Category: Gamespot

  • MLB Slugger To Wear Destiny-Themed Cleats This Weekend, See Them Here

    New York Yankees outfielder Aaron Judge will wear Destiny-themed cleats during games this weekend, according to Bungie. Judge, who was an All-Star this year and won the Home Run Derby, is apparently a fan of Destiny’s Warlocks. He’s also going to wear batting gloves that have cool-looking Destiny flair.

    This sort of thing is not usually allowed, but August 25-27 is MLB’s first-ever “Players Weekend.” Players are given more freedom of expression for their gear, and Judge is not the only player making the most of the occasion.

    Here’s a closer look at the #Destiny2-themed cleats that will be worn by @TheJudge44 this weekend. First up: Warlock cleats and gloves. pic.twitter.com/9TgBCsKJ8l

    — Destiny The Game (@DestinyTheGame) August 25, 2017

    The Yankees have afternoon games at home on August 26 and August 27, so you’ll have a few chances to see Judge wearing his Destiny cleats. 

    Judge is apparently a big fan of Destiny. He visited developer Bungie’s offices in July, thanking the studio for giving him a look at Destiny 2 ahead of its release.

    Had a great time at @bungie checking out @DestinytheGame 2. Thanks for having us! pic.twitter.com/bRSESpTjwv

    — Aaron Judge (@TheJudge44) July 22, 2017

    Judge was involved in the multiple benches-clearing brawls that took place during the Yankees/Tigers game this week in Detroit. However, controversially, he was not suspended. You can check out some footage of the fights below.

    Destiny 2 launches on September 6 for PS4 and Xbox One, with the PC edition scheduled to arrive in October. A beta for the PC version will debut next week.

    Powered by WPeMatico

  • Following Several Delays, Microsoft Admits Crackdown 3 Was Announced Too Early

    Crackdown 3 was announced way back in 2014, only a few months after the Xbox One was released. However, just recently, the game was delayed until Spring 2018. Now, Microsoft says that it made a mistake in announcing the game as early as it did.

    In an interview with Polygon, Microsoft Studios Publishing general manager Shannon Loftis said that, in her opinion, the game was announced prematurely. She remarked that it’s been more difficult than anticipated to get Crackdown 3’s three game modes up to high quality.

    “We definitely underestimated the challenge of making sure the quality bar of all three of those modes was high and it delivers on what we need to deliver on,” she explained. “So we had to take the extra time [and] make sure that we’re delivering the game the Crackdown fans want. It was a super hard decision to do that, and it was made harder because we announced the game.”

    Crackdown 3’s situation is something that Microsoft will learn from, Loftis said. It’s not the only game that she believes Microsoft announced too soon, so the company needs to get better in the future.

    “I think in the past we have made the mistake of announcing some exclusives a little bit too early,” she stated. “We’re trying to learn from that mistake and do better, so we have a bit that’s in development now that we’re not talking about. We’re in this for the long haul, and we want to make sure that not just in the spring of 2018, but in the summer, and in the fall, and the spring of 2019 that we’ll have great, unique, fun experiences for Xbox gamers.”

    You can see Crackdown 3 in action in the embed above. You can also check out the reveal trailer for Commander Jaxon here, a character who is played by actor Terry Crews.

    Powered by WPeMatico

  • Darkwood Dev Releases Game On Pirate Bay Because Of Frustration With Scammers

    Darkwood Dev Releases Game On Pirate Bay Because Of Frustration With Scammers

    Piracy is one of the main enemies of many, if not most, video game and media companies, as it is often blamed for lost sales. One indie developer, however, has embraced piracy as a way to get its game in the hands of more people. Acid Wizard Studio has uploaded its own game onto The Pirate Bay, the popular torrent site, in order to give those who can’t afford it access to a safe version.

    Darkwood was fully released last week, and it’s garnered a positive response from Steam users since then. Following its successful launch, Acid Wizard’s Maciej Gorny explained that the developer wanted to ensure that everyone had the ability to play a secure, stable, and safe copy.

    “We decided to upload it to Pirate Bay to ensure that people who can’t afford it can download a safe version of the game,” he said in a press release.

    Further, the studio explained that it was frustrated with how game keys often end up being resold on suspicious and possibly dangerous website, so it decided to do something about it. “To be honest, we’re fed up with it,” Acid Wizard wrote on Imgur. “This practice makes it impossible for us to do any giveaways or send keys to people who actually don’t have the money to play Darkwood.”

    “If you don’t have the money and want to play the game, we have a safe torrent on The Pirate Bay of the latest version of Darkwood (1.0 hotfix 3), completely DRM-free,” the developer continued. “There’s no catch, no added pirate hats for characters or anything like that. We have just one request: if you like Darkwood and want us to continue making games, consider buying it in the future, maybe on a sale, through Steam, GOG, or Humble Store.”

    Darkwood is a top-down, survival-horror game that came about because the studio members were too afraid to play other horror titles. In a post on Reddit, the developer stated that it wanted to make a game that doesn’t depend on jump scares to create a sense of suspense and horror.

    If you want to buy a copy of the game, you can grab it for $15 on Steam. If you’d rather get the free version, the Pirate Bay link is here.

    Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8

    Powered by WPeMatico

  • Star Citizen Adding Real-Time Facial Animation System, See It Here

    Star Citizen Adding Real-Time Facial Animation System, See It Here

    Developer Cloud Imperium Games has made a big announcement about Star Citizen. The studio announced that it’s working with Faceware Technologies to introduce the company’s “first-of-its-kind” facial tech that will let you animate your character’s face in real time as you speak with other players in the incredibly ambitious PC space game.

    “The new feature will track players’ facial expressions and movement, then reproduce them on their avatars in-game, allowing for the most immersive and realistic player-to-player communication,” Cloud Imperium explained.

    The feature will use what’s being called Face Over Internet Protocol (FOIP). It uses a facial motion sensor to detect “hundreds” of facial movements, including in low light.

    “Those movements are then instantly streamed onto the character’s face, in-game, a critical element in creating believable digital faces. The feature can also be used with the computer’s built-in webcam, though the quality of facial detection may vary,” CIG said.

    No Caption Provided
    Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5

    Star Citizen creator Chris Roberts said no game in history has ever used a system like this. He said it’s a “revolutionary step in gaming.”

    “For the first time we’ll be able to deliver the full range of human emotion, not just voice. Our players’ facial expressions will be translated onto their avatars’ face. Combine that with a player’s voice correctly positioned in the virtual world, and you have the most lifelike player-to-player communication ever,” Roberts said.

    Faceware’s technology was used to create digital faces in games like Grand Theft Auto V and Destiny.

    Star Citizen is the most successful crowdfunded project of any kind in history, bringing in more than $157 million in backer contributions by the latest count.

    Powered by WPeMatico

  • Awesome New Star Wars: The Last Jedi Vehicles Revealed

    Awesome New Star Wars: The Last Jedi Vehicles Revealed

    The vehicles of the Star Wars universe are as iconic as the aliens and planets, and fans have come to expect cool new ships in every movie. Thankfully, it looks like the upcoming The Last Jedi will be no different. The official Star Wars Show has revealed two new vehicles–an updated version of the classic AT-AT walker, called an AT-M6, and a huge new Star Destroyer, known as the First Order Dreadnaught. Check the images out below:

    No Caption Provided
    No Caption Provided

    The AT-M6 comes equipped with a massive cannon on his back–called Megacaliber Six, it provides the new walker with half of its name. It also has redesigned legs, which allow it to carry the heavier weight. As for the Dreadnought, it is described as “7,700 meters long and [sporting] two orbital auto cannons and a ton of anti-aircraft cannons on its surface.”

    The Last Jedi arrives in theaters on December 15. Actor John Boyega, who plays Finn, recently revealed some new plot details and explained that Finn would continue to be a reluctant hero. “He just wants to get away and not be involved,” he said. “His intention in the first place was to go to the Outer Rim. He was brought back [in The Force Awakens], but this is his chance to get away and perhaps find Rey and go off together. He’s trying to do that at first.”

    The movie also stars Daisy Ridley, Mark Hamill, Adam Driver, Carrie Fisher, Oscar Isaac, Domhnall Gleeson, Anthony Daniels, and Andy Serkis. Fisher’s Princess Leia will receive an “amazing” send-off in the film and will not be resurrected for Episode IX through the use of CG. Episode IX does not yet have a title, but Lucasfilm did recently bring aboard a Harry Potter writer to contribute to its script.

    Powered by WPeMatico

  • Wonder Woman Is “A Step Backwards,” James Cameron Says; Director Responds

    [UPDATE] Wonder Woman director Patty Jenkins responded to Cameron’s comments in a statement posted on Twitter.

    pic.twitter.com/8zkJXHLCJW

    — Patty Jenkins (@PattyJenks) August 25, 2017

    The original story is below.

    Famous filmmaker James Cameron has shared his thoughts on the critically praised action movie Wonder Woman, which stars Gal Gadot in the title role. Speaking to The Guardian, Cameron said the movie feels like “a step backwards” in some regards.

    Some of Cameron’s biggest movies have featured women in leading roles, including Kate Winslet as Rose in Titanic, Sigourney Weaver as Ripley in Aliens and Linda Hamilton as Sarah Connor in Terminator. For Wonder Woman, Cameron said the movie is “just male Hollywood doing the same old thing!” Here is Cameron’s full quote (via Entertainment Weekly):

    “All of the self-congratulatory back-patting Hollywood’s been doing over Wonder Woman has been so misguided. She’s an objectified icon, and it’s just male Hollywood doing the same old thing!

    “I’m not saying I didn’t like the movie but, to me, it’s a step backwards. Sarah Connor was not a beauty icon. She was strong, she was troubled, she was a terrible mother, and she earned the respect of the audience through pure grit. And to me, [the benefit of characters like Sarah] is so obvious. I mean, half the audience is female!”

    Wonder Woman opened in June and has made more than $800 million at the global box office, according to Box Office Mojo. The movie will be released onto digital stores on August 29, with a DVD and Blu-ray release to follow in September. The home video version contains a number of extras, including an epilogue.

    A sequel to Wonder Woman is on the way, and director Patty Jenkins is coming back to direct with a big pay day, apparently. In July, it was reported that Wonder Woman 2 might be set in the 1980s. Screen Rant stated that the movie will “send Diana against the forces of Soviet Union in the closing days of the Cold War.”

    Powered by WPeMatico

  • Halo: Reach's Noble Map Pack Is Now Free

    Earlier this year, Microsoft announced that a lot of Xbox 360-era Halo DLC was becoming free, but there was an issue with Halo: Reach’s Noble Map Pack. Now, that’s been resolved, and the DLC is completely free.

    The expansion adds three new maps, Breakpoint, Tempest, and Anchor 9. You can download it from your Xbox 360 or queue up your download from Xbox.com here.

    In other Halo news, Microsoft today confirmed that Halo 5 will offer double XP this weekend in the following playlists: Extermination, Warzone, and Snipers. Hooray.

    You can catch up with all the latest Halo news here on developer 343’s website.

    Halo 3, Halo 3: ODST, Halo 4, and Halo: CE Anniversary are coming to Xbox One through backwards compatibility. We still don’t know when they’ll be added to the catalog, but fans can rest assured that Microsoft is still working on it.

    Outside of the Halo shooter space, 343 recently announced that Halo Wars 2’s first story expansion, Awakening the Nightmare, will be out on September 26.

    Powered by WPeMatico

  • Half-Life Writer Shares Episode 3 Details

    Here’s something interesting and unexpected. Half-Life writer Marc Laidlaw, who no longer works at Valve, today posted what he called “Epistle 3” on his blog, and, with key names replaced, it looks like it’s an outline for what the story for Episode 3 could have been.

    Laidlaw was the sole writer for both Half-Life 1 and 2, and had crafted each game’s wider narrative. Later, he was assigned as lead writer on Half-Life 2 Episode 1 and 2. Presumably, he wrote some kind of draft for Episode 3 before leaving, and now we have what looks like an outline of what he was thinking about. You can see the full text below.

    Epistle 3 https://t.co/8BEG25AV7A

    — Marc Laidlaw (@marc_laidlaw) August 25, 2017

    Laidlaw’s website is understandably getting hammered right now, so we’ve posted the full text via NeoGAF below. Again, some of the names have been changed, but you can probably put the pieces together and figure out what means what.

    On May 24, 2006, Valve confirmed that the third Half-Life 2 episode update was in development. At the time, it only said that it would be the last “in a trilogy…that will conclude by Christmas of 2007.” Obviously, that never happened.

    Half-Life 2: Episode Two was released in 2007. Fans have been awaiting news of a sequel for years, but with Valve’s propensity for taking its time–not to mention the lack of any official indication that a new Half-Life is in development–it’s unclear what the franchise’s status is.

    Epistle 3

    08-25-2017 2:05 AM

    Dearest Playa,

    I hope this letter finds you well. I can hear your complaint already, “Gertie Fremont, we have not heard from you in ages!” Well, if you care to hear excuses, I have plenty, the greatest of them being I’ve been in other dimensions and whatnot, unable to reach you by the usual means. This was the case until eighteen months ago, when I experienced a critical change in my circumstances, and was redeposited on these shores. In the time since, I have been able to think occasionally about how best to describe the intervening years, my years of silence. I do first apologize for the wait, and that done, hasten to finally explain (albeit briefly, quickly, and in very little detail) events following those described in my previous letter (referred to herewith as Epistle 2).

    To begin with, as you may recall from the closing paragraphs of my previous missive, the death of Elly Vaunt shook us all. The Research & Rebellion team was traumatized, unable to be sure how much of our plan might be compromised, and whether it made any sense to go on at all as we had intended. And yet, once Elly had been buried, we found the strength and courage to regroup. It was the strong belief of her brave son, the feisty Alex Vaunt, that we should continue on as his mother had wished. We had the Antarctic coordinates, transmitted by Elly’s long-time assistant, Dr. Jerry Maas, which we believed to mark the location of the lost luxury liner Hyperborea. Elly had felt strongly that the Hyperborea should be destroyed rather than allow it to fall into the hands of the Disparate. Others on our team disagreed, believing that the Hyperborea might hold the secret to the revolution’s success. Either way, the arguments were moot until we found the vessel. Therefore, immediately after the service for Dr. Vaunt, Alex and I boarded a seaplane and set off for the Antarctic; a much larger support team, mainly militia, was to follow by separate transport.

    It is still unclear to me exactly what brought down our little aircraft. The following hours spent traversing the frigid waste in a blizzard are also a jumbled blur, ill-remembered and poorly defined. The next thing I clearly recall is our final approach to the coordinates Dr. Maas has provided, and where we expected to find the Hyperborea. What we found instead was a complex fortified installation, showing all the hallmarks of sinister Disparate technology. It surrounded a large open field of ice. Of the Hypnos itself there was no sign…or not at first. But as we stealthily infiltrated the Disparate installation, we noticed a recurent, strangely coherent auroral effect–as of a vast hologram fading in and out of view. This bizarre phenomenon initially seemed an effect caused by an immense Disparate lensing system, Alex and I soon realized that what we were actually seeing was the luxury liner Hyperborea itself, phasing in and out of existence at the focus of the Disparate devices. The aliens had erected their compound to study and seize the ship whenever it materialized. What Dr. Maas had provided were not coordinates for where the sub was located, but instead for where it was predicted to arrive. The liner was oscillating in and out of our reality, its pulses were gradually steadying, but there was no guarantee it would settle into place for long–or at all. We determined that we must put ourselves into position to board it at the instant it became completely physical.

    At this point we were briefly detained–not captured by the Disparate, as we feared at first, but by minions of our former nemesis, the conniving and duplicitous Wanda Bree. Dr. Bree was not as we had last seen her–which is to say, she was not dead. At some point, the Disparate had saved out an earlier version of her consciousness, and upon her physical demise, they had imprinted the back-up personality into a biological blank resembling an enormous slug. The Bree-Slug, despite occupying a position of relative power in the Disparate hierarchy, seemed nervous and frightened of me in particular. Wanda did not know how her previous incarnation, the original Dr. Bree, had died. She knew only that I was responsible. Therefore the slug treated us with great caution. Still, she soon confessed (never able to keep quiet for long) that she was herself a prisoner of the Disparate. She took no pleasure from her current grotesque existence, and pleaded with us to end her life. Alex believed that a quick death was more than Wanda Bree deserved, but for my part, I felt a modicum of pity and compassion. Out of Alex’s sight, I might have done something to hasten the slug’s demise before we proceeded.

    Not far from where we had been detained by Dr. Bree, we found Jerry Maas being held in a Disparate interrogation cell. Things were tense between Jerry and Alex, as might be imagined. Alex blamed Jerry for his mother’s death…news of which, Jerry was devastated to hear for the first time. Jerry tried to convince Alex that he had been a double agent serving the resistance all along, doing only what Elly had asked of him, even though he knew it meant he risked being seen by his peers–by all of us–as a traitor. I was convinced; Alex less so. But from a pragmatic point of view, we depended on Dr. Maas; for along with the Hyperborea coordinates, he possessed resonance keys which would be necessary to bring the liner fully into our plane of existence.

    We skirmished with Disparate soldiers protecting a Dispar research post, then Dr. Maas attuned the Hyperborea to precisely the frequencies needed to bring it into (brief) coherence. In the short time available to us, we scrambled aboard the ship, with an unknown number of Disparate agents close behind. The ship cohered for only a short time, and then its oscillations resume. It was too late for our own military support, which arrived and joined the Disparate forces in battle just as we rebounded between universes, once again unmoored.

    What happened next is even harder to explain. Alex Vaunt, Dr. Maas and myself sought control of the ship–its power source, its control room, its navigation center. The liner’s history proved nonlinear. Years before, during the Disparate invasion, various members of an earlier science team, working in the hull of a dry-docked liner situated at the Tocsin Island Research Base in Lake Huron, had assembled what they called the Bootstrap Device. If it worked as intended, it would emit a field large enough to surround the ship. This field would then itself travel instantaneously to any chosen destination without having to cover the intervening space. There was no need for entry or exit portals, or any other devices; it was entirely self-contained. Unfortunately, the device had never been tested. As the Disparate pushed Earth into the Nine Hour Armageddon, the aliens seized control of our most important research facilities. The staff of the Hyperborea, with no other wish than to keep the ship out of Disparate hands, acted in desperation. The switched on the field and flung the Hyperborea toward the most distant destination they could target: Antarctica. What they did not realize was that the Bootstrap Device travelled in time as well as space. Nor was it limited to one time or one location. The Hyperborea, and the moment of its activation, were stretched across space and time, between the nearly forgotten Lake Huron of the Nine Hour Armageddon and the present day Antarctic; it was pulled taut as an elastic band, vibrating, except where at certain points along its length one could find still points, like the harmonic spots along a vibrating guitar string. One of these harmonics was where we boarded, but the string ran forward and back, in both time and space, and we were soon pulled in every direction ourselves.

    Time grew confused. Looking from the bridge, we could see the drydocks of Tocsin Island at the moment of teleportation, just as the Disparate forces closed in from land, sea and air. At the same time, we could see the Antarctic wastelands, where our friends were fighting to make their way to the protean Hyperborea; and in addition, glimpses of other worlds, somewhere in the future perhaps, or even in the past. Alex grew convinced we were seeing one of the Disparate’s central staging areas for invading other worlds–such as our own. We meanwhile fought a running battle throughout the ship, pursued by Disparate forces. We struggled to understand our stiuation, and to agree on our course of action. Could we alter the course of the Hyperborea? Should we run it aground in the Antarctic, giving our peers the chance to study it? Should we destroy it with all hands aboard, our own included? It was impossible to hold a coherent thought, given the baffling and paradoxical timeloops, which passed through the ship like bubbles. I felt I was going mad, that we all were, confronting myriad versions of ourselves, in that ship that was half ghost-ship, half nightmare funhouse.

    What it came down to, at last, was a choice. Jerry Maas argued, reasonably, that we should save the Hyperborea and deliver it to the resistance, that our intelligent peers might study and harness its power. But Alex reminded me had sworn he would honor his mother’s demand that we destroy the ship. He hatched a plan to set the Hyperborea to self-destruct, while riding it into the heart of the Disparate’s invasion nexus. Jerry and Alex argued. Jerry overpowered Alex and brought the Hyperborea area, preparing to shut off the Bootstrap Device and settle the ship on the ice. Then I heard a shot, and Jerry fell. Alex had decided for all of us, or his weapon had. With Dr. Maas dead, we were committed to the suicide plunge. Grimly, Alex and I armed the Hyperborea, creating a time-travelling missile, and steered it for the heart of the Disparate’s command center.

    At this point, as you will no doubt be unsurprised to hear, a Certain Sinister Figure appeared, in the form of that sneering trickster, Mrs. X. For once she appeared not to me, but to Alex Vaunt. Alex had not seen the cryptical schoolmarm since childhood, but he recognized her instantly. “Come along with me now, we’ve places to do and things to be,” said Mrs. X, and Alex acquiesced. He followed the strange grey lady out of the Hyperborea, out of our reality. For me, there was no convenient door held open; only a snicker and a sideways glance. I was left alone, riding the weaponized luxury liner into the heart of a Disparate world. An immense light blazed. I caught a cosmic view of a brilliantly glittering Dyson sphere. The vastness of the Disparate’s power, the futility of our struggle, blossomed briefly in my awareness. I saw everything. Mainly I saw how the Hyperborea, our most powerful weapon, would register as less than a fizzling matchhead as it blew itself apart. And what remained of me would be even less than that.

    Just then, as you have surely already foreseen, the Ghastlyhaunts parted their own checkered curtains of reality, reached in as they have on prior occasions, plucked me out, and set me aside. I barely got to see the fireworks begin.

    And here we are. I spoke of my return to this shore. It has been a circuitous path to lands I once knew, and surprising to see how much the terrain has changed. Enough time has passed that few remember me, or what I was saying when last I spoke, or what precisely we hoped to accomplish. At this point, the resistance will have failed or succeeded, no thanks to me. Old friends have been silenced, or fallen by the wayside. I no longer know or recognize most members of the research team, though I believe the spirit of rebellion still persists. I expect you know better than I the appropriate course of action, and I leave you to it. Except no further correspondence from me regarding these matters; this is my final epistle.

    Yours in infinite finality,

    Gertrude Fremont, Ph.D.

    Powered by WPeMatico

  • Madden 18 Ratings For Most “Clutch” Players Revealed

    One of the new features in the recent Madden games is a Player Trait for “Clutch,” which is basically a rating for how likely the player is to come through when it matters.

    SportingNews did the heavy lifting and found that there are 62 players in Madden NFL 18 that are designated as being “Clutch,” down from 70 last year. The names are the ones you’d expect, including standout QBs like Tom Brady and Aaron Rodgers, along with running backs like Le’Veon Bell and Marshawn Lynch. At tight end, Rob Gronkowski and Jason Witten of course made the cut, while Adam Vinatieri, one of the most clutch kickers in NFL history, is also on the list for Madden NFL 18.

    Players who fell out of the “Clutch” designation this year included people like legendary Cowboys QB Tony Romo, who retired, and New England Patriots kicker Stephen Gostkowski, among others.

    Also of note that that tight end O.J. Howard of the Tampa Bay Buccaneers joined the ranks as a “Clutch” player. It’s a seemingly strange choice, as Howard has no regular season NFL experience as of yet, though he played in big games in college.

    GameSpot’s Madden NFL 18 review scored the game a 9/10. The game officially launches on August 25, following the release of the EA Access and G.O.A.T. Editions earlier in the week.

    Madden NFL 18 Clutch Players

    *denotes a first-time “Clutch” designation

    Quarterbacks

    • Tom Brady, Patriots
    • Aaron Rodgers, Packers
    • Matt Ryan, Falcons*
    • Drew Brees, Saints
    • Ben Roethlisberger, Steelers
    • Russell Wilson, Seahawks
    • Andrew Luck, Colts
    • Derek Carr, Raiders*
    • Cam Newton, Panthers
    • Matt Stafford, Lions*
    • Jameis Winston, Buccaneers

    Running Backs

    • Le’Veon Bell, Steelers
    • Marshawn Lynch, Raiders
    • C.J. Anderson, Broncos

    Tight Ends

    • Rob Gronkowski, Patriots
    • Delanie Walker, Titans
    • Greg Olsen, Panthers
    • Jordan Reed, Redskins
    • Tyler Eifert, Bengals
    • Jason Witten, Cowboys
    • Antonio Gates, Chargers
    • O.J. Howard, Buccaneers*

    Wide Receivers

    • Julio Jones, Falcons
    • Antonio Brown, Steelers
    • A.J. Green, Bengals
    • Odell Beckham Jr., Giants
    • Jordy Nelson, Packers
    • Dez Bryant, Cowboys
    • DeAndre Hopkins, Texans
    • Larry Fitzgerald, Cardinals
    • Julian Edelman, Patriots
    • Doug Baldwin, Seahawks
    • Emmanuel Sanders, Broncos
    • Jermaine Kearse, Seahawks*

    Linebackers

    • Von Miller, Broncos
    • Luke Kuechly, Panthers
    • Khalil Mack, Raiders
    • Bobby Wagner, Seahawks
    • Justin Houston, Chiefs
    • Sean Lee, Cowboys
    • NaVorro Bowman, 49ers
    • Thomas Davis, Panthers
    • Terrell Suggs, Ravens
    • Brandon Marshall, Broncos
    • Lavonte David, Buccaneers
    • Derrick Johnson, Chiefs

    Cornerbacks

    • Aqib Talib, Broncos*
    • Chris Harris Jr., Broncos
    • Malcolm Butler, Patriots
    • Patrick Peterson, Cardinals
    • Josh Norman, Redskins
    • Richard Sherman, Seahawks

    Safeties

    • Earl Thomas, Seahawks
    • Eric Berry, Chiefs
    • Eric Weddle, Ravens
    • Harrison Smith, Vikings
    • Devin McCourty, Patriots
    • Reshad Jones, Dolphins
    • Tyrann Mathieu, Cardinals
    • Malcolm Jenkins, Eagles
    • T.J. Ward, Broncos
    • Kurt Coleman, Panthers

    Kickers

    • Justin Tucker, Ravens
    • Matt Bryant, Falcons*
    • Dan Bailey, Cowboys
    • Adam Vinatieri, Colts
    • Steven Hauschka, Bills

    Punters

    • Bryan Anger, Buccaneers*
    • Sam Koch, Ravens
    • Chris Jones, Cowboys

    Powered by WPeMatico

  • Games Retailer Trialing Physical Subscription Service in Australia

    Netflix-style subscription based services for games aren’t an uncommon occurrence, with services such as EA Access and Xbox Game Pass already offering unlimited access to a selection of games for a monthly fee. But now, retail chain EB Games, a subsidiary of GameStop, is trialling a brick-and-mortar version of the service in one Australian state.

    “Swap ‘n’ Play is a new service we’re trialling in South Australia that allows customers to grab any preowned game they want, and to swap it over as much as they like instore,” an EB Games spokesperson told GameSpot.

    For $19.95 AUD a month, the service allows customers to borrow one game at a time, and EB Games states that the Swap ’n’ Play program will give customers “access to the entire library of preowned games. As long as we have the game–they can play it.”

    “Whether they finish it in a day or decide they don’t like it, they can grab something new whenever they want. There’s no limit to how many times they can swap. We created Swap ‘n’ Play to add value for our regular customers, especially parents. Over school holidays it’s not unusual for families to be in and out our doors finding new games to play. Swap ‘n’ Play allows for a hassle-free and more affordable shop.”

    The program operates in tandem with the chain’s EB World membership program, and after signing up customers can cancel at any time after the 2 months.

    As to whether the retailer plans on expanding this service nationally in Australia, or other to other GameStop-related outlets around the world, the EB Games spokesperson said: “We’ve had positive feedback from the community overnight, however at this time we’re only running Swap ‘n’ Play in South Australia.”

    More information can be found on the EB Games website.

    Powered by WPeMatico