• Xbox 20th Anniversary Celebration: How to Watch and What to Expect

    November 15 marks the 20th anniversary of the launch of the original Xbox, and Microsoft is planning a big celebration that aims to look back at some of the best moments from that original console, the Xbox 360, the Xbox One, and the Xbox Series X/S. While there won't be any new game announcements, there should be plenty for Xbox fans to look forward to.

    IGN is carrying the stream and, as usual, this watch guide will provide you with everything you need to know to watch the show, including when it starts, a list of places you can watch it with us, and what you can expect to see.

    Xbox 20th Anniversary Celebration Start Time

    The upcoming Xbox 20th Anniversary Celebration will take place on Monday, November 15 at 10am PT/1pm ET/6pm GMT. If you are watching from Australia, that translates to Tuesday, November 16 at 4am AEST.

    Xbox 20th Anniversary Celebration Stream

    If you’re interested in watching the upcoming Xbox 20th Anniversary Celebration, we’ll be hosting it here and across our many channels on platforms like YouTube, Twitch, Twitter, Facebook, and more. Here’s the full list of places you can watch the show with us:

    What to Expect at the Upcoming Xbox 20th Anniversary Celebration

    While Microsoft hasn't revealed exactly what will be featured in the show, it has promised that it will "celebrate some of our favorite moments from the past 20 years of Xbox." As previously mentioned, it won't feature any new game announcements, but Microsoft hasn't ruled out the possibility that we may see more of Halo Infinite, Senua's Saga: Hellblade 2, Fable, or any of the other games currently in development at Xbox Games Studios. It's probably wise to keep expectations in check, but never say never!

    The show will have subtitles available in a variety of languages, and the official Xbox YouTube channel will also feature American Sign Language (ASL) and Audio Descriptions (AD) for those who need it. Furthermore, Microsoft warned that those planning to co-stream or create breakdowns in the form of VOD coverage should "not use any audio containing copyrighted music to avoid any action by automated bots, and to also abide by the terms of service for your service provider."

    One thing that has been teased, however, is the appearance of Dwayne "The Rock" Johnson and his upcoming film Red Notice at the show. As many may remember, The Rock was on-stage with Bill Gates to help reveal the original Xbox back in 2001.

    Speaking of Halo, November 15 also marks the 20th anniversary of Master Chief's first adventure – Halo: Combat Evolved – that led a launch lineup that included Dead or Alive 3, Fusion Frenzy, Project Gotham Racing, Arctic Thunder, Tony Hawk's Pro Skater 2X, Oddworld: Munch's Oddysey, and many more. It is possible these will also be celebrated alongside many of the other biggest Xbox exclusives from over the years.

    In addition to the Xbox Anniversary Celebration, Microsoft will also be hosting other events and promotions in honor of this milestone, including Xbox FanFest trivia and giveaways, special 20th Anniversary Xbox Gear, updated membership badges, and more. November 15 will also be the release date of the Halo Infinite Limited Edition Xbox Series X, the Halo Infinite Limited Edition Xbox Elite Wireless Series 2 Controller, and the Xbox Wireless Controller – 20th Anniversary Special Edition.

    Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

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    Grand Theft Auto: The Trilogy – The Definitive Edition Review

    Has there been a game released in the last 20 years that’s been more influential than Grand Theft Auto III? From its establishment of the open-world sandbox fundamentals to its critical role in reshaping videogames into a more attractive medium for mature audiences, GTA III’s shadow still looms large over almost every facet of the artform. If any game deserved a definitive edition that allowed fans to relive that revolution without squinting to ignore ancient graphics, it’s this. And yet, series creator Rockstar Games has decided to pay tribute to this modern gaming monolith and its two equally acclaimed PS2-era sequels, Vice City and San Andreas, by producing a collection of re-releases that cuts more corners than a Yakuza Stinger in a Liberty City street race. At best this trilogy is ill-conceived and half-finished; at worst it’s straight-up broken. If this half-baked Definitive Edition is anything to go by, I have to wonder if Rockstar reveres its own games as much as the rest of us do.

    There are some positives, mind you, but almost every welcome addition is implemented at the cost of some sort of buzz-killing compromise. It seems so antiquated that my original playthroughs with each of these three games were done with a paper map unfurled across my lap, so it’s very convenient that you’re now able to just hit pause to scan the full map of each game world and drop waypoint markers to your destination, like modern gamers would expect. However, you can’t override waypoints that are automatically created during a mission, like if you wanted to take a detour across town to an Ammunation or a Pay ‘n’ Spray perhaps, and the pathfinding can often get confused as it continually recalculates over the course of a journey, at times resembling something closer to a hastily scribbled signature than the shortest possible route.

    Similarly, the “GTAV-inspired modern controls” promised in this collection’s marketing have been applied somewhat unevenly over the three individual games. Weapon switching is improved across the board with the ability to use a shoulder button to bring up a weapon wheel, but auto-targeting feels far snappier in San Andreas than in GTA III and Vice City, and while you can circle-strafe while locked on to an enemy with a lighter weapon equipped, heavier machine guns and the like still root you to the spot and force you into a manually aimed first-person perspective regardless. The auto-targeting in GTA III and Vice City proved to be particularly sluggish whenever I found myself up close and personal with a group of enemies, which was fairly frequent given that enemy AI wasn't designed to use cover and just rushes you more often than not. Thus, in both games I found myself increasingly reliant on the use of sniper rifles to thin the herds from a distance rather than run headlong into yet another spasmodic shootout.

    A mid-mission checkpointing system has been implemented to good effect in San Andreas, allowing you to restart with all your health and weapons and skip the early setup phase of certain missions. That resolves one of the great complaints of the early games in the 3D series. Yet in GTA III and Vice City, choosing the option to restart at a checkpoint just boots you back to the very start of the mission no matter how deep into it you were when you died. So if, like I did, you die a number of times trying to outrun the cops at the end of the ‘S.A.M.’ mission in the lead up to GTA III’s climax, you still have to drive from the construction site to the boat jetty, take the boat to the end of the airport runway, wait for the plane to arrive, shoot down the plane with the rocket launcher, collect all the packages, return to the mainland, and then try and escape the police, over and over again. It’s odd that one game allows you to literally cut to the chase while the other two force you to repeatedly bring the car around and warm up the engine first.

    Grand Theft Autocorrect

    The new cartoonish character designs have certainly been met with some controversy and mockery among fans, but while I wouldn’t say they look good I don’t have any real issue with them personally. Sure, they all look like a bunch of down and out Disney Infinity dolls, and yes, the Candy Suxxx character model well, kinda sucks, but the only time I ever felt really distracted by them was in the occasional cutscene where characters would be holding objects like pistols or cigarettes in the empty space where their blocky, fingerless fists used to be.

    That’s largely the problem with the overhauled graphics in the Definitive Edition; they’re like a shiny new sheet of high-resolution stickers that have been slapped haphazardly on top of an aging LEGO set. They look cleaner on the surface, but there’s no real consistency in how they’ve been applied and everything is still pretty chunky underneath. I don’t pretend to fully understand the technical process involved with taking three games created on the Renderware engine a couple of decades ago and porting them to Unreal Engine 4 in 2021. However, I can only assume due to the comparatively small size of studio Grove Street Games (whose end game credits number at around 30 members of staff), that a lot of the work has been automated, and it shows in a suite of game worlds that are simultaneously sharper than you remember but also noticeably sloppier in terms of their artistic direction and lacking atmosphere. Given how effectively AI upscaling techniques were used to sharpen Mass Effect Legendary Edition’s textures earlier this year, it’s a bit of a shock to see how poorly it’s done here.

    Even the new lighting system brings mixed results. The neon facades of Vice City’s Ocean Beach district really pop and reflections on cars and puddles are appealing, but elsewhere the overly intense shadows would cast characters into darkness no matter how much I fiddled with the brightness and contrast settings. Although squinting to make out detail in dark areas was still less of a strain on my eyes than the truly torturous rain effect, which made me feel I was being waterboarded with a can of silly string.

    The truly torturous rain effect, which made me feel I was being waterboarded with a can of silly string. 

    Meanwhile, an improved draw distance – which was likely intended to make each environment seem bigger – has actually had the opposite effect. This is particularly glaring in San Andreas where, coupled with the removal of the Los Angeles-inspired orange smog haze that once concealed the PS2’s technical limitations, you can stand out front of a cabin in Flint County and see the San Fierro skyline looming in the very immediate distance. It completely shatters the convincing illusion of scale that the map was previously able to conjure, and it now feels like wandering around Disney’s Frontierland while having an unobstructed view of Space Mountain. This improved draw distance may also contribute to this collection’s constantly wavering framerate on PS5, which is prone to frequent stuttering whether you opt for fidelity or performance modes. Why you’re even forced to make that choice on a modern console in a collection of games that are each old enough to vote and still don’t look all that good is beyond me. And if you’re playing on Switch (which I have not but others at IGN have) there’s no avoiding the terrible performance.

    Then there are the bugs, which were waiting to ambush me around every corner like a bunch of game-breaking gangbangers. (For the sake of transparency, I completed every main mission in GTA III and Vice City, and all the main missions in San Andreas up until San Fierro for the purposes of this review.) Hard crashes, frozen cutscenes, NPCs getting caught running in circles, bridges and building exteriors disappearing, and a particularly bizarre morphing texture glitch that has permanently left my CJ in San Andreas resembling Watchmen’s Rorschach are just a few examples of the many rough edges I’ve been exposed to in all three games. All this, I might add, was on PS5 – by the sounds of it, audiences on PC and Nintendo Switch have had it even worse. I’m assuming that the developer is frantically preparing bug-fixing patches as we speak, but it’s a bit like barring the stable door after the horse has glitched through the wall and exploded.

    Bless This Mess

    However, it’s a testament to just how brilliant these games remain, that I still found myself smiling during my replays of the three stories in spite of the many issues. There’s no doubt that the mission design has aged, particularly in GTA III, and creaky limitations like the lack of swimming in both it and Vice City can be tough to reconcile with. But elsewhere, these are video game playgrounds packed with personality and invention and accompanied by incredible soundtracks, even despite a few notable licensed omissions from Vice City and San Andreas that Rockstar has long since lost the rights to include. And they’re just so dense with exceedingly quotable humour, much of which has stayed with me in the years since I first played them. I can’t come home from a night out without telling my wife “Yep, I’ve been drinking again.” Oftentimes I can’t get the wah-wahing Giggle Cream jingle out of my head. And I still don’t know why men have nipples.

    Not only did I enjoy reabsorbing all the hilarious writing, but it was also quite fascinating to sit and play through the three games back to back and relive the rapid evolution of a series (and genre) that would soon become all-conquering. GTA III establishes the blueprint, Vice City refines it and adds weaponised ‘80s nostalgia to its arsenal, and San Andreas expands it in every direction and arguably perfects it, at least given the technology available at the time. There’s no denying the seemingly never-ending commercial success of GTAV, but as far as purely single-player GTA games go, I personally feel that San Andreas might still be the pinnacle.

    That’s what makes these re-releases such a bitter adrenaline pill to swallow. While these games may have aged too much to be attractive to new players, they are still fun to revisit for existing fans… but this is just far from being the ideal way to experience them. It’s akin to Martin Scorcese announcing a new director’s cut of Goodfellas, but palming off the actual editing work to McG. You’re still getting three iconic GTA games and they’re certainly still playable, but they’re not delivered with anywhere near the level of exacting craftsmanship we’ve grown to expect from Rockstar. I can’t help but wonder how different this re-released collection could have been had the publisher issued talented members of the GTA modding community employment contracts rather than cease and desist letters.

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    Animal Crossing’s DLC Is Great, But GTA on Switch… Not So Great – NVC 586

    Grand Theft Auto games are finally on Switch, but the result is less than grand. This week on NVC, join Seth Macy, Peer Schneider, Kat Bailey, and Reb Valentine as they break down the ports of the classic PS2 GTA trilogy. On a more positive note, Animal Crossing's DLC is great, and the panel shares their impressions. Plus, Brilliant Diamond and Shining Pearl have leaked, we may see a new direction for 3D Mario, and a whole lot more.

    Timecodes!

    • 00:00:00 – GTA: The Trilogy Definitive Edition Chat
    • 00:16:56 – Discussing Pokemon Brilliant Diamond/Shining Pearl Leaks
    • 00:27:29 – Thoughts on ACNH: Happy Home Paradise
    • 00:42:20 – Kat Takes
    • 00:53:52 – Top 100 Games: Final Fantasy VI
    • 01:01:45 – News Blast
    • 01:05:55 – What We’ve Been Playing
    • 01:12:24 – Question Block!

    Linktree!

    For an easy way to find NVC on your favorite platform, check out our new NVC Linktree!

    You can also Download NVC 586 Directly Here

    You can listen to NVC on your preferred platform every Thursday at 3pm PT/6pm ET. Have a question for Question Block? Write to us at [email protected] and we may pick your question! Also, make sure to join the Nintendo Voice Chat Podcast Forums on Facebook. We're all pretty active there and often pull Question Block questions and comments straight from the community.

    Logan Plant is the Production Assistant for NVC. You can find him on Twitter at @LoganJPlant.

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    No, David Hayter Didn’t Confirm a Daredevil Reboot

    A Daredevil reboot from Marvel appears to still be a distant dream after writer and voice actor David Hayter said he did not in fact confirm a reboot of the popular series.

    Hayter took to Twitter today to respond to reports that he had confirmed a Daredevil reboot during MCM London Comic Con, as first reported by Small Screen.

    "No, I did not "confirm" a Daredevil reboot," Hayter said. "I mistakenly thought I’d read in the trades that it was happening, and I would love to see it. (And yes, I’d love to write it.)"

    He added that he has "no inside information whatsoever."

    The original reports sprang from a comment by Hayter during a Q&A in which he said he would love to adapt elements from Frank Miller's Daredevil run. "They're doing a reboot of Daredevil, and Daredevil was always a very important character to me," Hayter said. "I loved the first way they did it, but there's certain things that I would want to adapt from the Frank Miller run on Daredevil that really meant a lot to me. That's really the one."

    Like the rest of us, Hayter evidently heard rumors of a reboot in the wake of the property reverting from Netflix back to Marvel Studios. Daredevil lasted three seasons on the streaming platform before being canceled in 2018.

    While fans would certainly love to see the return of Marvel's blind superhero, actor Charlie Cox cautioned them to be careful what they wished for. "You don’t want to taint what you’ve already got," Cox said in a recent interview. “If we never come back, you’ve got these three great seasons — and our third season was our best-reviewed. So, the trajectory was up. I am tremendously proud and grateful for what we have.”

    Oh well, we'll always have that hallway fight scene.

    For now, Marvel fans will have to make do with Hawkeye, which is launching on Disney+ on November 24. Find out what's new on Disney+ in November right here.

    Kat Bailey is a Senior News Editor at IGN

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    Skyrim Anniversary Edition Celebrates Release By Offering Free Horse Armor

    Oh, how things have changed. Fifteen years after gamers raised heck about horse armor in The Elder Scrolls IV: Oblivion, Bethesda is discounting the infamous DLC in Skyrim Anniversary Edition, as first reported by PC Gamer.

    The horse armor DLC can be found in Skyrim's Creation Club menu. You should see both versions (steel and elven) pop up in the Featured tab for download. From there, restart your game and head to any stable in the region. Find the NPC who sells you horses and there will be new dialogue to acquire armor for your valiant steed. Choose which version you want, pay the kind stableman 500 Septim, and you've officially pimped out your ride.

    It's funny to think that when Bethesda introduced Oblivion players to horse armor DLC, it only cost $2.50 (or 200 Microsoft Points), and many in the gaming community laughed at the notion of paying real money for cosmetic DLC in a single-player game. Nowadays, the term "battle pass" and "content roadmap" are par for the course, and gamers everywhere are paying much, much more than $2.50 for in-game items. According to US Gamer, Bethesda was simply the first third-party publisher to bite on Microsoft's idea to provide microtransactions on the Xbox Live Marketplace.

    It wasn't even so much the fact that the DLC existed (Oblivion certainly didn't invent the idea for post-launch content), but the price point that riled people up. Check out old NeoGaf forum posts and you'll see people joking that next we'd get horse armor sponsored by Pepsi. Horse Armor quickly became a running joke in the video gaming community anytime a developer released DLC that seemed less-than-necessary.

    The Elder Scrolls V: Skyrim 10th Anniversary Edition thankfully comes with much more than horse armor to celebrate the occasion. The re-release includes new questlines, weapons and armor from Morrowind, survival mode, and fishing mechanics. That's on top of all previously released content, Creation Club content, and more. Skyrim Anniversary Edition is out today.

    Joseph Knoop is a writer/producer/has three dollars.

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