A Hat In Time On Switch Has A Bigger File Size Than Other Versions Of The Game
If you downloaded a copy of A Hat In Time on Nintendo’s portable system when it was released earlier this week, you might have noticed the hefty file size. It takes up a whopping 16GB of space, which is believed to be four times bigger than the PlayStation 4 version and twice as big as the PC release.
Normally when it comes to Switch ports, it’s the other way around – with significantly smaller file sizes. In this particular case, though, A Hat In Time is around the same size as a digital copy of The Legend of Zelda: Breath of the Wild and nearly three times as big as Super Mario Odyssey.
It’s hard to say what exactly is going on with the size of the Nintendo release. If Gears for Breakfast doesn’t work some magic in future patches, the game might only increase in size – with the Nyakuza Metro downloadable content also “coming soon” to this version.
Will you be making some space for this game on your system’s internal storage or micro SD card? Leave a comment below.
You Can Now Get Switch Joy-Con Inspired By The GameCube Controller
The GameCube controller is arguably one of the most comfortable gamepads of all-time and unlike the Switch Joy-Con, it is less likely to give you hand cramps due to the ergonomic design.
Taking all of this into consideration, the gaming accessory manufacturer SADES has now released a wireless Joy-Con (left and right) modelled on the GameCube’s controller. As you can see above and below, the right analog is swapped out with C-Stick and you’ve even got the same button layout featuring the kidney-shaped X and Y buttons.
These GameCube Joy-Con controllers are available now from Amazon for US$59.95 and are available in black (it’s a pity there are no indigo or spice colours available). Below are some extra features and details about it:
-Unique Game Cube design button, hours of comfortable game play with curve ergonomically designed grips. -The wireless Home button wakes up the host, which provides quick and convenient. -Built-in near field communication NFC function for Amiibo. The dual strong vibration motor will bring you a different experience in the game. -Two Joy Con can be used independently in each hand, or together as One game Controller when attached to the Joy Con grip. -Randomly updated. Includes 1 Micro USB cables for charging purposes. Compatible with Nintendo Switch as a Replacement for Joy Cons.
Is this the Joy-Con set you’ve been wanting? Leave a comment below.
Posted by: xSicKxBot - 10-21-2019, 06:02 AM - Forum: Lounge
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Venom 2 Eyeing Naomi Harris For Villain Role
Venom 2 is moving forward and beginning to cast for the 2020 film. Recently, it was revealed that Carnage wouldn't be the only villain for the sequel, and now, Sony is eyeing someone for the role of Shriek.
And the actor in question is Naomi Harris, according to Variety. The 28 Days Later and Spectre star is reportedly in talks to jump aboard Sony's franchise based on Marvel Comics characters. If she signs on, Harris would be joining the returning Tom Hardy as Eddie Brock/Venom, Michelle Williams as Anne Weying, and Woody Harrelson as Cletus Kasaday--who will more than likely be showing up as Carnage.
Venom 2 is headed to theaters on October 2, 2020, and principal photography begins next year. There hasn't been any details on the specific plot yet as, as it's still early in production. However, the comic book story Maximum Carnage follows Kasaday--bonded with the Carnage symbiote--escaping from a maximum security prison alongside Shriek, creating a family of murders. Alongside other Spider-Man villains like Doppelganger, Demogoblin, and Carrion, the family goes on a killing spree, and it's up to Spider-Man, Venom, and other Marvel heroes to stop them.
Don't expect Tom Holland's Spider-Man to pop into this movie though, as Sony and Marvel both worked out a deal to keep the webslinger in the MCU, for now. Hopefully, Hardy's Venom gets some help along the way. Considering Sony is currently making a Morbius movie starring Jared Leto, maybe the living vampire and Venom could team up.
Optimized: The attached characters cache to only update when attachments change.
Fixed: An issue with the max view distance render node property (not being propagated through attachment hierarchies).
AI
Fixed: Saving the level and generating an environment probe, triggers an assertion failure (NavigationSystem.cpp L 1172) and a warning which will pop up endlessly (Editor background thread is still running) making the Editor unusable.
Audio
Tweaked: Updated to Wwise SDK v2019.1.4.
Core/System
Fixed: Work around for compiler error with rsqrt_fast in VS 2019 16.3.
Fixed: Compiler error with if_else_zero. if_else and if_else_zero are now overloaded to optimally use int or float version of SSE “and” intrinsic.
Default Entities
Fixed: Added missing include for RoomscaleCamera.
CMake
Fixed: Disabled Oculus VR plugin when using VS2019 16.3.0 (due to compilation issue)
Tweaked: Fix Oculus VR plugin version check and comments.
Core Systems
Tweaked: Build error when using MSVCs Edit And Continue feature.
Graphics and Rendering
Optimized: (Particles) Removed ILINE on huge SNoise and other functions.
Sandbox
Fixed: (EE): Unable to switch between presets open in two docked EE instances.
Plugins and Projects
Fixed: The player entity is not correctly spawned when loading subsequent levels in the Sandbox.
The 5.6.3 release also has some know issues to be aware of:
Oculus VR Plugin cannot be compiled with Visual Studio 2019 v16.3.0.
Starting a C++ Plugin only project in Editor/Game Launcher causes a crash.
Drag and dropping brushes or entities with children into another layer crashes the Editor.
Turning on the “Ambient” light option for the Point Light entity component triggers asserts and sometimes causes crashes.
If you are interested in learning more about CryEngine 5.6 in general, be sure to watch the video below. The update is available in the CryEngine launcher.
Football management games are a bit like former Stoke, West Brom and Middlesbrough coach Tony Pulis. They tend to stick with what they know best and steadfastly refuse to change with the times. Initially, playing it safe can steady a sinking ship and keep the fans happy but eventually, the supporters will be yearning for something a little more innovative and exciting. Saying goodbye to Tony may mean that your team are no longer guaranteed the security of a reliable finish outside the bottom three (Tony has never suffered the indignity of relegation) but at least there is the possibility of witnessing something much more entertaining on the pitch.
As the title suggests, Football Drama shifts the focus of football management away from player databases and financial spreadsheets and towards the personal struggles of characters in a footie soap opera.
You step into the expensive Italian shoes of Rocco Galliano, a pipe-smoking sophisticate with a smart line in Eric Cantona-inspired pseudo-philosophical babble. It may have been seven years since Rocco last took up the managerial mantle, but Boris Aluminovitch, the billionaire owner of struggling Calchester Assembled FC, is desperate for a change of fortune and willing to give Rocco a final shot at the big time. When he isn’t yelling orders from the touchline or schmoozing with the Club Director’s wife, Rocco likes nothing better than to sharpen his intellect by engaging in debate about the human (and feline) condition with his pet cat. Yes, Football Drama is a football game, the likes of which you will not have seen before.
Calchester Assembled FC may sound like a struggling Sunday league team, but they are part of the elite ten-team Thiefa League. A typical week at Calchester plays out in pretty much the same way as an episode from the aforementioned soccer soap opera. There are no opportunities to spend your time dabbling in the transfer market or juggling your squad, instead, you spend your time either pacing the touchline or struggling with your personal life through interactive narrative episodes. Sometimes surreal, sometimes satirical, these episodes will have you attempting to keep the press and owner on side whilst also making decisions about corruption, illegal substances and romance.
Don’t get too caught up with your personal life because there are still plenty of football matters to attend to. The first of these is to devise a weekly training programme. Instead of the more orthodox training methods on offer, you may want your squad to indulge in a bit of yoga or instruct them to go out and drink beer. You go into each match with a hand of up to five cards, which act as additional instructions that you can bark out during a match. These will not always trigger successfully but they can give you a significant advantage, allowing the team to concentrate on a particular formation or style of play.
The matches take the form of a series of simple choices between two options. This may be a choice between holding your ground and controlling the play or attempting a risky long pass. Or, you may have to select between marking your opposition or committing yourself to the tackle. The second option tends to put your players under more strain, forcing you to carefully manage your team’s energy levels. After the match, you can offer a handshake to the opposing manager and attend a press conference, before finally justifying your team’s performance.
Presentation is of premier league quality, with artist Daniele Giardini putting in a man of the match performance. The cards are especially eye-catching with their humorous and surreal illustrations. The striking caricatures are also excellent and will be recognisable to anyone with an interest in the game. Even the matches themselves, which are displayed from a simple overhead perspective, have a number of charming touches, such as the way that the stands throb with excitement as the action heats up, with walls of sound and disparaging chants aplenty. Free from the shackles of official licences, silly team names with their respective quirky team badges abound. Common sense may suggest that the hotel lobby piano jazz that languidly accompanies the game should not really work, but it just adds to the game’s off-the-wall atmosphere.
What stops Football Drama from sticking it in the back of the net is the lack of meaningful interaction. Since you have no control over team selection, tactical decision-making revolves around on-field options. Granted, there are loads of stats that your choices must influence but the outcome remains a mystery. Even when I strung together a series of good results it didn’t feel satisfying as I never felt sure how I had achieved my success. Like a striker after a power failure, you will end up feeling like you are left shooting in the dark. The sluggish commentary doesn’t help matters. You will soon be waiting impatiently for the verbose double act to get a move on. Their slow-moving chatter quickly becomes very repetitive, causing the matches to drag. It isn’t helped by the fact that the simple two-choice decisions are not engaging enough to justify the match length.
Can the narrative sections save the day? Well, initial impressions are promising, the developers are trying something different and the story draws you in. Maybe I just made some bad decisions, but my narrative entered a mid-season lull which didn’t perk up again until the end of the season. The press conferences and meetings also fail to maintain interest, with the same options coming up time and time again. Football Drama is a brave effort, but it needs some extra content and variety. As its stands I found myself losing interest before the end of the first long season.
Since we GA’ed Azure SignalR Service in last September, serverless has become a very popular use case in Azure SignalR Service and is used by many customers. Unlike the traditional SignalR application which requires a server to host the hub, in serverless scenario no server is needed, instead you can directly send messages to clients through REST APIs or our management SDK which can easily be used in serverless code like Azure Functions.
Though there is a huge benefit which saves you the cost of maintaining the app server, the feature set in serverless scenario is limited. Since there is no real hub, it’s not possible to respond to client activities like client invocations or connection events. Without client events serverless use cases will be limited and we hear a lot of customers asking about this support. Today we’re excited to announce a new feature that enables Azure SignalR Service to publish client events to Azure Event Grid so that you can subscribe and respond to them.
How does it work?
Let’s first revisit how serverless scenario in Azure SignalR Service works.
In serverless scenario, even you don’t have an app server, you still need to have a negotiate API so SignalR client can do the negotiation to get the url to SignalR service and a corresponding access token. Usually this can be done using an Azure Function.
Client will then use the url and access token to connect to SignalR service.
After clients are connected, you can send message to clients using REST APIs or service management SDK. If you are using Azure Functions, our SignalR Service binding does the work for you so you only need to return the messages as an output binding.
This flow is illustrated as step 1-3 in the diagram below:
What’s missing here is that there is no equivalent of OnConnected() and OnDisconnected() in serverless APIs so there is no way for the Azure function to know whether a client is connected or disconnected.
Now with Event Grid you’ll be able to get such events through an Event Grid subscription (as step 4 and 5 in the above diagram):
When a client is connected/disconnected to SignalR service, service will publish this event to Event Grid.
In Azure function you can have an Event Grid trigger and subscribe to such events, then Event Grid will send those events to the function (through a webhook).
How to use it?
It’s very simple to make your serverless application subscribe to SignalR connection events. Let’s use Azure function as an example.
First you need to make sure your SignalR Service instance is in serverless mode. (Create a SignalR Service instance if you haven’t done so.)
Create an Event Grid trigger in your function app.
In the Event Grid trigger, add an Event Grid subscription.
Then select your SignalR Service instance.
Now you’re all set! Your function app is now able to get connection events from SignalR Service.
To test it, you just need to open a SignalR connection to the service. You can use the SignalR client in our sample repo, which contains a simple negotiate API implementation.
Amazon drops Apple’s 15-inch MacBook Pro (2019) to $1,999
By Christine McKee Friday, October 11, 2019, 08:50 am PT (11:50 am ET)
Amazon has reissued the steepest discount we’ve seen on Apple’s latest 15-inch MacBook Pro, with the standard model in Space Gray $400 off. Shop this early Columbus Day deal before it sells out.
AppleInsider proudly offers readers some of the best deals on Apple products year round from top retailers like Amazon, Adorama, B&H Photo, Best Buy, and others.
Quiller Media maintains affiliate partnerships with several of these retailers. Although these partnerships do not influence our editorial content, Quiller Media may earn commissions for products purchased via affiliate links.
Lowest price on 2019 15″ MacBook Pro
Shoppers can receive a $100 bonus discount in cart when checking the box next to the coupon messaging stating: “Save an extra $100.00 when you apply this coupon” (screenshot can be found below).
This is on top of Amazon’s existing $300 cash markdown on Apple’s latest 15-inch MacBook Pro, bringing the price down to $1,999 and the total savings to $400 off. At press time, the bonus discount is valid on Apple’s standard 15-inch MacBook Pro (2.6GHz, 16GB, 256GB, Radeon 555X) in the popular Space Gray finish.
To put the savings in perspective, this $1,999 deal matches the lowest price we’ve seen on this popular configuration, according to our 15-inch MacBook Pro Price Guide.
As with Amazon’s Apple deals, prices tend to fluctuate rapidly and although this deal falls on the Columbus Day weekend, it may end or sell out at any time.
Featured deal
Look for the coupon check box to apply the bonus discount. YMMV.
Special activation instructions: To activate the discounts, you must shop through the pricing links in this post from a laptop, desktop or iPad and look for the advertised offer. We apologize, but the offers cannot be redeemed through mobile apps at this time. Need help? Send us a note at [email protected] and we will do our best to assist.
Want free AppleCare? Check out this promo at Adorama
AppleInsider and Apple authorized resellers are also running a handful of additional exclusive savings this month on Apple hardware that will not only deliver the lowest prices on many of the items, but also throw in discounts on AppleCare and accessories. These deals are as follows:
Nvidia’s GPU-powered platform for developing and running conversational AI that understands and responds to natural language requests has achieved some key milestones and broken some records that have big implications for anyone building on their tech — which includes companies large and small, as much of the code they’ve used to achieve these advancements is open source, written in PyTorch and easy to run. (Source: TechCrunch)
Hi everyone! You may have seen the announcement about changes over at the CentOS Project. (If not, please go ahead and take a few minutes and read it — I’ll wait!) And now you may be wondering: if CentOS is now upstream of RHEL, what happens to Fedora? Isn’t that Fedora’s role in the Red Hat ecosystem?
First, don’t worry. There are changes to the big picture, but they’re all for the better.
If you’ve been following the conference talks from Red Hat Enterprise Linux leadership about the relationship between Fedora, CentOS, and RHEL, you have heard about “the Penrose Triangle”. That’s a shape like something from an M. C. Escher drawing: it’s impossible in real life!
We’ve been thinking for a while that maybe impossible geometry is not actually the best model.
For one thing, the imagined flow where contributions at the end would flow back into Fedora and grow in a “virtuous cycle” never actually worked that way. That’s a shame, because there’s a huge, awesome CentOS community and many great people working on it — and there’s a lot of overlap with the Fedora community too. We’re missing out.
But that gap isn’t the only one: there’s not really been a consistent flow between the projects and product at all. So far, the process has gone like this:
Some time after the previous RHEL release, Red Hat would suddenly turn more attention to Fedora than usual.
A few months later, Red Hat would split off a new RHEL version, developed internally.
After some months, that’d be put into the world, including all of the source — from which CentOS is built.
Source drops continue for updates, and sometimes those updates include patches that were in Fedora — but there’s no visible connection.
Each step here has its problems: intermittent attention, closed-door development, blind drops, and little ongoing transparency. But now Red Hat and CentOS Project are fixing that, and that’s good news for Fedora, too.
Fedora will remain the first upstream of RHEL. It’s where every RHEL came from, and is where RHEL 9 will come from, too. But after RHEL branches off, CentOS will be upstream for ongoing work on those RHEL versions. I like to call it “the midstream”, but the marketing folks somehow don’t, so that’s going to be called “CentOS Stream”.
We — Fedora, CentOS, and Red Hat — still need to work out all of the technical details, but the idea is that these branches will live in the same package source repository. (The current plan is to make a “src.centos.org” with a parallel view of the same data as src.fedoraproject.org). This change gives public visibility into ongoing work on released RHEL, and a place for developers and Red Hat’s partners to collaborate at that level.
CentOS SIGs — the special interest groups for virtualization, storage, config management and so on — will do their work in shared space right next to Fedora branches. This will allow much easier collaboration and sharing between the projects, and I’m hoping we’ll even be able to merge some of our similar SIGs to work together directly. Fixes from Fedora packages can be cherry-picked into the CentOS “midstream” ones — and where useful, vice versa.
Ultimately, Fedora, CentOS, and RHEL are part of the same big project family. This new, more natural flow opens possibilities for collaboration which were locked behind artificial (and extra-dimensional!) barriers. I’m very excited for what we can now do together!
This week at Bungie, we went on the record about our plans for the third year of Destiny 2.
It takes a big team of talented people to make a game that truly feels alive. You can see a bunch of those team members, either hard at work or talking about our goals, in the newest Bungie ViDoc. If you missed this invitation into our studio, give it a watch now. Or give it a watch again.
Shadowkeep is just the beginning—and it begins in under two weeks!
They’re Not Belts
On Saturday, October 5, Guardians will venture into a new raid: Garden of Salvation. Many of you have been to the Black Garden before, but don’t be fooled—an entirely new challenge awaits you.
Contest mode will be active for the first 24 hours, similar to the Crown of Sorrow World First competition. While Contest is active, players will face an enforced challenge throughout the raid. Power beyond certain levels will provide no additional advantage for a given fight (e.g., for the first fight, Power above 890 doesn’t provide an advantage, and for the final fight, Power above 920 doesn’t provide an advantage).
After the 24-hour period ends, we will disable Contest mode, and players can take full advantage of their higher Power to overcome the raid’s challenges.
As always, we will be watching as fireteams race to claim the prestige of being World First to complete the raid. Their prize, besides bragging rights of course, will be this custom-made Garden of Salvation World First Belt.
The Big Show pointed out during our World First ceremony at GuardianCon (now known as GCX) this year, that they are not belts; they are titles. But since we have “titles” in the game we are going to keep calling them belts. Sorry Big Show.
You can read the full rules here. The gist is: Only the final six players of the winning fireteam to finish the activity will receive a belt. The first fireteam to complete the raid and return to orbit will be declared the winner. Unlike in previous raids, the winning team won’t receive an Exotic drop from the final encounter, so don’t rely on your loot stream to determine whether you may have won. We’ll check our data before crowning the official winners from @Bungie.
If you are not first, you don’t have to be last. All Guardians who complete the raid within the first 24 hours will be able to show off this exclusive emblem.
We also have this emblem available to anyone who completes the raid at their leisure.
Stay tuned as we reveal more Bungie Rewards in Season of the Undying!
Applied Science
There has been an annoying bug in the UI where you would try to apply something like a shader or a mod and nothing would happen. The bar would fill up, but the desired action would not be applied. Sometimes it would fail multiple times. You could feel your blood pressure rise with each futile attempt. Back in update 2.5.0, we issued a fix for this issue. And it worked… kind of. But any fix that doesn’t completely solve the problem is no fix it all. So we went back to work. We have a fix that should squash this bug for good coming up with Shadowkeep on October 1. Here is the Destiny Dev Team to give you some behind-the-scenes info on what was going on with the apply button and what we are doing to fix it.
Destiny Dev Team: The inconsistency of the apply button stems from overly aggressive safety features designed to protect your character from accidental UI interactions.
The first safety feature was cursor movement detection. If we noticed any amount of cursor movement while the apply button was held, we’d cancel the action to prevent you from accidently applying your action to the wrong item. Because it is fairly easy to experience a small amount of mouse movement while clicking a mouse button, this restriction impacted PC players much more than console players. We removed the cursor movement detection in 2.5.0. Now we only check to see if the cursor has moved off the item.
The second safety feature is a bit more complicated. Let’s say you’re applying a mod. While you’re holding down the button, a new mod shows up in your inventory at the start of the list, and shifts all the other mods displayed in the UI over one slot. The cursor is now hovering over a different mod, but the cursor hasn’t moved. In this kind of situation, we want to make absolutely sure that we don’t insert the wrong mod because that action can’t be undone. To protect against this, we cancel the action if we detect any change to your character page. This is problematic because there are a myriad of stats we track and countless things happening around you that can cause a number on your character page to change. Even if you’re sitting in orbit, getting a clan XP notification is enough to cancel the apply button.
While the protection described above serves as a good general safety net, it has clearly reached its limits. In 2.6.0, our plan is to tweak this protection. When we detect an update to your character page, we will check if the cursor is still hovering over the same item. If the cursor is still over the same item, we won’t cancel the action.
Preparing for Launch
As we go over our final checklists before launch, player support will be acting as your ground control. If your mission to the moon experiences any unexpected issues, let them know on the help forum and they’ll get the right people working the problem. Remember to read the gauge before you stir the tanks.
This is their report.
Update 2.6.0 Deployment and PC Migration
This week, we’d like to begin setting expectations on what the Shadowkeeplaunch experience will be for existing PC players on October 1.
On October 1, prior to the official launch of Shadowkeep, Destiny 2 will be taken offline for maintenance on all platforms. During this maintenance window, PC players who have linked their Steam accounts to their Bungie.net profile will automatically have their Guardians and Silver transferred from Battle.net to Steam.
Once maintenance concludes and Shadowkeep has officially launched, PC players who’ve undergone Steam linking will be able to launch Destiny 2 on Steam and immediately access their Guardians and Silver. However, migrated PC players should be aware that there will be a delay in the transfer of their Destiny 2: Forsaken licenses from Battle.net to Steam.
After the launch of Shadowkeep, Forsaken license transfers for Steam-linked PC players will continue in the background until they are complete. While that work is underway, PC players can access all Destiny 2 content not reliant on a Forsaken license, as well as new Shadowkeep content if owned on Steam. And of course, all New Light content will be available to all players, for free.
Examples of Forsaken content that will not be available to migrated PC players during this window:
Forsaken campaign missions
Forsaken quest content
The Last Wish raid
The Shattered Throne dungeon
Examples of Forsaken activities that will be available to players immediately, since they will be bundled in with New Light:
Gambit playlist activities
Forsaken strikes in strike playlist activities
Forsaken maps in Crucible playlist activities
Patrols on the Tangled Shore destination
Patrols on the Dreaming City destination
For information on maintenance times when they become available, players should follow @BungieHelp on Twitter or monitor our support feed on help.bungie.net.
Battle.net Code Redemption for Destiny 2
Another item of housekeeping as we transition from Battle.net to Steam is about the redemption of Destiny 2 codes for Battle.net.
Players should be aware that any Battle.net code they possess for Destiny 2 content MUST be redeemed on their Battle.net account before they perform PC Migration. Players who have already prepared for PC Migration have until the start of Destiny 2 maintenance on October 1 to redeem any unused Battle.net codes – to have that license transfer to their Steam account.
Players who migrate to Steam after our October 1 maintenance must also ensure that their Battle.net code is redeemed before they link their Steam account. Once a Steam account is linked, their Guardians, Silver, and game licenses will be automatically migrated from Battle.net to Steam. This is a one-time process that cannot be repeated for new licenses. For information on Battle.net code redemption, players should visit Blizzard’s How to Claim a Code knowledgebase article.
It’s worth noting that all content which was previously included in the base Destiny 2 game, Curse of Osiris, or Warmind, will be available to all players for free through the launch of Destiny 2: New Light on October 1.
REMINDER: Steam Linking and PC Migration
Once again, we’d like to remind PC players to link their Steam accounts to their Bungie.net profile in preparation for our migration to Steam on October 1.
From October 1 onward, any existing PC player who links a Steam account to their Bungie.net profile will automatically be migrated forward to the Steam ecosystem.
To prevent the unintentional loss of Guardians, game licenses, and Silver, it is imperative that all PC players make sure they are linking their correct Steam AND Battle.net accounts to their Bungie.net profile.
REMINDER: Destiny 2 and Silver Purchases on Battle.net
We’d also like to remind PC players that Destiny 2 game content and Destiny 2 Silver can no longer be purchased from the Battle.net shop.
Existing PC players can continue to play on Battle.net until Destiny 2 migrates to Steam on October 1. At that time, new players are also welcome to jump in with the launches of New Light and Shadowkeep.
Additionally, every existing PC player should be aware that in order for recent Silver purchases to successfully transfer to Steam, players MUST log in to Destiny 2 on Battle.net before October 1 to claim their purchased Silver.
Existing Campaign Progress and New Light
Lastly, this week we’d like to make players aware of how New Light will impact their existing progress for the Red War, Curse of Osiris, Warmind, and Forsaken campaigns.
On October 1, after Destiny 2 Update 2.6.0 rolls out, players who have not completed any of the above Destiny 2 campaigns will have progress toward that campaign reset. For example: any player who has not completed the Forsaken campaign will have to restart that campaign after 2.6.0 maintenance on October 1.
It’s worth noting, however, that most endgame activities will generally be available to players as soon as they unlock their corresponding destinations. This is as a part of the accelerated player progression that will be introduced with New Light on October 1.
Silence You Phones
Once again we honor creative players in our community with a little something called Movie of the Week. This is where we pick our favorite community-made videos and award their creators with a special emblem.
Movie of the Week: Oh Listener Mine
Honorable Mention: Jotunn for Real
It’s good to be back. I’ve kept an eye on things, checking in on the community during late-night feedings, but it’s nice to finally be back in the studio where it happens. Just in time too, as Dmg required a jumpstart to get his ticker ticking correctly. Send him some love as he rests up.
Shadowkeep is just around the corner. Next week will be the final TWAB before we let you loose on the Moon. From there, things escalate quickly with the raid and a full calendar of content going live throughout the Season of the Undying. See you soon on the Moon.