Overwatch is bringing back the hugely popular Summer Game series with new character beach skins and updates to the Lúcioball game mode including a new stadium and an adjustment of rules.
Starting Tuesday August 8th, Lúcioball returns as a limited time event with returning Rio stadium map along side brand new stadium Sydney. Blizzard have also removed the ability to “boop” enemies with Lúcio’s Soundwave attack and has changed the way his ultimate ability works where it no longer pulls the ball toward the player and instead increases Lúcio’s speed and the speed of his “boop.”
This limited time event will also see a competitive ranked mode included for Lúcioball.
For players who missed out on loot box cosmetic items in last years Summer Games event, 2016 cosmetic items, sprays and emotes will be available for purchase with credits and at a hugely reduced cost. Legendary skins will cost 1,000 credits, epic skins will cost 250 credits while rare tier items will cost players 75 credits.
2017 loot box items include a slew of new cosmetic items including a barbecuing Soldier: 76 with his “A-salt rifle” skin, Mercy as Greek Goddess Nike skin, deep-sea diving Sombra skin and a bikini clad Widowmaker skin.
Overwatch players will be able to collect the Summer Games 2017 skins starting today, Aug. 8. The event will run until Aug. 29
Overwatch is currently enjoying a major gaming boom as it celebrates its one year anniversary since release while surpassing the 30 million registered players mark. To celebrate the one year milestone, Blizzard Entertainment opened up the game for everyone to play a “try before they buy” session, offering a weekend of free play to those not yet submerged in the world of Overwatch.
While I didn’t partake in the free offer, I did go out and purchase a physical copy of the game (50% off thanks to the one year celebrations) and it turns out, this game is not like any game out there on the market.
Overwatch is a first person shooter that offers only a online multiplayer mode and falls somewhere between the grittiness of Call of Duty, the team based game-play of Destiny and wackiness of Grand Theft Auto V Online.
Coming off a heavy dose of Call of Duty Modern Warfare Remastered, I was not ready for how different and difficult to adjust to, Overwatch was going to be. Don’t go off alone, don’t expect solo based kill streaks, don’t assume you get all your characters information just off what’s in-front of you on screen. I learned the hard way that there is a right way and a wrong way to play this game.
There are currently 24 playable characters on the Overwatch roster, each one different from the other yet grouped together in their base class skills. From healers to tanks, offence and sharp shooters, the character you choose to play will have a vast effect on how the team unites to win the match.
A character like Ana for instance, is equipped with a sniper rifle, stun pistol and a biotic grenade. While her rifle can inflict damage to opponents, it also, when targeted at team mates, heals them. The same applies to the biotic grenade and can be useful for a quick burst of health to ailing team mates earning you bonus points.
The other sniper wielding character – Widowmaker – offers no health support, though she’s more nimble in her ability to reach high sniper nests and has a stronger damage count on her rifle.
Knowing just how your character works will enable better team participation though be prepared to substitute a high kill rate for high team health regeneration or damage blocking rate.
There are certain characters that will always be picked by other players – bow master Hanzo, scrap gun wielding Roadhog, robotic defense unit Bastion and ninja Genji are guaranteed to be in a starting line-up but it’s how you use your character to bounce off those selected ones that can make a difference.
Unlike CoD, going out as a lone wolf with a sniper rifle is not going to ensure a high kill streak or a grand team win. Overwatch is all about team play – which characters have been selected, how they interact with each other and how you put your best foot forward to ensure your team wins. The game modes in Overwatch aren’t aimed for high kills, it’s all about zone points and that’s how the characters within the game have been created.
I will admit, after two hours in, I was ready to give up. Some characters like Genji, McCree and Bastion felt way overpowered against my Tracer or Lucio with their seemingly perfect hit rate and bullet strength. It wasn’t until I stepped away from the console and researched into just how certain characters played that I began to understand.
I was drawn to Ana from the get go with her brooding hood and long scattered rags but couldn’t get a hang of why her sniper rifle wasn’t as good as widowmakers, and that was because Ana was more about team support versus solo kills and just like her, I learnt Pharah works better from above than on ground level and Tracer requires lightning quick reflexes to get the kills. These things that I couldn’t pick up from game play were discovered from seeing and reading how other experienced players used these characters.
Once I understood the purpose of Overwatch, I began to enjoy it more and more. Sure Bastion’s turret is like the most inanely annoying thing on a map but there is a way around it (Ana’s sleep dart!!) and I’m now OK with not aiming for that high kill streak because I know that’s not necessarily going to win us the match and yes, loot boxes are incredibly frustrating especially when you like to use Ana but keep unlocking items for Winston who you never use – but that’s another discussion all together.
Overwatch’s free weekend of play is over, but is available for purchase in digital and physical copy formats for PS4, Xbox One and PC.
The official announcement of the next installment in the Call Of Duty series has just been announced confirming the setting to be in World War 2 bringing the first person shooter series back to its ‘boots on ground’ origins (Call of Duty 2 from 2005) but this time with Sledgehammer Games (MW3 and Advanced Warfare) taking the reins.
Taking the series back to its beginnings, according to Activision CEO Eric Hirshberg (in an interview with Polygon.com) was a plan that was put into motion three years ago and was not based off the less than positive player response to 2016’s ultra futuristic based Infinite Warfare, noting back in 2014 when the decision was made, the player passion for the historical war setting.
With the high praise for Modern Warfare remastered, which came as an add-on to the Infinite Warfare release, it really is no surprise that Activision have decided to go back to what CoD players loved most from the series but there is that lingering worry of bringing back a classic while keeping it fresh and modern so as not to bring about that ‘seen it, played it’ feel that is always lurking when playing Modern Warfare Remastered.
While the game (MW Remastered) itself is a stellar moment within the series, (and one I am enjoying playing at the moment over the Infinite Warfare release) the remastered release of the 2007 issue showcases just how dated the game is when compared to more modern releases. Developed by Raven Software, the remastered issue offered nothing really new to the original release with updated graphics, rendering, sounds and animations. The inclusion of semi-customizable multiplayer characters (including female skins) were a nice touch along with the ‘depot’ which allowed players to spend their game earned tokens on mystery cases filled with player skins, weapon skins and calling cards and emblems.
The question now begs, with WWII the official setting for the next Call of Duty outing, do Activison have plans to continue down the route we’ve traveled down once before?
The series has delved into WWII numerous times with 2003’s Call of Duty, 2005’s Call of Duty 2, 2006’s Call of Duty 3 and 2008’s Call of Duty: World at War. 2010’s Call of Duty: Black Ops took place in the Cold War and partially within the Vietnam War while all other outings have focused on fictional modern era and futuristic warfare.
One setting that the franchise has never delved into (and one I personally would like to see) is gangland/urban warfare. While Call of Duty is military based, there’s nothing stating the series couldn’t delve into this area without compromising their tactical themed game-play. The gangland-and-or-urban warfare theme has featured within games such as Grand Theft Auto and the Saints Row series, but is yet to be given the first person shooter treatment that games like Call of Duty offers.
Details about the multiplayer within CoD WWII are still sparse to none but it has been revealed that a ‘social space’ called Headquarters will see players, much like that in Destiny, all converge to show off gear and interact with each other before heading off into a match with Sledgehammers Chief Development Officer Michael Condrey confirming to me that character customization AND playable female soldiers will both feature in this next game.
Call of Duty: World War II drops November 2nd with exclusive pre-order beta access for PS4 users (date to come). Pre-orders now open either on line or in store with your local retailers.
Ghost Recon: Wildlands is currently live for a limited beta play-through before the full game goes live on March 7th and while the onset saw major server issues and lengthy maintenance delays, it seems, for most players, the beta is now in full swing.
Wildlands has you playing as a special forces soldier whose main aim is to wipe out a major Mexican drug cartel in no-too-distant-future Bolivia. An open world game, Wildlands puts you at the drivers seat in a “choose your own adventure” kind of way as you decide how you and your team will go about taking out the cartel.
Before getting into any game play, your first task is to create your character. As a lover of games that use this feature, the customization options gave me mixed feelings, offering a wide range of options on some items and no where near enough options on others.
As someone who – when given the chance to – plays as a female character, I do have to give props to Ubisoft for the range of female faces offered to choose from. While none are worthy of being recruited as a Victoria’s Secret model, the number of “nice looking” faces outnumber the swamp donkey ones, though the option to choose race and skin color is locked to each of the eleven face styles. There’s a small amount of face paints and scars to choose from and the tattoo’s add a gritty edge to your character.
Outfits and accessories are fitting for the games genre with tank tops, Tee’s, shirts and similar items and most feature a wide selection of color and/or pattern changes to suit the look you’re going for. Where Ubisoft dropped the ball in customization is hair options. While I haven’t checked out those open for male characters (who also have facial hair options), the females have seven options, all of which are sadly, very basic and very masculine. From a stock standard bun to short cornrows to fully shaved to a tiny ponytail, all are rather disappointing and don’t seem to look that decent unless covered with a headset (see top image) or with a hat. While i’m not asking for long Rapunzel hair, the argument of avoiding clipping with longer styles is moot considering the hair assortment (long and short) sported by the NPC’s running around town that certainly do not have clipping issues.
Wildlands game play feels very smooth and while the controls took some time to get used to, everything from shooting to running and climbing were seamless, however driving felt very different to what has been found in similar games. While controlling your vehicle is pretty much standard, I found not only did it take quite a lot of damage to completely total your vehicle but also, whatever you’re driving has the ability to literally climb mountains.
As if unaffected by the rocky and bushy landscape, the car I had stolen and literally drove over a cliffs edge was able to easily climb right back up to where it had fallen from. Handy if you loose control or need to make a quick shortcut to get across to the other side of the map, but the feel of this goes against what we know and what we’d expect.
Even flying a helicopter – something I always try and avoid – was easy enough to control though trying to maintain a steady climb and decent push forward in a straight line felt fiddly and quite slow.
Environment interaction was more miss than hit. As stated, the ability to drive up the side of a rocky mountain is odd and my helicopter wasn’t affected by the trees I steered it through. The NPC’s wandering around manage to, for the most part, be quick enough to jump out of the way of my speeding and slightly out of control car but killing an NPC with a weapon can prove costly and have repercussions on a mission.
The missions open during the beta were pretty stock standard too but the ability to decide how you go about it was a nice addition. While the main mission is always there, upon finding some intel at a rebel location, you can choose either scouting for more supplies, upgrades or another rebel base as you are never forced to play the main arc which sees a massive cartel flow chart showing how prominent gang members are connected and who must be killed to get information on the next target.
4 player co-op is also up and running for Wildlands and I had no issues jumping into a live game with three randoms but relinquishing control to someone else was frustrating especially when you find yourself a passenger in a vehicle being driven from one side of the map to the other for a quick shoot and run mission or when trying to make a stealthy entrance into an enemy camp only to have someone go running in guns blazing.
Thankfully, playing off-line, your AI controlled helpers are much more accommodating to your play style.
For the most part, my time spent on the Ghost Recon: Wildlands beta was more positive than negative but only slightly. The mission repetition can become mundane and to put it bluntly, was nothing really not seen before in games before (I am playing Metal Gear Solid V and the similarities are insane). The open world environment is lush and vast and smooth game play will keep you going for a short while but with little to unlock or aim for (weapons and additions to your character), the steam behind Wildlands could run out quickly for players who have pretty much seen this all before.
Ghost Recon; Wildlands beta ends Monday Feb 27th will the full game launching Tuesday March 7th.
Not for the squeamish, the up-coming Friday the 13th: The Game coming soon to consoles and windows dropped a new trailer showcasing some more of the classic killer and his new ability to ‘fast warp’ to certain locations within the camp ground map.
Check it out below.
The game, due for release later this year, is a third person horror/survival multiplayer game which will see players take on the role of a (more than likely doomed) counselor or the monster himself Jason Voorhees. It is your aim to either escape or kill, and while playing as a counselor allows you to work together to try and take Jason down, if you have to kill off your camp mate to save yourself….you’ll be able to do that too.
The devs have taken inspiration straight from the long running series and have carefully crafted the environment of Camp Crystal Lake, Jason and the camp counselors to remind us of everything we remember about Friday the 13th, right down to the visual fidelity of the 80’s.
Starting out strictly as a multiplayer game, Friday the 13th has now evolved into including a single player aspect thanks to increased interest from fans and extra funding. It is this new addition that has seen the release pushed until “sometime early 2017”.
“Single player will consist of objective-based missions where you take control of Jason. You’ll get to see missions that will remind you of the movies, as well as entirely new scenarios to sink your machete into!”
To get a feel of what to expect – and what can be done, check out Pax West 2016 Kill Montage trailer below. Be warned, even for digital content, it’s graphic!
For all the news on the games release plus extra videos and behind the scenes info check out the official website.
Creative modders have been busy building mods for PS4 in the last two weeks since mods began appearing on Bethesda’s official website. Even with the massive limitations imposed by Sony that specifically strip any form of real modding customization by not allowing anything that uses external assets or scripts, there are currently 151 mods (and that number is building daily) ready to go for users when mods finally go live this week.
So what mods should you download? Check out my list of recommended ones below!
UCO: Unified Clothing Overhaul by AndrewCX. | With the lack of external assets allowed in the game it means custom outfit pieces will never be available to PS4 users. With this UCO mod, users will be able to upgrade all armor/clothes/hats/helmets/bandanna’s and glasses, layer more armor pieces over more clothes and color swap the appearance of clothing/armor & raider power armor among other options.
UCO Pipboy Color Swap Enabler by AndrewCX. | This mod enables users to change the color of their players pipboy by offering 59 different colors and patterns to use. There are some special instructions to follow to ensure this mod works.
Ultimate Vault Attire by Guidion | This mod allows users to craft and mod vault jumpsuits, vault tech armor and scientist outfits. Ballistic weave, vault numbers, legendary effects and suit linings can also be altered when crafting.
Waste Anchorage Hairstyle by TheRealElianora | This will probably be the only ‘hair mod’ PS4 users will ever get. This new hairstyle combines the “Waste Maiden” with the “Anchorage” hairstyle and is available for both genders.
NPC Pipboys for PS4 by Batta0909 | Small mod that makes pipboys usable by companions and settlers. They have no actual use and cannot be used by the player but adds to the overall effect if building settlements within a bunker/vault.
Clean and Smooth Settlements by Okie1682| For those like me who have completed the game and are focusing on settlement building, Okie1682 is releasing his ‘clean and smooth’ settlement mods that basically strip the settlement of all debris and junk, tress and foliage, rebuilds broken benches and some buildings – basically, it leaves a blank canvas ready for building and the best bit, this mod should work on pre-existing game saves though Okie1682 has noted that buildings and items may appear to be floating in areas where the ground has been smoothed out on your game save but a it’s easy enough to scrap and rebuild. So far, the following settlements cleaned up include:
Starlight Drive-in | Egret Tours Marina | Sanctuary Hills | Somerville Place | with more to come!
Settlement Resource Alignment by Race4it2 | This little mod improves resources for selected water pumps (Water Purifier now 100 water units) , small generator (300 power) and tato plant (6 food) and increases the length of copper wiring from 500 to 5000.
GoodNeighbour Player Home by Tony1912 | This mod introduces a multi-level player home within the walls of GoodNeighbour. Located Next to the Third Rail this ex apartment offers a workshop with all build functions plus power. There’s fast travel too and from this location. 4 Balconies, no clutter – just move in and build!
Settlement Build Budget x10 by AndrewCX | A great mod that increases the build budget of all settlements to 10 times their default values. The only downside is this mod will not work on save games and will only work on a new play through – which AndrewCX notes is down to modding restrictions placed by Sony.
Prisoner Shackles by mlucke | This fun mod takes the shackles used by the disciples in Nuka World and makes them available to your settlements. Includes a prisoner mat that come with various poses, a craftable shock collar and cages.
Wild Plants and Alcohol for Settlements by 3lric | This mod brings in a massive selection of wild plants found in the commonwealth and make them available to transport into your settlements. Includes plants like Wild Melon, Wild Mutfruit, Wild Tarberry and HubFlower along with a range of planters and a massive selection of craftable alcohol via the cooking stations.
Cheat Container by Vicyorus | A must for any player, the cheat container is a small tool box located outside each and every settlement and contains 60,000 units of each building component. This, at the moment, does not re-spawn but there are load instructions on how to get these to refill.
Workbench Anywhere by AndrewCX | This mod allows users the create a “Spawn Beacon – Workshop Workbench” that can be used like a grenade to spawn a workshop workbench anywhere in the game world. This mod is heavily restricted though and only seems to work on locations that have been ‘cleared’ but will not form part of
Get All Perks by mttprc11 | As it states, unlocks all perks within the game and also includes a standard riffle with 9999 ammo, 9999 stimpacks and 99999 caps. As it’s untested, author notes this may not work on existing game saves.
Oil Rig Player Home by ArogueModder | This massive structure will appear on your pipboy after installing as ‘oil rig’ and is a playable home with Workshop, Navmesh, Map Markers and a Vertibird Landing Pad. ArogueModder notes that this will disable map boarders on your game.
Limited Minutemen Quests by Chucksteel | This much needed mod reduces the number of quests Preston can give you at once from three to one. No new quest will be offered until the current one has been completed!
As noted above, mods are coming thick and fast and will change the way you play Fallout 4. Are there any specific mods you are looking forward to? Something that should be on this list? Sound off in the comments section!
The latest patch update to Fallout 4 (released today on PC and coming soon to consoles) includes an update to Bethesda’s Creation Kit which now offers mod support for PS4 mods. The expectation is that the next scheduled update will finally include mods to be opened for PS4 users playing Fallout 4.
The previously stated restrictions involving no external assets and minimal mod storage space are still in effect though as of this post there are currently 29 mods available for the PS4 (that number raised by 5 in the 10 minutes since I began writing this post) that will be available for when mods go live.
The small mod storage space on PS4 consoles shouldn’t be too worrisome for players as the current “no external assets” restrictions currently in place mean available mods shouldn’t be much larger than a few MB each.
The current listed mods include the hugely popular “cheat container” that offers players a small toolbox in Sanctuary full of 10,000 units of each building component (plants not included), an “unlock ballistic weave” mod for those (myself included) who encountered a bug with Tinker Tom not offering ballistic weave for clothing items after completing Railroad tasks or for those who did not side with the Railroad.
The “Beantown Interiors Project” has been ported to PS4 as well which opens up 30 buildings in Concord, Jamaica Plains and Hyde Park, among others, that have been boarded up and inaccessible to players and Elianora’s “Waste Anchorage” hairstyle mod along with her “Tweaks and Fixes all-in-one” mod and “Companion Appearance Overhaul” mods are live too.
Those worried about the lack of external assets affecting the amount of mods coming to Fallout 4 need only take a look at the current list of Skyrim mods for PS4 which is currently sitting at over 750 listed mods. Granted these mods will never reach the same customization offered to Xbox One and PC users.
Mods for PS4 users playing Fallout 4 are due later this month.
It’s a sucky time to be a PS4 console owner, even more so if you’re one who was expecting mod support for Fallout 4 and Skyrim. The battle of mod support between Bethesda Studios and Sony had become such an epic pile of shit that neither side were offering reasonable answers as to why mods were cancelled for PS4 users in the first place. Sony literally kept tight lipped on the topic, Bethesda placed the target sign on Sonys back while PC and Xbox users reveled in the mass amount of mods available for Fallout 4 and the soon to be released Skyrim Special Edition.
Now it seems the two sides have found a ‘reasonable’ common ground that will actually see mod support come to PS4 users for Skyrim when the game releases October 28th and then later on for Fallout 4 players – but – it’s not going to be in the same capacity that PC and Xbox One users have been graced with.
“Mod support will come to Skyrim first,” Bethesda explained today in a blog post. “We and Sony have worked hard to make this possible. Mods on PlayStation 4 will allow you to modify and create your own content by using our Creation Kit available here. You will not be able to upload external assets with your PlayStation 4 mods, but you will be able to use any assets that come with the game, as most mods do. By creating a Bethesda.net account, you’ll be able to browse and try mods right from within the game.”
“You will not be able to upload external assets” is the bad words in the above statement that heaps another pile of crap onto an already big pile of crap for PS4 owners. What this means is that unless the mod comes from a vanilla base that already exists within Skyrim and Fallout 4, it can’t be ported to the PS4 which ultimately kills a large bulk of mods from settlement additions, outfits, hair options and power armor mods that currently exist and use custom created content. It will be interesting to see if anyone creates anything decent and worthwhile porting into the game with the vanilla bases available.
Oh and lastly, word has it, unlike Xbox’s 2gb mod storage limit, PS4 users are being awarded 900mb of mod space.
So one now has to wonder – what’s the point of allowing mods at this late stage if it is going to be so greatly limited? Is it so Bethesda remains true to their word that Skyrim Special Edition and Fallout 4 got their mods?
How much is an Xbox One these days?
Bethesda finally went about and released some further notes about mod space for Skyrim Special Edition on ps4 and Xbox One consoles when the game drops on October 28th. Once again, Xbox One is coming up on top with a whopping 5GB limit compared to PS4’s 1GB. This compares to the previously announced 900MB cap for PS4 consoles for fallout 4 mods.
Why the space difference? All comes down to external assets. As Sony is refusing mods that require them, the range of mods will be much smaller and will not require much space within the PS4 console while Microsoft’s Xbox One has been more than open to allowing mods that use them.
There is still no official word on when mods will hit for PS4 users playing Fallout 4.
PS4 owners currently playing Bethesda’s Fallout 4 (including myself) have been patiently waiting since its release back in November 2015 for any news of mod support coming to fruition for their console versions of the game. The official word from Bethesda was that June 2016 will see, for the first time ever, official mods coming to PlayStation 4 and Xbox 1 users playing Fallout 4.
It was exciting news for console users as the range of mods that had been available for PC versions of most Fallout games, that included everything from texture improvements, new settlement build items, body modifications, new hair textures, outfits, weapons – even changing seasons….were finally coming to consoles and would virtually make the experience of Fallout a brand new one that would look as however we determined it to.
June came and passed and it’s now early September and Xbox 1 users are now reveling in mods for the game while it seems PS4 users have been left out in the rain and may never actually see mods at all and according to Bethesda, it’s not on their behalf.
On their official site, Bethesda announced they are halting their fight to get mods out for PS4 users because Sony won’t come to the game. The statement reads:
“After months of discussion with Sony, we regret to say that while we have long been ready to offer mod support on PlayStation 4, Sony has informed us they will not approve user mods the way they should work: where users can do anything they want for either Fallout 4 or Skyrim Special Edition.
Like you, we are disappointed by Sony’s decision given the considerable time and effort we have put into this project, and the amount of time our fans have waited for mod support to arrive. We consider this an important initiative and we hope to find other ways user mods can be available for our PlayStation audience. However, until Sony will allow us to offer proper mod support for PS4, that content for Fallout 4 and Skyrim on PlayStation 4 will not be available.
We will provide an update if and when this situation changes.”
As it reads, this news will also affect the hugely anticipated Skyrim Special Edition release that is also being flogged as offering mods to PS4 users. It appears the breakdown between Bethesda and Sony comes in the form of not enough mod storage space (900mb for PS4 to 2GB for XBox 1), sound file support and texture issues with PC to console modding. It also seems Bethesda’s approach to mods “where users can do anything they want” isn’t sitting too well with Sony either.
And to kick us PS4 Fallout players while we’re down, The development team on Farming Simulator 17 have confirmed that mods will be playable on the PS4 version of the game from the day of release. Don’t ask me why this is happening but not for Fallout 4!
Classic console game series Marvel Ultimate Alliance has been given a re-birth as Activision and Marvel bring the classic series to next gen consoles but it’s not all good news as fans balk at the costly price.
Boasting one of the biggest rosters ever seen in any Marvel based game, Marvel Ultimate Alliance and it’s follow-up Ultimate Alliance 2 have been brought to next gen consoles allowing old fans to replay the classic games and new fans the chance to finally play those games not available on current consoles. The first Marvel Ultimate Alliance features 22 playable characters including Captain America, Black Panther, Storm and The Invisible Woman and included more than 140 iconic Marvel characters such as Psylocke, Winter Soldier and Loki spread across its story. Players can customize and upgrade their squad of heroes in the single-player campaign, co-op and competitive online and local multiplayer for up to four players.
It’s successor, 2009’s Ultimate Alliance 2 followed the Marvel Civil War story line and included an impressive roster similar to the games first outing.
From Executive Producer Mike Jones, “The team did work really hard on improving performance, some UI and graphic enhancements as well as making the games compatible with modern platform features.” Jones adds that the games “play really smooth.” Upon original release, both games included DLC that included extra characters, alternate outfits and comic missions but since the bundle’s release, it’s been noted the DLC that was part of Ultimate Alliance is missing while UA2 does include the DLC. It’s a bit of a kick in the face for fans who weren’t told about this prior to purchasing the bundle.
Speaking of which, both games, currently available on the Aussie PSN store can be bought separate for $50 each (yes $50 per game!!!) or as a bundle for $60. While most are excited about seeing the games available on their next gen console, the high price point on decade old games – some of which are missing dlc – is another misstep.