Eurogamer

Bungie will be giving the world a first taste of what life after Activision looks like for Destiny 2 next week.

Details are unsurprisingly scarce right now, but a new tweet from the developer promises the reveal of Destiny 2's "next chapter" on Thursday, 6th June, at 10am PT. That equates to 6pm for us UK folk, so you'll need to set your alarm clock accordingly. There's no mention of where Bungie's Destiny 2 reveal will unfold, so it's probably safest to keep an eye on Twitter for further news.

Whatever next week's unveiling brings, it'll be an interesting one - if only for the fact that Destiny 2's upcoming Year 3 of content will be the first to arrive away from the watchful eye of former publisher Activision, following the news in January that the duo's much-trumpeted ten-year publishing agreement would be ending early.

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Eurogamer

Call of Duty: Modern Warfare goes official today with a reveal trailer giving us our first glimpse of the look, feel and content of the new game - a COD offering somewhat different to anything we've seen to date. Developer Infinity Ward is targeting a soft reboot of sorts for the Modern Warfare franchise: a Casino Royale-style revamp that transports beloved characters like Captain Price into the battlegrounds of the here and now, whether it's the enduring nightmare of Middle Eastern war zones or eliminating domestic terror cells in central London, it's a big tonal shift for the series - often gritty, harrowing and even shocking in places. From a technological perspective, the trailer demonstrates a radical revamp of COD's rendering technology and the trailer revealed today is running in real-time on PlayStation 4 Pro. No CG fakery, no 'in-engine' footage - what you see is what you get, and it's a new milestone for the franchise.

And obviously, it's the technology that's the focus for Digital Foundry. If you've watched the trailer, you may have noticed a very different aesthetic for this latest entry in the COD series, the result of a massive engine overhaul that reflects a drive to bring a new level of realism and fidelity to the new Modern Warfare. The engine has been radically retooled with an eye for real-life accuracy, kicking off with a move to a state-of-the-art physically-based rendering system built on exploiting photogrammetry - the science of scanning objects directly, replicating not just their shape but material properties such as their roughness and reflectivity, essential for integration into a brand new lighting solution.

Whether we're talking about environment detail - right down to individual stones in a pile of rubble - or the materials used to craft uncanny replicas of the game's weapons (down to customised ceramic finishes), the new Call of Duty engine accommodates this. The objective here isn't just realism, but also consistency - a set level of high fidelity on every element in the game, requiring a big boost to geometry output too. Helped by the integration of an advanced culling algorithm, Modern Warfare is capable of delivering over five times the geometry of prior series entries - making scenes like the crowd shot in the trailer possible. Like all the trailer content, that's running in real-time too, with that scene alone pushing eight million polygons. Procedural boosts to geometry via tessellation on characters, object and environment detail also help to increase the level of detail, with none of the artefacts such as terrain warping at close range that we've seen on some recent titles.

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Eurogamer


Activision has officially announced Call of Duty: Modern Warfare, details of which leaked online last week. As expected, it's a reboot of Infinity Ward's genre-defining subseries with a modern twist.

What wasn't expected, however, was Activision updating some of its traditional thinking behind Call of Duty as well. Modern Warfare will be the first in the franchise to support cross-play for PC and consoles. The series' now-outdated season pass model has been eliminated, meanwhile, to ensure additional maps and other bits of post-launch content don't fragment the game's playerbase.

And there's an impressive new engine, too, which you can read about in detail from Digital Foundry's Call of Duty: Modern Warfare hands-on analysis.

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Beyond Good and Evil™

Ubisoft has confirmed that Michel Ancel's very-long-awaited Beyond Good & Evil 2 won't be putting in an appearance at this year's E3 - but will instead be getting another showing during a livestream scheduled for next week.

Livestreams have been Ubisoft's preferred means of drip-feeding Beyond Good & Evil 2 information in recent times, with the publisher even using the opportunity last year to offer up the very first footage of the game in action. Subsequent livestreams haven't been quite as exciting, admittedly, and those looking forward to seeing more in-game footage probably shouldn't get their hopes up for next week's offering.

Ubisoft's livestream announcement specifically notes that the team "look[s] forward to sharing more with you, including new gameplay footage, when the time is right".

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Eurogamer

A listing for Marvel's Avengers at E3 has provided us with the first gameplay details for the title - and it sounds a bit like Tomb Raider developer Crystal Dynamics is building its take on the Destiny formula.

Twitter user Evan Filarca spotted a listing Marvel's Avengers at the E3 Coliseum event, and it mentioned "continuous single-player and co-operative gameplay" for up to four players (the listing has since been updated to remove this detail).

Bungie's Destiny game, first described as a shared-world shooter, revolves around co-op play, although there's a campaign you can play solo, public space events you can complete by yourself and player versus player modes.

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Cultist Simulator

Cultist Simulator developer Weather Factory has unveiled Book of Hours, its "elegant, melancholy" RPG follow-up set in an occult library - alongside the two remaining pieces of its planned Cultist Simulator DLC, releasing today.

Book of Hours is notable for the fact that it started life as a bit of a throwaway joke on Twitter before taking on a life of its own. Back in January, Weather Factory's Alexis Kennedy posted an idea for an "extremely relaxed Cultist Simulator expandalone" in which players would adopt the role of occult librarian, examining, cataloguing, and arranging books for its visitors. "Very low challenge," wrote Kennedy, "lots of careful board organisation".

That early germ of an idea is now much more substantial, with Weather Factory's official Book of Hours announcement properly setting the scene: "Shutter the windows against the sea. Bank the fire against the cold. Listen to the rain rattle on the roof, while you slide books one by one into their ancient nests. For five centuries, the library of Hush House was a fortress of knowledge... until the fire. The collection is ruined, and the Librarian is dead. Your unique talents make you fit to rebuild the collection."

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Ghostbusters™

Ghostbusters: The Video Game Remastered has been announced.

It's in development at Saber Interactive (World War Z, Quake Champions, Halo: Combat Evolved Anniversary, Halo: The Master Chief Collection), and launches later this year on PlayStation 4, Xbox One, Nintendo Switch and PC via the Epic Games store (there's no word of a Steam release, so this looks like another Epic PC exclusive job).

Ghostbusters: The Video Game came out in 2009 and was developed by the now defunct Terminal Reality. It stars many of the cast members from the films, including each of the actors who portrayed the Ghostbusters. Dan Aykroyd, Harold Ramis, Bill Murray, and Ernie Hudson lent their voices and likenesses to the game, while Aykroyd and Ramis worked on the story. You play the new rookie on the Ghostbusters crew as Manhattan is overrun, again, by ghosts.

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Eurogamer

Xbox Game Pass is headed to PC, with support from top publishers like Bethesda, Sega, Devolver, Paradox and Deep Silver.

As with the Xbox One version of Xbox Game Pass (the two are named the same, but will remain separate), all Microsoft exclusives will launch day and date into the program on their global release.

There will also be a library of 100+ games to dip into. (On Xbox One, this figure is now well over 200.) There's no word yet on pricing or specific games, but Microsoft says it's working with 75 PC developers and publishers, including the big names listed above.

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Ion Fury

Heavy metal band Iron Maiden has launched legal action against game developer 3D Realms, publisher of retro first-person shooter Ion Maiden.

Lawyers for the legendary British band want $2m ( 1.58m) for the attempt "to trade off... Iron Maiden's notoriety", The Guardian reports.

Ion Maiden (the game, not the band) has been available via Steam Early Access since February 2018, with a full release set for later this year. It stars bomb disposal expert Shelley Harrison, which the lawsuit argues is a nod to Iron Maiden member Steve Harris. It also has a skull in its logo, which the lawsuit suggests is a reference to band mascot Eddie.

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Outer Wilds

The world's oldest still-operational planetarium was created to disprove the end of the world. In May 1774, the Frisian clergyman Eelco Alta published a book on an impending planetary alignment, declaring this "a preparation or a commencement of the demolishing or destruction" of the universe. In an age when afflictions such as headaches and blindness were often attributed to malign heavenly influences, Alta's prediction quickly caught on: edgier Dutch bards began composing doomsday songs, and other printers rushed to cash in on mounting public panic. Among those not swept away was the wool-comber and hobbyist astronomer Eise Eisinga, who allegedly chose this moment to begin work on a clockwork solar system, hoping to demonstrate the absurdity of such prophecies and free his countrymen of their superstitions. The result, hammered into the floors and ceilings of Eisinga's own house, is both an extraordinarily precise astronomical instrument and a consoling abstraction of the vast, eerie void in which Earth is enmeshed. Wire-hung planets painted gold on their sunward sides whirr faithfully across a royal blue empyrean, spattered with Zodiac signs like leaves across a lake's surface.

There's a bit of both Eisinga and Alta in Outer Wilds - a beautifully mechanical, wistful outer spacey campfire yarn in which you scour a condensed, toybox solar system for the key to its salvation. It gives you Eisinga's benign and well-behaved cosmos, with nobbly, kilometre-wide planets strung to their orbits like rosary beads on your ship's map computer. Their directions of travel and relative velocities are likewise marked on your helmet interface, so that you can match speeds with a button press and begin the fiddly process of landing, using the Apollo Lander-style fisheye camera on your ship's belly. It's a gleaming pocketwatch of a setting, many times smaller than the galaxies of Mass Effect, yet somehow far larger for the cleverness and tactility of its moving parts. But it is also a place of violent change.

Zoom from the celestial circles of the map screen and you'll discover that each planet is a scene of rapid upheaval. On one oceanic world, bottle-green cyclones launch whole islands briefly into the atmosphere, carrying the player along with them; time it just right, and you might spring-board to a chunk of broken space station while investigating an old dockyard. There's a planet whose crust falls apart beneath your feet as it is battered by lava boulders ejected by its own moon, exposing something rather terrifying at its core. There's a pair of worlds that suck monstrous volumes of sand from one another, revealing sunken structures on one while burying them (and you, if you outstay your welcome) on the other. Each planet has its own gravity, moreover, so that a casual hop on one may risk launching you into space, where a slight fall on another might kill you. Fire a probe at the horizon and you'll see it arc around the planet, like Isaac Newton's cannon ball, according to the strength of the pull. Park your ship on a comet with barely any mass and it may slide off the rear.

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