Last month we learned that Goku is coming to Dragon Ball FigherZ… again. The latest iteration of the popular Super Saiyan is his child-like form from Dragon Ball GT. This new arrival is set for May 9th on all platforms. In the meantime, publisher Bandai Namco just put out a new trailer that shows off GT Goku in action, including his Super Saiyan 4 form.
Several years after Mario came to dominate the NES, Nintendo decided to give players the opportunity to take his adventures on the go. The result was 1989’s Super Mario Land, an immense success that would blossom into a popular franchise. All these years later, Super Mario Land still has dedicated fans, and some of them decided to give the game an update that adds an important element not available on Game Boy: color.
Modder toruzz has released a completed version of the game re-made with color and dubbed Super Mario Land DX. This mod was officially finished and uploaded on April 22nd, one day after Game Boy’s 30th anniversary. Not a bad way to celebrate! You can check out the launch trailer above, and if you like what you see, there’s a link to follow through to play the game for yourself.
During last month’s Nindies Showcase, we got a good look at an upcoming game called Katana Zero. This fast-paced action-platformer from Askiisoft features nothing but one hit KOs… for the enemies and you. Fortunately, you can rewind time upon your death, learn from your mistakes, and try again. Katana Zero hits Switch and PC on April 18th. If you’re not sure about buying it yet, we have some good news! Lots of footage has surfaced from review copies, including the game’s first 30+ minutes.
Last May, Epic Games teamed up with Marvel for a crossover event that brought the villainous Thanos and his all-powerful Infinity Gauntlet to Fortnitefor a limited time event. Players could find and equip the gauntlet to transform into Thanos himself and wreak havoc on their opponents with overpowered punches and laser attacks.
The event was short-lived, but it may soon be returning. Data miners have been digging through the version 8.30 update, and they’ve discovered new kill and death feed messages that mention Thanos. Last year’s event kicked off shortly after Avengers: Infinity War hit theaters, so it would make sense to bring it back around the same time that Avengers: Endgame begins its run later this month.
A few months back Celeste developer Matt Thorson revealed that a new chapter is headed to the game as DLC. This final update is titled Chapter 9: Farewell, and it will be free on all platforms. Farewell will be a single, continuous chapter (no B-Side) with some new mechanics, and it’s said to be the hardest Celeste challenge yet.
We haven’t heard much about it since January, but Matt and his team are still hard at work. The official Celeste Twitter account just broke the silence to inform fans that development is “on the home stretch.” Although it won’t be out this month, it shouldn’t be much longer after that. The update also confirmed that the team is waiting to release the physical version of the game until after Farewell is completed.
Last summer, Square Enix launched Octopath Traveler exclusively on Nintendo Switch, and the old-school RPG topped the sales charts and received critical acclaim. Square’s new hit has stayed exclusive to Nintendo’s hybrid console thus far, but that will soon change. The game was recently rated for a PC release in Korea, and today someone at Square apparently jumped the gun and leaked the official announcement.
As reported by Gematsu, the official Square Enix website published a blog post for a PC release for Octopath Traveler, then quickly deleted it. The post indicated that the RPG will hit Steam and the Square Enix store on June 7th. It also contained a brief overview of the game’s characters and features, although there wasn’t anything new.
Square Enix has grown quite confident in the selling power of games on Nintendo Switch, and the division that developed Octopath Traveleris focused primarily on that console, but after nearly a year of exclusivity, it seems they’re looking to bring it to a new audience. Square is also working on a mobile prequel to Octopath Traveler, so expanding the brand is clearly a priority.
If you’re a fan of over the top courtroom drama, today is a good day! The beloved Phoenix Wright: Ace Attorney series is back in a new trilogy bundle that includes Ace Attorney, Justice for All, and Trials and Tribulations. All three games have been remastered with improved graphics and new features. You can pick the trilogy today on PlayStation 4, Xbox One, Switch, and PC.
Epic Games recently launched their own digital storefront to compete with the likes of Steam, and they’re offering deals for developers and players alike. Developers get to keep 88% of profits generated on the Epic Games Store (a much bigger piece of the pie than Steam allows), and players get regularly-scheduled free games. Last month Oxenfree was free to download, and now it’s been swapped out for another indie.
As of yesterday, you can pick up Jonathan Blow’s The Witness free of charge. Given that this game is normally $39.99, that’s some pretty solid savings! The Witness is a beautiful puzzle game that gives you free rein to explore an island and unravel its mysteries. It will be available for free until April 17th. The next day it will go back to its usual price tag and Transistor will take its spot as the free game on the Epic Games Store.
E3 is just over two months away, and the lineup is starting to get a little more clear. Despite Sony and Electronic Arts skipping out this year, there’s still plenty to see and do, including presentations by Nintendo and Microsoft as well as Ubisoft. Now you can add another conference to the schedule, as PC Gamer has just confirmed that the PC Gaming Show will return for its fifth year on June 10th.
Millions around the globe are eagerly awaiting the debut of Stranger Things Season 3 (including yours truly), and when the new episodes drop on Netflix on July 4th, fans will also be able to enjoy a tie-in video game. Developed by BonusXP, the game is a top-down beat ’em up with puzzle solving and some added lore that will help flesh out the town of Hawkins. The latest trailer shows off some of the game’s dialogue and takes us on a tour of Hawkins that includes the pool, the mall, the ice cream shop, and more.
Last week, Gearbox Software finally released the first trailer for Borderlands 3. The game’s big reveal didn’t come with a release date attached, but Gearbox didn’t make fans wait long to find out. A new trailer launched today that highlights the new Vault Hunters and the villainous Calypso Twins they’ll be fighting. The trailer also revealed a release date of September 13th.
Borderlands 3 is coming to PlayStation 4, Xbox One, and PC. Sorry, Switch owners. Publisher 2K Games has confirmed that the PC version will be exclusive to the Epic Games Store until April of next year, so don’t look for it on Steam any time soon. We’ll find out more about the gameplay during a special livestream event on May 1st, but in the meantime, Gearbox gave the following descriptions for the game’s new heroes:
Moze as The Gunner: When Moze needs backup, she digistructs her mech – Iron Bear – for a sucker punch of additional firepower.
Amara as The Siren: A confident, capable brawler with the ability to summon ethereal fists, Amara uses her Siren powers to smash her enemies.
FL4K as The Beastmaster: FL4K lives for the hunt. So do the loyal beasts that follow their master’s every command. Their preferred prey? Unsuspecting bandits, those poor suckers.
Zane as The Operative: Specializing in battlefield gadgetry, Zane is extremely proficient at slipping into combat, creating chaos, and sneaking back out as if he were never there.
Way back in 2015, when Yooka-Laylee first hit Kickstarter, one of the promised rewards was a special mode that gave the game a 64-bit makeover to make it feel even more reminiscent of the ’90s 3D platformers that inspired its creation. It’s been a long time coming, but developer Playtonic finally released the “64-Bit Tonic” mode… at least on Nintendo Switch and PC. PlayStation 4 and Xbox One players will have to wait a little while longer while the kinks are ironed out.
Yacht Club Games made a name for themselves with the highly successful retro-styled platformer Shovel Knight. Since its launch, they’ve been releasing regular updates and expansions, but they’ve also been working on something brand new. Today the indie studio revealed that they’ve teamed up with Mechanical Head Studios to create a new game called Cyber Shadow.
Like Shovel Knight before it, Cyber Shadow draws its inspiration from classic 8-bit games and will emulate that style. You’ll be playing as a ninja known as Shadow fighting back in a world that’s been taken over by synthetic life forms. Cyber Shadow has been in development by Mechanical Head for years, and with Yacht Club’s help it’s finally about ready to release for PlayStation 4, Xbox One, Nintendo Switch, and PC. You can pre-order it now on the official website for $14.99, but the release date has not yet been determined. Here’s a breakdown of what you can expect from Cyber Shadow.
Dash, slice, and leap through masterfully designed levels filled with sharply honed ninja platforming action.
Authentic 8-bit presentation with hand-crafted sprites, a detailed pixel aesthetic, and perfect controls. Modern touches like fluid animation, multi-layered parallax backgrounds, and evolved game design.
Take down more than a dozen apocalyptic bosses, from enormous war machines to your synthetic clan rivals.
Relive the authenticity of classic 8-bit challenge or experience it for the first time.. with an added convenience or two.
Rescue your clan to unlock permanent Ninjutsu skills and abilities, combining them seamlessly as only the warrior of legend could.
Search for secrets as you explore the ruined world. Return to your old haunts to find supplies, items and upgrades.
Experience the gripping story, told both in-game and through animated cinematic story scenes between the action. Who can be trusted? How far will Shadow go to protect his clan and the one he loves?
Pulse-pounding soundtrack by Enrique Martin, produced by Jake Kaufman.
It has only been a little over two years since the launch of the crowdfunded Shantae: Half-Genie Hero. This fourth installment of WayForward’s acclaimed indie series was the titular half-genie’s breakout onto HD back in 2016. It made for Shantae’s biggest adventure yet, what with additional expansions, storylines, and playable characters cumulating towards the all-inclusive Ultimate Edition last year.
With the franchise milestones set with Half-Genie Hero, excitement towards the future of Shantae has continued to build, and it all came to a head tonight with a special announcement from WayForward. The studio has revealed that Shantae 5 is in active development, and set to launch on Xbox One, PC, PlayStation 4, Nintendo Switch, and the recently unveiled Apple Arcade with an estimated release window for later this year — no Kickstarter campaigns necessary this time!
What do you hope to see in the indie darling’s upcoming adventure? Share your thoughts on Shantae 5 with us in the comments below.
No Our Verdict
Today we're thrilled to announce Shantae 5! You're invited to join Shantae in a brand-new adventure later this year on PS4, Xbox One, Nintendo Switch, PC… AND the newly announced Apple Arcade! Stay tuned for more details! Learn more about Apple Arcade at https://t.co/KwXqXtb2ftpic.twitter.com/SFc1iOswHT
Epic Games recently launched their own digital storefront to compete with the likes of Steam, and they’re offering deals for developers and players alike. Developers get to keep 88% of profits generated on the Epic Games Store (a much bigger piece of the pie than Steam allows), and players get regularly scheduled free games. Last month Axiom Verge was free to download, and now it’s been swapped out for another indie.
Starting today you can get Oxenfree for… well… free. This supernatural thriller features a group of friends exploring a mysterious island, solving puzzles, and unraveling a mystery. Your actions and choices throughout the adventure can also change the way you relate to the other characters, and ultimately, the ending. Oxenfree can be downloaded at no cost until April 4th, at which point it will be swapped out for The Witness.
“I am not a gamer” probably wasn’t the best choice of words for Google CEO Sundar Pichai to open the company’s tell-all presentation at the 2019 Game Developers’ Conference yesterday. Nonetheless, there might not be words any more fitting to illustrate the mega-corporation’s foray into gaming with the reveal of their new gaming platform, dubbed “Stadia.” Unlike the big three with Microsoft, Nintendo, and Sony, this aspiring fourth player is forgoing the traditional route of home consoles and intends to upend the gaming industry as we know it with an exclusively digital, streaming-based service. “The Future of Gaming” is not a claim to make lightly, so let’s take a closer look into Google Stadia and what it means to accomplish in the industry.
Google Stadia tried to make a good first impression yesterday, and on the surface level, I will say it accomplished just that. With a catchy name, simple premise, and sleek controller design, it also presented the following:
To the average consumer, Stadia spoke of the ability to pick up and play games off of any device that runs Google Chrome, which sounds like a great idea on paper. And not simple games like the running dinosaur when you’re not connected to the internet (more on that later), but rather big-budget AAA titles like Ubisoft’s Assassin’s Creed Odyssey and id Software’s upcoming Doom Eternal.
To developers, it spoke of untapped potential and no barriers. Cross-platform multiplayer, transferrable save data without console barriers, games that can host up to a thousand simultaneous players in a single lobby, a wide variety of development tools right out of the gate—if studios can think it, Stadia can make it happen.
To players on top of game performance and graphics, Stadia spoke of graphical prowess and visual fidelity that far outshines the high-end PlayStation 4 Pro and Xbox One X. The two most powerful consoles currently on the market were snidely referred to as being from “the last generation.” Stadia plans to run games at 4K and 60fps by default, and then evolve to the presumed future industry standards of 8K and 120+fps.
To content creators old and new trying to make ends meet, it spoke of integration with YouTube in recording in-game footage at 4K and 60fps, looking up walkthroughs, hosting seamless multiplayer matches, and sharing save-states with your audience. It spoke of high-quality offerings coming soon for creators to enjoy under Google’s newly founded studio, Stadia Games and Entertainment, run by former Ubisoft and Electronic Arts exec Jade Raymond.
This all sounds way too good to be true. After all, deals with the devil often come with a catch or two.
It’s clear as day what Google is poised to accomplish with Stadia. It isn’t just looking to join the big three in competing for your hard-earned dollar in the gaming industry. It isn’t just happy with YouTube Gaming playing second fiddle to Twitch, or YouTube itself simply hosting Let’s Plays and walkthroughs. It wants to become the textbook definition of gaming.
Google is attempting to paint a golden future of gaming in its own image, but all I saw during the keynote were red flags.
I admit, I love the idea of picking up and playing any game off of any device with the Chrome browser, regardless of hardware performance limitations, be it PCs, laptops, phones, or tablets. What I don’t love is how that idea is wholly dependent on my unreliable internet connection. Regardless of how Stadia struts its stuff, the promise of native 4K resolution and 60fps stability means jack if my connection isn’t smooth, let alone existent on bad days. Meanwhile, there are a ton of gamers out there who have worse experiences with internet connectivity than I do.
Additionally, Google may have the technology and be ever eager to launch it in North America and Europe later this year, but existing infrastructure and pricing models for internet connectivity, owned by oligarchic ISPs, aren’t prepared to accommodate such a radical shift. As Niko Partners analyst Daniel Ahmad put it, it’s a matter of saving up thousands of dollars to invest in a PC or console and games, versus spending thousands on your internet bills for exceeding your cap because you spent several hours playing games on Stadia. At this point, Stadia as an avenue for gaming stops being affordable for serious but non-wealthy gamers.
This is without getting into mobile providers and their own paltry data caps, because what good is there in streaming a game on my phone when I only have so much data to go around? I’m better off staying at home and hoping my wifi doesn’t suddenly decide to shut down. Hell, what good is stable internet in this fragile political age where net neutrality can be stripped away by corporate lobbyists and their political allies, who can then hobble or cut off the average consumer’s internet without notice or reproach? They gleefully do so without shame, even while human life is threatened, such as when Verizon erroneously throttled internet connection for firefighters during the California wildfires last year. What worth does stable streaming have in such a world, and why should ISPs be trusted to not exploit Stadia?
Speaking of streaming, our next crimson banner raises the issue of Google Stadia being a stream-based digital-exclusive platform. While physical media ages and decays with the passage of time, the conveniences of digital media are hard to overlook, but consumer rights have not quite caught up with the rise of digital storefronts compared to physical products. This is not an issue exclusive to Stadia, but for the most part, you don’t own digital games at the end of the day, be it on the Nintendo eShop or your iPhone’s App Store—you purchase a license to download and access the software. While it varies by region, that typically means no refunds (what with grace periods being a very recent thing on PC), no preorder cancellations (to note, Germany has recently taken Nintendo to court over exactly that), and no trading said software licenses with other users. Plus, when a digital-only game disappears, it disappears forever if without a physical alternative, piracy notwithstanding. Titles like Konami’s P.T. demo and Ubisoft’s Scott Pilgrim vs. The World: The Game are two such examples.
At the very least, if you already have a given game downloaded onto your system, the risk of losing it or having it pulled from your account is far less likely, which is more than can be said about Stadia. Google’s keynote joked about egregious download sizes on existing consoles before grandstanding on the convenience of streaming their games, but if shaky internet is one obstacle, a consumer’s already tenuous “ownership” of a digital game on Stadia is another big one. On a digital store, titles can already be pulled at any time, be it due to questionable content, expiring license agreements, a publisher pulling support altogether or filing for bankruptcy, or what have you. On any other system, if you had the hindsight of buying and downloading said game, you can still enjoy it. On a stream-based, online-only platform? It’ll be gone forever, regardless of whether Stadia may be subscription-based or its software can be “purchased.” And this is all without considering retail games with heavy monetization practices thrown into the mix.
Moving on, I find it perplexing that Google would speak highly about a symbiotic relationship between Stadia and YouTube, as though it will be this upcoming golden age of content creation and monetization for gamers. The truth of the matter is that this golden age has already come and gone, and Google has already proven time and again that it takes YouTube for granted. Ever since Google assimilated YouTube as a subsidiary in 2006, their attitude towards its userbase has been a neglectful one, to the point where YouTube seems to be flagrantly flippant towards content creators. Moderation is left to some arbitrary algorithm that constantly changes against the content creators’ wishes without warning. This, among many other issues, includes:
continuing to bury smaller channels and supposedly “unsafe” LGBTQA+ content while happily recommending alt-right conspiracy videos
falsely and randomly copyright-striking videos in a system that has no qualms about upholding the doctrine of “Fair Use,” with video game footage among the usual suspects, leading to stolen ad revenue the creator won’t ever get to reclaim
heavily favoring entities who flag videos with copyright violations for any reason, whether they own the source content or not, which gives victimized channels—who can’t afford to take legal action or have their appeals to YouTube denied—little recourse except to pull the video or risk having their channels deleted
burying videos from channels users are already subscribed to, to the point subscribers need to click on an additional bell icon just to be notified of new content from their favorite YouTubers
pulling monetization at random because the video suddenly isn’t deemed “advertiser-friendly,” again without proper cause
That is the platform Google wishes to piggyback Stadia onto. If gaming really is “the backbone of YouTube” as they claim, then Google should be putting more visible effort into supporting the platform in this light, rather than pay lip service and turn the other cheek. If they really want to find ways to connect to creators, they should start by properly moderating their own network with a human approach rather than operating an imperfect piece of coding analyzing content without context, which has continued to harm creators rather than support them. In this case, why should YouTubers feel confident in Stadia at all, when they always find themselves punished and undermined by the video platform they’ve been trying to support and make a living on?
The only real reason YouTube kept getting away with this for so long is because there is no viable alternative to a video platform as massive as YouTube, aside from Twitch streaming. What about the likes of Dailymotion and Vimeo, you say? Well, they certainly exist at least, but they are no competition.
Finally, Google is way too big an entity to be trusted with acting with self-accountability in perpetuity. Cynically speaking, their handling of YouTube implies that they are seemingly content with letting it stagnate for content creators while they continue to cater to the big name advertisers and cable networks. On a much more worrisome note, however, the amount of personal information Google tracks from its users should be considered uncomfortably invasive—while Google does not sell this information to outside parties and isn’t known for data breaches like, say, Facebook, how long will that accountability last? Why should we, as gamers, allow Google to further broaden the scope of their international surveillance into our consumer habits and commercial intentions unchecked?
If anything, I felt uncomfortable watching the Stadia conference unfold with that in mind. Google’s long-term plans hinge on being a one-stop-shop for all things video games. Google is painting itself as the future of gaming, and it puts the onus on its competition with their obsolete, clunky consoles of yesteryear. The Stadia is being fashioned as the Netflix to the big three’s mistakenly labeled Blockbuster, encouraging players to abandon consoles and go Google in spite of the Stadia’s own glaring shortcomings.
In short, the old adage goes “There are no stupid people—only stupid questions,” and yet Google Stadia seems to pride itself on being the answer to a question nobody posed except Google. Cloud-based, always connected, streaming-powered games may well be a future avenue of gaming, but it certainly isn’t the future. There are way too many obstacles and faults that need to be corrected both within and outside of Google before Stadia can confidently pose such an inquiry. At best, Stadia’s boasting comes off as naive in light of all of the above. At worst, it comes off as arrogant and pompous, not unlike certain crowdfunding campaign bombs such as the Ouya.
Microsoft and Sony have always been neck and neck on console performance, and seeing Google try to raise the graphical standard will only push them to do the same. Nintendo, on the other hand, has always been content to do its own thing, and this approach has paid off tremendously for them lately with the Switch. These companies aren’t going to go the way of Google Health or Google+ anytime soon, even with Google’s lofty ambition for a Chrome-powered, homogenized gaming landscape with the Stadia.
When people think “Google,” phrases often associated with the company include “innovation,” “the future,” and “that thing grandma calls the internet.” Yet all I saw was a worrying lack of self-awareness—befitting both Google’s status as one of the leaders in tech today, and Pichai’s opening line of “I am not a gamer“—in Stadia’s nascent steps. It’s heavily reminiscent of the ill-fated OnLive service, what with Google pitching Stadia to a wide crowd of developers in hopes of garnering more support for the exact same product. Hopefully for the company, those missteps won’t lead to a repeat performance, provided more concrete details come soon that could either make or break the Stadia’s enterprising appeal.
The future of gaming can include Chrome, there’s no argument against that, and I am curious about how the new studio’s first-party offerings will shape up. Despite all of its hopes, however, there is no immediate danger of Google Stadia becoming the blatant “be all, end all” of gaming that will substitute or replace the real thing anytime soon, so long as Google continues to misunderstand what gamers actually want.
With a deeper insight into the inner machinations of Team Sonic Racing at SXSW 2019 came additional details about the upcoming racing title’s own music. Jun Senoue of Crush 40 fame has confirmed that the TSR original soundtrack—appropriately titled Maximum Overdrive—will be dropping worldwide with the release of the game, and it will be a behemoth of an anthology to collect at that.
The Maximum Overdrive OST will launch physically in a three-disc collection featuring a rough total of 130 tracks, with the crux of Team Sonic Racing‘s music split between remixes of old favorites and brand new tracks. For those who prefer the convenience of downloads, the soundtrack will also be available for purchase via popular digital outlets such as iTunes, Amazon Music, and Google Play, as well as streamable via the likes of Apple Music and Spotify.
At the panel, Senoue spoke at length to fans about the production process behind the music from Team Sonic Racing, most notably with a particular emphasis on the keyword “Team.” The Sonic sound director went on to describe the collaborative effort in producing the soundtrack with a number of special guests involved outside of SEGA’s own sound team.
One such artist was introduced to the Gotta Go Fast panel via a brand new song reveal, this being a remix of a fan-favorite track pulled straight out of Bingo Highway from 2003’s Sonic Heroes. TORIENA, an esteemed chiptune composer and performer based in Kyoto, Japan, has lent her talent to the project by joining forces with Senoue in “Bingo Party,” which you can jam to above! If you liked what you heard, you can also check out TORIENA’s website for her complete discography, social media links, and more.
TORIENA is but one of many names we know are involved with Jun Senoue in producing Team Sonic Racing‘s music, with the soundtrack building up to a real ensemble cast of Sonic music greats:
Crush 40 returns with vocalist Johnny Gioeli through the theme track “Green Light Ride.”
Tee Lopes, a longtime Sonic remixer who rose to prominence within the community in composing the entire soundtrack to Sonic Mania Plus, contributed to “Boo’s House” (feat. violinist Tei Sena) and “Sand Road” (feat. bassist Takeshi Kaneda).
The SEGA-hosted “Gotta Go Fast” panel at SXSW 2019 was all about Sumo Digital’s Team Sonic Racing, the next multiplatform Sonic the Hedgehog racer coming to consoles in the next two months. Fans were treated to a deeper dive into what the upcoming Sonic title has to offer, with expectations high following the studio’s All-Stars Racing Transformed in 2012. If what was shown at the panel was of any indication, TSR is shaping up to be quite the treat for longtime fans.
One extensive preview of the game showed off the vehicle customization feature, where players can swap out parts, paint jobs, vinyls, and horns to make their car their own. Check out the trailer above, backed with a tasty “Crank the Heat Up!! …for Final Egg” remix from Sonic Adventure!
So yes, you can have the brooding Shadow drive a hot pink car while the content Big the Cat pilots a disastrously edgy ride, though you’ll need to put in some elbow grease to earn new swappable parts. You can earn more parts for your vehicles by nabbing in-game currency, though whether the parts are purchaseable, randomly earned like Rare Blades in Xenoblade Chronicles 2, or unlocked through a total currency count like Mario Kart 8 Deluxe is not yet known.
Team Sonic Racing comes to Nintendo Switch, PlayStation 4, Xbox One, and PC on May 21.
Dragon Ball FighterZ has been a huge hit with well over 3 million copies sold since its debut just over a year ago, and Bandai Namco has kept players engaged with regularly released new content. New fighters have joined the game in DLC packs, and Season 2 is in full swing. The latest newcomer has just been revealed, and it’s… an interesting choice.
According to the most recent issue of Japanese publication Monthly V-Jump, Goku is coming to FighterZ… again. The latest version of Goku to join the fight is his childish GT form. He’ll come equipped with the Super Kamehameha which “transforms him into Super Saiyan 3 when there are two or fewer overall team members remaining” according to Gematsu. He also has access to the Super Spirit Bomb and another unknown Meteor Special. He can also fight with his Power Pole and fire off a Reverse Kamehameha.
While many fans wish they could just forget GT ever happened, GT Goku should be a welcome addition to the roster. The more the merrier!
Hot on the heels of the reveal that Halo: The Master Chief Collection is coming to PC, 343 Industries also revealed that Halo: Reach is finally making its way to the collection on both PC and Xbox One. For Xbox players, Reach will come in two packages: the multiplayer component (which will come free for all owners of the Master Chief Collection) and the campaign/firefight component, which is coming as premium DLC. The entirety of Halo: Reach will also be available with a Game Pass subscription. For those who want to play on PC, these components will come in a single package as the first release of 343 Industries’ release schedule.
No information was revealed on a release date or pricing for the Xbox DLC, but 343 may have more information available on Sunday at SXSW.