“The Big Bang” is Fortnite’s first live event that’s teased to bring about a “new beginning” for the game, according to developer Epic Games.
The event is the end to Fortnite OG’s schedule of rotating maps from Chapter 1, which itself ended with a “black hole” event that introduced a new Chapter and series of major additions.
“The Big Bang” appears to be a nod to this finale, and is rumored to introduce some similarly game-changing features — all ushered in by a musical appearance by Eminem. Here’s everything we know, and what time the live event begins in your time zone.
Fortnite live event start time: When does the ‘The Big Bang’ event begin?
Update (Dec. 2, 2:10 p.m. ET): “The Big Bang” event is technically happening now (from 2 p.m. ET), but for those still queuing to enter the game, don’t fret; developer Epic Games is running two more shows today to meet demand. The timings of these are unknown, but we’d recommend waiting until you’ve gained access to the lobby, then holding tight for the performance to begin.
Well that escalated quickly. Whether you’re in the lobby or in a queue, fear not!
We’ll be adding two more showings of The Big Bang after the 2pm ET show.
Original story: Fortnite’s “The Big Bang” live event starts on Saturday, Dec. 2, at the following times:
11 a.m. PST for the West Coast of North America
2 p.m. EST for the East Coast of North America
7 p.m. GMT for the U.K.
8 p.m. CEST for west mainland Europe
4 a.m. JST in Japan (Dec. 3)
Matchmaking for modes made by Epic — including Battle Royale and Zero Build — will go offline two hours before the prior times, paving the way for the live event to take center stage.
You can join the “The Big Bang” event itself 30 minutes before it begins — at 1:30 p.m. EST, or your local equivalent — which we’d recommend doing in case capacity is limited, as has been the case with Fortnite events in the past. In other words, it’s best to arrive early to avoid disappointment!
The live event can be accessed from all versions of the game, including streamed versions via services such as Xbox Cloud Gaming, if you don’t happen to be at your console or PC at the time.
What can we expect from Fortnite’s ‘The Big Bang’ event?
Teasers and leaks for “The Big Bang” suggests hybrid of a Fortnite seasonal finale — which feature an interactive experience which concludes the season and tees up a new storyline — and Fortnite’s concerts, which Eminem is confirmed to feature. As such, those attending the event will receive an exclusive Loading Screen for taking part to commemorate the performance:
Image: Epic Games
Beyond that, details are thin on the ground. Fortnite leakers such as ShiinaBR on Twitter / X are being respectful of spoilers and are keeping specifics to themselves, with the tease that it’s “NOT just a concert.” So what else can we expect?
People are freaking out, so here’s my first and final event leak:
This live event is NOT just a concert, not at all.
For one, the teaser image for the event features a llama, a creature that’s been a Fortnite staple since the Battle Royale mode’s debut. However, this is thought to be linked to a crafting mode in collaboration with LEGO, which has been teased on social media in the weeks leading to the event.
The microphone and guitar in the teaser image, meanwhile, is believed to be tied to a new “Festival” mode. These new modes, plus a Rocket League-inspired “Rocket Racing” mode, are suggested to be rolled out within the first week of Chapter 5, which will go live in the day or two of the live event. This also lines up with the cryptic mention of “new rules” in an official teaser:
A galaxy is a container of worlds that abide by its own set of rules. Galaxies unknown leave opportunity for new rules.
How exactly these modes will appear as part of the event is unknown, but with a huge number of eyeballs watching this season finale, it’s the perfect place to promote them.
Fortnite will release THREE new modes a few days after Chapter 5 drops!
– LEGO Fortnite: December 7 – Rocket Racing: December 8 – Fortnite Festival: December 9
Either way, when the “The Big Bang” concludes, expect a period of downtime. With these rumored new modes and possible other features on the way, we won’t be playing again until sometime on Sunday, or even Monday.
In the meantime, if you’re looking to unlock this season’s Battle Pass skins before they disappear for good, we recommend finding gnome locations for some easy bonus XP.
The final season of Destiny 2 is here, and it is being overshadowed by yet another huge marketing blunder on Bungie’s part. So, together, let’s discover how Destiny 2’s new seasonal bundles aren’t earning Bungie any good will.
Not long ago, Bungie laid off around 8% of their workforce, including the legendary composer Michael Salvatori. The news shocked the gaming industry and put a bad taste into many of Destiny 2’s current and would-be players. From that point on, Bungie needed to win us, the players, back—to earn our trust again where it’s been broken many times before.
Image Source: Bungie
Fast forward to the launch of Season of the Wish and two new bundles made their way to the Steam store. One bundle immediately angered the Destiny 2 community and gaming world as a whole. Dubbed The Destiny 2 Starter Pack, for 15 dollars you would get an Exotic ghost shell, Exotic ship, Exotic sparrow, 125,000 Glimmer, Enhancement Cores, Prisms, and an Enhancement Shard.
Worst of all, however, was the three Exotic weapons that Bungie put into this pack. The three guns were a solid mix of Primary, Secondary, and Heavy weapons that included the Traveller’s Chosen Exotic Sidearm, Ruinous Effigy Exotic Trace Rifle, and Sleeper Stimulant Exotic Fusion Rifle. While these Exotic guns aren’t notably meta (at the moment), this is a much more egregious form of paying for power that Bungie has only flirted with via expansion preorder Exotic weapons.
But beyond the paying to win, the biggest issue here is that Bungie was charging a whopping $15 dollars for easy access to guns you can get in game. Because for $15 a new player can, and rightfully should, buy a couple of the game’s earlier expansions to pad out the content they can grind for and get access to. For example, during a sale, a new player could currently pick up the Beyond Light and Witch Queen expansions for not much more than what the starter pack is asking for.
Image Source: Bungie
But no, Bungie put short-term profits ahead of long-term growth by trying to nickel and dime yet again. It’s like they still haven’t learned that over-monetizing can and will push new and old players away from your game. I read an article earlier today that said Destiny 2 is becoming more and more like Diablo Immortal, and I wanted to weep at how true that felt. If Bungie had made the starter pack free, then there would have been praise—that’s what Bungie needs to focus on.
And then you have the painfully pointless Season of the Wish Silver Bundle that basically sells you the $15 Silver pack and adds a forgettable Legendary Emote to it. How is that an enticing bundle? You get the same amount of Silver between both packs, when bundles could stand to be a lot more enticing and worth the money.
What makes these packs feel rather disingenuous is how they describe the amount of Silver they offer. The regular Silver pack says you get 1,500 Silver plus a 200 Bonus, while this new bundle says you get 1,000 Silver plus a 700 Bonus! That leads me to believe they worded it like that to make players think they are getting a better deal and that feels so dirty. It’s that kind of practice that makes me care even less about new content when the higher ups at Bungie haven’t seemed to learn anything from their mistakes this far into development.
About the author
Ali Taha
Whether its new releases, or a new Destiny 2 season, Ali will flex his gaming and freelancer skills to cover them extensively. He started off writing features for Game Rant but found a better home here on Twinfinite. While Ali waits for the next Monster Hunter title, he enjoys publishing his progression fantasy novels as an indie author.
While Rockstar hasn’t given the next GTA game a proper name yet, it’s almost assuredly going to be titled Grand Theft Auto 6 (or Grand Theft Auto VI). And we know some details about GTA 6, after an unprecedented leak of the game in 2022. But thanks to Rockstar’s secrecy and the enormous task of following up one of the biggest games of all time, much about GTA 6 is still shrouded in mystery.
Here’s everything we do know about Grand Theft Auto 6 so far.
When does GTA 6 come out?
Rockstar hasn’t announced a release date yet for GTA 6, but parent company Take-Two Interactive might have revealed a release window for the next Grand Theft Auto game. In August, Take-Two told investors the company plans to see a “significant inflection point” during its 2025 fiscal year, which has been interpreted by analysts to mean that GTA 6 will be released sometime between April 1, 2024 and March 31, 2025. Obviously, that’s a pretty big window, but it could point to a 2024 release for GTA 6.
While GTA 6 may be targeting a 2024 launch, Rockstar is famous for delaying its biggest games in the name of polish. Its last major release, Red Dead Redemption 2, was publicly delayedthree times. And back in 2013, Grand Theft Auto 5 saw a significant delay, slipping from its original spring release date to its ultimate September 2013 launch.
In other words, even if Rockstar gives us a release date or window by the end of 2023, history tells us that nothing is set in stone.
When does the GTA 6 trailer come out?
Rockstar co-founder and president Sam Houser has only confirmed an “early December” release for the first GTA 6 trailer. It may or may not coincide with The Game Awards 2023, which streams live on Dec. 7. It’s more likely that Rockstar will release the trailer on its own schedule, without competing with a bunch of other game announcements.
Where does GTA 6 take place?
According to a massive leak of early gameplay videos and early reporting on the game, Grand Theft Auto 6 will be set in Vice City, the GTA version of Miami. That location was previously explored in 2002’s Grand Theft Auto: Vice City and that game’s 2006 prequel Grand Theft Auto: Vice City Stories. Those entries were set during the mid-1980s, but GTA 6 will reportedly tell a modern-day, Bonnie and Clyde-inspired story featuring two leads named Jason and Lucia, based on early gameplay videos. Lucia would be the GTA series’ first female lead playable protagonist in a mainline game.
The videos show robberies, gunplay, open-world driving, a police chase, a crowded nightclub scene, and conversations with full voice acting. The game footage was clearly not intended to be shown publicly, with debug programming elements visible on-screen at the time.
One of the longer videos showed the female player character robbing a diner, as well as threatening staff and customers, who react in fear to having a gun pulled on them. Then she and her male accomplice get in a shootout with police before jumping in the police patrol car and driving off. The game’s graphical treatment is quite realistic, but still consistent with GTA games’ style.
TBD, but PlayStation 5, Windows PC, and Xbox Series X are a safe bet. Unlike previous Grand Theft Auto games, which saw staggered releases on consoles versus PC, it seems more likely than ever that Rockstar would release all versions of the game on the same day. But given Rockstar’s track record, the PC version could lag behind PlayStation and Xbox releases.
There’s also another platform coming that could be home to Grand Theft Auto 6: Nintendo’s Switch successor. Rockstar has embraced the Switch with releases like L.A. Noire, Red Dead Redemption, and Grand Theft Auto: The Trilogy — The Definitive Edition, so don’t rule out an eventual release of GTA 6 on Switch 2.
How much will GTA 6 cost?
Rockstar and publisher Take-Two haven’t announced a price point, but it seems likely that Grand Theft Auto 6 will carry a $69.99 price point, increasinglythe standardfor AAA video games with big budgets.
Don’t worry about those unfounded rumors that GTA 6 will cost $150, or will be priced per hour, based on misinterpreted comments from Take-Two boss Strauss Zelnick. There may be higher-priced premium or collector’s edition versions of GTA 6 that cost more than the industry-standard $69.99, but hold your horses (and your pre-orders) until Rockstar makes it official.
What happens to Grand Theft Auto Online when GTA 6 comes out?
Rockstar hasn’t said, but given the massive popularity of GTA Online, which is also sold as a stand-alone experience, it will likely continue. Rockstar may have more grand ambitions for an online mode for GTA 6, and it may run two versions of the online experience for each game. The future of GTA Online is one of the biggest open questions — not to mention Rockstar’s trickiest needle to thread — when it comes to discussing GTA 6. Rockstar may very well keep those plans under wraps for the foreseeable future.
Dragon’s Dogma 2 will be released on March 22, 2024, reviving Capcom’s sword and sorcery action-RPG franchise after a decade-long break. Capcom revealed the release date and new gameplay details during a digital showcase on Tuesday.
Hideaki Itsuno, director of Dragon’s Dogma 2, and Yoshiaki Hirabayashi, the game’s producer, showed off new features coming in the sequel. That includes a huge new addition to the bestiary, the Talos, a massive brass warrior who emerges from the sea. Developers showed varying approaches to taking the Talos down: by leaping onto it from a cliff’s edge, and fighting it while holding on for dear life, à la Shadow of the Colossus; riding birds toward the Talos to close the distance to it; and attacking it from afar using ranged weapons and spells.
Capcom also showed off a new vocation, the Trickster. That Arisen-only character class can use a censer in battle to conjure illusions, causing enemies to fight each other, and to support a player’s pawns to make them more effective in battle. The Trickster, a “devious vocation,” can manipulate the battle from the sidelines rather than fight directly.
The Trickster joins Dragon’s Dogma 2’s previously confirmed vocations: Fighter, Archer, Thief, Mage, Magick Archer, and Mystic Spearhand.
Image: Capcom
Image: Capcom
Image: Capcom
Capcom also showed off its update character creator, which players can use to customize their Arisen and main Pawn. The developer is using new photogrammetry technology to increase the photorealism of Dragon’s Dogma 2’s player-created avatars, developers said.
Finally, developers also teased a bit of the game’s story, which they said was set in a world parallel to that of the original Dragon’s Dogma. As an Arisen, players will find themselves caught between the beliefs and plots of two rival nations. Vermund, the human kingdom, is at the center of a power struggle for the throne, with a false Arisen installed by the queen regent Disa. In Battahl, the humanoid beasts there treat Pawns as a source of misfortune. But both nations view dragons as a threat to their survival.
Dragon’s Dogma 2 is coming to PlayStation 5, Windows PC, and Xbox Series X. The original Dragon’s Dogma was released on PlayStation 3 and Xbox 360 in 2012, followed by the expansion Dark Arisen the next year.
This is for all the Hunters out there who appreciate the sneaker side of Destiny 2’s combat sandbox. From overshields, to invisibility, to Volatile Rounds, the Exotic armors found in this ranked list should give plenty of insight into many varied build choices for your Void Hunter.
With that said, here is Destiny 2: the top 10 Exotic armor for Void Hunters in Destiny 2.
10. Gwisin Vest
Image Source: Bungie via Twinfinite
At the last spot on the list comes the Gwisin Vest. While this Exotic armor is indeed made for the Void Hunter, its ability that augments the Spectral Blades Super pales in comparison to others on this list. This armor’s perk ‘Roving Assassin’ refunds super energy based on the number of kills you get with the Spectral Blades Super once you use the Super’s heavy attack.
In terms of raw numbers, it doesn’t return a huge amount. If you’re in PvE it’s 11.1% after 1 kill and 17.1% after 5. While in PvP it’s 8.3% after 1 and 16.7% after 5 kills. If this chest armor did something more outside of prolong the Spectral Blade Super, it might have been higher up on this list.
9. Motherkeeper’s Wraps
Image Source: Bungie via Twinfinite
This is one of the newer items that Hunters have access to, and it does work with all subclasses. That’s because these Exotic arms replace your grenade ability with ‘Cage of Loyal Moths’. The result is that when you use your grenade two moths explode out of where your new grenade lands. Depending on if you or an ally is close by, two Arc moths will spawn to explode on enemies, or two Void moths will quickly fly to you or any ally to give a 22.5hp Void shield each. Alternatively, an Arc and Void moth can spawn, doing a bit of both.
When you take into account the damage and Void shield amounts given in PvE and PvP, this Exotic simply doesn’t hold up to others on this list. Especially when it completely replaces your powerful Void grenade.
8. Assassin’s Cowl
Image Source: Bungie via Twinfinite
Assassin’s Cowl is one of those Exotics that work incredibly well in PvE but much less so in PvP. Its perk ‘Vanishing Execution’ restores health and grants invisibility based on the kind of enemy you kill with powered melee attack or finisher—with finisher kills generally giving longer invisibility and more HP back in general. Now, this is a lot of people’s favorite helmet for quite a few builds across the many other subclasses.
However, I don’t find it as valuable for Void unless you’re in dire need of a constant source of healing. You can already go invisible pretty easily, so Exotics that can buff invisibility, and not just how you turn invisible, is something I find more interesting.
7. Fr0st-EE5
Image Source: Bungie via Twinfinite
These boots fair a bit better than previous armor on this list. In all of the Exotics that help you go invisible, or use abilities, this is certainly one of the better ones due to its perk. The perk, ‘Rapid Cooldown,’ doubles your grenade and melee ability regen rate in PvE, and increases the base regen rate by 100% in PvP. While your class ability base regen is increased by 200% in PvP.
All of that happens while sprinting, which should be pretty often! Then, when you dodge and go invisible, your movement speed will also be increased by roughly 6%. This makes ambushing other players while invisible even easier. However, other Exotics on this list simply augment other Void abilities better than just “reduced cooldown.”
6. The Bombardiers
Image Source: Bungie via Twinfinite
Now we’re starting to get into the Exotic armor options that mesh quite well with the Void Hunter loadout. I say this because these boots’ Exotic perk, ‘Parting Gift’, drops a bomb whenever you dodge. This bomb explodes after 1.5 seconds and deals a substantial amount of damage over a 7.5-meter radius.
What’s cool about this bomb is that it applies a different effect depending on your subclass. So, as a Void Hunter, the dropped bomb will have the effect of suppression, much like the suppression grenade at your disposal already. However, the key difference is that this bomb uses “Lite” suppression, so it won’t be taking other Guardian’s out of their Supers. If it did, or if the bomb did more damage, it would have been higher on the list.
5. Khepri’s Sting
Image Source: Bungie via Twinfinite
This Exotic’s perk is pretty valuable to have, but with some caveats. The perk, ‘Touch of Venom,’ instantly casts Smoke Bomb on the enemy if your melee ability is fully charged. Additionally, your Smoke Bomb with do 50% more damage than usual, on top of granting you Truesight for 3 seconds. This allows you to see enemies through walls up to 64 meters away.
Even better is if you want to use your Smoke Bomb normally and leave it lying around for say, another player to stumble upon. Doing so gives you 500% additional base melee recharge rate while your Smoke Bomb lies in wait to be triggered. Because this armor is more useful in PvP over PvE, Khepri’s Sting sits at the number five spot.
4. Omnioculus
Image Source: Bungie via Twinfinite
These Exotic heavy gauntlets are an excellent choice if your goal is to make yourself and your team invisible. That’s because its perk, ‘Beyond The Veil,’ gives you a second Smoke Bomb charge. Furthermore, when you use the smoke bomb to make yourself invisible, you can use it on your teammates too. Additionally, when you or your team is invisible by your Smoke Bomb, you’ll have 50% damage reduction in PvE, and 10% in PvP.
What really makes this Exotic pop is that for each teammate you make invisible you get a refund of 50% of the melee ability energy needed to cast it! With that said, the damage reduction buff does not apply when you’re in your Super. Because of how useful invisibility is, this Exotic can do quite well in pretty much any mode, ranking it higher on the list.
3. Wormhusk Crown
Image Source: Bungie via Twinfinite
Even after so many nerfs, the Wormhusk Crown is still easily a top 3 Exotic for the Hunter. Its perk, ‘Burning Souls,’ grants 67 HP split across health and shields whenever you use your dodge. This is especially strong if you are rocking a Void build that has a focus on low cooldowns for your dodge class ability. Even more so if your playstyle as a Void Hunter is to be aggressive and reactive with your dodging to invisible yourself out and into combat.
2. Graviton Forfeit
Image Source: Bungie via Twinfinite
Easily one of the best Void Hunter Exotics in the game, Graviton Forfeit is an incredible example of enhancing the Void Hunter’s moment to moment sneaky gameplay. It does this through its Exotic perk, ‘Vanishing Shadow,’ where invisibility lasts 2 seconds longer. Additionally, and more importantly, while you are invisible your Recover and Reload Speed are increased by 100.
Better yet is that your base melee regen rate is increased by 400% without enemies nearby and up to 800% when more than 2 enemies are near. This number is reduced to 100% and 300% respectively while in PvP, but even then, all of the bonuses of this Exotic around invisibility are always useful and valued.
1. Gyrfalcon’s Hauberk
Image Source: Bungie via Twinfinite
Gyrfalcon’s Hauberk: this list’s best Exotic and the hardest to pronounce correctly. This bad boy has many powerful synergies that really enhance the more bombastic side of the Void subclass and reminds me more of how a Titan benefits from Void powers. It is because its perk, ‘See Me, Feel Me,’ grants your Void weapons Volatile Rounds for 10 seconds (or 3 seconds in PvP) after you drop out of invisibility.
Now, Volatile Rounds not only allow your weapon to pierce Barrier Champion Shields but cover your enemies in Void particles that cause them to explode after taking enough damage. But this Exotic doesn’t stop there, if you are invisible and use a Finisher on an enemy, you get a 35% Weapon Damage buff for 6 seconds. You, and anyone within 24 meters, is also granted a Reserve Overshield buff.
This Overshield buff can be used when you dodge to go invisible again and grants you a 40HP Void Overshield for 10 seconds. During that time, you also have 500% additional base class ability regeneration rate. As you can see, this is easily one of the craziest Exotic perks in the game and gives you and your team quite a lot of defensive utility while giving yourself more damage and AoE. The only place this Exotic falls short is in PvP where the Reserve Overshield can’t be procced, but its other effects in PvE simply overshadow everything else.
About the author
Ali Taha
Whether its new releases, or a new Destiny 2 season, Ali will flex his gaming and freelancer skills to cover them extensively. He started off writing features for Game Rant but found a better home here on Twinfinite. While Ali waits for the next Monster Hunter title, he enjoys publishing his progression fantasy novels as an indie author.
The Steam autumn sale has gone live, and is set to run through Nov. 28 at 1 p.m. EST. The Steam sale is always a good chance to catch up on games; with the sheer amount of new titles that are released every year, it’s impossible to play all of them. Luckily, the Steam autumn sale has deep discounts on some spectacular titles that demand your attention. If you have a little cash to drop before the holidays, you can do worse than indulging in one of these picks.
Image: Supergiant Games
Hades, one of 2020’s best games, is available for $12.49, 50% off its original price. But an even better deal is the Supergiant Games bundle for $35.63, or 73% off the total price of four games and five soundtracks. You’ll get Hades, Bastion, Transistor, and Pyre— with each of their soundtracks — and a 10th anniversary soundtrack featuring music from all the games. The Bastion soundtrack, which won multiple awards, is worth the price of the entire bundle, in my opinion; the music in Supergiant’s first game absolutely slaps.
The developer expects to release Hades 2 in early access in 2024, and what’s a better way to prepare than revisiting Supergiant’s back catalog? —Nicole Carpenter
Image: Strange Scaffold
El Paso, Elsewhere was released in September by developer Strange Scaffold, but you can get it now for $15.99, 20% off its original price of $19.99. If you’re a fan of Max Payne and PlayStation 1 visuals — or just original third-person shooters — it’s worth checking El Paso, Elsewhere out. Playing as James Savage, you can slow down time to blast away a bunch of different monsters. Not only is it a solid shooter, but El Paso, Elsewhere has a great narrative, too. —NC
Image: Geometric Interactive/Annapurna Interactive via Polygon
Cocoon is a game that surprised me a lot; it felt like it came out of nowhere and was all of a sudden in a top slot on my games of the year list. Released in late September by Geometric Interactive, Cocoon is a puzzle game about worlds within worlds within worlds, most of which exist inside orbs you can tote around. Beyond holding worlds, the orbs each have their own special powers, meaning they each have a different role in uncovering Cocoon’s secrets.
Despite its recent release, Cocoon is available for $19.99, or 20% off, its original $24.99 price. —NC
Image: Motive Studio/Electronic Arts
When Dead Space was originally released in 2008, it received tons of praise for being a genuinely scary sci-fi shooter. The 2023 remake of the game, originally released in January, lives up to that legacy. Isaac Clarke’s terrifying trip through the USG Ishimura looks better than ever, even under a thick layer of grime and gore, and the narrative’s detour into new territory works well at humanizing Isaac. The Dead Space remake is one of the best survival horror titles available in a golden age for the genre, and at a full 50% off (making it $29.99), it’s worth the chills for the thrills of eviscerating hordes of scary Necromorphs. —Cass Marshall
Image: Hazelight Studios/Electronic Arts via Polygon
Two player co-op games are surprisingly rare, considering most of us have at least one friend. A Way Out and It Takes Two are exceptions to the rule that are built entirely around two person cooperative play. The stories are quite different, but the core mechanics are similar, and based around playing with a pal.
In A Way Out, players take the role of two convicts teaming up to escape prison and acquire revenge, while It Takes Two is the story of a couple on the verge of divorce who find themselves trapped in the bodies of dolls. Both tales force the players to work together to platform, solve puzzles, and overcome the odds. A Way Out is 85% off, down to just under $5, and It Takes Two is 75% off, making it $11.99. —CM
Persona 5 Tactica is the latest non-JRPG spinoff in Atlus’ celebrated JRPG series. Tactica is a tactics game that takes place in the same world as Persona 5 and includes the original game’s core group of heroes: the Phantom Thieves. As a spinoff, it’s natural to wonder: Do you need to play Persona 5 before Persona 5 Tactica?
With the Persona series being so story-focused, it’s a good question. In this Persona 5 Tactica guide, we hope to answer just that question, and will break down whether or not you need to play Person 5 — plus Persona 5 Royal and Persona 5 Strikers— before playing Persona 5 Tactica.
When does Persona 5 Tactica take place in the Persona timeline?
Persona 5 Tactica takes place after the establishment of the Phantom Thieves, the crew that Joker (the main character) puts together to change the hearts of baddies all over Japan in the main game.
Based on the dialogue at the start of the game, Tactica takes place before the third year students (Makoto and Haru) graduate, which is before the main storyline of Persona 5 wraps up. So, think of Tactica as a big side quest that takes place before the end of Persona 5.
Do you need to play Persona 5 before Persona 5 Tactica?
Images: Atlus
Yes, you should play (or have played) at least a few hours of Persona 5 before you play Tactica.
Because of where Tactica is set in the timeline, you’re going to be very confused If you didn’t play any Persona 5. The game’s opening assumes you already know who these characters are, what the “Metaverse” is, and why the cat (who isn’t actually a cat) is talking.
That said, you’ll really just be missing the context of the world and characters by skipping Persona 5 and diving right into Tactica. While the plot of Persona 5 Tactica involves the same characters, in the same world, it tells its own, contained story and you don’t need to understand the plot ofPersona 5 to follow along.
If you love tactics games and are dying to check out Persona 5 Tactica, you’ll be totally fine to do so as long as you accept that you’ll probably be a little confused at the outset. Although, maybe this is just a great chance for you to go back and spend 100 hours in Persona 5, which is one of the best games of the last decade — even if you’re not usually a turn-based JRPG fan.
Do you need to play Persona 5 Royal before Persona 5 Tactica?
Image: Atlus
No, you don’t need to have played any of the Royal content in Persona 5 to understand Tactica.
Kasumi Yoshizawa, the new addition to the Phantom Thieves from Royal, is not part of your crew in Persona 5 Tactica.
So, even if you skipped the expansion for the original game, you’ll still have all the context you need to enjoy the story of Tactica.
Do you need to play Persona 5 Strikers before Persona 5 Tactica?
Image: Atlus/Omega Force/P Studio
No, you don’t need to have played any Strikers to understand Tactica.
Persona 5 Strikers is another Persona 5 spin off, and it replaces the classic turn-based combat with fast-paced, Musou game combat similar to the Dynasty Warriors franchise.
While Strikers relays a great Persona story — seriously, it’s essentially just a mini Persona game, but with slick action combat — the new characters and plot don’t carry over at all to Tactica. If you love Persona and love tactics but hate action games, you’re totally fine to jump into Tactica without touching Strikers.
It’s been two weeks since Alan Wake 2, the sequel to Remedy Entertainment’s 2010 cult action-horror game, was released, and I can’t stop thinking about it. Between the introduction of protagonist and FBI profiler Saga Anderson and the mystery-board storytelling mechanics of the game’s Mind Place system (not to mention a forthcoming new game plus feature and DLC slated for next year), I’m obsessed with Remedy Entertainment’s latest game — much in the same way I was with its last new release, 2019’s Control.
That obsession has only grown after puzzling over how the events of Alan Wake 2 might relate to the upcoming Control 2. I’ve even started a new playthrough of the original Control in my search for clues I might have overlooked. The Remedy Connected Universe has me excited for the possibility of intertextual storytelling in video games at a time where I otherwise feel fatigue over multi-franchise crossovers. Whether it’s the MCU, DCU, or Star Wars, I’m just over how labyrinthine most of these fictional interconnected universes have become. I don’t feel that way about the Remedy Connected Universe, though.
Image: Remedy Entertainment/Epic Games Publishing
I think I know why: An interconnected universe on this scale has never really been attempted before in video games. What’s more, Remedy’s games have so far been self-contained enough to be enjoyable as their own experiences. Finally, by virtue of being video games, which are extremely time-intensive and tricky to make, there’s not a new one to play every few months.
Shared-world storytelling, while compelling when done right, is approaching something of a nadir in popular culture. A recent report by Variety about the internal turmoil of Marvel Studios in 2023 paints a picture of a studio that, through a combination of several box-office disappointments and an oversaturation of streaming TV releases, has come to a crossroads in its otherwise unimpeded path of commercial success. There are, as of this writing, 33 films in the Marvel Cinematic Universe and nine streaming series recognized as canon.
Image: Remedy Entertainment/505 Games via Polygon
That’s a lot of “homework” for anyone who wants to stay up to date with the latest Marvel developments. Remedy Entertainment’s shared universe doesn’t suffer from this same level of fatigue-inducing scale — as of this moment, there are only three games (Alan Wake, Control, and Alan Wake 2) to play in order to be caught up with what’s going on (leaving aside the many subtle connections to and Easter eggs from Max Payne, Max Payne 2, and Quantum Break). And for those that really couldn’t give a toss about the interconnected plot threads between Control’s corner of the Remedy Connected Universe and Alan Wake’s, the two series are still distinct enough that you could easily enjoy one or the other on its own merit.
For instance: Did you know that Freya Anderson, the mother of Alan Wake 2 protagonist Saga Anderson and daughter of Old Gods of Asgard member Tor Anderson, was first name-dropped in a collectible FBC document in the AWE DLC for Control, three years before the release of Alan Wake 2? Or that Sheriff Tim Breaker and Jesse Faden, who are played by Shawn Ashmore and Courtney Hope, are implied to be alternate-reality versions of Jack Joyce and Beth Wilder, the protagonists of 2016’s Quantum Break, who are also played by Ashmore and Hope? Probably not. Could this be important to the future of the story of either Control or Alan Wake? Sure, maybe — but only for those who care. The point is to reward those players who like to dive a little deeper in order to draw out those lesser-known connections. Best of all, these kinds of Easter eggs don’t come at the expense of what’s unique or enjoyable about either Control or Alan Wake.
Image: Remedy Entertainment/Epic Games Publishing
Earlier this year, Remedy Entertainment announced its transition to a multi-project studio, with over five games currently in production, including a sequel to Control, a four-player player-versus-environment co-op game set in the world of Control, and a combined remake of Max Payne and Max Payne 2, each roughly scheduled to come out with a year between one another. Even if each of these releases were to be a touchstone in the Remedy Connected Universe going forward, audiences would only need to play one game a year, at most, in order to keep up with the evolving narrative of either Control or Alan Wake.
I totally get the trepidation at the prospect of following yet another shared-universe narrative, especially when there’s no real stated end goal at this early point in the Remedy Connected Universe. Will Saga Anderson cross paths with Jesse Faden at some point in the future? Maybe! Will Quantum Break at some point be retroactively acknowledged as a canon part of this shared fictional universe? Who knows? For now, I’m just along for the ride — and as long as Remedy continues to iterate on its past success, and continues to develop idiosyncratic games with interesting characters and compelling storylines, I’m more than happy to follow the developer down whichever narrative rabbit hole it goes down next.
It seems the Crucible Strike Team have been hard at work and continue to do so even amidst troubles at Bungie. Thankfully, Season 23’s massive list of crucible tweaks and changes are a step in the right direction for the PvP community.
Bungie’s Crucible Strike Team has continued to work diligently to satisfy the needs of their community. Part of all that they’ve been working on is coming in Destiny 2’s season 23, Season of the Wish. That said, Bungie is still iterating on the changes they made in Season 22 and so we should expect back-and-forth adjustments. It’s good to see that after Bungie’s layoffs that the Crucible Strike Team seems to still be in a healthy enough position to still deliver on their vision of a better, healthier Crucible.
Image Source: Bungie
The biggest changes coming in season 23 involve the addition of new playlists and alterations to current ones. Part of those new playlists includes a new 3v3 unranked — I like the idea of having a new smaller unranked mode with gameplay that’s like Competitive and Trials, but with matchmaking that suits the more casual crowd. I know myself and a good amount of Crucible enjoyers will appreciate the extra options here.
Beyond the unranked trials-like 3v3 option, the 6v6 mode’s matchmaking will be tuned to be less skill-based and more equal between, skill, latency, and connection. Matchmaking in Destiny 2 is pretty divisive with a lot of people liking purely connection based matchmaking so that unranked is less sweaty. While others like skill-based matchmaking so that they aren’t always stomped on by players who are that much better.
Here, Bungie seems to have found a middle ground where they blend the various kinds of matchmaking to keep skill balanced involved but not so much so that every match is a sweatfest. This I approve of since the best matchmaking is also the most nuanced, while at the same time ensuring the most amount of people get to enjoy every mode at every skill level.
Image Source: Bungie
For a long time now, many have been wanting a larger variety of Crucible nodes to be available more often. With Season 23 having seven PvP nodes to choose from with varying gameplay and matchmaking, each node destination represents a very unique style of Crucible gameplay. Did I forget to mention the 6v6 Unranked node will also feature Sparrow Control? What used to be a bug, is now a feature! Good on Bungie for listening and embracing what players enjoy. Here’s hoping we can get Sparrow Racing from Destiny 1 next!
It’s a shame that Rift is being benched, but I can understand why Bungie may be worried about splitting the PvP community too thin between too many different matchmaking nodes. That said, it will be refreshing to see Checkmate Control graduate from Crucible Labs to become the primary Control gametype for a few weeks after Season 23’s launch.
The playerbase seems to have really enjoyed the longer time-to-kill, wider skill gaps, and earnable Special ammo that you don’t lose on death. It is really cool to see Checkmate being applied to more Crucible modes and I applaud Bungie for creating a new style of Control that feels so fresh with meaningful gameplay.
Bungie also seems to be working on the matchmaking backend too, with changes to the way matchmaking determines your skill versus other players. The changes will allow for more variance between how matchmaking judges your current skill from match to match because not everyone is going to be using a meta build all the time or wants to play at their best constantly. After all, some of us have weird builds that don’t get us lots of kills but are still really fun to play.
Image Source: Bungie via Twinfinite
Now, Trials of Osiris is getting some expanded weekly rewards that should entice some more players to give it a shot. Trials is certainly for the sweatiest of players but that doesn’t mean people who struggle going Flawless shouldn’t be rewarded for getting as far as they can for each week. Where the real rewards now lie in Season 23 is Competitive with Bungie’s big brain move to let players focus and earn very competitive weapons like Rose and Mercurial Overreach.
The ability to reacquire some of the strongest weapons from Competitive Crucible’s past is a nice quality of life feature for the many players who likely missed out. Bungie seems to be going all out for Season 23 in many ways. Here’s hoping it will be enough to weather the extra few months Bungie needs to polish The Final Shape.
Part of the Crucible’s biggest issue over the years has been stagnation in one form or another. Whether it’s maps, modes, or the sandbox itself, players can feel when one has been present and unchanged for far too long. After reviewing a lot of the changes coming in Season 23, it looks like Bungie’s Crucible Strike team is successfully tackling every part of PvP that was beginning to stagnate.
I know a lot of what I’ve talked about here will bring me back into the competitive fold. So, I imagine this update will do the same for many more players and that’s always a good thing. Beyond Season of the Wish’s sweeping Crucible changes, the true worth of Bungie’s Crucible Strike team will be in how they are able to continue their delivery of fresh modes and maps to the PvP ecosystem. If they can pull that off up to and through The Final Shape, then Destiny 2’s Crucible may live up to and exceed when it peaked in Destiny 1.
About the author
Ali Taha
Whether its new releases, or a new Destiny 2 season, Ali will flex his gaming and freelancer skills to cover them extensively. He started off writing features for Game Rant but found a better home here on Twinfinite. While Ali waits for the next Monster Hunter title, he enjoys publishing his progression fantasy novels as an indie author.
As with most things, progress when it comes to a video game series can be clearly demonstrated in several ways. Better gameplay mechanics, an upgrade to the visuals, and a continuation of a story, these are just some avenues in which a sequel can build on previous foundations to theoretically make things better. However, for Risk of Rain Returns, Hopoo Games has gone backwards in a sense, pursuing a remaster of the original game instead of creating a sequel to Risk of Rain 2, and fans can count themselves lucky.
Image Source: Gearbox Publishing
With a decade having passed since the original, it may be fair to say that the original may be unfamiliar to many modern gamers. Thankfully, Risk of Rain Returns serves as an excellent point of entry into the franchise, delivering a whole host of improvements and tweaks to elevate an already wonderful gameplay experience made very much for the present.
As a roguelike action platformer, things start off quite predictably, with players crash-landing onto the alien planet of Petrichor V and having to fend for themselves, all the while learning more and more about the dangers of the land. The ultimate aim is to get off the planet, and that requires parts that must be hunted down in various regions that make up the world, serving as the underlying blueprint of exploration and combat.
Players can choose from either the Commando or Huntress as their designated Survivor at the beginning, eventually expanding the roster to a total of 15 unique characters, including three new additions, through progress and exploration. The same goes for the gear and items at your disposal, together with upgrades that can be obtained via spending coins. A standard roguelike setup, if you will.
However, the seemingly simple mechanics are accompanied by the ever-present pressure of time and intensity, as each biome gets more dangerous as time passes. Enemies increase in both strength and numbers, and the platforming becomes even more hectic as the screen gets swamped by adversaries and hazards. Making the decision to either blaze through everything in the hope of teleporting away to another stage or to stay, fight, and hopefully become a more capable Survivor are valid choices either way, allowing Risk of Rain Returns to be played and enjoyed in two distinct ways.
Image Source: Gearbox Publishing
It also helps that there is a healthy variety of environments, enemies, and bosses to marvel at and fear. The visual upgrades work spectacularly well for the 2D art direction, enhancing the detail at players’ fingertips while also making sure they know exactly what kills them on every single run as a lesson to be heeded.
Of course, death will inevitably become a constant companion, but the way the gameplay loop is set up for that gnawing inclination of having one more run, it never feels frustrating. Rather, it can become a source of motivation for progressing just a little further than before. While you may not always become stronger with a run, there is the possibility of unlocking something new and helpful that can be incentivizing, a hallmark of an addictive roguelike if there ever was one.
Furthermore, you don’t have to go at it alone, with the game capable of supporting up to four players both online and locally. The former is definitely the way to go, with improvements being made that now allow for lobbies and multiplayer options that are standard, making it easier to team up with others to survive the horrors of Petrichor V. Local co-op can be fun as well, but it does present an issue where players can get too far from each other and having no way to find their way back to each other, causing a run to be wasted entirely.
If the normal roguelike gameplay is not enough for you, Risk of Rain Returns has other tricks up its sleeves as well. For starters, there are a bunch of Artifacts that can be obtained, each mutating the run in different ways, such as rotating skills, random equipment changes, or a constant stream of elite enemies to make your life hell. This ensures that there is always a different way to play and challenge yourself.
Then there are the Providence Trials, which are a gauntlet of challenges that will push players to their limits by imposing various conditions as a test of skill. Whether it be your platforming prowess or combat accuracy, these trials are a great way to see where you stand against the systems of the game, together with the mastery of the many Survivors that can be used in the main experience.
Image Source: Gearbox Publishing
While most of the time spent on the alien planet is entertaining and fun, there will be occasions when players might feel a little frustrated. Not including those randomized parameters that can sometimes result in seemingly unfair situations, which is to be expected, Risk of Rain Returns does make some peculiar design choices that can have an adverse impact on gameplay. Not being able to shoot in all directions can be jarring, and the inability to attack when climbing ladders and ropes can also mess things up. These may be the rules of Petrichor V, but that doesn’t mean it makes sense.
While it would have been expected that the series would continue with another sequel, Hopoo Games’ decision to go with the remastered Risk of Rain Returns is a pleasant surprise that we didn’t know we needed. The visual upgrade, coupled with the smart additions and gameplay tweaks to an already solid roguelike formula, make for an experience that constantly entertains and challenges the player, even with the niggling issues that will take some getting used to. Brilliantly modernized for a new generation of players, who knew death could be so rewarding?
Risk of Rain Returns
Reviewer: Jake Su
Award: Editor’s Choice
Pros
Roguelike as it should be.
Variety is the spice of life.
Challenging combat and platforming goodness.
Visual upgrades are a big plus.
Cons
RNG can be brutal. Shooting limitations will still frustrate.
Release Date
November 8, 2023
Publisher
Gearbox Publishing
Consoles
PC, Nintendo Switch
Copy provided by Publisher
About the author
Jake Su
Jake is a full-time trophy hunter and achievement gatherer on consoles, and a part-time Steam Sale victim. He has a thing for Batman and awesome statues, and running out of space for both. Send help. Jake was a freelance writer for Twinfinite between 2021 to 2023 and specialized in writing detailed guides on every new release he could get his hands on.
Major questions have obviously been posed about where GTA VI will take the franchise. While some want the franchise to continue pushing in a modern direction to feel more like a “sequel”, others have been more interested in the prospect of returning to past locations and time periods to be more of a “prequel.” Here are six reasons why we feel that Grand Theft Auto VI should push forward and become a sequel, rather than a prequel.
Prequels Are Playing Themselves Out
Image Source: Rockstar Games
Video game prequels have become so commonplace in today’s gaming industry. In just the past six years, franchises like Assassin’s Creed, Battlefield, Fallout, Pokémon and Red Dead Redemption have jumped backward and released new mainline entries as prequels. While they can turn out good, video game prequels can often feel like unnecessary additions to franchises that should be moving forward.
In the case of Grand Theft Auto, while the games do have an overarching canon, the stories are largely standalone. You don’t need to play one game to play the others in the series, since they always focus on a new cast in a new location. While the franchise constantly features compelling characters, there’s not much of a need to waste the resources you’d allot to a mainline game on a prequel in the current video game climate.
Save the Prequels For the Side Games
Image Source: Rockstar Games
With that said, prequels could absolutely work in the form of side games, as they have before. 2005’s Liberty City Stories and 2006’s Vice City Stories served as prequels to Grand Theft Auto III and Grand Theft Auto: Vice City, respectively. They were compelling titles on the PSP that took minor characters from their respective games and managed to make fleshed-out titles featuring them.
While the games were well-made, they worked on a much smaller scale than their respective home console counterparts. If Rockstar were to adopt the prequel approach, it would be best to do that in the form of a smaller side project. Plus, in this current world of DLC and expansions, a Grand Theft Auto prequel could be released as an expansion to a pre-existing game when the time is right.
What Would a Prequel Do Differently From the Other Games?
Image Source: Rockstar Games
Grand Theft Auto VI is under an enormous amount of pressure, maybe more than almost any upcoming game right now. With how beloved Grand Theft Auto V was, this follow-up will have to find some way to not only live up to its predecessor but continue to innovate on it. It’s hard for any franchise to make it to a sixth mainline entry, but it’s even harder to stay fresh once you reach that vaunted sixth title.
Stepping back in the past would potentially limit the gameplay, as characters would have fewer resources to work with in regard to things like weapons and vehicles. Grand Theft Auto has always thrived off of the sheer amount of content it allows players to utilize to shape their own adventure, but a prequel might limit the power and quantity of resources to mess around with. As a result, with less for players and characters to engage with in the game, the sixth entry may just end up feeling like a big retread of its predecessor if they decide to take the prequel approach.
Rockstar Can Do a More Modern Satire
Image Source: Rockstar Games
Another important thing that Grand Theft Auto is well known for is its societal satirization. While the games often tell very serious stories with fleshed-out characters, they also poke at the sociopolitical climates of their respective time period. That said, as Grand Theft Auto has already taken place over several decades, returning to a previous time period might feel like a desperate attempt to recapture what may feel a bit played out.
A modern Grand Theft Auto game would be something players could relate to, as its satirical take on current-day culture will feel immediately familiar to younger adults getting into the series for the first time. And while GTA V took place in a then-modern setting of 2013, enough time has passed that Rockstar has plenty to satirize now. Thus, a return to an earlier decade may not hit as hard as it did in the past.
A New Setting Would Make Things Feel Fresh
Image Source: Rockstar Games
Early reports – and the aforementioned gameplay leaks – have indicated that Grand Theft Auto VI will be taking a modern-day return to a classic locale, Vice City. Other reports, however, have indicated the game could have multiple locations and may partly take place in South America. This would be a refreshing location that could provide a nice change of pace for the series.
While Grand Theft Auto has succeeded plenty of times with one large open world, it would be a clever switch-up to allow players to travel to multiple different places. It could keep the game feeling fresh across a long playtime by diversifying the level design while also making changes to the gameplay depending on which particular area the player is in. This could be a huge addition to the game that brings it over the top and gives the franchise another generation-defining title.
Clear Up Some Loose Ends
Image Source: Rockstar Games
Since GTA V has had a long reign of success, many players have grown fond of the cast, including the main characters Franklin, Michael, and Travis. So, if GTA 6 follows the sequel route, we could be seeing this chaotic bunch once again to hopefully give us an idea of what happened to them. It wouldn’t be the first time for this to occur, as past Grand Theft Auto characters have been brought back or discussed in various conversations.
The voice actors of the playable characters have also added more fuel to the fire by teasing their returns. During an interview with Ned Luke and Shawn Fonteno, the actors didn’t confirm or deny Franklin and Michael’s comeback, so there’s no telling if and possibly when it could happen.
But what do you think? Should GTA VI try to be a true sequel? Or should Rockstar step back in the time machine and make this game a prequel? Tell us what you think in the comments!
About the author
Matt Anderson
Matt has been a freelance writer at Twinfinite for a year, and he’s been in the games media industry for three years. He typically covers topics related to console news and industry trends for the site, and he has a major interest in first-party console games. Matt also has a Bachelor’s in Screenwriting from The University of the Arts in Philadelphia, is an avid content creator on YouTube and TikTok, and legend has it he once asked Super Smash Bros. Melee to be his Prom date.
Hacks and cheat codes for Geometry Dash come in various shapes and sizes. You’d be surprised by how many offer more convenience, like a cleaner UI, than straightforward advantages. We aren’t going to judge you for using them, but if you’re interested, we have the best Geometry Dash cheats and hacks.
Unlock All Icons
Image Source: RobTopGames
Geometry Dash features a ton of different icons you can use to personalize your profile, many of which are locked until you’ve reached specific milestones and requirements. It’s also a cool way of showing off your accomplishments, but who wants to wait? Start using that adorable cube cosmetic now!
I’d also like to highlight a companion hack: Steal Icons. If you aren’t aware yet, you can actually create your own custom player icon. With the ‘Steal Icons’ hack, you can yoink someone’s cool icons to use for your own. I highly encourage you to create your own, too!
FPS Bypass
Image Source: RobTopGames
Whenever you play Geometry Dash, the time it takes you to click and for your cube to respond isn’t instant. There’s a minimal delay, practically imperceptible, but that delay stacks and stacks. It could make the difference between failing and succeeding. If you’re topping charts, you can make a conscious effort to reduce that delay.
The trick is to increase the number of frames that are refreshing, but Geometry Dash has a limit. Luckily, the FPS Bypass hack lets you remove that restriction to whatever frame rate you want. You shouldn’t go any higher than 360 FPS or risk screwing up the game. Either way, you’ll significantly reduce the delay between the game and your inputs. Be aware that some levels might be negatively affected, not to mention that some players build levels based on a specific Hz.
No Death Effect
Image Source: RobTopGames
I hate getting into a groove, getting into the zone, and I have to wait on the death animation. I need to get back into the game as soon as possible before I lose focus. This hack doesn’t do anything but offer convenience by simply turning off the death effect. As soon as you fail, you’ll get zipped immediately to the beginning.
Copy Hack
Image Source: RobTopGames
If you try to go back to some older Geometry Dash stages, you’ll notice that they need passwords more often than not. If you know it, that’s great, but some stages are just lost forever. Rather than sit there and guess what the password is (it’ll be near impossible to brute force), you can just copy the stage with the Copy Hack.
Show Hitboxes on Death
Image Source: RobTopGames
As stages get more difficult (see Extreme Demons), there’s a lot that’s coming at you. Sometimes, it’s a pain to see which spike killed you. With the ‘Show Hitboxes on Death’ hack, you never have to guess again. Quite literally, you see the hitbox of an obstacle upon death. It’s admittedly another hack that’s pretty controversial in its use.
The problem is you probably fall into one of two camps: some say it offers too much of an advantage since you can memorize the timing, while others say it isn’t really that big of a deal. It’s memorization vs muscle memory—which is more honorable in that group’s mind. If you aren’t bothered by it, then have fun!
More Accurate Percentage
Image Source: RobTopGames
When you play Geometry Dash enough times, and you get really into the nitty-gritty details, you’ll get hyper-focused on progress. Some stages will take hundreds of times to get right and to accomplish even one percent better than your previous attempt is glorious. You live for that little bit of progress, but the game’s percentage only counts in whole numbers, not decimals.
Instead, with the More Accurate Percentage hack, the progress bar will get two extra decimals. It’ll help keep you going, knowing you actually made, say, 89.50% as opposed to 89%. I don’t know about you, but that encourages me to make another attempt!
Ignore ESC Key
Image Source: RobTopGames
How many times have you accidentally closed a stage with the ESC key? It is such a jarring experience when you’ve been zoned in on a particularly difficult stage. After you accidentally leave, it’s like a walk of shame back to the stage. It can really put a hard brake on progress.
For that reason, I use the Ignore ESC Key hack. No matter how often you hit the ESC key, it won’t send you back to the main menu. You’ll stay right at the in-game menu. It also prevents unwanted double-tapping, too.
No Clip
Image Source: RobTopGames
Wouldn’t it be nice to see the entirety of a stage without playing it first, having to deal with all the trial and error beforehand? The best way to do that in Geometry Dash is to use the hack No Clip to bypass every obstacle in the stage. You’re using it for testing purposes, right? Scout’s honor?
Enough being coy; I know people use it to cheat themselves out of a victory, but it does double as a planning tool. Not a bad way to test your recollection skills, too. It makes your subsequent runs feel less trial-and-error and more on muscle memory. Use it as a training tool, and it’ll serve you well!
Smart Start Position
Image Source: RobTopGames
We all practice stages in our own way, right? Each player is different. If you prefer mastering portions of a section—let’s say 10% at a time—Smart Start Position is the way to go. It’s essentially a way of creating your own checkpoints that you’ll start at when you die.
It makes it a really handy and convenient tool for practicing sections of a level. I know when I’m at 80%, I don’t want to complete 79% of the level that I’ve mastered just to get where I need to go. Smart Start Position has been one of the greatest timesavers ever!
Unlimited Jumps
Image Source: RobTopGames
Everyone advances very differently. Can we all agree to that? Some players naturally ace the first few dozen stages and can’t wait to reach the harder levels. With the Unlimited Jumps hack, you can jump as many levels as you want. It’s kind of frowned upon because, technically, you didn’t pass the previous levels.
On the other hand, if you jump hundreds of stages ahead and have no problem beating them, you’re clearly good enough for the previous stages. It wouldn’t be a bad tool to use it to get an idea of what’s in store.
How to Get Hacks and Cheats in Geometry Dash
Image Source: Absolute Mods
With all these cheats and hacks for Geometry Dash, you probably want to use them yourself, right? There’s only one really trusted trainer—similar to the ones available for a lot of games like Elden Ring and Armored Core 6—and that’s the MegaHack by Absolute Mods.
It adds an overlay to the game with access to every hack we’ve gone over today. Once MegaHack is active, you can access every hack by pressing the Tab key.
Well, folks, that was the best cheats and hacks in Geometry Dash. There are a lot to try out, so let us know what your personal favorites are! If it’s cheat codes you want, perhaps every cheat code for GTA V would interest you. You can cause all sorts of mayhem!
About the author
Brady Klinger-Meyers
Brady is a Freelance Writer at Twinfinite. Though he’s been at the site for only a year, Brady has been covering video games, and the industry itself, for the past three years. He focuses on new releases, Diablo 4, Roblox, and every RPG he can get his hands on. When Brady isn’t focused on gaming, he’s toiling away on another short story.
A couple of significant things happened in the world of online gaming over the first weekend of November. At its BlizzCon convention in California, Blizzard devoted quite a lot of time to World of Warcraft Classic — the nostalgic, retro version of its 19-year-old massively multiplayer game — and revealed surprisingly ambitious plans for Classic’s future. At the same time, Fortnite’s servers were melting under the load of its biggest day ever, which was all down to the launch of Fortnite OG, a special season bringing back the game’s original map and 2018 gameplay.
All of a sudden, in the proudly impermanent world of online gaming — where change is always good, and if it’s not, never mind, because here comes more change — winding back the clock is big business. It’s a kind of paradox: Because online games are always evolving, a sense of scarcity and intense nostalgia forms around the way they used to be. If you can find a way to bring that feeling back, especially for an audience that’s getting jaded, then you’re on to something.
Blizzard initially seemed reluctant to get on board with a growing movement in WoW’s community that wanted to go back to the way things were in 2004-2005. It squashed unofficial “vanilla” servers and prevaricated over creating an official alternative for years. In a way, it’s understandable: If you have spent many years of effort on (in your eyes) modernizing and improving your game, why would you want to indulge this rose-tinted exercise? Isn’t World of Warcraft just better now?
Of course, that’s a value judgment — but what’s undeniable is that WoW is now extremely different from how it used to be. And that’s exactly what makes Classic a viable and interesting, if slightly old-fashioned, alternative. After Classic arrived in 2019, included in a standard WoW subscription, it became a roaring success, partly because of the strong contrast between it and the two unloved expansions (Battle for Azeroth and Shadowlands) it launched between.
But what’s really fascinating about Classic is where Blizzard is taking it next — because Classic is an online game, and no online game can stand still, even a throwback. It began as a relatively faithful version of the original MMO with smart tweaks: It moved through content patches at an accelerated rate, while locking to a single iteration of game design and balance. Then it bifurcated, with some servers moving forward through classic expansions, while others stayed in the “vanilla” era. This year, it acquired a third track, something completely new that WoW had never had before: a permadeath Hardcore mode, which turned out to be a game-reviving innovation that was quite brilliant in its simplicity.
From its showing at BlizzCon, Blizzard is doubling down on morphing WoW Classic into its own game. The expansion servers are moving on to Cataclysm, which is probably the point at which “classic” becomes a misnomer: Whatever your feelings about this divisive expansion, its sweeping rewrite of the “old world” questing experience is the point at which original WoW died, and is still represented in the game today. Blizzard is going even further than it has before in tweaking and fixing this expansion for Classic, accelerating leveling, adding quality-of-life features, and throwing in new dungeon difficulties and loot.
World of Wacraft Classic’s Season of Discovery seeds the well-explored world of Azeroth with secrets.Image: Blizzard Entertainment
But that isn’t even the headline. Blizzard — drawing inspiration from sister series Diablo, as it did for the Hardcore mode — is also introducing a fourth track to the WoW Classic servers that seasonally remixes the original “vanilla” game. Season of Discovery, which launches on Nov. 30, seeds entirely new content across the original world of Azeroth in the form of Discoveries, which producer Josh Greenfield said at BlizzCon were a way to disrupt the “solved nature” of original WoW and restore a “feeling of adventure and exploration.” It also offers a Rune Engraving system that endows classes with entirely new abilities, even allowing them to switch archetypes (you’ll be able to create a tank Warlock or a healer Mage, to name a couple).
The game is furthermore being broken up into level-banded phases — the initial level cap will be only 25 — and interpolated with all-new endgames, one for each phase. The first of these reworks the classic leveling dungeon Blackfathom Deeps as a 10-player raid, but Blizzard is also teasing adding unfinished or cut content, and even all-new dungeons, to Season of Discovery. It’s not just a new way to think about classic WoW — it’s a new approach to structuring MMOs, borrowing liberally from across the online gaming landscape. It’s pretty exciting.
That Blizzard is going to all this effort shows that WoW Classic is working both for the business and for the WoW community. It also demonstrates that for an online gaming nostalgia mode to succeed in the long term, it needs to evolve away from being an emulation or restoration of a bygone experience, and become a (sort of) fresh game in its own right. (Or, in Classic’s case, four games.)
Tilted Towers has returned in Fortnite OG.Image: Epic Games
Currently, Epic has no plans to keep Fortnite OG going past its current monthlong season, which sprints through six seasons of the game’s Chapter 1 in a matter of weeks instead of months. The branding clearly allows for OG to return and revisit later chapters, but given the enormous surge in interest, Epic would be foolish not to be considering ways to keep some of these new or returning players in the fold permanently.
It’s true that WoW and Fortnite are very different games with, crucially, different business models. Splitting the game’s audience might be more of a worry for Epic than it is for Blizzard, which is presumably happy as long as all those players stay within the one subscription-paying bucket. But WoW has proven that a big online game — especially one with a history — can support a family of sub-communities enjoying different flavors of the same game. Indeed, that might be the healthiest way forward for a game of that sort, certainly one approaching its 20th anniversary.
More importantly, perhaps, what WoW Classic and Fortnite OGdemonstrate is that the history of online games doesn’t have to be consigned to the scrapheap of memory. There’s a genuine hunger from players to turn back the clock, which, when met by an inventive studio that understands what was special about what it created but is willing to take some risks with it, can create something vibrant and sustainable in the long term — a kind of multiverse of paths not taken for your favorite old multiplayer games. What’s next, Vault of Glass in modern Destiny 2? Sign me up.
Destiny 2 recently had an update that implemented quitter protection for Trials matches that start with missing players. While we will cover that more in a bit, Bungie still needs to address its PvP quitter issue.
So, in the game’s recent 7.2.5.3 update, quitter protection was implemented for Trials at the start of the match. What this means exactly is that if you have a missing member or two at the start of the match, you will be allowed to quit and matchmake again without incurring the normal penalty for quitting a Trials match. This is fantastic news for all those players who suffered and still do suffer from a connection error named after a particular animal.
Image Source: Bungie via Twinfinite
However, this update is only for Trials of Osiris and does not stop quitters from leaving matches early. Just in my experience alone with lots of Control and Competitive playtime, this is still a rampant issue. One that would be fixed, if players were properly incentivized to stay in the match until the end or punished more severely for leaving a match early.
Nothing is more demoralizing to be PvP-ing in the Crucible and are winning, until about halfway through. When suddenly, you or your team starts doing poorly, losing some one-on-one engagements and slowly watching the enemy team’s score pull away from ours. So, of course, your teammates start to leave, and now you’re losing almost every gunfight. The act of leaving a match before it’s over ruins it for everyone else. So, let’s fix that and show Bungie some things they could try to accomplish that.
Now, it’s important that Bungie do their best to try and differentiate innocent connection loss and rage quitting. I’m not entirely sure how they would go upon doing that, but it would certainly help if Bungie were to implement harsher penalties for quitting matches early. I used to play a lot of League of Legends, and I found their leaver penalties quite effective.
So with that in mind, harsher penalties like quickly escalating tiers of punishment. For example, first offense would be a single five-minute Crucible queue delay. The next offense in the same 24 hours could be a 10-minute queue delay for the next five Crucible queues. As the player continues to rage quit, the longer the queue delay, the more matches it lasts for, and the longer the effective window for gaining such punishments would last.
While increasing the punishments for making unsportsmanlike choices in the Crucible is sound, it could be as equally effective to also implement a system that rewards players based on X number of games they finish in a row. With the right incentives, this could help put and keep Destiny 2’s PvP playerbase in the right state of mind while playing. You catch more flies with honey after all.
Image Source: Bungie via Twinfinite
One of the best ways to do just that would be to make sure said incentives are above all worthwhile to a majority of players. As a Crucible player myself, I rarely rage quit outside of the most brutal stomps after most of my time has quit. However, I would certainly be persuaded to stay if say after playing five matches in a row, there was a rare but slowly escalating chance to earn Adept Legendary weapons or Artifice Legendary Armor. In fact, I can’t think of anyone who would turn down such rewards just to rage quit from a tough match and feel their actions justified for that one moment.
Visual cosmetics like rare shaders or interesting ornaments that have appealing colors or other visual traits may be the way to go as well. Although, I don’t believe those rewards would be as inciting enough to keep people from becoming upset and choosing the easy way out. Either way, with the right rewards for staying and playing and the appropriate punishments, it’s harder to imagine people ever leaving mid match again.
About the author
Ali Taha
Whether its new releases, or a new Destiny 2 season, Ali will flex his gaming and freelancer skills to cover them extensively. He started off writing features for Game Rant but found a better home here on Twinfinite. While Ali waits for the next Monster Hunter title, he enjoys publishing his progression fantasy novels as an indie author.
“Precious Cargo” is the second mission in Modern Warfare 3. Several of the main campaign missions have collectible items and weapons to find. This gear doesn’t carry over between missions, but, once you’ve collected it, you can change your loadout both during the mission and any time you replay it.
Our Modern Warfare 3 guide will show you all of the weapon locations and item locations in “Precious Cargo.”
All ‘Precious Cargo’ weapon and item locations in MW3
There are 21 weapons and items to find in the “Precious Cargo” mission.
1. MTZ-556
Image: Sledgehammer Games/Activision
You’ll find the MTZ-556 assault rifle in the Shadow Company shipping container just east of the starting location.
2. Silenced WSP Swarm
You’ll find the Silenced WSP Swarm SMG in the same shipping container as the MTZ-556 above.
3. Recon Drone
Image: Sledgehammer Games/Activision
Back outside, turn to the right. A little east of the container, you’ll find an open container with the Recon Drone field upgrade inside.
4. Silenced Rival-9
Image: Sledgehammer Games/Activision
Hop onto the boxes just to the right of the Recon Drone’s container. Climb up to find another orange crate with the Silenced Rival-9 SMG inside.
5. Heartbeat Sensor
Image: Sledgehammer Games/Activision
Head back to the first container and turn south to find another Shadow Company container. Inside, you’ll find the Heartbeat Sensor field upgrade.
6. Silenced Expedite 12
Image: Sledgehammer Games/Activision
From the Heartbeat Sensor, head south and take the first left. Turn right immediately and you’ll find the Silenced Expedite 12 shotgun in a crate on the second row of shipping containers.
7. 556 Icarus
Image: Sledgehammer Games/Activision
Head east along the bottom of the map and watch for a small building on your left. Get past the guards and you’ll find the 556 Icarus light machine gun in a crate in the northwest corner.
8. Snapshot Pulse
In the northwest corner of the same room, you’ll find the Snapshot Pulse field upgrade.
9. PILA
Image: Sledgehammer Games/Activision
Back outside, look for a ladder on the south-facing wall. Climb to the roof to find the PILA launcher.
10. Munitions Box
Image: Sledgehammer Games/Activision
Keep heading east across the bottom of the map to reach the tower — where you’ll find the manifest for this mission’s objective. On the ground floor, head into the garage to the southeast to find the Munitions Box field upgrade.
11. RPK
Image: Sledgehammer Games/Activision
Continue up the tower to the third floor. In the room across from the Harbormaster’s Office, you’ll find a crate against the window with the RPK light machine gun inside.
12. Pulemyot 762
Image: Sledgehammer Games/Activision
Inside the Harbormaster’s Office, there’s a hallway leading to the southwest. Head through it to find a crate with the Pulemyot 762 light machine gun.
13. Explosive Victus XMR
Image: Sledgehammer Games/Activision
Continue up the stairs to the roof and take a left to find the Explosive Victus XMR sniper rifle (and a good perch to clear out some baddies).
14. Silenced ISO Hemlock
Image: Sledgehammer Games/Activision
From the roof, look to the northeast and you’ll find another building standing on its own. The Silenced ISO Hemlock assault rifle is in the crate inside.
15. Signal 50
Image: Sledgehammer Games/Activision
From that building start working back to the west. A little to the north, you’ll pass by one of the automated gantries. Climb up it to the catwalk on the northern side (not quite the very top of the gantry) to find the Signal 50 sniper rifle.
16. Hybrid STB 556
Image: Sledgehammer Games/Activision
Drop off the gantry heading southwest and you’ll find another small building. Head to the room on the north side to find the Hybrid STB 556 assault rifle.
17. BAS-B
Image: Sledgehammer Games/Activision
Exit the building and climb onto the shipping containers heading west. You’ll find the BAS-B in an orange crate on the top of the northern edge of the stacks of shipping containers.
18. GS Magna
Image: Sledgehammer Games/Activision
Continue along the tops of the shipping container heading west. Just before you reach the edge of the map, look for a small open area on the ground. You’ll find the GS Magna handgun in a small orange crate.
19. Incendiary Bryson 800
Image: Sledgehammer Games/Activision
When you first board the ship, cut to the north (port) side as you work forward. Stay on the deck level and take the first door on the left that you come to. You’ll find the Incendiary Bryson 800 shotgun in a small room there.
20. RGL-80
Image: Sledgehammer Games/Activision
Keep heading east toward the bridge. When you enter, take the first door on the left to find a crate with the RGL-80 launcher inside.
21. KVD Enforcer
Image: Sledgehammer Games/Activision
A little further into the ship, you’ll find the Control Room with the GPS trackers on a long table. Go through the first door on the left to find the KVD Enforcer sniper rifle.
Though Modern Warfare 3 formally launches on Nov. 10, multiplayer and Zombies will start to roll out at various times starting on Nov. 9, depending on your region and platform. Here’s when you’ll see Modern Warfare 3 release in your time zone, and what to expect from the full Modern Warfare 3 release.
When does MW3 multiplayer and Zombies release on PC?
Image: Activision
Modern Warfare 3 releases at 9 p.m. PST on Thursday, Nov. 9, on Windows PC according to an Activision blog post. Here’s when Modern Warfare 3 multiplayer and Zombies launches in your timezone:
9 p.m. PST on Nov. 9 for the West Coast of North America
12 a.m. EST on Nov. 10 for the East Coast of North America
5 a.m. GMT on Nov. 10 for the U.K.
6 a.m. CEST on Nov. 10 for west mainland Europe
2 p.m. JST on Nov. 10 for Japan
Modern Warfare 3 is playable on Steam and Battle.net, but not the Epic Games Store.
When does MW3 multiplayer and Zombies release on PlayStation and Xbox?
On consoles, Modern Warfare 3 rolls out on regional basis, starting at midnight on Nov. 10 in New Zealand (3 a.m. PST on Nov. 9). According to an Activision blog post, Modern Warfare 3 will “fully live worldwide” on PlayStation and Xbox by 10 p.m. PST on Thursday, Nov. 9. Here’s when Modern Warfare 3 multiplayer and Zombies will be live by in your timezone:
10 p.m. PST on Nov. 9 for the West Coast of North America
1 a.m. EST on Nov. 10 for the East Coast of North America
6 a.m. GMT on Nov. 10 for the U.K.
7 a.m. CEST on Nov. 10 for west mainland Europe
3 p.m. JST on Nov. 10 for Japan
Modern Warfare 3 is cross-gen, and will be playable on PlayStation 4, PlayStation 5, Xbox One, and Xbox Series X/S. Despite recent approval for Microsoft’s acquisition of Activision, which publishes Call of Duty: Modern Warfare 3, the shooter will not launch day one on Game Pass.
When Modern Warfare 3 goes live globally on Nov. 10, here’s some of what you can expect:
Across both the standard multiplayer and the Zombies mode, the Modern Warfare 3 pre-reason allows you to progress through 55 levels of Military Ranks, unlocking new loadout items along the way.
You’ll be able to complete daily and weekly challenges, in addition to challenges related to weapons, operators, calling cards, and the armory.
If you picked up the premium Vault Edition of Modern Warfare 3, you’ll get access to your Nemesis Operator skins and FATE weapon vaults.
Image: Activision
Completing all 15 missions of Modern Warfare 3 campaign will grant you various rewards for use in multiplayer, including four operators, four calling cards, and one weapon blueprint. You can see some in the graphic above, but Activision has all of the details here.
Modern Warfare 3 season 1 will start at an unspecified date in early December, and will introduce three new core 6v6 maps plus integration with Call of Duty: Warzone.
After nearly three years in development, Outerloop Games and Annapurna Interactive’s Thirsty Suitors was released on Nov. 2. From the beginning, the Outerloop Games team knew a few things: They wanted to make a game about relationships, and they wanted it to reflect the lived experience of its developers in telling an immigrant story. So much of the game was built out from there to create the wholly unique, genre-bending Thirsty Suitors — a game that blends its story up with cooking games, turn-based battles, and skateboarding.
What you get is a video game that goes beyond its individual labels. In the lead-up to Thirsty Suitors’ Nov. 2 release date, Polygon spoke to Outerloop Games co-founder/Thirsty Suitors director Chandana Ekanayake and narrative designer Meghna Jayanth about the complex, “more is more” game that explores both trauma and joy while player-character Jala kickflips her way through her hometown.
Image: Outerloop Games/Annapurna Interactive
[Ed. note: This story has been edited for length and clarity.]
Polygon: Thirsty Suitors is so many different things — turn-based fighting, cooking, romance. It’s an immigrant story, a skateboarding game. How did you pull all these elements together?
Chandana Ekanayake: Where do I start? It starts with the theme and the stories we wanted to tell, and everything else stemmed from there. We wanted to do an immigrant story, because a lot of the folks on the team are — it’s a fully remote team made a lot of immigrants.
That’s where we started. And then we knew we wanted to do a game about relationships. The battle system came out of that, like, how do we balance this argument personified into this battle, plus the writing, the dialogue back-and-forth. So from that, the story came through, throughout just a lot of iteration. Then we added the cooking — it was always gonna be a big part of it, because culturally it’s significant to be able to talk through things while cooking. And then skating was just something that made sense after — I don’t know, it just came about.
Meghna Jayanth: I think skating began as a loading screen. There’s so much creativity on the team; it was really just a loading screen that people loved. And then we built it. Working as the narrative designer, week after week, I would come back and be like, Oh, it’s been two weeks. I haven’t checked in on this. Oh, we’re making a minigame. There’s a little bit of exuberance and creativity on the team.
I think we pulled all of that in. Eka loves to call this a “baby Yakuza,” which I really love as a description. There’s really a sense of joyful abundance, like we’re presenting you with all of these delightful things to do, but hopefully it has some focus as well.
With regard to skateboarding, it comes into the story as well. It’s the same with cooking. Did those parts grow throughout production? Or was it intended to be like that from the start?
Ekanayake: It grew through production, but we also knew the narrative was the focus of the game. We wanted all these — and this is where the “baby Yakuza” comparison is — disparate game mechanics to weave in and out through the narrative. That came through iteration.
The skate park became how Jala and Tyler bond, by doing her a bunch of these favors and trying to figure out what’s going on in the skate park. Cooking was also a way to bond with your parents and figure things out, because Jala hadn’t talked to them in years. You probably noticed that the stuff you cook at home, while there are great emotional beats, it also means you can use in battle too, as items.
Jayanth: A lot of it comes down to the fact that we were able to work on this for about three years. We had an opportunity to figure out what the heart of the story was, what those themes were, and then play around with the narrative and mechanics and really iterate and have the time for that to develop. Big story ideas could change until eight, nine months before we shipped. We edited and significantly changed almost all the content in the game just before we went into voice recording. It’s an amazing opportunity to be able to develop ideas in that way, which you don’t often get given the production cycles of the games industry.
Ekanayake: That was intentional because we knew the game was going to be so different. We needed time to figure it out. There’s 19 actors for 21 speaking characters in the game. Once we cast, Meghna was like, Oh, I’m going to write to this actor now because of how they deliver the lines. That was unexpected, different from what we actually envisioned on paper. It was a really fun process.
Jayanth: We actually did a lot of rewriting on the fly in the sessions, too. It’s nice to be in those, because there’s a lot of very specific cultural context. Even the actors, we were really deliberate about making sure the actors matched the backgrounds of our characters. Even within that, there’s so much you could pick from someone. I’m from Bengaluru down south, and you could go down the street and meet somebody with a completely different sort of context.
We did seven weeks of VO straight. We had a brief break in the middle so we could go outside.
Image: Outerloop Games/Annapurna Interactive
Ekanayake: It’s fully remote, right? The team is spread across seven cities, four continents. We have folks in LA in the studio, folks in Vancouver and New York and Toronto. It was a really fun process. The biggest dramatic thing was our lead, who played Jala, Farah Merani, was very pregnant. It was a running clock to finish. She has, like, a third of the lines in the whole game. So her bag was packed in LA at the studio, ready to go. We finished and a week later she gave birth. It was that close
Jayanth: We wrapped on a Thursday or Friday, and the following Tuesday, she was giving birth, which is amazing. We did have a little bit of a backup plan, which I’m so glad we didn’t have to institute, where maybe Aruni [a fantasy version of Jala’s sister, who is Jala’s inner voice] takes over Jala if we don’t get through those lines.
Since we’re talking about production, let’s talk about what it was like for you to work on this game. You’ve both talked about how having a good, healthy production is important — to have people who are taken care of and treated well. Why is that important to you?
Ekanayake: Mostly because we’ve had the opposite experience. This is my 25th year in games. I’ve worked on a lot of projects — bigger teams, smaller teams.
Part of starting the studio fully remote six, almost seven, years ago was part of that, to be able to work-life balance a little better. We’re made up of a third brand-new folks who’ve never worked on games, a third somewhere in between, and then the rest are olds, like myself. We wanted to have a variety of experience and also get folks that have never worked on games some experience as well, because I think that’s important.
That’s the great thing we can do remotely; people don’t have to move their whole lives for a job. We finished the game in almost three and a half years. The last two and half years have been fully four days a week. We started this during the pandemic, so people are going through all sorts of things, and we didn’t want the work to be another thing that was weighing on folks, while going through some hard times and trying to make the schedule work. The great thing is we control how big the game is. There’s no need to make it a certain size, which allowed us to have a flexible schedule. So people aren’t burnt out at the end of it.
Jayanth: I’m not a manager, but it’s just been really wonderful to work with a team where all these production processes really work. We hit all of our internal deadlines, which is wild to me. I’m not sure that has ever happened.
Ekanayake: We did extend the game a little bit just to try to figure out a launch window, which is so hard this year.
Jayanth: We kind of built this game a little bit as a sense of refuge for us, particularly for marginalized folks and queer folks. It felt really important that we were doing that during the pandemic as well. Getting to work on this colorful, joyful world was a really nice escape for I think a lot of us on the team from what was going on outside. I think it’s really important to be able to do that while not burning yourself out. I do think that it’s a really important model in the industry, that there are alternative ways that we can do these things. We don’t want to be making these supposedly joyful games but burning people out and destroying them in the back end. At the end of the day, it is just a video game. I know we’re out here to sell this game and we want people to play it, and we’re really proud of it, but it is just a video game at the end of the day. And I think keeping that perspective is super important.
Meghna, I know you’ve spoken a lot about capitalism and colonialism in games. Does Thirsty Suitors subvert that tendency of the games industry? It sounds like that influence goes beyond the game, but in studio practices as well. But in-game, all of the different layers of community building really stood out to me.
Jayanth: What we really wanted to do with it was just kind of create a bit of a balance. I think you want a certain amount of familiarity and familiar mechanics, especially when you’re innovating on content and themes. I talked about this at my talk at NYU just last week, as well. In some ways, I feel like maybe the most radical thing that we are doing here is allowing the protagonist to inhabit this queer brown woman joyfully. It’s a sad thing that that’s still deeply unusual in the industry, but I do think that really pushes back against the narrative of who’s playing games, and also whose humanity is interesting to play, and what kind of fantasies — to open up the space for the different kinds of power fantasies that we can explore in games.
I keep joking with my friends, whenever I’m explaining this to non-gamers, I’m like, “All right, the power fantasy of Thirsty Suitors is you get to speak up to your parents, tell them how you feel, and they listen and learn and grow. And the final boss is your maternal grandmother!” It’s about the fantasy of breaking cycles of generational trauma, which is very real, very human. And, yes, they’re very specific, but I think these are all really universal ideas.
One of the things that actually we probably haven’t talked about that much that we did want to include is that this game was sort of set in the ’90s and Jala is in her mid-20s. She has a bit of a millennial vibe, because, I guess, we are — but we really wanted to have that idea of, she’s speaking up to her parents and the older generation, but also kind of being challenged on some of her bullshit by the kids at the skate park, who are way more radical in a way. Personally, I think Jala is a lot less radical than I am, which is fine, too. With the skate park, we get to challenge some of those narratives as well. Hopefully it feels more like being in conversation rather than preaching to anyone. It’s that feeling of being challenged and having accountability, and that being OK, and learning and growing and healing. All of which I think are wonderful things for us to model right now in the world.
Ekanayake: Yeah, and also, it’s not just about Black and brown trauma, right? There’s the joys of the experience and the fantasies of it too. That’s pretty radical too, I think, for most game stories that come out these days. That was definitely intentional.
I’m really into saying goodnight to Jala’s dad every night. It’s so sweet. I have been looking forward to Jala going home, and I wonder what they’re going to watch.
Jayanth: I’m going to reveal a little secret. Some of the things you watch are actually Eka’s kids’ basketball games that he taped. It adds an extra layer of cuteness.
Ekanayake: I think we have the history of Washington wines as read by one of the folks that helped us on VO. And then we have the history of trains.
Jayanth: I think there’s a Cold War documentary, because all dads are obsessed with the Cold War.
Image: Outerloop Games/Annapurna Interactive
I got that one last night, and I was like, Yep, yep.
Jayanth: Getting to put this gentle brown dad in the game was just so lovely for us. And I think it was actually quite late in the process that we really found that cycle of, like, cooking in the morning, going to the skate park, to wandering downtown and then coming back home. That kind of cycle that started feeling really good for us, where players have some idea of what to expect — and another way I think that we are respectful of players is the game is about six to nine hours in total, which I love as a length. And also, the chapters are 40-minute-to-an-hour chunks, which is, I think, a respectful amount of time in someone’s day. There’s a really deliberate effort to put a whole narrative arc in that so that it feels satisfying without demanding too much of your time.
Ekanayake: Yeah, we just want a little bit of your time. Not all of it.
The game is also very funny, but has an earnest emotional core with Jala’s family and culture. How do you pull that off?
Ekanayake: Being honest with ourselves, and taking that stuff seriously — just trying to find the truth in it and play with it, but also, we’re sincere about it.
Jayanth: All of us care. In some ways, Nicole, it’s a little bit terrifying. It does feel really exposing. We’re so much less interested in ironic distance and with appearing cool. We all just really wanted to make something really human. There’s elements of writing and story there. But I also think it’s completely the animation, the light, everything, to the way that camera angles are framed. And of course the voice acting as well, which just adds just a huge layer of humanity back in there. But I hope it feels a little bit like real life. And hopefully there’s enough humor in there that we can pull off a few of the the sincere moments. I won’t deny that I would be extremely delighted if we made people cry. [laughs]
Ekanayake: We found that through the beginning of the project. The first thing we built was the Sergio battle. And tonally, it was a lot meaner. Jala was a lot meaner to Sergio.
Jayanth: Sergio was actually fully toxically masculine in what I consider to be an unacceptable way. But people liked him. [laughs]
Ekanayake: People really liked him and felt bad for him. So Meghna reworked the dialogue, and that’s where we really found the tone for the game.
Jayanth: That’s something that was really great that we got a chance to respond to. In doing that playtesting early, we found that, Oh, actually, people want much more to make friends with this person. Each of these suitors, we’re actually spending a significant amount of time in the game with them. People want to love them. And so instead of kind of trying to push against that, we just incorporated that into our storytelling.
Initially, we had a design where you could choose to make up with the characters, or you could choose to basically be enemies as well, or it could be based on narrative choices. But I think as we went on, the game just turned into one about reconciliation and healing. And so none of the characters you meet are on unremittingly evil in any way. They’re certainly flawed, and I like some of them more than others, but they’re all just human beings attempting to make sense of life, basically.
Ekanayake: Meghna and I are both are older game developers, and I think the later we get into our career and projects, especially on this one, we let the game tell us what it wants to be through the course of development. There’s this risky and scary but really exciting part of it where it’s just like, We think we know what we’re gonna build, but leave enough room for some magic to happen and for the game to figure itself out. That really happened on this project. It doesn’t always happen, but I think being open to it really worked out for us on this project.
Image: Outerloop Games/Annapurna Interactive
I want to talk a little about music too. It feels like 1990s hip-hop with South Asian influence. What was your approach to creating music that matched the vibe of Thirsty Suitors?
Ekanayake: For the exes battles, we were kind of thinking about ’90s music videos, when music videos were a big deal. We’re looking at the theatrical, over-the-top aspect of the spaces and those videos and trying to find a piece of music to match each of the characters and themes. So like everything else, just lots of time and iteration.
Jayanth: I love the vocals in it, which are just so beautiful. It was wonderful for us to have some Tamil in the vocals. I would say that’s really unusual in games, but this year we’ve come out alongside Venba.
You can really see there’s a lot of ’90s hip-hop meets anime meets South Asia. It’s a “more is more” aesthetic.
Ekanayake: Because of the fantastical spaces and the surreal nature of some of the battles, we were able to really push the music to fit those colors and themes, too.
Jayanth: I’ve been secretly sneaking our playlist onto my party playlist and everybody’s like, Oh, that’s really good. Hopefully you see some of that joy. And that’s what it’s been like working on this. Every single person has just put so much love into it. Every single day, when [Thirsty Suitors composer Ramsey Kharroubi] drops a track or [animator Aung Zaw Oo] does a new piece of animation, or a new piece of writing goes in, it just reignites the inspiration for each one of us.
Ekanayake: It’s a 15-person team, so everyone has something significant that they can contribute at this scale. Everyone can point to something in the game and go, “I did that.” That’s what I like about this scale we’re at, too.
A collaboration between Rocket League, the video game where you play soccer but as a car, and Disney and Pixar’s Cars franchise is such an obvious match that it’s strange it took till now to happen. But better late than never, and now Lightning McQueen himself is racing into Rocket League. Kachow!
The Lightning McQueen cosmetic bundle hits the game on Nov. 7. The McQueen car body will be the very first in the game to come with dynamic expression. This means that the Lightning McQueen car’s eyes will move and blink and change depending on what’s going on in the game. He wouldn’t be lightning without that cocky smile, after all!
There are also three new decals to mix up Lightning’s look: the classic racetrack red, the spruced up shiny deep crimson, and a Dinoco Blue fit. There are also new wheels to choose from, including the iconic whitewall wheels promoted by Radiator Springs residents Luigi and Guido.
The bundle also includes a Ka-chow Goal Explosion, a Lightning McQueen Player Banner. and a “Life Is A Highway” Player Anthem by Rascal Flatts. It’ll be available for 2500 credits.
While patch 1.2.2 already delivers some new exciting content in the form of Unique rings with effects from Season of the Malignant, Greater Rifts will return in Diablo 4’s patch 1.2.3.
New Endgame Pinnacle Dungeon Event
Image Source: Blizzard
Called Abattoir of Zir, these new pinnacle dungeons, by far, represent some of the most challenging content in Diablo 4. Functionally, they are very similar to how Greater Rifts work in Diablo 3. Specifically, Diablo 3 veterans will notice the need to kill a certain amount of monsters in a Nightmare Dungeon while a timer ticks down. If they succeed, then a boss will spawn. Once slain, we hope the boss will become a literal loot fountain as they did in Diablo 3.
However, these pinnacle nightmare dungeons shouldn’t be taken lightly since they will likely represent some of the most challenging post-level 100 content in Diablo 4. This is on top of the fact that these dungeons will have 25 tiers that boost enemy levels past 200!
How to Find and Enter these Nightmare Dungeons
Well, you don’t find these dungeons as much as you make them. But before that, players must finish all seven tiers of their season journey. Once that’s completed, you’ll travel to the occultist, and they will give you access to a new recipe, Bloodforged Sigils. You’ll make the first-tier sigil, costing you 800 sigil powder and 60,000 gold. From there, the sigil will be consumed, and a blood-red portal will open in Ked Bardu. Rinse, repeat.
The Reward for Completing the Abattoir of Zir Dungeon
Image Source: Blizzard
Completing the Abattoir of Zir for the first time will grant you a Unique Glyph called Tears of Blood. Now, its stats are noteworthy because for every 5 Core Stats purchased within range, you’ll gain 2.0%[x] increased damage. It also grants a +50% bonus to all Rare nodes within range, increasing by 10% every ten levels. Finally, the Tears of Blood Glyph has a level cap that is 10 times higher than normal Glyphs.
It’s looking like end-game players will be able to run the Abattoir of Zir over and over to level this Glyph and gain huge amounts of power. This whole Pinnacle dungeon event system partway through the season seems like a great way to incentivize players to get to level 100 and beyond. Hopefully, we will see a system like this return in every new season going forward.
About the author
Ali Taha
Whether its new releases, or a new Destiny 2 season, Ali will flex his gaming and freelancer skills to cover them extensively. He started off writing features for Game Rant but found a better home here on Twinfinite. While Ali waits for the next Monster Hunter title, he enjoys publishing his progression fantasy novels as an indie author.
Bungie’s recent surprise layoffs really shook the company to its core. As a result, The Final Shape expansion and likely future episodes have been delayed by four months. The latest roadmap Bungie released is no longer relevant, so we’ll need to explore what they could do when they are ready.
In one of the most turbulent times for Destiny 2, next year’s new content needs to bring some confidence and joy back to the playerbase. Let’s explore 10 things Destiny 2’s next roadmap needs above all else.
Less Structure and More Surprises
Image Source: Bungie via Twinfinite
Previous Destiny 2 roadmaps would have every little thing detailed about each season and each patch within each season. Even so, that still created expectations, as players could read the roadmap and be disappointed because there’s nothing else they could reasonably hope for.
In 2024, Destiny 2’s next roadmap shouldn’t explicitly detail every bit of new content. Bungie should keep it vague and broad on purpose and surprise the players with new content, systems, and modes that they’ve normally wouldn’t expect!
This may be especially helpful for the devs comprising post-layoff Bungie, as they likely don’t want to immediately dive headfirst into heavy and strictly outlined content production.
FREE Dungeons
Image Source: Bungie via Twinfinite
Not one, but two Dungeons in close succession or at once would be something the community could really rally behind. Especially if each would be free for all players to enjoy. I don’t know about you, but I would take two to three new Destiny 2 Dungeons each Season or Episode over a milk-toast series of unchallenging, repetitive, checklist story quests.
To me, the stories contained within each Season could and should be made into sprawling Dungeons. I like this because players re-run Dungeons all the time, but you don’t see players showing that same enthusiasm for seasonal questlines or non-exotic missions. Look me straight in the eye and tell me 9 to 12 new Dungeons a year doesn’t sound amazing.
Granted, this suggestion is a long-shot for current Bungie, but that’s okay. I’d even take four new Dungeons a year at this point, and most other players likely feel the same.
New Fragments or Aspects for Every Subclass
Image Source: Bungie via Twinfinite
Part of what makes Destiny 2 so replayable are the amount of builds a player can discover between subclasses, gear, and Exotics. By this logic, a solid stream of new build opportunities via new Fragments or a new Aspect for every class and subclass could help with player retention.
I’m not saying Bungie needs to deliver new Fragments AND Aspects for every subclass every Season, because that would be a tall order on top of everything else. So, instead of a new Season giving a ton of love to this or that subclass, why not give a little love to all of them? People like inclusiveness, and the Stasis Titan that only plays one or two Seasons a year may want to play more often if he has more to work with.
Given what’s happened to Bungie this year, It would be okay for them to slowly work up to this suggestion.
New Class Abilities and Jumps
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While it’s fun to tinker with the intricate details of a build with subclass Fragments and armor mods, adding more to each base class could be exciting too. Think about it: Aside from the addition of blink and some subclass reworks, new class abilities and jumps haven’t really been a thing. Seeing new base abilities and movement options on a roadmap might help the community feel like Destiny 2 can keep going after such a tough year for the developers.
With these new class options being free for all players, it could be easy to build some hype and good will amongst new and returning players on the fence. This would be especially true if the new jumps and class abilities synergized with player builds in ways the other options haven’t. For example: A new Titan jump that is essentially a medium-sized explosion that propels the Titan in a semi-random direction while anyone caught in the blast suffers from a few ticks of Scorch would be a huge draw.
A Complete Gambit Rework
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I could definitely foresee the Destiny community warming at the sight of a complete Gambit rework with renewed support.
All it would take is some fresh eyes and talent and a bit of risk, with the result being something players would be likely quite eager for. Like, what if they turned Gambit into a mode that was slower and larger, with a more direct focus on the PvP within the PvEvP designs? It wouldn’t have to be an extraction shooter, but rather something that could be reminiscent of it. That would certainly be interesting and enticing to see on a future roadmap.
That said, this is a tall order, and would likely take a lot of time to accomplish. Even a single new Gambit map with a few new guns with original Origin Traits would be excellent.
More Strikes and More Crucible Maps
Image Source: Bungie via Twinfinite
Bungie desperately needs to move away from the current trend of releasing one to two new Strikes and Crucible maps per year.
For being labeled as Core Modes, these are woefully underdeveloped and are severely lacking in constant iteration, especially given that they serve as Destiny 2’s backbone. considering Bungie’s turbulent development process lately, this could be forgivable if they can eventually work up to delivering a renewed focus on Core modes in 2025.
Additionally, the new Strikes and new maps need to visually be a slow but constant drip on future roadmaps to make people feel like it’s all being consistently supported. It can feel pretty bad to spend so much money on expansions and seasons only for there to be one or two new Strikes and Crucible maps throughout the year.
Finally, updating older Strikes or un-vaulting the oldest Strikes with new encounters, bosses, and voice work that reflects the changes in Destiny 2’s overarching story could go a long way to satisfying player content fatigue.
Refresh and Streamline Monetization for New Players
Image Source: Bungie via Twinfinite
This right here is the instant-mashed-potatoes-way to garner some good faith. Because right now, the number one issue the Destiny 2 community has is the way the game’s monetized—especially on Steam. It’s just too much.
This is especially true for someone trying to break into the game. As a new player, you’ll go onto Steam and see hundreds of dollar’s worth of DLC expansions you’ll think you’ll need to buy to have the complete experience.
When they are ready, what Bungie could do is make some of the older expansions free for newer players. Furthermore, a refresh of Destiny 2’s various bundles to be easier to understand and navigate could help players better understand when to buy a given expansion, increasing the game’s revenue in these troubling times as a result.
More Meaningful Mid-Season Events with Greater Variety
Image Source: Bungie via Twinfinite
The mid-season holiday events go a long way toward making Guardians feel connected to the game’s world and community. However, the events themselves tend to fall a little flat with an over emphasis on Event passes that usually fail to raise Guardian’s holiday spirits.
More events like last year’s Dawning event, which saw throwable snowballs in almost every mode, is a more viable direction Bungie can take with upcoming events. Maybe next year’s Festival of the Lost could give everyone temporary bat companion throwables that do damage and disorient.
An additional good move Bungie could make with these events is to use them to raise money for righteous causes or charities; much like how Warframe has special customization items that raise awareness for cancer-fighting initiatives.
More New Features and Systems
Image Source: Bungie
One thing I would argue is that for Destiny 2 to grow, or at least feel like its growing, it needs new, interactable features and systems.
This isn’t even something that would be new to the game. Not that long ago, we got Fishing with Season of the Deep, and it provided a new feature with new systems and ways for players to interact with the worlds of Destiny 2. It helped build and maintain player immersion, all while breaking away from the usual content players had come to expect.
Additionally, offering new mechanics that help Destiny 2 feel fresh would be a surefire way to help retain players; which, considering recent developments, is something I’m sure Bungie would very much like to do.
A Way for Players to be Creative in Destiny 2
Image Source: Bungie via Twinfinite
Some of the best games out there aren’t just made with lots of great developer-made content. They include ways for players to add to the game world they like spending time in.
This can usually be seen in the form of map makers, and to a lesser degree, player-made character customization, and is especially true when that player-created content has systems in place that allow other players to enjoy it as well.
I’d bet my gaming laptop that there would have been much less backlash around the lack of new Gambit or Crucible maps if players had the tools to make and integrate their own. I know a Forge-like mode for Destiny 2 isn’t something Bungie can easily or quickly make. However, an out-of-game gun or armor maker where Bungie would choose the best 10 or 20 player creations to be added to loot pools in every season would drive player engagement (and be really freaking cool besides).
Something like that would make less work for them too, which would help reduce overhead development costs and the overall development burden on the team behind the game — a win/win if ever there was one.
About the author
Ali Taha
Whether its new releases, or a new Destiny 2 season, Ali will flex his gaming and freelancer skills to cover them extensively. He started off writing features for Game Rant but found a better home here on Twinfinite. While Ali waits for the next Monster Hunter title, he enjoys publishing his progression fantasy novels as an indie author.