Author - Jerry Paxton

AMC Games Airplane Mode Live Action Trailer

All passengers should now be on board—this is the final boarding call for Airplane Mode. Developer Bacronym Games and publisher AMC Games announced today that Airplane Mode, the quirky air passenger simulation game, releases for PC and Mac worldwide on Steam on October 15, 2020, for $11.99.

In Airplane Mode, players enjoy the thrill of travel by enduring flights lasting 6 hours or longer—in real-time—complete with crying babies, spotty wi-fi, turbulence, and tiny bags of pretzels. Airplane Mode features two flight options: a 6-hour journey from JFK to Reykjavik and a 2.5-hour trip from JFK to Halifax, Nova Scotia, Canada.

After your plane leaves the runway, get ready to enjoy a variety of in-game content, including exclusive entertainment available only inside Airplane Mode. As revealed previously, you’ll hear flight updates from infamous game designer Bennett Foddy as the voice of your captain. And before takeoff, you’ll view an inflight safety video from AMC Games’ “slightly off” network sibling IFC.

One new source of content is in the Podcasts app on your in-game phone. The first exclusive podcast we’re revealing is an ambient music podcast by Noah Sasso. Sasso is the game designer of BaraBariBall from the classic indie game collection Sportsfriends. For more information on his work as a musician, check out getdizzy on Sound Cloud.

In addition to listening to exclusive podcasts, here are a few more experiences and activities in Airplane Mode:

  • Let the white noise of the engine, the “bing!” of the flight PA system, and the din of fellow passengers transport you instantly to your row and seat. Take in your surroundings and allow yourself to imagine a seatbelt fastened securely around your waist.
  • Your carry-on items and the in-flight entertainment system have never been more enjoyable. Will you find your missing pen? Did you forget your phone charger? Will you discover even more exclusive content? You’ll have to rummage around to find out!
  • Just like being a real-life passenger, there’s no need to learn how to fly a plane. Other flight simulations give you high-definition cockpits with a billion switches and dials, but Airplane Mode is the only one that offers a realistic depiction of how regular people fly.
  • Experience what might possibly be the most challenging videogame you’ve ever played. Will you experience the relief of being disconnected from the outside world? Or will listlessness prove to be your final boss battle?

Need to know more? Add Airplane Mode to your Steam Wishlist to get updates on announcements, release date, and more: https://store.steampowered.com/app/931310/Airplane_Mode/

Baldur’s Gate 3 Romance and Companionships Trailer

As Baldur’s Gate 3 approaches its early access launch date of October 6, Larian Studios has revealed in a new video how party dynamics work in the upcoming RPG. Baldur’s Gate 3 is a game with a world that reacts to your choices. The decisions you make in dialogue, and also in combat or exploring the world, have consequences in both the long and short-term, shaping your unique story.

The same is true for your party. Each of your companions has their own personality, goals and motivations. Bound by the shared problem of an Illithid tadpole buried in their head, they will join your party, but you’ll all have to put your differences aside if you want to survive. The exact relationship you have with your companions, already marred by differences, will be shaped by who you are, what you do, who you side with, and what you say in conversation with them.

Larian has created reactive systems all throughout the journey of a relationship: from the time of meeting a companion to the potential romance with them, there are hundreds of permutations that define where a relationship heads, if anywhere at all. These systems have been designed to create the most intimate, authentic and reactive relationships ever seen in a Larian RPG.

In Baldur’s Gate 3, a 5e D&D game, creating a custom character will immerse you in the story just as much as playing as one of the Origin Characters. For example, playing as a Drow wizard will give you different dialogue options than playing as a Githyanki warlock. These differences will also be present in your relationship dialogues. As you play the game and begin to make choices in combat, exploration, and conversation, you’ll be presented with situations and scenarios that are unique to your playthrough. Not too long into early access, you’ll be having an adventure so specific to your character that no other player is going to see the exact same content.

The sum of a character is determined by many factors, and continues to be shaped by your actions and reactions to the world, as well as the party you journey with. Frictions may test the party’s resolve, and romances might test the party dynamic. Not only will characters have opinions about you, but also about each other, plus other factions in the game. Will you pursue love with one companion to the detriment of another? Or will you side with a faction a companion detests, putting feelings to the side to achieve your strategic goals? As with life, many decisions will have to be made, not all of them easy, and not every outcome obvious.

After a long day’s journey, you will end the day at your camp. Though you can interact with your companions at any time in the world, it’s at the camp where a lot of the most intimate thoughts and feelings come into play. It’s where the party lays down their weapons and talks at their most vulnerable, all through cinematic dialogues. Through a mix of systems design, narrative writing, and cinematics, Larian is aiming to create three-dimensional relationships that feel as authentic as possible.

“At the end of the day, this remains a D&D game, and the most important character in a game of D&D is you,” said Sarah Baylus, lead writer at Larian Studios.

Each companion has been created to feel authentic, with clear motivations, differences and views on the world around them. For example, Lae’zel, a Githyanki warrior who trained her entire life to fight Mind Flayers, will approach intimacy very differently than Asterion, a vampire spawn who lured and seduced victims for his master.

Baylus explained, “It really comes down to each individual character. There is no overarching design about how a character should react. It’s really organic and about what makes sense for them.

“We are trying to make these relationships feel real and feel like the relationships you have in the real world. You will meet some people who you have nothing in common with, some will be useful to work together, but that is going to be the extent of it. But there could be situations where you get on really well, you share similar goals and you love travelling together.

“We want these relationships to feel like they would in the real world, like you are falling in love with someone, or you are falling in like with someone, or you just feel attracted to someone. That should all feel real and authentic.”

We made it this far without saying sex, but, we know you want to know, so: yes, you can have sex in the game. Of course.

Today the team also announced that the release date of Baldur’s Gate 3’s early access launch has moved to October 6. More information on the delay can be found here: https://twitter.com/larianstudios/status/1308781954012246018

Baldur’s Gate 3 has been officially rated M (Mature) by the ESRB for Windows PC and Stadia: https://www.esrb.org/ratings/36876/Baldurs+Gate+3

For more information, turn to the Community Update #7 – Romance & Companionship, which also features a lengthy community Q&A: https://store.steampowered.com/newshub/app/1086940/view/2781493125012891159.

The Game Awards Returns this December with Free Live Stream

On December 10th, the global gameverse is set to deliver its biggest celebration yet. The Game Awards, the video game industry’s annual year-end celebration, will return live on Thursday, December 10, 2020 as a free digital livestream available across more than 45 global video platforms. Last year, The Game Awards reached 50 million global viewers, including a peak live concurrent audience of more than 7.7 million fans.

With the world unable to safely gather in one physical location, The Game Awards will adapt a multi-city approach to the 2020 broadcast. The show will air live in 4K UHD from studio locations with no in-person audience in Los Angeles, Tokyo and London. The three host cities for The Game Awards will be digitally connected for an innovative celebration with live award presentations, musical performances, and spectacular world premiere game announcements.

“In 2020, video games have connected and comforted us more than ever, and that makes the 2020 edition of The Game Awards our most important show ever,” said Geoff Keighley, creator/producer/host of The Game Awards. “Our team is working hard to deliver an innovative and thoughtful program that celebrates excellence, previews the future, and amplifies important voices that are shaping the future of this medium.”

Without a live-in person audience, fans around the world and thousands of live co-streamers will participate and virtually interact with the show across social media, through live in-game experiences, and via interactive extensions on leading streaming platforms. Additional details will be revealed in the coming months.

The Game Awards also announced that it will present a new award starting in 2020, Innovation in Accessibly, that recognizes software and/or hardware developers that are pushing the medium forward by adding features, technology and content to help games be played and enjoyed by an even wider audience. The Innovation in Accessibility honor joins the Global Gaming Citizen program, the Games for Impact award, and other, to be announced initiatives, as ways to highlight those helping grow and diversify the types of people that create and consume video game entertainment.

Once again, The Game Awards will serve as a launching pad for a weekend of instantly playable game content, in-game drops, demos and live streams that celebrate the exciting future for video games across PC, console, mobile and mixed reality experiences. The Game Awards Sale will be available across all major PC and console gaming platforms, giving fans access to special discounts on nominated games and other special offers. The Game Festival, first launched in 2019 as an all-digital consumer event, will return and offer fans limited-time playable demos on upcoming games from both major studios and independent developers. More details on The Game Awards Sale and The Game Festival will be released in November.

The Game Awards is executive produced by Geoff Keighley and Kimmie Kim. LeRoy Bennett returns as creative director for his sixth year, and Richard Preuss returns as director for his fourth year.

Blizzard Co-Founder Announces New Dreamhaven Game Company

Mike Morhaime, former CEO and cofounder of Blizzard Entertainment, and a host of industry veterans today announced Dreamhaven, their new game company based in Irvine, CA. Dreamhaven will create and publish original games for players around the world, and it has established its first two studios: Moonshot and Secret Door.

“I’m excited to team up with such talented people who care deeply about games and their communities,” said Dreamhaven CEO Mike Morhaime. “I’ve always believed in the power of games to bring people together regardless of backgrounds or boundaries. With Dreamhaven, we look forward to creating and sharing new experiences with players everywhere.”

The team at Dreamhaven came together around a common goal to empower creators, help bring their ideas to life, and create original gaming experiences that foster meaningful connections between players.

Moonshot is led by Jason Chayes, Dustin Browder, and Ben Thompson. Chayes was previously an Executive Producer at Blizzard Entertainment where he led the Hearthstone team, a Senior Director at Electronic Arts, and before that, led art teams for the Walt Disney Company’s game division. Browder’s twenty-five year career includes roles as Game Director on StarCraft II, Heroes of the Storm, Command and Conquer, and The Lord of the Rings. Thompson’s credits include Creative Director on Hearthstone, Art Director for the World of Warcraft trading card game, with additional credits on Dungeons & Dragons and Magic: The Gathering. Moonshot is also home to a team of seasoned developers who’ve collectively worked on some of gaming’s most popular franchises.

“Dreamhaven has assembled some amazing people, folks who truly share our values, and we’re really excited to begin this next adventure together,” said Moonshot studio head Jason Chayes. “Though it’s very early days, when we think about Moonshot, we imagine a studio that celebrates curiosity and courage. We aspire to be bold in our approach, and we think the best way to do that is to create a culture centered around trust. That’s at the heart of how we’d like to work together and also how we’d like to connect with players once we’re a bit further down the road.”

Secret Door is led by Chris Sigaty, Alan Dabiri, and Eric Dodds, who’ve worked on multiple genre-defining games. Sigaty’s roles have included Executive Producer on Hearthstone, StarCraft II, and Heroes of the Storm, as well as Lead Producer on the original Warcraft III. Dodds was the original Game Director of Hearthstone and veteran game designer on World of Warcraft and StarCraft. Dabiri has filled both Technical Director and Game Director roles and has worked on Warcraft III, StarCraft II, and Heroes of the Storm. They are joined by a team of highly talented developers with extensive industry experience and are beginning to explore new game experiences together.

“The amount of game development and publishing experience at Dreamhaven combined with the camaraderie between our studios is already providing an unparalleled environment for creative collaboration,” said Secret Door studio head Chris Sigaty. “At Secret Door, we are passionate about bringing players together in positive ways while building a sustainable home for creators. Dreamhaven is providing everything we need to head into uncharted territory. We cannot wait for others to join us on our journey!”

Learn more at www.dreamhaven.com and follow Dreamhaven on LinkedIn: /Dreamhaven, and Twitter: @DreamhavenEnt.

Tennis World Tour 2 Out Now

NACON and Big Ant Studios are pleased to announce the release of Tennis World Tour 2 in North America. The new tennis simulation is available now in North America on PlayStation®4, Xbox One and PC, and will be released on October 15th for Nintendo Switch. The game will be available for the rest of the world on Thursday September 24. Budding tennis players can get an insight look at the game’s various features in a brand new video of Tennis World Tour 2.

With more realistic gameplay and the chance to play as the biggest tennis stars in world-famous competitions, Tennis World Tour 2 is a simulation made to please both tennis fans and demanding gamers.

Tennis World Tour 2 offers the most comprehensive tennis experience:

  •  Highly anticipated new features: the ability to play doubles matches with up to 4 players locally and online, a competitive mode, an improved serve system and a new shot timing mechanic
  •  More realistic: more animations create smoother gameplay
  •  Multiple game modes: Career, Quick Match, Online, Tournament, Ranked Match and Tie Break Tens – there’s a format to suit every player
  •  Several official courts: The Estadio Manolo Santana of the Mutua Madrid Open, the OWL ARENA of Halle or the 3 courts of Roland-Garros: Philippe-Chatrier, Suzanne-Lenglen and Simonne-Mathieu.

Tennis World Tour 2 is available now in North America on PlayStation®4, Xbox One and PC, and on October 15 for Nintendo Switch.

Drake Hollow Launch Trailer

Following on the successful launch on XBOX One, The Molasses Flood has announced that it will launch its cooperative action village-building game Drake Hollow on Steam and the Microsoft Store for Windows on October 1, 2020.

Drake Hollow is a cooperative action village-building game set in The Hollow – a blighted mirror of our world – in which players protect villages of Drakes; the lovable, local vegetable folk. Either solo or with friends, players explore a dynamically generated and aether-swept world of islands to defend the Drakes from a menagerie of feral beasts, all while helping them to maintain their camps.

Mysteries and rewards, as well as danger, await those curious enough to search every nook and cranny of The Hollow. Drakes are hungry, thirsty, and need a place to sleep. They can also – quite literally – die of boredom. Players will explore the wilderness and set up valuable supply routes to bring essentials back to camp, while keeping the Drakes entertained and happy (think yoga and puppet shows). Defending the Drakes from enemies with weapons ranging from tennis rackets to nail guns, players will eventually unravel the peculiar and ancient connection between The Hollow and our own world.

“Hundreds of thousands of Drake Hollow players on Xbox have had a chance to experience something pretty unique in the world of games: the opportunity to care for something other than yourself,” said Forrest Dowling, CEO and Creative Director for The Molasses Flood, “Our aim was to create a game experience that brims with heart, is both musically and visually enticing, and has at its core rock-solid systems-based gameplay. We hope players find Drake Hollow to be as fun and unique as we designed it to be!”

For more information, please visit www.drakehollow.com.

Bohemia Interactive Unveil Arma 3: CSLA Iron Curtain

Publisher Bohemia Interactive and third-party developer CSLA Studio are excited to announce the upcoming release of Arma 3’s second Creator DLC: CSLA Iron Curtain. Scheduled for release later this year, the CSLA Iron Curtain downloadable content pack will take players back to an alternate version of the Cold War in 1980s Czechoslovakia. The store page for the upcoming DLC is already live on Steam.

CSLA (or ČSLA) stands for “Československá lidová armáda” in Czech and “Československá ľudová armáda” in Slovak, which refers to the Czechoslovak People’s Army. These were the armed forces of the Communist Party of Czechoslovakia and the Czechoslovak Socialist Republic from 1954 until 1990. With both Bohemia Interactive and the CSLA Studio developers coming from the Czech Republic, this particular Creator DLC stays very close to home by exploring the country’s contemporary history and taking a look at what life in Czechoslovakia and its heavily-guarded border with West Germany during the 1980s could have been like.

The Arma 3 Creator DLC: CSLA Iron Curtain will include:

  • Original 256 km2 “Gabreta” landlocked terrain, with deep forests, windy mountains, and calm valleys
  • Cold War-era armed forces of the United States and Czechoslovakia, as well as local rebel fighters
  • Ground and air vehicles
  • Weapons and gear
  • Singleplayer and multiplayer scenarios

Creator DLC is a label for original new Arma 3 projects made by third-party developers and published by Bohemia Interactive. It enables external talent to earn a financial reward for their work, while players get to enjoy more new quality content. The first Creator DLC, Global Mobilization – Cold War

Germany, has managed to achieve over 50,000 sales since its launch in April 2019. More Creator DLC projects besides Global Mobilization – Cold War Germany and CSLA Iron Curtain are currently in development.

In response to community feedback on the initial release of the first Arma 3 Creator DLC, Bohemia Interactive – in close co-operation with CSLA Studio – have decided to host a small-scale, closed beta test in the coming weeks ahead of CSLA Iron Curtain’s planned full release. Starting today, selected members of the Arma 3 community will be invited to help report on any remaining technical issues as well as take the upcoming DLC for a test drive on a wider variety of PC systems.

Furthermore, as soon as the CSLA Iron Curtain DLC releases, Bohemia Interactive and CSLA Studio plan to make compatibility data for non-owners of the DLC available via the Arma 3 Steam Workshop – similar to how this is now also done for the Global Mobilization – Cold War Germany Creator DLC. This solution enables people who own the Creator DLC and those who do not to still play together on multiplayer servers that make use of the Creator DLC’s assets. Access to DLC terrains and singleplayer content will remain exclusive to the owners of the DLC, and restrictions to the in-game use of DLC assets by non-owners apply.

The release date and pricing of the Arma 3 Creator DLC: CSLA Iron Curtain will be shared at a later time.

For more information about Arma 3 Creator DLC, please visit https://arma3.com/dlc/creator.

ROCCAT Unveils New Titan Optical Switch Keyboards

ROCCAT, Turtle Beach’s (Nasdaq: HEAR) Hamburg, Germany-based PC peripheral brand, today revealed its all-new Titan Optical Switch and three new variants of its award-winning Vulcan keyboard series. ROCCAT unveiled its first Vulcan mechanical keyboard featuring the Titan Tactile Switch in 2018, followed by the Titan Speed Switch in 2019, and the sleek-looking keyboard series has gone on to secure a variety of editorial accolades and high praise from PC gamers. Delivering a true competitive advantage, ROCCAT’s new Pro models with Titan Optical Switches offer PC gamers a keyboard 40 times faster than classic mechanical switches, with a lifespan that lasts twice as long. The Vulcan Pro is the full-size keyboard with Titan Optical Switches, while the Vulcan TKL Pro is a tenkeyless version with a smaller footprint. Additionally, ROCCAT will be launching the new Vulcan TKL keyboard, which is a tenkeyless version of its full-size Vulcan mechanical keyboard design. The Vulcan TKL will be available with both Titan Speed and Titan Tactile Switch options.

ROCCAT’s full-size Vulcan Pro and the more compact Vulcan TKL Pro keyboards featuring the Titan Optical Switches will be available at participating retailers worldwide on Oct. 30, 2020 for MSRPs of $199.99 and $159.99, respectively. The Vulcan TKL mechanical gaming keyboard with Titan Tactile Switches or Titan Speed Switches will be released in North America on October 4, 2020 for a MSRP of $129.99, and will be available at participating retailers across Europe on October 30, 2020.

“Our Vulcan series keyboards are already a big success for ROCCAT, so naturally we’re thrilled to add TKL versions as well as introduce our Titan Optical Switch technology for an even faster competitive edge,” said Rene Korte, General Manager of PC Products at Turtle Beach. “Two years ago, we introduced the first Vulcan featuring our own unique Titan Tactile Switch, followed by the faster Titan Speed Switch. The new Vulcan Pro models with the Titan Optical Switch gives gamers an even faster option, and sometimes that’s all that matters when you’re playing for the title.”

Additional details on the latest additions to ROCCAT’s award-winning Vulcan series PC gaming keyboards below.

Vulcan Pro

The Vulcan Pro features the same sleek, award-winning design as the Vulcan 121 and comes with ROCCAT’s all-new Titan Optical Switches. The Titan Optical Switch replaces the physical contact of a regular mechanical switch with a beam of light that gets interrupted by the optical switch once the key is pressed. This leads to a more responsive reaction time that registers keystrokes 40 times faster than a classic mechanical switch, as well as a longer lifetime expectancy of 100 million clicks compared to 50 million clicks for a mechanical switch. The Vulcan Pro, comes with an Ash Black anodized aluminum plate, connects via a wired USB-A connector, and offers low-profile ergonomic key caps. The Vulcan Pro is part of ROCCAT’s AIMO-enabled family of products offering a vivid RGB light scheme, and it also comes with a removable magnetic wrist-rest. The Vulcan Pro will be available for a MSRP of $199.99/199.99€.

Vulcan TKL Pro

With many core and professional gamers preferring a more compact keyboard when they play, the Vulcan TKL Pro is the tenkeyless version of the Vulcan Pro, achieved by reducing the size of the chassis as well as removing the number pad. The TKL Pro comes with a removable USB-C cable, and like the other Vulcan variants it offers a game mode allowing gamers to set macros for their favorite games. The Vulcan TKL Pro also supports the AIMO lighting system, making it the perfect companion for the other products in the AIMO range. The Vulcan TKL Pro will be available for a MSRP of $159.99/159.99€.

Vulcan TKL

The Vulcan TKL mechanical keyboard will also be available in two versions; one with the Titan Tactile Switch, and one with the Titan Speed Switch. Both versions of the Vulcan TKL come with a removable USB-C cable. The Vulcan TKL keyboards will be available for a MSRP of $129.99/129.99€.

For more information on the latest ROCCAT PC gaming products and accessories, visit ROCCAT.org and be sure to follow ROCCAT on Twitter, Instagram, Facebook, and YouTube.

Reign of Terror Haunted Attraction Cancelled for 2020 Afterall

Due to newly announced County restrictions, Reign of Terror 2020 is unable to open and is canceled and closed for September and October 2020.

All previously purchased Admission Reservations will be refunded in full. Refunds are being processed today (9/21). If you don’t see a credit post immediately to your credit card, please wait a couple business days (credit posting may vary by your card’s issuing bank).

The cancellation news is delivered with heavy hearts and great disappointment.

We cannot thank our dedicated crew enough, who worked vigorously and tirelessly for over 6 solid months to prepare, modify and upgrade Reign of Terror Props and Apparel to be ready for the unusual situation presented this Fall.

We also send our deepest thanks and appreciation to our fervent supporters, including:

  • – All of YOU who already pre-purchased Admission Reservations (reservations were already pre-booked for nearly every night)
  • – Our very special friends at the Conejo Recreation and Park District (CRPD)
  • – The team at the Janss Marketplace
  • – And our Vendors (who produce the finest world-class props, apparel and a wide variety of custom merchandise)

Please stay tuned for future announcements for potential upcoming Reign of Terror events.

Thank you for your support.

Sincerely,
Reign of Terror Haunted House
www.ROThauntedhouse.com

Todd Howards Talks About Microsoft’s Purchase of Bethesda Softworks

Bethesda Game Studios’ Todd Howard has spoken out about his thoughts regarding Microsoft’s $7.5 Billion acquisition of Zenimax Media (which includes Bethesda Softworks and its IPs).

From Todd Howard:

I have been incredibly blessed to spend my entire career at, and help build, one of the best places to make games in the world – Bethesda.

And I’ve had the joy of doing it with some of the most talented, humble, and passionate people there are. They are part of my family, and my good friends. I have also had the pleasure of working with, and partnering with, many of the best gaming and tech companies in the world. But our longest, and closest partner during my career, has been Microsoft.

Today we join them, and I wanted to share some personal thoughts on what it means and our shared vision.

The trajectory of Xbox, and the trajectory of Bethesda, in many ways have gone hand in hand.

From our beginning, we had primarily been a PC developer. In 1999, two things happened. One, Bethesda became part of a brand-new startup – ZeniMax Media. And Microsoft started development of their first video game console – The Xbox. I can remember my first trip to Redmond to discuss the new system and bringing our next game, Morrowind, to the Xbox.

I was dubious Xbox Morrowind would be worth the time, somewhat on a technical level, but more so from taking a hardcore RPG and moving it from a PC desktop experience to a controller-and-sofa experience. If we made it work, would people want it?

Microsoft and their new Xbox crew had a view, that I came to share completely. Shouldn’t we allow anyone to have this experience? Why does it matter where the screen is or what the controller is? There are many people without the same access, and we can bring it to them.

Morrowind would go on to become one of the best-selling Xbox games of all time, behind Halo, another PC style game some said wouldn’t work. Its success paved the way for the growth of our company, and proved the point – people wanted this experience, regardless of device.

Microsoft quickly let us in on their next system, the Xbox 360. More than a PC port, our aim with our next game, Oblivion, was to usher in the next generation of gaming. With each game, from Fallout 3 to Skyrim, our studio and company grew, adding brilliant and like-minded studios across the globe. All of us sharing in the belief that expanding the reach of gaming was fundamental, whether it was on a pc, console, your phone, or the cloud.

With each new console cycle, we evolved together. From bringing mods to consoles with Fallout 4, now over a billion downloads, to the latest technologies fueling Xbox Series X/S. These new systems are optimized for the vast worlds we love to create, with generational leaps not just in graphics, but CPU and data streaming as well. It’s led to our largest engine overhaul since Oblivion, with all new technologies powering our first new IP in 25 years, Starfield, as well as The Elder Scrolls VI.

Like our original partnership, this one is about more than one system or one screen. We share a deep belief in the fundamental power of games, in their ability to connect, empower, and bring joy. And a belief we should bring that to everyone – regardless of who you are, where you live, or what you play on. Regardless of the screen size, the controller, or your ability to even use one.

We can’t think of a better group of people to do that with than those at Xbox. We have friendships that go back to those original days. From Phil to his senior leaders to developer support, they don’t just talk about putting players first, they passionately live it.

At Bethesda, we’ve been lucky enough to create games we love, and have an audience who loves them as much as we do. I have personally been humbled by the many industry honors I have received, as they belong to the entire studio. But one has always stood out to me for a special reason. When I received the Lifetime Achievement Award at GDC, I joked in my acceptance “I wonder how many achievement points this one is worth?” At the end of the ceremony, some good friends from Microsoft congratulated me and said they’d find out. A few months later I was given a code to a game they had created, named after me and locked to my account. When ran, it unlocks a single achievement – “Lifetime – 1000pts.” It still sits in my list when I check, and I smile every time.

It has been a lifetime. But there’s more to come and achievements to unlock together. We hope you join us.

All the best,
Todd Howard
Bethesda Game Studios