of closed beta players, there is hardly a complaint about balance issues. It appears each has their strengths and weaknesses, and Ubisoft has really put some effort into making sure that none stand above the rest.

Gender locked heroes are unconfirmed, but highly speculated. It seems that the majority of the player's hero options will be able to be either male or female, with the more specialized heroes locked.  

It will take some effort to learn each hero, and is highly recommended to pick one and stick with it until you're comfortable. The heroes do represent different play styles, but there are plenty of options within each faction. You'll start the game with the simplest to learn of each faction, with the Warden of the Knights being the most well-rounded. 


The Combat

Combat is the backbone of this game. If you enjoy the mechanics of fighting games, and the strategy of battleground titles, this is a game you should consider picking up. 

For Honor implements a unique combat system called The Art of Battle. It allows the player to fight as if they were actually holding the weapon, in real time and in response to multiple strong enemies. The combat against the weaker AI units appears to use an Assassin's Creed style system, for a more run and gun approach. 

Each hero has different move sets, as well as varying speed and power. Learning how to play each will take some time, and learning how to fight each will take even more. Tutorials award experience for your first play through, so it's worth the effort to run through the ones for your hero of choice.  


The Strategy

 For Honor will have several multiplayer modes, but the heart of it all will be 4v4 Dominion. Each team must take and hold control of as much of the map as they can. After they've accumulated a certain amount of points by holding these areas -- and slaughtering their enemies -- the opposing team will no longer be able to respawn. If they manage to hunt the remaining players down, without them turning the tide, their team will win the match. 

This appears to be the only mode where player's scavenged gear will matter, leaving 2v2 Brawl and 1v1 Duel for those that want to skip the RPG elements. 

The Problems

After a nice day of Beta testing, many players are sad to report that For Honor still has no dedicated servers. Instead, the game relies on a Peer to Peer server set up and disconnects are frequent. They have also failed to implement any penalties for dropping out of a match, which will create its own problems, but is likely linked to their disconnect issues.  

Unfortunately, Ubisoft is taking a season pass approach to their upcoming content. It's possible to pre-order a $100 version of the game with everything included, but we all know the risks you run with this option. Standard pre-orders from any of the big retailers will come with a couple nice outfits for your heroes, and GameStop will even give you a pin. 

If you're experiencing a touch of deja-vu with their business model, you're not the only one. Maybe someday game releases will Evolve into something a little more reliable. 

 Have you been playing the Beta? Already pre-ordered? If you're interested in picking this game up, let us know in the comment section below. 

3 Reasons Yearly Franchise Releases Should Go the Way of the Dinosaur Wed, 04 Jan 2017 03:00:02 -0500 chopchamen

Yearly released franchises. We all know about them. We've tweeted about them, read articles about them, and even paid the money for them up front by preordering them. But when will they stop? As good as these franchises could be, yearly released franchises (yeah, we're looking at you Assassin's Creed and Call of Duty) are slowly ruining themselves.

There are a few good reasons why it would be good for yearly releases to take a hike. Let's take a look.

1. More Time Between Development Cycles

Every year, there's that "new" Call of Duty and Assassin's Creed showed off at E3, but it looks relatively the same as the last installment of that respective franchise (Granted, AC has changed on that a bit, but really, the games look and play the same).

If there were a bigger gap between each installment, these games would look much better graphically and would (hopefully) play better overall -- or at least bring something new and exciting to the table.

There would also be more time to observe the community, see what problems persist within the core mechanic of each franchise, and really prevent any glitches from happening at all (I'm looking at you, AC Unity).

If developers were to brainstorm longer on ideas, it would result in better and fresher gameplay features for each successive installment.

2. A Good Mix Up in Story

By now we know that yearly releases have stories that seem pretty much recycled. They boil down to similar plots, like in Assassin's Creed, chasing down each member of the Templar order, follow each crumb in the trail until it leads to the head honcho of that area. They also have nearly unchanging mechanics and gameplay styles -- all of which can grow stale pretty quickly, Assassin's Creed 3 probably had the most change to the series.

After Assassin's Creed 3, there was really not much of a point in continuing the franchise, seeing as Desmond's story line had pretty much ended, if they re-established a new story line, with a new character in modern time, focusing on another conspiracy, or at least a different angle on the same situation, that would certainly rekindle older fans out there.

And in Call of Duty, while the story can be diverse enough, there are moments that you can almost tell will be in every game until the end of history. Helicopter crashes, a major character dies, somebody takes an enemy out epicly with a knife, and the bad guys seems to just get away again, and again. Not to mention that single stealth mission in each game. (It would be better to have an overall stealth option.)

3. Premium Memberships Being More Worth It

We've seen this from every developer, so it's not just in the case of yearly releases. But when devs put the same game out there year after year and then put out a season pass for it? With literal re-skins of old maps from previous games? They never uphold these games for longer than a year anyway, so why is it even worth buying? It makes them seem even more money hungry than before.

If they would support a game for longer than a year and keep a freshness to it, going so far as to add little stuff, like weapon skins, emblem parts, etc. exclusively for those participating in the season pass, the fire in fans would live a whole hell of a lot longer.

When will games become unique again? Would people be more willing to shell out the big bucks if every game didn't look like an expansion of the previous game? We might not ever know, but maybe after the Assassin's Creed developers taking a step back, they will develop an even better game (Provided they are actually working on it at all), achieve more sales, and that would hopefully influence the other companies to do the same, or at least something similar.

Do you agree, or disagree? Or do you have something to throw into the subject yourself? Let us know in the comments!

Ubisoft VP Declares: "No More [Paid] DLC... To Have the Full Experience" Wed, 23 Nov 2016 00:21:28 -0500 Nam T. Bui

Representative of Ubisoft said that the company will no longer make their future games require DLCs for full experiences. This statement has been made by Ubisoft's VP of live operations Anne Blondel-Jouin when talking to

Instead, the company is seeking to support their upcoming games in a length of 5 to 10 years, while planning for a deliberate way of monetisation.

"Monetisation is something we have to be very careful about, and my team is in charge of that and making sure we find a right balance."

Said Blondel-Jouin, she then continued into talking about how compulsory DLCs is bad for the gamer.

"It wouldn't work if it was about making it compulsory for gamers. No more DLC that you have to buy if you want to have the full experience. You have the game, and if you want to expand it -- depending on how you want to experience the game -- you're free to buy it, or not."

Ubisoft is well known for practising excessive utilization of DLCs and pre-order bonuses. Almost every major game release of the company's franchises, such as Assassin's Creed, Far Cry, Watch Dogs and The Division, usually have a one season pass that contains various DLCs, mostly new missions. Moreover, many of Ubisoft's games are sold in many pre-order editions, with exclusive content for specific retailers, which caused controversy in recent years.

One such notorious case is when the company released Assassin's Creed Unity with the pre-order bonus of a pant that allows the character run faster -- also due to the launch issues with Unity, Ubisoft game a piece of DLC for free. However, Ubisoft has some successful exceptions such as Rainbow Six: Siege and South Park: The Stick of Truth, games that don't require the players to buy DLCs in order to have a full experience.

Why Season Passes Are Nothing But a Cash Grab! Sat, 19 Nov 2016 09:41:23 -0500 StraightEdge434

Do you remember when video games came out as the whole package and didn't require you to waste money on expansions for you to fully experience the game? Good times, right?! 

Unfortunately, we are in the age of video games where developers try to shove DLCs and season passes down our throats, expecting us to spend hundreds of dollars in return. DLCs are one thing because they actually do expand our engagement with the game. As for Season Passes? They are nothing but a scam and cash grab! Let's talk about why.

Season pass for Infinite Warfare. What a scam...

Living Dangerously

When you buy a season pass for a game, you are making an automatic commitment! In other words, now that you have the pass, you must get all the DLCs the pass covers to get our money's worth. However, you have no idea what the DLCs will be!

You don't know whether they are going to be excellent, or if they're going to be terrible garbage. You are basically gambling -- a.k.a. living dangerously! And what if the DLCs suck? You'll obviously be disappointed and probably wish you did not waste your money on that awful season pass to begin with, making you all the more leery of them for future games. 

I know what you are thinking: Oh, but I saved like $10 for getting the season pass, right? Wrong! By not getting the season pass, you have a choice between which DLCs to get and which to avoid.

When DLCs come out, you can review the footage through other players' gameplay videos, read reviews, etc., and act accordingly. If you like it, spend the money on that DLC. If not, then don't get it! Like I said before, with passes, you are making a commitment and have no choice but to suffer through all the DLCs, even the bad ones!

Nothing But a Ripoff!

Fallout 4 season pass. Not only was the price increase a total ripoff, but most of the DLCs were barely considered DLCs in the first place!

This Reddit thread discusses the disappointment that Fallout 4's season pass is. And there is good reason to think that! The season pass was originally $30, but the price was later increased to $50. And what did players get? Two pieces of actual DLC -- the rest weren't even DLCs! They barely expanded the game. And yes, I'm talking about the Vault-Tec "DLC," and those terrible settlement ones as well. 

I'll be honest. I fell for the trap...I bought the season pass before the price increase. And even now I feel ripped off and cheated because I didn't get my money's worth. Currently, "Far Harbor" is priced for $29.99 and "Nuka-World" is priced for $19.99 on the PSN store. If I didn't get that scam-of-a-season pass, then I would just get the two major DLCs separately, and avoid all the other ones because they aren't worth it. 

Be Patient!

Witcher 3: The Complete Edition. Better than getting the season pass

One thing game developers do right is that they eventually release either the bundled version, GOTY version or the complete edition of the game. And THAT is a much better alternative to ANY season pass! Why? For obvious reasons:

  • YOU SAVE MONEY. I cannot stress this enough. With the complete edition of ANY game, you get everything! The base game PLUS (usually) all the DLCs. Sometimes at a lower price than the season pass itself! 

Just this past summer, I bought the complete edition of Witcher 3. Best decision I have made. Not only am I enjoying the game itself, but I have yet to play the two expansions. Oh, and it cost me $50! Now, if I got the base game ($60) and the season pass ($25), I would spend a total of $85. However, I waited and got the whole thing for $50! 

Bundling It All Together


Be the smart person that you really are and don't be fooled by false promises, scams and the total ripoffs that are called season passes. Wait for the complete version and buy that instead at a reduced price!

Or if you are an impatient type, get the game and the DLCs that you like -- separately. Unless you like all of them, in which case...still get the complete edition when it comes out!

Ubisoft Reveals Details for Watch Dogs 2 Season Pass Thu, 03 Nov 2016 07:22:09 -0400 Aaron Grincewicz

Yesterday, Ubisoft's Official Blog posted details on what the season pass for Watch Dogs 2 will include.  

Available on day one, the "Psychedelic Pack" will be a hippie-themed bundle featuring a new outfit, car, weapon, and a drone. 

For PlayStation 4 owners, the next DLC will come out December 13th and will be called the "T-Bone Content Bundle".  This bundle includes story content featuring returning character Raymond 'T-Bone' Kenney, a new 'Mayhem' co-op difficulty setting, and a new enemy type with advanced weaponry. Further details on a release date for Xbox One and PC have not been announced.  

The "Root Access Bundle", also available this winter, will feature a Zodiac Killer story, new outfits, cars, a drone skin, and a new weapon.  The remaining two DLC will be available in spring 2017; "Human Conditions" will feature three new story missions with a focus on the science and pharmaceutical industries, in addition to new elite co-op missions featuring a Jammer enemy type.  "No Compromise" will feature a story involving the Russian Mafia, and a new co-op mode called "Showdown".


Watch Dogs 2 is Ubisoft's follow-up to 2014's Watch DogsThe sequel is said to have a different tone than the original, allowing gamers to play as Marcus Holloway in the city of San Fransisco, rather than Aiden Pearce in Chicago. 

The Season Pass is currently available as part of Watch Dogs 2's Gold Edition, or as a separate purchase.  The game is set to release on PlayStation 4 and Xbox One November 15th, with a PC release slated for November 29th.

For all the latest coverage on Watch Dogs 2, be sure to stick with GameSkinny.

Sword Art Online: Hollow Realization Receives More Features Fri, 23 Sep 2016 04:52:25 -0400 Glitchieetv

Bandai Namco Europe has revealed more information on the features available in Sword Art Online: Hollow Realization -- available November 8th for  Europe, the Middle-East, Africa and Australasia. Releasing a trailer entitled "The Encounter", more about Premiere and her role in the game are made known. New locations and new information about the weapon upgrade system were also announced.

The weapon upgrade system employs the use of blacksmiths spread throughout Ainground. Each blacksmith will have different skills allowing them to upgrade different items. All blacksmiths, however, will need materials and require a fee. As the weapon level gets higher, so do the materials necessary for the upgrade, providing a scaling level of difficulty. 

The new locations from Town of the Beginning include various shops, Room of Kirito; where you can customize your avatar and converse with your group, and Transition Gate Square where all adventures begin. The season pass was also unveiled -- it comes with 3 DLCs, each with their own bonus outfits.

Sword Art Online: Hollow Realization is already packed with things to do and places to go. Will you be getting the game when it releases? 

Battleborn Releases New Hero In Early Access & Teases The Next Hero Fri, 26 Aug 2016 04:19:41 -0400 Angie Harvey

The newest Battleborn hero, Ernest, is currently available for early access for those that own the Season Pass or purchased the Digital Deluxe edition. Everyone else will be able to unlock Ernest when he becomes available on September 1 for 47,500 in-game credits.

Ernest, a kickass pink bird, comes wielding a grenade launcher and the ability to boost his teammates, toss sticky charges and even lay down a grid full of explosive mines. The full list of his abilities can be seen below:

  • UPR-G73 GRENADE LAUNCHER: Load up the Ernest’s trademark UPR Grenade Launcher. With six explosive rounds in the chambers, Ernest can deal area damage on impact or trigger after a short delay.
  • POWER EGG: Lay down a Power Egg that provides bonuses for your team. Allies in range can get attack speed boosted by 25% in Attack mode or reduce damage by 15% in Defense Mode.  
  • EXPLOSIVE CHARGES: Blow up everything! Heave this sticky charge then go and lie in wait for the right moment to detonate and deal damage to foes. Or just stick them on your enemies – whatever works for you!
  • DETONATOR: Pull the plunger and detonate deployed explosive charges – or switch between Power Egg modes.
  • (Ultimate) MINE GRID: Cover your tracks and deploy a grid of mines. Each one will explode on contact with an enemy.
  • (Passive) DIRECT HIT: Ernest is deadly accurate with his Grenade Launcher – so if you land a perfect shot with an explosive canister, the direct hit deals an extra 15% damage to your foe.

Gearbox has even released a full gameplay video that showcases an overview of Ernest's skills.

Along with the release of Ernest, Gearbox has also announced the next Battleborn hero: Kid Ultra. Kid Ultra will mark the 29th Battleborn within the game and will be able to provide healing and buffs to his teammates while subduing enemies.

Kid Ultra will be released in the next couple of months and will be free for everyone with 47,500 in-game credits. More details on his abilities and release date will be announced closer to his release.

Let us know your thoughts on the newest Battleborn heroes in the comments section below!

EA Reveals Details on Battlefield 1's Premium Pass Wed, 24 Aug 2016 04:42:19 -0400 Brawler1993

Battlefield 1 surprised everybody when it garnered a much more positive reception than the newest Call of Duty, with any admitting being excited to play it. So of course it's getting a massive Season Pass. Dubbed the Premium Pass, players will be able to spend £39.99 to gain access to four upcoming expansion packs, new weapons, and additional bonuses.

Publisher EA revealed the details via the game's page on Origin. The Premium Pass gives players two week early access to the aforementioned expansion packs, which will introduce 16 new multiplayer maps, 20 new weapons and 14 unique dog tags.

Not only that, but Premium Pass owners will also receive 14 Battlepacks, which contain weapon skins and will be delivered on a monthly basis, starting in November.

The first expansion pack, "They Shall Not Pass," will introduce the French army and be made available in March 2017. EA also confirmed that a future expansion will include the Russian army.

Battlefield 1, which is being developed by EA Dice, will launch on PS4, Xbox One and PC on October 21st, and is set during the First World War.

Season Pass not Included in Pricey FFXV Ultimate Collector's Edition Fri, 19 Aug 2016 08:19:57 -0400 Anne-Marie Coyle

Despite costing $270/£190, Square Enix has confirmed the season pass for Final Fantasy XV will not be included with the game's super swank Ultimate Collector's Edition.

The news was confirmed by Final Fantasy XV Director Hajime Tabata and Art Director Tomohiro Hasegawa during a fan Q&A at Gamescom.

Those who've shelled out for the game's priciest version will receive a copy of the game, CGI movie Kingsglaive and anime series Brotherhood on Blu-ray, as well as a soundtrack, exclusive steelbooks,192 page artbook, Noctis Play Arts Kai, and bonus in-game items.

The Ultimate Collector's Edition was announced earlier this year and was quickly snapped up by fans eager to get their hands on the long-awaited title. After selling out Square Enix, offered an additional 10,000 units -- which have now also sold out.

Despite its popularity, it appears the publisher can't make any more Collector's Editions available to fans who've missed out. But expect them to show up on eBay for silly money when the game launches.

The omission of the Season Pass means that those who've opted for the Ultimate Collector's Edition will have to part ways with even more cash to get the full experience. Meanwhile, those who've purchased the Digital Premium Edition for £70/$85 will get the Season Pass included. The Pass is not included in the Physical Deluxe Edition, which is priced at £70/$90.

Final Fantasy XV was due to be released on September 30th on Xbox One and PS4, but has been delayed by two months to November 29th so the team can add an extra layer of polish and iron out any last-minute kinks.

Final Fantasy XV DLC Lets You Play as Other Characters Fri, 12 Aug 2016 11:40:53 -0400 Brawler1993

The idea of only being able to play as one character in an RPG may be off-putting to some. Why introduce a whole party of awesome bad-asses if we're stuck playing as only one of them? That's very much the case with the upcoming Final Fantasy XV, which has players take control of the runaway prince Noctis, who is accompanied by his arguably more likable entourage. At least that's what we first thought. As it turns out, the other three characters will be playable after all... as DLC.

As recently revealed on the official website, Square Enix will be releasing six themed DLC packs; three of which will focus on the other party members. Gladiolus, Ignis, and Prompto will each get their own "episode" that will allow the player to take control of them and most likely gain further insight into their characters. No specifics were revealed, though.

The other three DLC packs will include a "Booster Pack" that will "help you get powerful weapons...", a "Holiday Pack" that "includes a splendid item pack to make your game more gorgeous" and an "Expansion Pack" that makes it possible to enjoy a completely new way to play..."

Final Fantasy XV will launch worldwide on September 30th for the PS4 and Xbox One. A Season Pass has already been confirmed for the game but its pricing is currently unknown.

FFXV Digital Premium Edition Pre-Orders Available with Unique Rewards for Xbox and PS4 Wed, 10 Aug 2016 05:08:48 -0400 Captain Booya

The latest installment to Square Enix's high-profile series Final Fantasy XV starts pre-order sales today for a Digital Premium Edition, which includes the game, season pass and numerous pre-order bonuses.

For early fans who had already pre-ordered ahead of this date, there is also a digital season pass upgrade available, entitling them to the same rewards.

Special rewards for pre-ordering the Digital Premium or Season pass upgrade, on either Xbox One or PlayStation 4 include a Masamune weapon,'16-bit Buddies' and 'Platinum Leviathan' recolors, an Angler Set item, and Camera Kit item.

However, there some unique additional rewards, depending on your chosen platform: Xbox One users will receive a male and female Noctis Avatar outfit with Carbuncle pet prop, whilst PS4 users get a premium theme (not yet titled) and an FFXV digital mini soundtrack.

The Final Fantasy XV digital premium edition is available to pre-order now on the Xbox Games Store and PlayStation Store respectively for $84.99 USD. Alternatively, if you have already purchased the Final Fantasy Pre-order Bonus Pack, you can upgrade by searching 'Season Pass Upgrade' and pre-ordering that.

These pre-order bundles are available in preparation for Final Fantasy XV's launch on September 30th, 2016.

Final Fantasy 15 Gets Six DLCs And Season Pass Wed, 03 Aug 2016 08:56:48 -0400 Dustin Frisch

Final Fantasy 15, a game long awaited by many fans, is getting a season pass whenever it launches. It does not come much as a surprise, as many game companies have been doing season passes a lot over the years for their own games. 

There is a pre-order for the "Digital Premium Edition" of Final Fantasy 15, which includes the full game and the season pass, and it went live on the Playstation Store in the U.S today for $84.99. If you want, there is a "Season Pass Upgrade" for the people who pre-ordered the game already digitally. 

A Square Enix representative claimed to not have further information about the season pass, but later Gematsu revealed what is in store.

During E3 2016 in June, the Final Fantasy XV director, Hajime Tabata said the game’s downloadable content plans were “pretty much finalized,” and that it would include “additional story content, costumes, as well as things that don’t fall into those categories that fans will be excited to see.” 

The actual details were given on the Japanese PSN Store, which includes six pieces of DLC for the game, and a new mode of play.

  • “Booster Pack” (DLC #1)
  • “Episode Gladiolus” (DLC #2)
  • “Holiday Pack” (DLC #3)
  • “Episode Ignis” (DLC #4)
  • “Episode Prompto” (DLC #5)
  • “Expansion Pack” (DLC #6)

If you are from Japan, or have a PSN account that's region is in Japan it costs  2,700 yen for the season pass.

The Best Overwatch Feature Is Something People Might Just Overlook Mon, 20 Jun 2016 10:14:06 -0400 Cody Drain

In the spirit of transparency, I have a small confession to make: I love Overwatch (although that's probably not an unfamiliar sentiment to hear over the Internet). It offers what is far and away the finest multiplayer gameplay I've ever experienced. I love the different heroes -- except Mei -- and their varied visual designs. I love the maps, the weapons, even tiny details like the different call-outs for every character's ult.

But even after pouring 40+ hours into Overwatch thus far, I keep coming back to one realization: my favorite feature of Overwatch, and the one that I would argue is objectively the best, both for the game and the industry as a whole, has absolutely nothing to do with the gameplay.

No, you know what I love most about Overwatch?

There's no DLC, no season pass asking for another $30 (or more) on top of a $60 game. Now, to be clear: I definitely believe that DLC, when incorporated wisely, has a place in the video game industry. And, to be fair, I have absolutely nothing against thanking developers for years of hard work by paying money for the game, or for any DLC I might be interested in. It's just that the season pass and DLC models have almost certainly been abused over the past few years or so.

Consider it like this: I would argue that the single best part of Mass Effect 3 is the "Citadel" DLC, which does a superb job of serving as a thank you to the fans of the series. Or for a more recent example, consider the "Blood and Wine" DLC for The Witcher 3: Wild Hunt, which from everything I've heard is quite good.

But for each of these positive examples you get something like the DLC strategy for EA's Star Wars Battlefront reboot, which offered a $50 season pass with the $60 game, and saw nothing wrong with it. I love Star Wars, I even own Battlefront, but because of that high price I never touched the season pass, and I don't regret it for a second.

Now, I didn't follow Overwatch very closely prior to the open beta in May. At that point I began to hear the buzz surrounding the game and decided to try it for myself, not really expecting to be wowed with what I saw. Instead, my few hours in the beta left an impression on me, and I was intrigued enough to buy it when it came out. I've never looked back since, and it's safe to say that it would be my Game of the Year for 2016 if I had to choose today.

But I was legitimately surprised when I didn't hear anything about a season pass, and completely stunned to hear that Blizzard has promised to provide all future heroes and maps for free.

Of course, as of right now it remains to be seen if Blizzard will deliver on that promise. (I think they will, and see no reason to believe otherwise.) But assuming that they do, I think it's very refreshing to buy a game once instead of twice or more, like with Battlefront. I think that if nothing else, Blizzard's strategy helps to establish good will with consumers, which certainly seems -- to me, at least -- like a desirable outcome.

DLC is, by its very nature, optional add-on content; but it seems reasonable to suggest that if someone likes a game, they will be interested in the extra content. In my opinion, that's why it should be handled responsibly, at a price that's both accessible to players and profitable to the fine men and women who create it. But for an online-focused game like Overwatch, new heroes and maps are arguably required for all players. To see Blizzard, then, promise to offer this content for free is a refreshing gesture that reminds me of a time when someone could buy all of a game at once, and enjoy it for a very long time.

And the more people who can enjoy a legitimately fantastic game like Overwatch, the better.

[Images source]

The State of Video Games: How Creators and Players Are Failing Each Other Tue, 31 May 2016 15:56:12 -0400 Jim H. Moreno

Have incomplete and poor quality AAA games making it to store shelves become the industry standard? Developers and publishers are seemingly fixed in the act of fleecing us video gamers through unfinished games, shifty pre-ordering schemes, excessive microtransactions, and expensive DLCs. 

And yet, many gamers continue to buy them. It's as if they've replaced their financial discipline and personal choice with consumerism and pretentious entitlement. Oh, wait...

These are both sides of the same proverbial coin, and each gives the other its' reason for existing. What can be done to fix these deplorable issues? Let’s take a look at some of the provoking factors and a couple of possible solutions.

The Beginning

"Protect your horse from danger with this beautiful handcrafted armor." That was an advertising line for "The Horse Armor Pack" released in 2006 for The Elder Scrolls: Oblivion. With that pack, Bethesda launched DLC and microtransaction schemes and lit the firestorm of gamer rage burning across cyberspace even today.

Why the hate? The horse armor only did two things: gave horses a slight increase in hit points, to fake the effect of the armor as a protective item, and made horses a tad nicer to look at. Both are effects that could have been included in a patch, worked up by modders, and made available for free. But Bethesda chose to sell the horse armor for $2 - $2.50. It sold, and sold well, for many years.

Earlier this year, a article stated,

“The thing is, for all the gnashing of teeth and outrage and mockery Oblivion's Horse Armor attracted, there's fundamentally not that much different about it than the sort of DLC some companies base their entire business models around these days...These days, people spend more money on dumber stuff online all the time.”

In 2013, Aliens: Colonial Marines (SEGA) released after a lengthy and rocky development cycle. The game was an utter travesty. It will forever stand as proof of what happens when developers and publishers hype and outright lie to the public in order to make a buck. 

Were any lessons learned from the ACM debacle? It wouldn’t seem so. In 2014, a slew of video games were released that were terrible in both shape and function: Watch Dogs (Ubisoft), Destiny (Bungie), Assassin’s Creed Unity (Ubisoft), and Halo: The Master Chief Collection (Microsoft Studios). Collectively, these games were woefully incomplete and unpolished at launch but were still sold at full price. Moreover, they kept battering players with microtransaction offers, and simply failed to offer the quality of gameplay the hype promised they would offer.


One of the biggest video game disasters of 2015 happened with the release of the PC port of Batman: Arkham Knight (Rocksteady Studio). At launch, the game was so glitchy and crashy that publisher Warner Bros. eventually pulled it off the market. Four months later, the game returned, only to subject gamers to many of the same problems it had previously which caused Rocksteady Studio to finally admit that the game simply couldn’t be fixed. It also came to light that Warner Bros. knew of the problems with the game but decided to release it anyway.

DLCs and season passes have been giving and getting harsh treatments of late. However, they often provide a necessary benefit despite their perceived problems.

When Star Wars Battlefront launched, its season pass announcement contained the bare minimum of information but loudly stated the $50 price tag up front. That was on top of the $40 price for the Origin PC download Standard Edition and on top of the $100 price tag if you bought the Ultimate Edition.

But, are you also aware the final season pass installment is currently scheduled to drop “early 2017”? In fact, it doesn’t even have a title yet, nor is there public information about what it will contain. You probably know by now that video games rarely make their initially scheduled release date and are often delayed. If they do make their initial release date, they generally feel rushed, resulting in a buggy, broken, and/or highly unsatisfying experience.

If you bought SWB, here's your reality: you’ve paid full price for an incomplete product: one that isn’t scheduled to be finished until at least a year from now. You really have no idea if it will have the content and fun factor you deem worthy of paying the full price for. Hell, you don't even know if you'll still be alive then.

The release date for Deus Ex: Mankind Divided (Square Enix) came with the announcement of the 'Augment Your Preorder' scheme that included five tiers of preorder bonuses. The premise was that if enough people preordered DEMD to progressively unlock each tier, the game would be released a whole four days early after tier five had been completed.

However, blatantly missing from the announcement was a vital piece of information: exactly how many preorders were needed to unlock each tier. As PC Gamer stated, this scheme was nothing more than a "you won't get this content if you don't preorder" blackmail attempt, and gamers quickly and loudly called Square Enix out on it. Thankfully, Square Enix listened, and finally cancelled the preorder scheme, and said they will make all DEMD preorder content available on release day.  

More Problems

Now, with all that being said, not all of the fault lies with video game creators. A whole half of the blame for the continuation of the current dire state of video games lies with everyone who buys them. You can type your furious gripes and CAPS and redundant exclamation marks on every forum and social media site from here to eternity, and about the only thing you’ve accomplished is some finger exercise. There’s only one thing you can be absolutely certain game devs and pubs consider, and that’s when you pay (or don’t pay) for their products.

Look again at the Oblivion horse armor example. If its success had been solely based on the ruckus the Internet threw at it, it would have failed quickly. The now-standard ideas of DLC and microtransactions may have also died with it. However, it succeeded based on how well it sold, and DLCs and microtransactions are alive and well today for the same reason.


Okay, enough blame game. What’s the solution? How can we create the optimum business ideal that allows game makers all they need to make complete and high quality video games without fleecing their gaming clientele? How can gamers better convey and enforce displeasure with substandard games before spending any hard-earned cash on them?

Honesty. Yes, I’m aware how coo-coo and cliche that sounds. Seriously, both sides of the problem need to pull their collective heads out of their collective rear ends and get busy being honest - with themselves, and with each other.

On one hand, game devs and pubs really need to take a cue from indie video game creators and get gaming back to one prime purpose: fun. If the principal reason is making money (for the company, for shareholders, etc.), then that is what’s wrong with the system.

Sound hokey? Probably. Impossible? Not at all. Indie games are proving that every day. It was also proven way back in the day when video games were published in a complete and finished form, didn’t need launch day patches, and weren’t built on a nickel-and-dime-you-into-poverty business model.

On the other hand, we as gamers need to start voting with our money instead of our mouths. I can’t tell you how many forum posts I’ve read where someone says they feel they have no choice in what video game content they buy. That’s utter nonsense, of course, and must be realized by being honest. We have a choice, no matter how powerful the desire is to get that next game, or that next DLC, or that practically useless horse armor.

This is a complicated topic, and certainly can’t be fully covered or fixed by one person and one article. I think I’ve addressed some fundamental problems, in hopes of triggering conversation that will address and potentially fix them. So, please sound off with your thoughts in the Comments section below, and let’s work together to keep the fun factor in the world of video gaming.

New Black OPs 3 DLC Release Details Fri, 29 Apr 2016 04:29:08 -0400 _Glitchchic_

Call of Duty: Black OPs Eclipse DLC is available now for a discounted rate through the Season Pass, and contains four new multiplayer maps, as well as a continuation the zombies origin storyline. 

The four maps featured are: 


  • Retro Shaolin Temple
  • Mid-sized map
  • Exhibits a sharp contrast between the tight quarters within the building and those mid-range elements outside. 


  • A futuristic sub-orbital airport terminal that lays among the clouds
  • Includes multiple floors and open areas promoting mid-range combat
  • large map


  • Takes place in a harsh futuristic military complex above an active caldera
  • This map is perfect for close combat and good maneuverability
  • There is only one way out, forward
  • Small


  • Call of Duty's World at War map, Banzai, just got an upgrade. Here you will be dropped in the middle of a post-apocalyptic active war zone. 
  • Your goals are to take control over the major elements of the field, the bridge, the fortress, the tunnel systems, and the waterfalls
  • Mid-sized

The highly-anticipated Zombies experience: Zetsubou No Shima, serves as the second stop in the Call of Duty: Black Ops III Zombies storyline that takes place across four different DLC map Packs coming out this year. Our main characters will be stuck on a remote Pacific island which hosts a secret biological research lab, which originated the disease that's now spreading through the human race. Zetsubou No Shima includes new zombie enemies, transport mechanics, traps, and classic Zombies side quests.

There was a live stream of the content done by Ali-A which you can find it here or search the YouTube channel. Alia-A will be talking us through some of the new features along with Jason Blundell.  

This DLC in available for PS4. Sadly it is not available for either PS3 or Xbox 360.