The Games Leaving Xbox Game Pass in June 2024 Have Been Revealed

Xbox Game Pass is losing High on Life and more on June 15, Microsoft has announced. Revealed on the Xbox website, High on Life is one of five games leaving the platform in June in the regular rotation of games available on the subscription service. Here are some of the most notable departures.

High on Life

High on Life is a bizarre first person shooter where players take on the role of an intergalactic bounty hunter that uses living, foul-mouthed guns to fight aliens. It launched straight onto Game Pass and quickly proved popular, immediately breaking three records for the biggest launch of 2022, the biggest third-party game launch ever, and the biggest single-player launch of all time.

Rune Factory 4 Special

Rune Factory 4 Special is a very different kind of video game with farming, dungeon crawling, romance, and more. “With dozens of hours of gameplay (and the option of playing well after the story ends) Rune Factory 4 is definitely a good time,” IGN said in our 8/10 review.

Bramble: The Mountain King

Also leaving this month is Bramble: The Mountain King, which joined Game Pass in June 2023. This adventure horror game inspired by Nordic folklore sees players embark on a journey through the dark world of Bramble and encounter towering bosses along the way.

In addition to the games listed above, Xbox Game Pass is also losing Spacelines from the Far Out and The Bookwalker: Thief of Tales. Those who want to play the handful of games should therefore do so before June 15, 2024, though all Game Pass titles can be bought outright and kept for good for 20% off their normal price.

For more, check out our guide to the Xbox Game Pass plans as well as all the rest of the biggest games coming out in 2024.

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

Helldivers 2 Major Order turns planet into black hole as rumours of returning Illuminate faction intensify

Honestly, I turn my back on shooter-of-note Helldivers 2 for (checks calendar)… one, maybe two weeks, and you all go and transform a planet into a black hole. “You” being the players who completed the metagame’s last Major Order and successfully pumped the Terminid supercolony of Meridia full of an experimental “Dark Fluid” – which Super-Earth, incidentally, pinched from the Illuminate faction during the First Galactic War, aka Helldivers 1.

Now, Meridia has imploded and become a radiant, wailing, purple-fringed disc of pure nothingness, with triumphant players rudely ejected from orbit via emergency hyperspace jump, but subsequently allowed to return and gaze into the dark heart of their victory. Great work, Inferno-plungers. I’m sure the consequences of this will be neither cosmic nor horrible.

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Feature: “This Isn’t Just Yars, It’s A Love Letter To Atari” – How WayForward Is Breaking The Mould With ‘Yars Rising’

From Revenge to Rising.

WayForward Technologies has worked on several well-known franchises over the years, including the likes of Contra, Silent Hill, The Mummy, Transformers, and even Aliens. Despite this, the reveal that the developer would collaborate with Atari on a brand new Yars entry came as a genuine shock to many, this writer included.

Not only is Yars’ Revenge one of the most beloved Atari 2600 games of the early ’80s, but the game, along with its sequels, is fundamentally an arcade shooter. So when WayForward introduced Yars Rising as a Metroidvania starring charismatic hacker Emi Kimura, you’d be forgiven for raising an eyebrow. How could such a drastic departure from the original possibly work? Would snippets of classic Yars gameplay sprinkled throughout the experience be enough to satisfy old-school fans?

Read the full article on nintendolife.com

Five Exciting New Features Coming to Destiny 2 With The Final Shape, Launching June 4

Five Exciting New Features Coming to Destiny 2 With The Final Shape, Launching June 4

The Final Shape has almost arrived in Destiny 2 – the highly anticipated expansion that sees the Guardians fight off against The Witness, the universe’s greatest threat to date.

Ahead of its launch tomorrow, we spoke with several developers at Bungie to ask about The Final Shape’s major new developments, including a brand-new playable location inside the heart of The Traveler, the fearsome new species lurking within, and the new Supers that Guardians can wield to take them on. There’s a lot to cover in The Final Shape, so we’ve broken down five of its most exciting new elements, with commentary from the team on how they came together.

Closer to the Heart

The Final Shape transports players to The Pale Heart, a brand-new location inside the heart of the Traveler. According to Dave Samuel, Art Director on Destiny 2, the studio’s aim was to encapsulate the profound memories that players have made along their decade-long journey with the game. Familiar locations and artifacts that fans of all tenures will recognize are woven into the surroundings – this is the visual culmination of your adventure in Destiny’s universe.

“We envisioned the original Destiny’s Tower as a beacon of hope and life, embodying a sense of purity amidst the metal and concrete, adorned with lush foliage and greenery,” Samuel says, to demonstrate an example of this. “This visualization serves as a poignant representation of the hope and genesis of the player’s expedition.”

However, as The Final Shape’s narrative progresses, these recollections begin to darken as The Witness and its darkness takes hold. Samuel describes the Cosmodrome, where the original Destiny story began, which is now fragmented and twisted. The Tree of Silver Wings, a symbol of Light in the universe, is now marred by the presence of the Hive. This isn’t just a representation of everything you’ve experienced – it’s also a vision of the world you’re here to save.

“Our creative intention was to present these potent memories in unexpected and unsettling ways, each transformation growing increasingly distorted and disconcerting as your odyssey leads you towards The Monolith,” Samuel adds. “The journey through The Pale Heart is intended to challenge and evoke a range of emotions, encapsulating the evolution and transformation of your experience within Destiny 2 over the past decade.”

A Dreadful Encounter

Once inside The Pale Heart, Guardians will discover the Dread – the first new species to be uncovered in the Destiny universe since the addition of the Scorn in 2019’s Forsaken expansion. The Dread are the most devoted followers of The Witness, and their design is mirrored to reflect the twisted and unsettling innards of The Pale Heart, and the grip that the darkness has on them.

Samuel takes us through three main keywords used to craft the visuals of the Dread – Pyramid, Vampiric and Chimeric. Via these inspirations, the team has taken core elements of the Witness’ design and adapted it to fit the Dread – abstract shapes, infusions of aristocratic  elements, and subtle opulence. These creatures are unfamiliar and threatening, clearly molded in the Witness’ vision.

“Building up to this climactic confrontation in the heart of the Traveler was a big goal for us. We wanted it to feel like the Witness was pulling out all the stops, that it was arraying its grandest and most formidable army,” adds James Tsai, Creative Director.

The Dread are not only formidable in their appearance, but in their abilities too. We’ve already seen them in action as the Tormentors – fast, hulking enemies that launch devastating projectiles, and can finish you off entirely in little more than one hit if they get hold of you. Each type of Dread enemy is built to feel like a similar threat – they’re made to feel like this is truly The Witness’ last line of defense and who will not go down without a fight.

“There’s a lot that goes into designing a combatant – or an entire encounter, for that matter,” Tsai explains. “You want that initial impression and that silhouette that appears on the horizon to be intimidating, if not terrifying, so you often lead with a strong attack or attention-grabbing entrance from that enemy. After that, it’s less about setting up an impregnable defense and more about creating a puzzle of sorts that can be figured out.”

Tsai adds that this can be a tricky challenge in Destiny 2 because the player has so many ways to approach the fight: different weapons, different abilities, supers, grenades, and incredible mobility: “As the Transcendent Guardian wielding Light and Darkness simultaneously, you have a lot of powerful tools – the Witness is sending its best to stop you.”

A Class of Your Own

In The Final Shape, Guardians will be able to wield the Prismatic Class, which allows Guardians to combine elements and abilities from existing Light and Darkness subclasses to craft unique, powerful combinations. While Prismatic is primarily a combination of existing skills, it’s built to feel like a new subclass with its own identity.

“The Prismatic subclass connects abilities and powers that were previously insulated from each other, so the player can generate very novel builds from that interplay,” Tsai explains. “Being able to combine the crowd-control properties of Stasis with a destructive Solar force, for instance, can lead to entirely new approaches in combat.”

The team began with fantasy statements for the first Prismatic builds: “We talked about the different ways the player would engage: ‘slow ‘em down, then blow ‘em up,’ or ‘get amped and go berserk.’ Even though the individual abilities were familiar, they pushed towards distinct styles in those initial combinations to elevate new strategies. But we know the community is going to find even more amazing combinations and tactics, especially once they start using the new Aspects and Fragments.”

Feeling Super

Destiny 2’s existing subclasses are also getting an exciting revamp in the form of several new Super abilities. Titans come armed with Twilight Arsenal, a potent new void Super, Hunters are freshly equipped with Storm’s Edge, a deadly new Arc ability, and Warlocks are bringing the heat with Song of Flame.

Much like the surroundings of The Pale Heart, these Supers also incorporate elements of classic Destiny abilities. For example, Storm’s Edge is described as similar to the Bladedancer ability for Hunters in the original Destiny.

“We wanted to deliver an experience that felt like it connected back to that classic Arc Hunter fantasy while also providing an aggressive, high-mobility playstyle,” says Samuel Dunn, Gameplay Feature Lead. “We knew we wanted to incorporate elements like the Arc Blade weapon itself as well as the powerful spin attack, but with the ability to rapidly zip in and out of trouble in the blink of an eye. Together, with the new air move from Ascension, you can chain together powerful aerial movement combos to keep your enemies on their toes.”

The Warlock Song of Flame Super also shares DNA with an original ability from Destiny – Sunsinger, which significantly improved all of the player’s other abilities while active.

“It felt fitting to echo that same gameplay here, by supercharging both versions of the Dawnblade melee with extra projectiles and creating a stylized, sentient-feeling ‘firebird’ grenade that will hunt down multiple enemies,” Dunn explains. “We also knew we wanted to create another support alternative to Well of Radiance, with a different and more mobile flavor that could integrate well into the rest of the Solar Warlock kit and provide powerful utility for allies via ability regen and Scorching weapon rounds.”

The Next Episode

The Final Shape’s epic campaign is just the start of another huge journey for our Guardians. After the events of the story mode, more tales will be told in the form of Episodes, which will replace Destiny 2’s existing seasonal structure. Three episodes, titled Echoes, Revenant and Heresy, will deal with the aftermath and consequences of the events of The Final Shape’s campaign.

Each Episode will contain three Acts, and will tell their own standalone stories that focus on other factions’ scramble for power in the wake of the Guardians’ showdown with The Witness. Acts will provide the same level of rewards found within Seasonal content – including new activities, quests, weapons, as well as the seasonal Artifact Mods that Guardians can use to fine-tune their playstyle.

“We wanted to ensure the events of The Final Shape had a lasting impact on the world,” says Robbie Stevens, Assistant Game Director. “Episodes introduce a new content cadence for Destiny 2 so that it’s clearer than ever when the next major update will occur.”

This is just a snapshot of the exciting updates heading to Destiny 2 with this expansion. Experience the explosive conclusion of the Light and Darkness saga when Destiny 2: The Final Shape launches on June 4.

Destiny 2: The Final Shape

Bungie


24

$49.99

Pre-order now to unlock the new Pyramidic Vessel Exotic ship, Exotic Ghost shell, and Legendary emblems. 

The Standard edition of The Final Shape includes the new story campaign, three new Supers, a new destination, new weapons and armor to collect, and the first Episode in the year of The Final Shape. 

Prismatic Subclass
For the first time ever, Prismatic empowers you to combine Arc, Solar, Void, Stasis, and Strand into a custom subclass of your design. Light and Darkness have no quarrel within you, Guardian.

Campaign 
The Final Shape looms—a nightmarish calcification of reality into the Witness’s twisted design. Embark on a perilous journey into the heart of the Traveler, rally the Vanguard, and end the War of Light and Darkness.

New Supers 
Defeating the Witness will require untold power. Arc Hunters, Void Titans, and Solar Warlocks; master a new Super within your arsenal and confront oblivion. 

New Destination 
Adventure through an impossible landscape that bends time and space. Follow the Witness and behold what lies within the Traveler.  

105 GB hard drive storage space required as of November 10, 2020. Subject to change. Requires broadband internet. After November 10, 2020 see www.destinythegame.com/size-requirements for current requirements prior to purchase.

Destiny 2 may contain flashing patterns and images that may produce adverse effects for a small percentage of people sensitive to them.

Bungie, Inc. makes no guarantee regarding the availability of online play or features and may modify or discontinue online services with reasonable notice at any time. Using the software constitutes acceptance of the Destiny Software License Agreement available at www.bungie.net/sla.

© 2024 Bungie, Inc. All rights reserved. Destiny, the Destiny Logo, Bungie and the Bungie Logo are trademarks of Bungie, Inc. Published and distributed by Bungie, Inc.

The post Five Exciting New Features Coming to Destiny 2 With The Final Shape, Launching June 4 appeared first on Xbox Wire.

Players’ Choice: Vote for May 2024’s best new game

May saw a wide variety of games, from indie retro horror to mascot brawlers and fast-paced shooters. What did you enjoy most out of the diverse lineup of titles? 

How does it work? At the end of every month, PlayStation Blog will open a poll where you can vote for the best new game released that month. After the polls close we will tally your votes, and announce the winner on our social channels and PlayStation.Blog. 

What is the voting criteria? That’s up to you! If you were only able to recommend one new release to a friend that month, which would it be? Note: re-released games don’t qualify, but remakes do. We define remakes as ambitious, larger-scale rebuilds such as Resident Evil 4 (2023) and Final Fantasy VII Remake.

How are nominees decided? The PlayStation Blog editorial team will gather a list of that month’s most noteworthy releases and use it to seed the poll. 

Helldivers 2 Players Win the Day and Birth a New Black Hole, But a Creeping Worry Is Overcoming Some

Helldivers 2 players have succeeded in their mission to destroy a Terminid supercolony by turning its host planet into an all consuming black hole, but are now growing concerned at what might step through.

The creation of the black hole has been brewing since Helldivers 2’s first major order — large scale missions which shape the game’s overall narrative — as it saw players “liberate” a string of planets from the claws of a bug-like alien race known as the Terminids.

This mission, dubbed Operation Valiant Enclosure, allowed for the creation of a network of termicide-dispensing towers which were later activated in a March campaign that was also, seemingly, successful.

But the introduction of the termicide forced the aliens to evolve and create a super colony on the world of Meridian, where they reproduced at an uncontrollable rate. Super Earth’s brightest decided the only measured and reasonable way to stamp out the colony was to inject masses of weaponized “dark fluid” deep into the planet’s crust, where it would merge to transform the world into a fledgling black hole.

Many in the community have taken to social media to celebrate the the birth of their new cosmic child, but others have been left pondering if their latest win will come back to bite them in the long run. Super Earth’s campaigns have an unpleasant habit of accelerating the arrival of an ever greater, previously hidden threat, after all, and some are even questioning whether the dark expanse is even a black hole at all.

Those unsettled players have pointed out the suspected black hole is missing certain elements seen in its real life counterparts, such as a ring of glowing debris known as an accretion disk or a photon ring. Others have theorised that, black hole or n, it may even be a portal through which a new enemy could emerge.

Its impossible for anything to emerge from a black hole’s event horizon in real life, of course, but the existence of legions of murder robots, instantaneous travel between star systems, and countless other sci-fi elements have shown that developer Arrowhead Studios and its galaxy master Joel aren’t necessarily bound to realism.

The portal theory seems perfectly plausible in that regard, and even more so when considering the “dark fluid” used to create the black hole was a form of synthesised exotic matter recovered from a technologically advanced alien race called the Illuminate, who featured in the original 2015 Helldivers title but have yet to make an appearance in its sequel. Many in the Helldivers 2 community are adamant the Illuminate’s reveal is imminent after the appearance of mysterious blue beams sniping players out of nowhere (and a series of leaks revealing enemy models).

Joel only knows what will happen next, but for the time being Helldivers will likely be asked to return to Automaton controlled space to win back the planets lost last month. Super Earth scientists are working on a new and improved termicide formula in the meantime, because why learn from the mistakes of the past?

Anthony is a freelance contributor covering science and video gaming news for IGN. He has over eight years experience of covering breaking developments in multiple scientific fields and absolutely no time for your shenanigans. Follow him on Twitter @BeardConGamer

Here’s a demo for Megacopter, a Desert Strike parody with a splash of Mars Attacks

In EA’s Desert Strike – released way back in the dim salvages of 1992 – you are a helicopter pilot scooting around a Sylvester Stallone reinvention of Iraq, shooting down tanks and fighters with guns and missiles while rescuing VIPs and fretting constantly about your wafer-thin armour and espresso-sized fuel reserves. It was a no-frills piece of Gulf War fanfic, complete with George Bush ending cameo, and a well-made shooter that used to drive me nuts on Sega Mega Drive.

Megacopter: Blades Of The Goddess is Desert Strike, but heavily Blood-Dragonified and with a big dollop of Airwolf to boot. Here, the enemy troops are naughty Reptoid aliens, the writing is scattershot-satirical (upgrades are bought with pizza tokens) and your helicopter houses the soul of a blood-drinking “AZ-TECH” goddess. Is it a nuanced parody of the Strike series? It doesn’t feel like it. Did I enjoy the demo? Yes. Does it have a crawling tentacle boss called Queen Oildusa? Also yes, and will you please stop asking questions so I can write the rest of this article.

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Dragon is Dead Preview: Just One More Run…

I beat Dragon is Dead’s first boss at 5 AM. I died about 3 seconds later. I thought I was in a cutscene, watching him die, and I was – for about three seconds. Then the cutscene ended, and one of his little skeleton minions whacked me in the face, and I was back to the start. But I knew I had a build that worked. I felt lucky. Twenty minutes later, he went down again, and I kept going. When I finally bought it and respawned at the Fountain of Life, I was happy to drag myself to bed… but I was also already planning the next run.

What I’m saying, then, is that Dragon is Dead is a game for sickos (complimentary), and I’m sickos. Developed by Team Suneat, who you may know as the team behind Blade Assault, Dragon is Dead is part Castlevania, part Diablo, part roguelite, all pixel art hack-n-slash glory. Throw in some unique RPG and progression elements, and Team Suneat’s latest dish is shaping up to be finger-licking good.

Let’s get it out of the way: whether you’re traipsing around the corrupted, skeleton-infested remnants of a once-sacred forest or just walking through a camp of tired, worn-down, hopeless soldiers, Dragon is Dead features absolutely stunning pixel art. You can practically hear these brittle tree branches swaying in the wind and smell the desperation of the small groups of soldiers working to keep the monsters at bay. Combine that with some excellent and atmospheric music, and Dragon is Dead is selling an aesthetic – and a mood – from the word go.

But mood, tone, and aesthetics are only part of the package. Dragon is Dead plays well, too. It’s a side-scrolling hack-n-slash with an obvious reverence for Castlevania – the Spellblade’s dodge animation is a very clear callback to Alucard’s dodge animation in Symphony of the Night – but it marries that with a Diablo-esque UI and loot system that allows you to re-roll individual stats on weapons and armor. The leveling system resembles Diablo IV’s – spells and abilities are segmented into tiers like “Basic Skills” and “Core Skills” with several options and upgrades, and spending enough skill points unlocks the next tier and its corresponding abilities. It opens up some neat build opportunities that encourage you to specialize in abilities that complement each other and build your gear around those skills.

There were two classes in the build I played: the aforementioned Spellblade, who specializes in elemental magic attacks, and the Berserker, who builds Madness by using his Basic Skills and then cashes out for big damage with his Core Skills. They play very differently: the Berserker is slower, tankier, and hits harder, but the Spellblade is faster, has a more generous dodge, and can build combos by stacking skills that use the same kind of magic. Both, however, feel fantastic, and it’s fun to build a cool combination of abilities and spells to cut through the demons infesting Dragon is Dead’s world.

But what I like most so far is the way Dragon is Dead handles death and progression. This is a roguelite. That means that when you die, everything about your character resets: your level, items, power-ups like Artifacts and Soul Gems, everything that makes your build your build, with only two exceptions: your gear, and Magic Stones, a special currency that you can use to buy gear and reroll your stats. After a few runs, you’ll have a good feel for the abilities you like and the stats you’ll want on your gear to support them. Building up your gear after a run matters, but like the best roguelites, what happens during the run is what separates a close victory from a brutal defeat.

During your run, you’ll come across Magic Stones and keys that will allow you to open special chests, which are always useful, and gold you can spend at stores for temporary power-ups or new abilities; Artifacts, which will let you carry more than one potion, upgrade your health and resource pools, boost your damage, or give you special perks like making enemies more likely to drop potions or dropping more Artifacts once you open a certain number of chests; and Soul Gems, which offer flat upgrades to your core stats.

Clearing areas gives you your choice of a pair of chests that contains one of these things, but you’ll also be able to buy them in stores and find them in certain areas. There are also special chests scattered throughout the environment that you can open with unique keys you can find or buy in the store. Artifacts also have synergy, which means that finding two or more of the same type will add bonuses so you can really dish out the hurt if you’re smart about how you build during a run. If you’re looking for depth, Dragon is Dead seems like it’ll have it, but you will have to get a little lucky, too.

That means that you’ll probably have to alter your build on the fly if, say, you’re a Spellblade playing with a lighting build and you get an Artifact that boosts fire damage. Luckily, it’s easy to do… provided you have the coin. Naturally, environments also change each time you go through them, so no two runs are alike, which is good, because you’re probably going to die. A lot. At least initially.

At the start of each run, you can only carry one potion, and whether or not you’ll find another one or the ability to carry more than one at a time is largely luck. Sometimes, a run just isn’t going to work out in your favor, and you’re going to die. Because your gear – and your ability to buy more gear, reroll a stat on any piece of gear you have, and the keys to those special chests – carries over between runs, you’re always progressing, even if it may not feel that way. But once you come back to the opening town after a particularly close run and replace your Magic items with Rares, and see how fast stuff dies as a result? You really feel it.

You’re always progressing, even if it may not feel that way.

And once you get into the groove of Dragon is Dead’s combat, it feels incredible. Like any roguelite, a lot of learning to deal with any given enemy is just practice. At first, you might not know what an enemy does or how to deal with them. The first time I fought Longmore, a three-headed tree that serves as the game’s first boss and the guy that kept me up until 5 in the morning, I had no idea how to deal with the insane number of flaming, demonic skulls he was sending at me, and when I got to him, I barely had any health left to learn. Needless to say, I died real fast.

The last time? I was cutting down the enemies standing between me and him like they were barely there, and when I made it to the fight, the skulls barely hit me. I was wearing items with more dodge, so I was avoiding some of them automatically, but I was also better at dodging them manually. I barely got hit. In my time with it, Dragon is Dead’s progression rewarded me for creating a build over time and being smart with my gear, but it also rewarded me for getting better as a player. It’s a hard line to walk, but Dragon is Dead seems like it’s on the right path.

With Dragon is Dead, I had to stop because I needed to sleep.

I do have a couple of minor concerns. First, while Dragon is Dead’s lore is cool, its writing is a little flat. Characters announce who they are, what they do, how they feel, and then dispense lore without much flavor or personality. It’s a small qualm, but when everything else looks and feels so good, it does stand out. The other is that the UI, especially in shops, doesn’t always give you a good idea of how many resources of each type you have. But it’s early days, and Team Suneat has plenty of time to iron this stuff out.

Usually, when I finish previewing a game, it’s because I’ve done everything I want to do. With Dragon is Dead, I had to stop because I needed to sleep. In a world where I didn’t have to type this up, dear reader, I’m still playing Dragon is Dead. So far, it’s beautiful, feels wonderful to play, has interesting and unique progression systems that reward long-term planning and player skill, and every run feels unique. If Team Suneat can keep this up, well… the sky’s the limit. For now, I’m left thinking of the next run. In another world, I’m past Longmore, past that cave, cutting down demons and slinging spells like the daylight is never coming. Unfortunately, previews don’t write themselves. But tonight? I’m diving right back in. I have a dragon to kill.

Don’t expect big reveals at Summer Games Fest, says Geoff Keighley

Since the death of E3, June has descended into a chaotic clusterfunk of trailers, broadcasts, announcements, and a generalised frenzy of publicity-seeking barking noises. Summer Game Fest has emerged as a hub for a lot of developers seeking eyes. The 2-hour show hosted by marketing man Geoff Keighley will be broadcasting on Friday, blasting you in the ocular nerves with, probably, a lot of games. However, most of these games will not be brand new, exciting reveals, said Keighley himself in a fresh Twitch Q & A. “There will be, definitely, new announcements,” he said, “but the show is largely focused on, I think, existing games that have new updates for fans.” He’s mentioning this ahead of time, he said, to set expectations.

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Don’t Expect Kingdom Hearts IV News At Summer Game Fest 2024, Says Keighley

“People are setting themselves up for failure”.

Those expecting more news of Kingdom Hearts IV at this year’s Summer Game Fest might want to temper their expectations as a recent message from Mr. SGF himself, Geoff Keighley, suggests that Sora’s next adventure won’t be making an appearance in the showcase (thanks, Push Square).

The message comes from Keighley’s latest Q&A Twitch stream where the show’s organiser and host ran through what to expect from this year’s event.

Read the full article on nintendolife.com