2019-06-10
A free trial for Bethesda's tepidly received Fallout game, Fallout 76, will be available starting very soon. During the publisher's E3 2019 briefing today, Bethesda said the free trial for Fallout 76 will release on June 10; it'll be free until June 17.June 10 is also the day that Fallout 76's battle royale mode, Nuclear Winter, is released. It seems likely that the free trial and the launch of the battle royale mode were timed together to try to get more people into the game.In other Fallout 76 news, Bethesda also announced a free new update, Wastelanders, which is coming this fall. It features human NPCs, which is something people have been clamoring for since before launch, as well as dialogue trees and more story elements. The company also acknowledge the struggles the game has faced as Bethesda set out to make a type of game it hadn't tackled before, but it made it clear it remains committed to continuing to improve it with significant free updates.Info from Gamespot.com
2019-06-10
The next big installment in the Call Of Duty franchise is Modern Warfare, a game looking to reimagine what the series is about, pushing it in new thematic directions while maintaining the blockbuster-style feel the games are known for. At the same time, Activision is also looking to push the popular shooter in a different direction: mobile phones.Call of Duty: Mobile is a standalone free-to-play game, developed by Timi, a studio owned by Chinese conglomerate Tencent. It aims to replicate the feel of the series across multiple game modes (including Team Deathmatch and Frontline) and familiar maps (like Nuketown and Crash), taken from existing Modern Warfare and Black Ops installments. And yes, perhaps unsurprisingly, there is a battle royale mode.The game has, at the time of writing, soft-launched as a beta in Australia and India, with other regions to follow. To coincide with its release, GameSpot had to chase to speak to Activision's Vice President of Mobile, Chris Plummer, about the company's intentions with the title, as well as their overall positioning on mobile titles and their ever-contentious topics of microtransactions.GameSpot: What has Activision's success on mobile platforms been like so far, and how has that informed what you're now trying with COD Mobile?Chris Plummer, VP of Mobile, Activision: Activision has published premium mobile titles in the past. This aligned well with the state of the console and PC business at the time and they were all very highly rated experiences. Now, there is a much larger audience of players on mobile who are very comfortable with free-to-play games. We want to provide them with a world-class Call of Duty experience they can play, that brings together gameplay and content from across the Call of Duty franchise, in a free-to-play mobile game.This game was made by Tencent's Timi studio--what were some of the challenges working with a developer whose expertise is in titles for a completely different market?There is always a learning curve at first when working with a team you haven’t partnered with before. I think Timi and Activision have done an incredible job at working together to deliver a fantastic game. The truth is, all games become even better when different points of view are taken into account. It’s true that tastes in the East and West are not identical, and we acknowledge that in various differences in the software and user experience for the East and West versions of Call of Duty: Mobile, but there are just as many great ideas that have surfaced from one region or the other that have made the overall global experience the best it can possibly be. I see this as a competitive advantage and something our players will appreciate.It was only confirmed months after COD Mobile's initial announcement that the game would be released in the West. What made you want to bring the title to other parts of the world beyond China?Call of Duty: Mobile is an ambitious and feature-deep game. We’ve always wanted this title to launch for a global audience, so we’re working closely with Timi to ensure we’re addressing the needs and player tastes of fans in both the East and the West.What is the demographic you're hoping to capture with COD Mobile? Are these existing Call of Duty console players, or people whose primary mode of gaming is their smartphone?We are casting a broad net with Call of Duty: Mobile. Mobile FPS players are likely to be the first in line to play, but there are tons of Call of Duty fans out there who are not playing mobile titles yet, who we hope to engage, as well as gamers who may have played Call of Duty, but don’t have the same amount of free time anymore. We have maps, modes, weapons and characters from Modern Warfare and Black Ops, so longtime Call of Duty fans will have an awesome time. And with mobile, you can engage anywhere anytime, at your pace, which makes it much more accessible to players who can no longer book an hour or two in front of their TV or PC for an extended gaming session on traditional platforms. We’re also offering a very wide selection of modes and ways to play on mobile, so no matter what kind of free time you have or how competitive you are, there is a mode for you in Call of Duty: Mobile. This is a Call of Duty hallmark and we are proud to be the only mobile FPS title to really deliver on it.What drove you to make sure that COD Mobile was a console-like experience on mobile, rather than another genre of game that might be more commonly associated as being mobile-friendly?From the start, our aim was to deliver a signature Call of Duty experience--above all other priorities. That made it easy to go deep on our FPS systems and Call of Duty content so there can be no mistake that this really is Call of Duty on mobile.COD Mobile is entering a space that's also populated by Fornite and PUBG Mobile. Is a battle royale mode something you considered for COD Mobile? Is it still something you're considering?Yes, as players in our regional beta tests will begin to see, Call of Duty: Mobile features a standalone Battle Royale mode that brings together Modern Warfare and Black Ops elements together into one distinct survival experience. It’s a ton of fun, and we’re excited for players to try it out. In fact, we have begun testing in some regions!What kind of learnings have you taken from the monetization models on other Activision-owned mobile titles, and how have you adopted or adjusted that for COD Mobile?There is little crossover from previous Activision mobile titles. Our design is more informed by where the mobile audience is today and what works for first-person action titles, while bringing our own experiences as a team that has considerable experience in making FPS titles, mobile games and free to play services too. Above all else, gameplay had to be right, because this is Call of Duty, and we are committed to delivering that above all else.Have you considered any kind of tie-in content between COD Mobile and the upcoming COD releases coming to consoles this year? Is that something you're looking to do?Call of Duty: Mobile pulls together maps, modes, characters and weapons from across the Call of Duty franchise, including Modern Warfare and Black Ops series, so that’s our focus right now.How do you regard the successes of social mobile games like Pokemon GO and Harry Potter: Wizards Unite, and how they might they inform Activision's movements in the space?It’s always a good thing to see a market grow by introducing new players and new interaction models. I like the fact that new mechanics and cultural phenomenons continue to emerge from mobile gaming. It’s really exciting! For us, we’re focused on delivering the definitive FPS action experience on mobile, bringing the signature Call of Duty gameplay, and a unique coming together of the franchise into one universal game for mobile players.Call of Duty Mobile is available now on the App Store and Google Play for players in Australia and India.Info from Gamespot.com
2019-06-10
Dragons haven't taken over Bethesda's E3 2019 presentation, but they are making their to the world of The Elder Scrolls Online. With the new Elsweyr DLC, Bethesda debuted a new cinematic trailer showing a fierce battle between a ferocious dragon and an assortment of adventurers. You can check out the flashy trailer below. Info from Gamespot.com
2019-06-10
During the Bethesda E3 press conference, Tango Gameworks director Shinji Mikami announced his studio's new game, Ghostwire Tokyo. The action-adventure game is set in Tokyo and has you fighting to rid the city of supernatural evil. A trailer provided a hint of what that means.In the trailer, whole crowds of Tokyo citizens suddenly vanish into thin air, their discarded clothes the only clue they were there at all. While most of the remaining people (rightfully) freak out, one long hooded figure calmly surveys the city. Armed with a bow and arrows, they're clearly hunting something. Turns out that something is a bunch of supernatural creatures, most of which look like modernized interpretations of Japanese yokai.Ghostwire Tokyo creative director Ikumi Nakamura described the game as "spooky." The game will not be a survival horror game like some of Tango Gameworks' previous titles. You take on the role of the archer seen in the trailer, exploring the world and facing challenges in order to learn why people are disappearing and figure out a way to stop the phenomenon.On your journey, you'll meet many spirits. Nakamura warns that some will be peaceful, but others are quite dangerous. It will be up to you to deduce whether what's befalling the city is entirely paranormal, or if there's a normal human element at play.Ghostwire Tokyo did not get a release date.Info from Gamespot.com
2019-06-10
A brand-new trailer for Wolfenstein: Youngblood aired tonight during Bethesda's E3 2019 briefing. In the game, you play as either Jess or Soph Blazkowicz, who are series hero B.J. Blazkowicz's daughters.In a first for the Wolfenstein series, Youngblood features co-op, and developer MachineGames worked with Dishonored developer Arkane on the game and specifically its co-op elements. The co-op in Youngblood is optional.The new trailer showcases lots of action with Jess and Soph putting down enemies with strong firepower in a series of locations. Check it out:Youngblood launches on July 26 for PlayStation 4, Xbox One, PC, and Nintendo Switch. It's a budget-priced game, coming in at $30 USD. Info from Gamespot.com
2019-06-10
There were at least a couple of unexpected reveals at Bethesda's E3 conference this year. One of them was Tango Gameworks' Ghostwire, and another was the revival of a classic 90s PC game series: Commander Keen.Creative Director Kira Schlitt took the stage to announce the return of Commander Keen as a free-to-play mobile game for iOS and Android devices. Visually inspired by Saturday morning cartoons, it looks like you'll play as the children of the original Commander Keen, who is canonically the grandson of Wolfenstein protagonist Blazkowicz, and the father of the guy from Doom (I'm not kidding).The kids, named Billy and Billie, will use a variety of gadgets and powers in what is described as a 2D tactics-based game. There will be a single-player story mode, as well as real-time PvP combat.The original Commander Keen was a series of four 2D-platformers created by ID Software between 1990 and 1991. Classic enemies from the original series of games, including the Grand Intellect, Dopefish, and more, appeared in the trailer for the new game. Commander Keen will soft launch this summer.There was a lot more news to come out of the Bethesda conference, so be sure to check out our liveblog recap, and stay tuned for the rest of our E3 coverage.Info from Gamespot.com
2019-06-10
The cloud gaming market is quickly filling out with competing platforms and technologies and Bethesda isn't staying on the sidelines. The publisher announced at E3 2019 that it's working with cloud streaming, and claims its technology makes streaming a lot faster--and a lot cheaper.As announced during its E3 press conference, Bethesda's cloud streaming tech is "a game- and platform-agnostic technology that optimizes game engines for streaming" called Orion, according to Bethesda's Orion website. Instead of focusing on hardware like Google or Microsoft, Orion is a technology that's added to game engines to improve their streaming capabilities on all platforms.Id Software chief technology officer Robert Duffy and Bethesda director of publishing James Altman said on-stage that Orion's big push is in minimizing latency, which can be an ongoing issue with streaming games over the internet. Bethesda says Orion is 20% faster per frame than streaming games without it, reducing the time it takes for the game to react to you pushing a button while you're playing. It'll also help players who have internet data caps or live far away from data centers, sucking up 40% less bandwidth than non-Orion games, according to Bethesda.During the press conference, Bethesda showed Doom streaming on a mobile device in 4K and at 60 frames-per-second with Orion. The company also said that the reduction in bandwidth cost will mean that users will be able to play games at max settings regardless of distance from data centers or data caps.Bethesda also announced during the press conference that players can sign up to try the technology for free through Doom's slayerclub.com website. Signing up earns members 50 Slayer Club points even if they're not chose for the public trial. "The first trial will be for iOS 11+ devices; however, your registration will be logged for future interest in participation on other platforms, including PC and Android," the website says.Info from Gamespot.com
2019-06-10
During the Bethesda E3 press conference, Arkane Studios announced a new game, Deathloop. The first-person action game features an art style similar to Dishonored and Prey, and see its protagonist's locked in a time loop.The stars deadly rivals Colt and Julianna. Every time they die they wake up again. Colt believes the only way to break the cycle and free himself from the prison of death he finds himself in is to find a way to kill Julianna for good. Julianna, on the other hand, enjoys the cycle of death and rebirth the two find themselves in, believing it will only continue if she keeps on killing Colt over and over. As you can imagine, this leads to the two of them to kill each other over and over. You can see for yourself in the trailer above.Like many of Arkane's previous titles, Deathloop will feature a mind-bending story and meticulously designed levels. Colt and Julianna can also wall run and possess special powers, similar to Dishonored's Corvo. The two rivals are trapped on an island. They may not be the only inhabitants, but the other people they meet don't seem all that friendly. There's a lot of death in the trailer.Deathloop did not get a scheduled release date. Expected platforms were not announced either.Info from Gamespot.com
2019-06-10
As part of Bethesda's E3 2019 briefing, the publisher showed off new footage from its anticipated Doom sequel, Doom Eternal. Developers Marty Stratton and Hugo Martin announced on stage that the game aims to be the "ultimate power fantasy." Earth is on the brink of annihilation, and demons have overrunn the world. You must defeat them all.As with 2016's Doom, you'll have a variety of mega-powerful weaponry at your disposal with which to dispatch the otherworldly creatures you face. The new trailer and gameplay footage showcases new demons and some kind of ghost dog, as well as a number of what appear to be new environmental traps.There also seems to more color in the world in Doom Eternal compared to the earlier release. A lot of heavy music was shown in the trailer, and, though not confirmed, it sure sounds like Mick Gordon is back to do the music again.In addition to the new gameplay footage, Bethesda revealed Doom Eternal's release date: November 22. The publisher also showed off Doom Eternal's special Collector's Edition, which comes with a variety of goodies--including an actual Slayer helmet.Info from Gamespot.com
2019-06-10
Doom Eternal took center stage at Bethesda's E3 2019 press conference. After a lengthy gameplay demo and the announcement of a November 22 release date, Bethesda showed off a special Collector's Edition for the game--complete with Slayer helmet.It was one of two sets of bonus goodies shown for Doom Eternal. The first was the Deluxe Edition, which includes a Year One Pass with two pieces of DLC, a Demonic Slayer skin, and a Classic Weapons Sound pack. The second was the Collector's Edition that includes all that, plus a Lore Book, lithograph, Steelbook case, and the wearable Slayer helmet. The gameplay demonstration itself showed a few notable features too. The HUD has a "Demonic Corruption" meter, and it appeared to imply interplanetary travel. It also presented a few weapons, including a flame thrower and grenade launcher.Check out our full press conference schedule to follow along with all of the events as they happen. Info from Gamespot.com
2019-06-10
Bethesda's E3 2019 press conference brought us a few new games, a lot of dragon love, and most importantly, a good long look at the upcoming Doom Eternal. In addition, a release date for the title was also announced.November 22, 2019 is the date that we can expect the follow up to ID Software's excellent Doom reboot. Hugo Martin (Creative Director) and Marty Stratton (Executive Producer) got on stage to reveal the date alongside a new story trailer and the announcement of a new multiplayer mode, titled Battlemode.Battlemode appears to be an asynchronous multiplayer mode, where two player-controlled demons take on another who controls a Doom person. The demons will have different abilities and playstyles, and more information will be revealed at Quakecon.There was a lot more that was talked about during the Bethesda presentation, so be sure to catch up in our recap. For the rest of our extensive E3 coverage, be sure to visit our content hub!Info from Gamespot.com
2019-06-10
At Bethesda's E3 2019 presentation, the studio announced a new expansion for Rage 2 aimed at making the wasteland action game wilder. The "Rise of the Ghosts" expansion introduces new enemies, vehicles, weapons, and more.The trailer showed off a mechanized walker, sand worm, low gravity cheat code, new vehicles like a skull motorcycle and Armadillo, new game modes, story, and enemy areas. Bethesda also promised that it would deliver new content on a weekly basis, all with the goal of making the game feel more unpredictable.All of this appears primed to add some variety to a world that could use it. GameSpot's review of Rage 2 lamented that the world was fun to play in, but it left some of its potential untapped."I spent some time after finishing the campaign flying the Icarus gyrocopter from side quest to side quest while overlooking the vastness of Rage 2's open world. It's a gruesome wasteland with the potential to be a wide playground of opportunities to flex your robust set of abilities and weapons," Michael Higham wrote. "And at times, it gave me just that. Yet I couldn't stop thinking about how that potential was left untapped. Open world games sometimes overstay their welcome, and it's odd to see Rage 2 have the exact opposite problem."Make sure to follow along with our full E3 press conference schedule so you can catch each of the events and announcements as they happen.Info from Gamespot.com
2019-06-10
During the Bethesda E3 press conference, id Software showcased a new gameplay trailer for Doom Eternal. The developer followed the video with further details for the upcoming first-person shooter, including what to expect for the game's multiplayer.Doom Eternal's multiplayer is called Battlemode, and it sees one player-controlled Doom Slayer face off against two player-controlled demons. The demons are able to summon additional allies and need to work together to overwhelm and kill the Doom Slayer. Their opponent has access to the Doom Slayer's vast array of powerful firearms, explosives, and blades. As the trailer advertises, it's strategy vs. skill.The Doom Eternal segment of the press conference ended with the game finally getting a release date. Doom Eternal is coming to Xbox One, PS4, PC, and Nintendo Switch on November 22. A Doom Eternal Collector's Edition was announced as well, and it includes a Doom Slayer helmet that you can actually wear.The single-player trailer showed off more of what we've seen of Doom Eternal before: fast-paced action, monstrous demons, bloody executions, and acrobatic movement. We got to see lots of Doom Eternal's weapons in action, both new and old.Info from Gamespot.com
2019-06-10
Doom Eternal is butter. Smooth, creamy, gory butter, where your every action seamlessly spreads from one to another. At an extended hands-on session with the game a few weeks before E3, I played roughly 30 minutes of the upcoming shooter, with the demo starting off at a UAC base on the moon Phobos, before hopping between giant pieces of rubble floating in space, and then all the way to the surface of Mars (battling hordes of demons along the way, of course). As with the rebooted Doom in 2016, transitioning from traversal to combat and back in Doom Eternal felt thrilling, entangling you in that classic Doom power fantasy of being a nigh-unstoppable killing machine.Doom Eternal, then, is undoubtedly more Doom, albeit with an even more concerted attempt to marry movement with shooting to force players to be more mobile and aggressive. I spoke with id Software creative director Hugo Martin and executive producer Marty Stratton to find out exactly how they wanted to build on the success of the last game, the link between difficulty and "content" with a game, and why they wanted to have their game on Google's new streaming Stadia platform.You've used the term "fantasy combat puzzle" to describe what you're trying to achieve with the gameplay in Doom Eternal. What does that mean?Hugo Martin: Basically, the game is going to provide you with a problem that you're going to need to solve (and you) solve it through aggression, through skill, through the mastery of the elements in the game. We're going to give you the tools to solve the problem, and it's going to be up to you to figure it out and master how to do it.I think that we have to lean on providing a well-crafted experience over however many hours to make that engaging from beginning to end, and the way we do that is by challenging the player. Our game has to have a meta. If there is no meta to the experience, then there's no subtext to what you're doing. It's just pretty flat and shallow at that point.So when you say puzzle, you mean all the mechanics you put into this and how they're used to solve a particular fight, right?Martin: Say I'm out of ammo. I'm being hunted down by all these guys, what do I do? I can't deal with this arachnatron's gun, and it's mauling me. What do I do? Oh, there's a mod with a scope over there. Damn, my aim sucks. Okay, maybe I need to get better at aiming. We put these intentional design fail states in the game where the player fails. We want you to fail and die but then hopefully in death, you're thinking and you're thinking, and like, okay, I think I can overcome that if I do this. That's basically what we mean by combat puzzle.You should always understand why you died. Even in that death moment if you're not the fastest thinker at the moment, you're like, man. I learned this three levels ago, I saw this in a tutorial, or I learned this when I shot the arachnatron's gun off. In that pause of death you think I've got to try this differently, I've got to use this tool that I've learned and to overcome this hurdle.The key is that you've got to feel like it's fair. If the game is screwing me that's not cool. Enemies with hitscan weapons that are unavoidable and I can't do anything about it, that's not cool.Were there any specific influences that guided you as you leaned into the "tough but fair" approach?Martin: The original Doom. Everything in original Doom counted by making the resources mean a lot more. It immediately made the game more engaging. I think a perfect example when we say puzzles is the old rocket launcher from 1993, which was incredibly powerful. If you didn't respect the weapon and you were irresponsible with it, it would get you killed. We're just doing that stuff.Traversal played a very big part in the 2016 game, it's obviously playing a much bigger part now. Why did you decide to push traversal even more?Marty Stratton: I think mainly to have a variety of gameplay. It makes combat more fun, it makes the variety of the gameplay more fun, and it gives us more opportunities to do amazing things with the world and with the places you go.Martin: That's only one level. Mars Core focuses a little bit more on epic platforming while other levels emphasize other things. There's a lot of really cool, simple binary, what we call 16-bit style mechanics in Doom Eternal that will present the player with some really engaging experiences. Some nice obstacles for them to overcome.I don't want to make a hard game just to make a hard game. That's not fun. It's got to be engaging. Something that's worth your time. You're going to spend $60 on this game, you're going to play it for however many hours. It's got to be engaging, it's got to be worth my time. If it's a sleepwalk where I'm just running down a hallway shooting guys point blank with a shotgun, that's not really worth anybody's time.What else was there from the 2016 game that you really wanted to improve on for this one?Martin: The incidental combat areas for sure. We felt like we needed to do a lot more than just arenas. We're so proud of that. I've got to be honest, I think some of the incidental combat areas to me are as engaging as the arenas, if not more so, to be honest. What else?Stratton: [There's also the] fact that we've doubled the number of demons in Doom Eternal relative to 2016, so that in those late game moments in the second half of the game or the last quarter of the game, you're seeing things that you've never seen up to that point.Martin: Yeah, you're still seeing new, fresh challenges being thrown at you. New things to learn. You're still growing as a player. You still feel like you're progressing. You don't feel like the game is flatlining.We've talked a bit about difficulty tonight, and you guys don't want to make it a difficult game just for the sake of making a difficult game. There was a lot of debate around the internet a couple of months ago about game difficulty. Do you want to weigh into that debate? What is difficulty versus accessibility to you guys?Martin: I'm pretty passionate about this--as the difficulty of your game goes down, the content in your game has to go up. That's a simple formula. Look at some of the other games being made. If I'm playing through your game I'm just shooting at mobs (which is fine, I love those games), I better be getting a steady stream of content delivered to me throughout. There are lots of games that do that. If you don't have that type of game, a looter-shooter, then I think your game does have to be more challenging because it's not about I'm just getting pelted with content constantly.When you mean content, you mean volume of content?Martin: Yeah.Stratton: At a high level it's engagement. He's talking about difficulty creating engagement. If your difficulty is low the engagement comes more through when I get something new.Martin: What I'm getting from a looter shooter might not be moment-to-moment challenging, but what it makes up for that is that I'm getting a ton of guns every couple of minutes. We obviously don't make that type of game so we feel like in order to achieve a level of engagement that we want we have to make the game a little bit more of a challenging experience for the player.Stratton: Even from a challenge perspective, when you're talking about accessibility, there's obviously just a broad range of accessibility. We have five difficulty options in our game. It's not like we're giving you one difficulty setting and say, you either play our game and get it or you're done. You can drop it down two difficulty levels from what you played tonight or you can go up two difficulties from what you played tonight.Martin: We have extra lives in the game which also helps with accessibility and rewards players for exploring. The key to difficulty for me is don't just give me hard for the sake of hard. Give me something to master. If I master it, I actually make the game easy because I earned that. You'll be able to do that in Doom Eternal. That's what I love about games. When a game feels like it's just being hard for the sake of being hard, that's not cool.Doom Eternal is one of the big games that Google will bring to Stadia. How did that partnership come about?Stratton: I think the spark, so to speak, was that Stadia is built on the Vulcan API, and Doom was built on Vulcan as well. They saw a good match there as far as getting a game up on their platform relatively quickly, but also we have the best technical team in the entire industry and we've been making games a long time. I think the fact that they were entering the game space, they saw a unique opportunity to speak to a company that had been making games for 25 years that has enormously high technical standards and has worked with every single first party platform for years and years.I think they saw that we could really show them the ropes in certain areas. They're equally technically powerful and ambitious, and I think that was very appealing for us to see Google say, "We're going to take on this thing that is monumental." Streaming games is ... we love that kind of stuff.Info from Gamespot.com
2019-06-09
It's expected that some of the announcements coming at E3 are going to leak, but E3 2019 is looking to set a new record. Much of what's to come at the various E3 press conferences over the next few days has already been spoiled, though today's EA Play remained notably leak-free except for Apex Legends' Wattson (and, it turns out, that's largely because it was devoid of much that could be spoiled). But Friday night saw a flurry of big upcoming announcements revealed ahead of time.This particular batch concerned published Bandai Namco's E3 lineup. The most significant of the bunch is undoubtedly the new game from From Software, reportedly called Elden Ring. A new From game would be big news under any circumstances, but this one is a collaboration with George RR Martin, the author of A Song of Ice and Fire--the basis for Game of Thrones. The Elden Ring name and accompanying art are new, but even this leak concerns something that had previously surfaced online; previous reports already stated that Martin and From were working together on a new game.Bandai's other leaks concerned a Ni no Kuni remaster and a new RPG in its Tales of series called Tales of Arise. It's unclear how this occurred--the three leaks were in such rapid-fire succession that it seems as if the publisher had some kind of security issue. Whatever the particulars, Bandai Namco's Katsuhiro Harada summed things up nicely:rrrrrrrhsnsnsjdbxnajakalskdkckrjrujdnnshdbcbufuwwwtwyurtnznzmShkKj¥&/&:738/kkHHSBSJjJjjkkJsywioakdhdjjwnwsjzkkN!&382!$,€€.€|€_€€_!|!!’!%|##]^]^$$$]>]$€^]^%[#[#$’b¥¥:¥:72¥-!&^%]%][££[¥272)!’NanhdhdjskakaqiuqkqkururuwyqtqtakldfkvjwhjakakqiiN’nnsiwokHmK&¥$*]%]%[#}&kjsjdjk — Katsuhiro Harada (@Harada_TEKKEN) June 8, 2019All of this follows the very credible-looking leak of a video from Bleeding Edge, the new game from DMC: Devil May Cry and Hellblade developer Ninja Theory. And the retailer listing for Watch Dogs Legion, prompting Ubisoft to confirm the game ahead of its press conference. And Destiny 2 dataminers discovering cross-save support and a new Shadowkeep expansion that takes players back to the moon. And Baldur's Gate III, the existence of which was buried in markup code on Larian Studio's teaser website. And Death Stranding's release date, published on PlayStation Taiwan's Facebook account. And Call of Duty 2019 being a new Modern Warfare.And so on.This is to say nothing of other leaks that we're still waiting for clearer confirmation of, such as the next-gen Xbox console, Fable 4, Ubisoft Play, and Ubisoft's roller derby game. With more than a day to go before most of the press conferences get underway, there's still time for even more to leak.Saturday has, thus far, been relatively quiet for leaks, though as we see with Bandai Namco, they can come very quickly. At this rate, don't be surprised if there's nothing left to be surprised by.Info from Gamespot.com