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Review: Sparkle 2 (Switch eShop)

If you’ve ever played an entry from PopCap’s ZUMA series, or the late ’90s Puzz Loop game by Mitchell Corporation, Sparkle 2 by 10tons falls under the same banner. For the uninformed, Sparkle 2 is a bit of a blast from the past, providing marble madness in the form of a puzzle match game. The fact this entry is a sequel is nothing to fear; Sparkle 2 welcomes newcomers as it’s both an independent and spiritual successor to the first instalment that – you may or may not be aware of – released in 2007.  

Sparkle 2 is best defined as a marble shooter; the title’s inability to seriously differentiate itself from past interpretations of this genre doesn’t necessarily detract from the enjoyment you can find here.

You’re immediately dropped into a fantasy world and informed by the game’s narrator that you must reunite five enchanted keys created long ago in order to unlock secrets of the land. The mystery surrounding your journey is enough to briefly spur you on, but it’s the addictive gameplay that is the real driving force.

Despite the lack of context as to why exactly the on-screen action plays out as it does, the fantasy setting in Sparkle 2 still manages to provide a serene backdrop for each level. If the marble shooting is intended to have symbolic meaning, it’s not easy to interpret – regardless of this, the game still manages to unfold in a relatively straightforward manner.

You start your journey on the world map and travel from place to place. Along the way you’ll unlock new game modes, play through more than 90 unique levels and collect up to 16 different enchantments. Each level’s setting is defined by its name, with appropriately themed locations such as Firefly Meadow and Whispering Woods – both of which look as you would probably envision.

To play Sparkle 2 you must shoot coloured orbs from a spinning “orb slinger” at long lines of mobile orbs, in order to make a colour match of three or more. The main goal is to clear a long line of coloured marbles before it falls into the abyss at the end of the spiral trail. As you progress you’ll need to do this at a faster pace, all while dealing with additional lines for prolonged periods, and even a larger variety of coloured orbs. The overall execution of the core gameplay is right on the money; the controls provide a great sense of precision, and if you briefly hold in the button before launching an orb a guide line will appear on the screen to enhance the accuracy of your shots. The title also includes touch-screen controls, which makes it more approachable to players of all ages.

Like past releases within this genre, Sparkle 2 provides players with temporary power-ups in the form of rune rewards as well as enhancements to supercharge your “orb slinger” device. There are wild orbs that match-up with any orb colour, power-ups that reverse the direction of a moving line of marbles and a lot of others that will help you clear lines faster using a range of destructive methods. Launcher enchantments make each session a tad more manageable with permanent enhancements that can be applied to your “orb slinger” in between levels- each one has a unique effect. The tranquillity enchantment is one of the more enjoyable ones, making levels easier but longer. Others include the likes of “Eternity Swap”, adding an additional coloured orb to the launch mechanism. There are more unlocked as you level up and progress through the main game. 

If this makes it sound like Sparkle 2 is too easy, for those of you seeking a challenge there are three different difficulties, including a nightmare setting. The additional game modes unlocked as you progress through the story include Survival, Challenge and Cataclysm. Collectively, these modes include more of the same in terms of content and provide a tougher challenge for more experienced players.

In contrast to the safe design of Sparkle 2, the soundtrack goes above and beyond all thanks to the award-winning composer Jonathan Geer. His previous work includes the likes of Cook, Serve, Delicious 2!! and Owlboy. All of the music in the game hits the right notes for a fantasy setting, ultimately finding the perfect harmony with the orb matching gameplay. It also manages to outshine the game’s artwork, which is pretty but too often uninspired.  

Conclusion

Besides the optional touch controls that make this title accessible to all ages, Sparkle 2 doesn’t attempt to take this classic genre to new heights; instead it provides an experience that is mostly on par with past efforts – including the original Sparkle game. Fortunately, these development choices can only be commended as it is a well designed game with satisfactory production values; it’ll likely have you glued to the screen until you’ve lost your marbles. 

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Pokkén Tournament DX Will Allow Online Team Battles In New Update

A new update is on the way for Pokkén Tournament DX and, as well as the usual “improving gameplay”, it promises to add some very welcome online and training features.

Perhaps the most interesting thing coming to the game is the addition of Online Team Battles – these special contests see each player choose three Pokémon to take into battle with all three needing to be defeated in order to win. Currently, this type of battle can only be played locally so adding it to the online options seems like a great idea to us. Official Groups will start to appear online too, allowing players to take part in battles to receive new special titles.

Moving away from the online side of the game, another feature set to be included is the ability to record a Pokémon’s movements in the Free Training mode. This means that you will be able to take control of the opposing Pokémon, record any movements you make, and then play them back to improve your own skills. Nice!

No date has been set for this new update to kick in but we can’t imagine it’ll take too long for Nintendo to dish it out. In the meantime, get practicing those Team Battles!

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Superbeat: Xonic Receives New Switch Release Date

Superbeat: Xonic has been on our radar for a while now and was initially scheduled to release on Switch on October 3rd. Despite that date having now been and gone, we’ve been told the game is still heading to the console and, luckily, there isn’t too long to wait. North America will be able to grab a copy on November 21st, with Europe having to wait just a little bit longer until November 30th for the digital version and December 8th for the physical one.

The game will add yet another entry to the ever-growing catalogue of rhythm games on the Switch eShop – the likes of VOEZ and Deemo have been utterly wonderful and we hope that this one can continue that trend. The game’s publisher has uploaded a series of YouTube videos to celebrate the new release date (and show off some of the game, of course) which you can check out below.

If that’s not enough good news for you, though, you’ll be very pleased to know that players who buy the game on Switch will be able to download seven extra songs free of charge:

7 free DLC songs for Switch users!
1. Rackin Gravity by 7 Sequence
2. Neko-kun by Basiscape
3. Select, Start by Steven Silo
4. Donut Island by Steven Silo
5. Oh-Wei-Oh by Bentley Jones
6. STUTTA 2.0 by Bentley Jones
7. Talk 2 U by Bentley Jones

Our friends over at Push Square really enjoyed the game when it released on PS4 earlier in the year so we have high hopes for the game on Switch too. Time to get your groove on (or whatever the kids say).

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Check Out This Wonderful Super Mario Odyssey 3DS Theme

Just a couple of days ago we were treated to a free download of ‘Jump Up, Super Star!’, the crazily addictive song that has been accompanying Super Mario Odyssey since its reveal at E3 this year. Now, in addition to this and the wonderful live-action music video that was released for it earlier this week, the song has also made its way to the 3DS as part of a downloadable theme based on the game – in Japan at least.

The theme also features a gorgeous collection of artwork from the game adorning both screens and has a super-snazzy folder design too! You can see it action below.

Japanese players can grab the theme right now for an introductory offer of 100 yen – this is set to rise to the standard theme price of 200 yen on November 9th. There is no news just yet of a release for the theme in other regions but we’d hope to see it arrive shortly.

This news leaves us wanting themes on Switch even more too – imagine this blasting through your TV speakers every day. “Odyssey, yes see!”

[via nintendoeverything.com, nintendo.co.jp]

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Steep Is Still Coming To Nintendo Switch, Honest

Steep was one of the first third-party games to be confirmed for Switch release but Ubisoft has been curiously reluctant to talk about the Nintendo version of its snow-based sports title since then, which has led to some speculation that the porting process isn’t going as smoothly as anticipated.

However, game director Arnaud Ragot has reaffirmed Ubisoft’s commitment to bringing Steep to Switch, although he does add that Steep: Road the the Olympics is the main focus of the team:

It’s still planned, it’s still something we have in our mind and are focusing on, but today our focus is really on releasing the expansion, and it will come to Switch one day.

Do you think we’ll ever see Steep on Switch? Ragot’s comments are encouraging but we can imagine after a point Ubisoft might simply give up if the porting process is proving to be too hard. Let us know what you think by posting a comment.

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Niantic CEO on the Near Future of Pokémon GO

A little while back, dataminers uncovered information in a new update to Pokémon GO that suggested the impending release of the Hoenn region Pokémon in the game, though nothing has yet come of it. Pokémon GO has continued to evolve and change gradually over time, although it’s been a while since the game has seen any sort of sizable update after the addition of Legendaries and Raid Battles. Even so, recent comments from Niantic’s CEO, John Hanke, suggest that this may change soon.

Hanke recently talked to Business Weekly about the app, and laid out a rough plan for what we can expect to see in the game in the coming months. First off was a hint that more Pokémon are coming, likely referring to the Gen III Pokémon that have been found in the game’s code already. Here’s what was said:

There is a lot of Pokémon that have not yet been launched. So, I think the next secret weapon will be launch of the next Pokémon generation. I hope the players will soon see them.

As for the future, meaning 2018 and on, Hanke mentioned the team is “planning on developing a new battle mode” when asked about the implementation of PvP battles, and he also expressed desire to increase social interactions within the app now that Raid Battles are in the game.

What do you think? Do you still play Pokémon GO? How long do you think it’ll be before we see these features? Share your thoughts in the comments below.

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RiME Will Use HD Rumble And Touchscreen Controls On Switch

Tequila Works’ Remy Chinchilla has revealed that the long-awaited Switch version of RiME will make use of the console’s unique HD Rumble feature.

Speaking to WCCFTech, Chinchilla also mentioned that the touchscreen will be utilised for menus when playing in handheld mode:

One of the features we put in was the HD Rumble. Yeah, it’s really cool. The designers put in a curve to how much they vibrate depending on what you’re doing in the world. The only thing really in there is in the menus – you can touch the screen. But that’s all, because we didn’t want to add any other gimmicks. RiME was never planned with any gimmicks in mind, and we thought if we add them now they might not fit with the game as we intended.

Chinchilla adds that the team stopped short of adding in motion controls in order to keep the experience as close to that on other systems:

We also wanted the players that only played on Switch to have the same experience that players who played on PS4 or other consoles have had. If we put in the gyroscope or something like that in puzzles, then it would’ve been different to the way it was played elsewhere.

Elsewhere in the interview, the tricky topic of porting is addressed:

There were some challenges in porting to Switch, we had to optimise a few things. It was also due to the software, Unreal. We started porting on Switch around a year ago, and at first the Unreal Engine wasn’t ready straight away on Switch. We had to integrate several versions on the engine that were released. There was some middleware and software where the support wasn’t there on day 1, so we had to adapt.

Chinchilla also heaps praise on Tantalus, the Australian studio responsible for bringing the game to Nintendo’s console:

The good thing about Tantalus being in Australia is that when we get home we send an email saying what we did and they pick that up immediately afterwards, and when they finish their day, we start immediately afterwards. I used to say the sun was never out on RiME because there was always someone working on it around the world. We took advantage of it when it comes to organization because if you ask for something to be checked in the evening as you leave, it’ll be ready for you in the morning. It was great. Tantalus did all of the code, all of the logic, and we helped with optimising assets because we couldn’t use all of the original assets, but we did our best to keep the same visual style.

RiME launches on November 14th in North America and November 17th in Europe. 

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NBA 2K18 Patch #4 Goes Live Soon, Fixes A Whole Buncha Stuff

Our revised review for NBA 2K18 has recently gone live, but 2K Games isn’t done patching its premier basketball title just yet. The company has just issued the patch notes for update number 4 – live now for PS4 and coming to Xbox One, Switch and PC “soon” – and there’s a lot of reading involved.

You can view the full patch notes below. We hope you’ve got a warm drink handy.

General

– The Classic Edition uniforms for the Bucks, Hornets, Lakers, and Suns have been added to the game. Look for these to be released in the next roster update! 
– Five new shoes have been added to the game: BBB ZO2: Prime, Jordan CP3.X AE, Jordan Super.Fly 2017, Nike Foamposite One, and Kobe A.D. NXT. Look for these to be released in the next roster update! 
– Improvements to the CAP/Lab user interface. 
– New CAP facial hair: 18 new beards, 2 new mustaches, and introducing 8 facial stubble styles that can be mixed & matched with our various hair styles. 
– Girth now changes when adjusting weight in roster Create-A-Player. 
– Added eyebrows and eye colors to the roster Create-A-Player. 
– Detroit Pistons court floor updated has been updated to their new Platinum Equity floor. 
– Orlando Magic court floor has been updated. 
– Player names are no longer cutoff in the uniform editor when creating a uniform. 
– (Switch) Game no longer suspends when pressing the home button while in a Play With Friends locker room. This will prevent the accidental disconnects reported to us. 
– (PC) Coaches Clipboard timeout prompt will no longer appear off-screen on 21:9 monitors. 
– (PC) Mouse support has been added to the MyCOURT Customization menu. 

Gameplay

– The number of left ankle injuries should now be greatly reduced during user-played games. 
– Added more variety to the types of injuries that can occur in-game. 
– Attempting icon passing while posting up will no longer disengage you from post. 
– More responsive triple threat moves when crowded by a defender. 
– Fixed a dribbling issue that would cause escape crosses and hesitations to sometimes face sideways. 
– Made catching passes in the corner more reliable. 
– Made some improvements to the screen system to improve reliability and user control. 
– Edited several off-ball ride/deny animations to improve user control and visual fidelity. 
– Fixed an issue with putback layups that would sometimes cause them to hit the front rim or bottom of the backboard. 
– Fixed a bug that would cause defenders to pop to a stand while lying on the ground after a hard foul. 
– Various improvements to the Teammate Grading system. 
– Fixed issues where defenders were set to GAP, ignoring user and ACE settings. 
– Fixed a hang that could occur when the ball boy picked up the ball while it’s in play. 
– “After Foul” animations updated to prevent hands from clipping into the head of another player. 
– When the offensive team wins a jump ball, the shot clock should now be reset. 
– Addressed a case where defensive settings inside the Coaches Clipboard were not sticking after being changed. 
– Fixed an issue where a player on the losing team would sometimes celebrate with the winning team when his team lost the game. 

MyCAREER

– On-Court shoes are now free for the given shoe company your MyPLAYER has a contract with. 
– Updated MyCOURT murals for: Thunder, Bulls, Pelicans, Mavericks, Nuggets, and Rockets. 
– Support for subtitles has been added for the on-court interviews following a played NBA game. 
– The user’s VC balance will now correctly display the current VC total in the post-game recap following a played NBA game where the received teammate grade was D+ or lower. 
– XB1 Silver and PS4 Non-Plus users can now play MyCOURT drills with AI players they invite over. 
– The in-game framerate will no longer hiccup when the ‘My Matchup’ overlay is on the screen. 
– Fixed a hang that could occur when the coach caught the ball during a live practice. 
– The shot meter will now display when taking shots outside of the court while playing HORSE in your MyCOURT. 
– Logos for the events on the event calendar app on the 2K phone should now always appear alongside the correct event. 
– The Karl Anthony-Towns pre-game scene will no longer repeat every time you play him. 
– Fixed a hang that would occur when selecting the “I’m always in rhythm” answer upon David Aldridge asking you how you were able to find your rhythm during the current game. 

Neighborhood / Playground

– New Player Edition NBA Nike Jerseys (and more!) in the NBA Store: Wade, Carmelo, I. Thomas, D. Rose, K. Thompson, D. Green, A. Wiggins, B. Ingram.
– The displayed VC balance should now correctly match what was earned after a played Playground game (the earned VC was there all along, but the balance was not always getting refreshed). 
– A number of performance and stability improvements for the Ruffles event. 
– Controllers Settings should now apply to Playground games. 
– Gamertags will no longer cover the turbo meter in Playground games. 
– Fixed a stutter that would occur when people are playing on the courts and someone levels up. 
– The correct score will now be attributed to the correct team during in-progress Playground games when queued up on a Got Next spot. 
– Shots will no longer queue up when playing the mini-basketball game in the 2K Zone, making it easier to develop a smooth rhythm. 
– The Who To Guard indicator has been re-designed to make it easier for you to quickly identify the offensive player you should be guarding in Playground games. 
– Player signature walks that incorporated a basketball will now correctly draw the ball when performed in the Playground area of the neighborhood. 
– (XB1) Fixed an issue where the game became unstable when a team attempted to use custom Pro-Am Away uniforms. 
– (PC) The shot release text will now provide accurate feedback when using a keyboard to shoot ball in the mini-basketball game located in the 2K Zone. 

Pro-Am

– Resolved Pro-Am Accessory issues that prohibited them from showing up correctly in the closet. 
– Users will no longer earn progress toward their badges and cap breakers while the AI plays for them after fouling out in Pro-Am games. 
– Fixed a case where users were not getting paid their full VC amount after Pro-Am games. 
– When a team quits out of a Pro-Am game, the remaining team will no longer obtain the badge progress and progress of the team that quit out. 
– The team overall will now calculate correctly on the loading screen of a Pro-Am game when there is at least one CPU player on the team. 
– Fixed the issue where arena changes would fail to be applied the first time ‘Save Changes and Exit’ was selected when attempting to make changes to your Pro-Am Team Arena. 

MyTEAM

– Users can now use strategy cards in Super Max games in MyTEAM. 
– Strategy cards are now stackable, in quantities of 20. 
– Non-NBA balls will now properly appear in your home court when set in the Edit Franchise menu. 
– Users will no longer be automatically taken to the Edit Lineups menu after upgrading a player’s badge. 
– Users that excessively foul in online multiplayer MyTEAM games will now get kicked and given a loss. 
– The “Replace Player” option has moved from the Edit Player menu to the Edit Lineup menu for usability improvements. 

MyGM/MyLEAGUE

– To satisfy a popular community request, the NBA logo has been removed from the created uniform template in MyGM/MyLEAGUE. 
– The CPU will no longer override user-made decisions during the Qualifying Offers offseason time period. 
– CPU teams will now be more conscientious of when they should renounce the rights to their players during the offseason. 
– Fixed a hang that would occur for some users when they were signing a two-way player for the remainder of the season. 
– Fixed a soft hang during the draft in MyGM/MyLEAGUE when the user attempted to negotiate a trade. 
– Addressed a fantasy draft issue where certain players were being incorrectly omitted from the selected player pool. 
– Fixed a case where we were incorrectly determining that a user was trying to maintain the rights to too many Draft & Stash players (it would force you to release a player you should have been able to sign). 
– Addressed a case where a Draft & Stash player would appear on a G-League roster prior to his signing an NBA contract. 
– Identified and corrected an issue that would lead to the inability to load your MyGM file. For those previously affected by this, your save will now properly load. 
– Baskets will now count for the correct amount of points when the league approves the rule change that grants automatic points to be granted on shooting fouls (in lieu of free throws). 
– Attendance will no longer show as 0% for playoff games in the financial information menu of MyGM. 

Many other small bug fixes and adjustments were also made, game-wide. 

NOTE: All patch fixes will work in your existing game mode saves.

Wow. You actually read that all the way to the bottom? You deserve a medal or something. 

Are there any bugs or issues in there which you personally wanted to fixing? Let us know with a comment.

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Review: The LEGO Ninjago Movie Video Game (Switch)

The LEGO franchise and the Switch have been good bedfellows of late, with both LEGO City Undercover and LEGO Worlds releasing on the console so far. The former we enjoyed. The latter? Not so much. Unfortunately for all of us, The LEGO Ninjago Movie Video Game – from now on referred to simply as Ninjago, because that title is a mouthful – is more Worlds than Undercover.

If you’ve played a LEGO game from Traveler’s Tales, then you know what to expect. Like most movie tie-in LEGO titles, Ninjago puts you in command of one of the group of ninja at a time. The levels are guided but somewhat open-ended as well; while you’re given a set objective at the beginning of the level, there are numerous secrets to find, structures to break and studs to collect. The game tries to entice you into replaying levels by hiding untold numbers of secrets behind puzzles that can only be solved by a ninja not currently in your party, or with an ability you don’t currently possess. 

The level designs themselves, however, feel somewhat uninspired, and left us feeling like there wasn’t much reason to return. After each level you’re treated to a clip from the movie, most of which we found enjoyable; if anything the game is an effective advert for the film. Telltale’s writing chops are still as good as ever as well, with dialogue that is every bit as funny as that found in other LEGO franchises.

Areas are quite detailed, and the sheen on the faux LEGOs is pretty convincing, but there was nothing in the varied environments that had us wanting to come back for a second look.  More importantly, long load times made us dread changing areas. The loading screen features a view of the area you’ll be playing in as though it were a real LEGO playset, which is interesting, but it’s not worth spending 15-30 seconds on each time.

Mechanically, Ninjago works about as well as you might expect it to. Combat is strictly a button-mashing affair but it gets the job done. There are abilities, dubbed Ninjanuities(groan) which can be purchased using Ninjanuity Tokens (double groan). Each time you earn a token you are forced to spend it immediately; each ability costs a single token, so there’s some value to that, but it’s harmful to the overall experience to be removed from what you’re doing to buy an ability you may not need at that moment. 

Two-player co-op play is available but we can hardly recommend it. The screen is split vertically and the framerate takes a nose dive. It isn’t entirely unplayable in TV mode, but in portable mode you’re can kiss your chances of understanding what’s happening goodbye. Playing with a friend definitely adds value to the game, as your AI partners are typically useless in any practical sense. While you clear an area of enemies, all too often you’ll find your AI buddy struggling with the same foe they were on when you started. The partner you have exists only to be window dressing and for you to control when the game demands that both ninjas solve a puzzle.

Running around smacking bad guys is fun to an extent, but it’s when the game starts to wander from the beaten path that we experienced trouble. Not content to adhere strictly to a known formula, Ninjago introduces some new gameplay types, such as a Panzer Dragoon-esque on-rails shooter in which you fly around Ninjago (the city) fending off evil forces – but the game doesn’t really handle this well. The framerate takes a very clear dip here, and the Switch sometimes chokes under the number of enemies on screen at once. It’s easy to think this is the fault of the system, but we’ve seen much more impressive feats pulled of on the console from other developers.

New gameplay isn’t the only fault we found with Ninjago, either. Many times during our playthrough the game would inexplicably freeze, or the camera would lock in an area where all we could see was the top of our hero’s head. This wasn’t limited to gameplay either, as we noted this happened several times during cutscenes. During the course of our playthrough for the purposes of this review, it became standard practice to quit the game if a black screen appeared for too long, as it sometimes did during scene transitions.

Conclusion

LEGO games are typically quite good. Movie franchise games are typically quite bad. The LEGO Ninjago Movie Video Game is, both, but ultimately it feels more like a movie game than a LEGO game. Poor level design, long load times and bugs make for a game that doesn’t realise its full potential; funny dialogue and entertaining movie clips can’t elevate this one to greatness. If you’re looking for a great LEGO game for your Switch, stick to Undercover for now.

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This Week At Bungie – 10/12/2017

This week at Bungie, we’re controlling some new zones.

Lord Saladin made his return to the Tower this week and players have been rallying to his flaming shield. We also launched an additional map with Iron Banner to give you more zones to control. Distant Shore is a Crucible map set on Nessus, but it will be very familiar to Destiny 1 veterans. After the weekly reset, Saladin will leave the Tower, signaling the end of this Iron Banner. Distant Shore will then go into the rotation for all playlists.

Launch Prep

In only 12 days, Destiny 2 will go live on personal computers all over the world. Every player on the PC will be able to start their adventure at the same time, but the clock may display a different time depending on where youre located. If you want to know the exact time when you can start playing, this nice map will show the ”Go Live” time in your region. If you are not close to one of the cities listed, you can also use this handy link
Now that you know when the games will begin, you probably want to make sure your PC is ready to go. We gave you some minimum and recommended specs for the Beta in a previous update. Now we have an updated chart for you to check out before the full release on October 24 at retail stores and digitally via the Blizzard Battle.net app.
MINIMUM RECOMMENDED
CPU: Intel Intel Core i3-3250 3.5 GHz or
Intel Pentium G4560 3.5 GHz
Intel Core i5-2400 3.4 GHz or
i5 7400 3.5 GHz
CPU: AMD AMD FX-4350 4.2 GHz AMD Ryzen R5 1600X 3.6 GHz
GPU: NVidia Nvidia GeForce GTX 660 2GB or
GTX 1050 2GB
Nvidia GeForce GTX 970 4GB or
GTX 1060 6GB
GPU: AMD AMD Radeon HD 7850 2GB AMD R9 390 8GB
RAM: 6GB 8GB

Operating System: Windows 7 64-bit or Windows 8.1 64-bit or Windows 10 64-bit (Recommended)
Hard Drive Space: 68GB available hard drive space

The Prestige

Earlier this week, we postponed the launch of the Prestige Raid. An exploit was discovered that could cast doubt on the legitimacy of the fireteam who captures the coveted title of World First. We have been working on a fix, but the short-term solution contains too much risk. The last thing we want to do is fix an exploit some players are using, only to break other parts of the game for everyone. Because of this, we are pushing the fix off to a later date.

“Does that mean you are delaying Prestige Raid again?”

No, the Prestige Raid will still begin on October 18 at 10AM Pacific. We don’t want to make you wait any longer to experience what the raid team has cooked up for those of you who enjoy a challenge worthy of your talents.

One thing we did accomplish as part of our investigation was the creation of a way to verify a clean finish. We can now detect if any teams use this exploit to gain an advantage. This will take some extra time to verify, but we will be able to crown the winners with the confidence they deserve.

A safe fix is still being investigated for this issue. Our current plan is to deploy it as part of a future update. We’ll give you more details before it’s ready to go. 

This isn’t the only upcoming raid news. We will be back next week to tell you about Raid Challenges that have been designed to make you rethink familiar encounters. 

Feedback Frenzy

Ever since launch, there has been feedback posted anywhere and everywhere that discussions about Destiny 2 happen on the internet. I’m always dialed into our own feedback forum, as well all other avenues you travel to share your ideas with us. Some topics are as broad as “ways to make the Crucible more fun.” Some are much more specific, like “Add a method to mass delete shaders.” 

We’re reading as much of your chatter as we possibly can. There are millions of you, after all. One thing we have noticed is a lot of discussions about the Endgame and how it can be improved. Right now, these discussions are also happening in our studio. We are listening, but need time to digest everything and draw up the best plans for the future. We will have more to say on this soon. Please stay tuned, and keep the conversation rolling.  

Reporting for Duty

Destiny Player Support is on the case. No matter what the issue is, they will seek out player reports and make sure the right people are working the problem.

Destiny 2 Hotfix 1.0.3.2: Resolving Tower Crashes

Earlier this week, Hotfix 1.0.3.2 was deployed to resolve issues where players would experience console crashes when attempting to load into the Tower. Initial monitoring has shown positive results, and players should not experience this issue moving forward.

We are continuing to investigate an alternate issue where players may encounter a black screen when loading into the Tower. This may occur on both PlayStation 4 and Xbox One. Many user reports detail that Tower audio can be heard, but players are blocked from fully loading into the instance. If a player encounters this issue, there are two known workarounds:

  • Launch an alternate activity or location through the Director and attempt to relaunch the Tower
  • Close and relaunch the Destiny 2 application.

We will provide updates on our investigation once additional information is available.

Destiny 2: How to report Clans or Players

When playing Destiny 2, players have multiple avenues to report players or clans that are suspected of cheating, using abusive language, or engaging in poor behavior during gameplay. The Bungie Security Team and Bungie.net Community Ninjas receive reports and execute moderation as necessary.

  1. If a clan name or description breaks the Code of Conduct, players may use the in-game Report Clan tool located on the clan inspection page.
  2. If a player encounters teammates or opponents exhibiting poor behavior during gameplay, such as griefing, engaging in exploits, or inactivity, they may use the in-game Report Player tool on the Player inspection page.
  3. When encountering players suspected of cheating, we ask that players visit the “Report suspected cheating” page on Help.bungie.net and submit a contact form.
If a player encounters others who are sending malicious messaging or engaging in verbal abuse through voice chat, we advise using platform report tools provided by PlayStation, Xbox, and Blizzard.

There’s No Business…

We are back with another edition of the most popular game show currently airing on This Week at Bungie. I’ll be your host as we take a look at some of our favorite video media created by the Destiny 2 community this week. All our winners today will be receiving a special emblem in game. There was an issue with how we grant the emblem, so if you are a past winner waiting patiently for yours, we will have it to you as soon as we can in a future update.

Move of the Week: Hardhat Area

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Honorable Mention: Double Double Fusion

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It’s good to be back. Lots of excitement in the air. Iron Banner this week. Prestige Raid next week. Then we get to welcome PC players to the community.

<3 Cozmo