Category Archives: Latest News

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The success behind Farming Simulator 17

Category:Latest News

There was a surprising statistic in the last press release from Farming Simulator publisher Focus Home Interactive.

The firm announced that over 1 million copies of the new Farming Simulator 17 had been sold in a month. That’s not the surprising part – if you’ve even taken just a passing interest in sim games, you’d have seen how this genre has surged in popularity in recent years (the previous Farming Simulator went on to sell 3m copies in two years).

No, the surprising part of the release was that the PC version of the game was primarily bought via physical retail, and not Steam.

“The Farming Simulator series has a huge and very diverse fan base,” explains Martin Rabl, marketing and PR manager and developer Giants Software.

“Farmers and non-farmers, young people and old people, families and friends. We also reach many people who usually don’t buy a lot of video games, but like the relaxed and non-competitive atmosphere of Farming Simulator. So, while many titles are bought online and digitally, this group of people buys their games in traditional retail stores. This is especially true when they’re looking to buy more than one copy – for example, one for you and one as a present for your kid.”

The simulation genre is often the source of some amusement from the traditional games industry. The idea of spending hours driving a truck across Europe, or managing a train line, or ploughing a field, seems ludicrous in a market filled with products that let you drive the latest Ferrari at high speeds through the streets of London, or fight a futuristic war, or solve puzzles with the aid of a giant bird/dog/griffin.

Yet the reality is that many of the people playing these games don’t even consider themselves gamers. Train Simulator makers Dovetail sees its users as ‘hobbyists’ rather than traditional players. Its audience, the firm says, views buying sim games and the accompanying DLC as the equivalent of picking up a train set and augmenting it with new tracks and trains.

“Yes, I’d say it’s similar in our case,” continues Rabl. “While many of our fans would also call themselves gamers, for many it’s also one of the very few games they actually play. However, I would also say that times have changed. I’m 40 now, and when I was at school it was pretty common that you bought a computer because you wanted to play games. Most parents might not have ever had one. Even less likely your grandparents. Now, my retired dad plays Farming Simulator on his iPad, and when my nephew is visiting them he’s showing him how to use all the vehicles and tools on my nephew’s iPad. Many games are still being made with just the typical gamer in mind, but you could potentially reach people with all kinds of different hobbies who wouldn’t play a video game unless they come across one which overlaps with their interests.”

He continues: “The simulation market has grown in the last few years, but is still relatively small and focused on PC gaming. Nonetheless, we’ve invested a lot into the development of ambitious simulations on PC, consoles and mobile platforms. It’s great to see that the community is now growing on so many different platforms. We also put many resources into the implementation of an online multiplayer mode, which is not so common in the simulation genre, but more and more players enjoy playing this type of game together.”

You’re more likely to see Farming Simulator advertised within the pages of Farmers Weekly than the pages of Edge. And there’s perhaps a lesson here for the wider games business. As the industry looks to expand its reach, Farming Simulator and its kin highlight that there’s certainly an opportunity for this business to reach entirely new, previously untapped markets. In the case of Farming Simulator, actual farmers.

Of course, creating successful products in these niche categories can be tricky, particularly when it comes to finding talent. Farming Simulator requires developers that don’t just know how to code a title, but understand what matters to farmers. Fortunately for Giants Software, the game’s dedicated modding community has supplied the answer.

“Around one third of our developers were hired from the Farming Simulator community,” Rabl says. “One of the reasons for this is that they are usually experienced Farming Simulator modders and therefore already have proven experience in creating content for the game.”

Giants is a 30-strong team based across two offices in Zurich and Erlangen. The continued success of Farming Simulator, the firm says, has allowed it to expand ‘steadily’, and it’s always seeking new areas to expand into. Farming Simulator has been released on all major platforms, from obvious ones like PC and iOS, to even the 3DS and Vita.

When it comes to what’s next, Rabl is coy. He expects the community to continue growing, pointing to the success of SCS Software’s Euro Truck Simulator as evidence that there is still room for Farming Simulator to expand.

Yet considering the game’s aim of creating a realistic depiction of farming, allowing people to breed livestock, grow crops and sell goods, surely virtual reality would be a promising area for this game? And not just Farming Simulator, but the VR industry as a whole?

Rabl concludes: “VR is an interesting technology, but in many cases you can’t just simply transfer an existing non-VR game without adapting controls, UI or even features to the new environment. Our developers are of a curious nature and are always eager when they hear about some new technology, but as of now there’s nothing we can say about it.”

Via Gamesindustry.biz


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2016 was a great year for Xbox

Category:Latest News

2016 will be viewed as a tipping point for Xbox One. That’s according to Xbox UK marketing chief Harvey Eagle, who says that this was the year the brand ‘got its mojo back’. The exec cited strong sales of Microsoft’s slimmer and cheaper Xbox One S SKU, which hit shelves in September, as well as reception to its games.

The Xbox One has always sold strongly, outperforming its highly-successful predecessor in terms of growth after launch. However, it has still trailed behind PlayStation 4 in terms of total units sold. But the new Xbox One S has helped Xbox One be the best-selling hardware in the UK for September and October.

“It’s been a really good year so far, both in terms of sales and the reception to our new products – both consoles and games,” Eagle said.  “We’re really pleased. Xbox has got its mojo back. I think we’ll look back at 2016 as a tipping point for Xbox One.”

He continued: “We couldn’t be happier with how [Xbox One S’ release] has gone so far. Since launch, Xbox One S has been Britain’s best-selling console in 2016. It’s a great product with great design and its 4K capabilities have been resonating really strongly.

“We have a great selection of console bundles for those who have been buying for the first time. FIFA, Minecraft, Battlefield… whichever one you want with your console is a very strong option for consumers. We have some great exclusive games that are only playable on Xbox One. Lastly, the price point for Xbox One S is more attractive than ever for families and gamers.”

Eagle is eager to continue this momentum into 2017, when the company is launching its new super-powered Project Scorpio console. “For us, it’s now important to build on the strong foundation we have established this year,” he said.

“Momentum is very important in this industry, it gives confidence to retailers, to publishers, to consumers that they are making the right choice. That gives us a great platform for next year. We’re excited to see what 2017 will bring. We have Scorpio coming. There are more opportunities for gamers to play on both PC and console through our Xbox Play Anywhere feature, more great games coming out including Halo Wars 2, Scalebound and Sea of Thieves. There’s a lot for titles to look forward to next year with Xbox.”

Via mcvuk.com


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Black Friday Breaks Online Sales Record With $3.34 Billion

Category:Latest News

SAN JOSE, Calif.–(BUSINESS WIRE)–Adobe (Nasdaq:ADBE) today released its 2016 online shopping data for Black Friday and Thanksgiving Day. More than $5 billion ($5.27 billion) was spent online by the end of Black Friday, a 17.7 percent increase year-over-year (YoY). Black Friday set a new record by surpassing the three-billion-dollar mark for the first time at $3.34 billion (21.6 percent growth YoY) while Thanksgiving accounted for the remaining $1.93 billion. Black Friday became the first day in retail history to drive over one billion dollars in mobile revenue at $1.2 billion, a 33 percent growth YoY.

The five best selling toys were Lego Creator Sets, electric scooters from Razor, Nerf Guns, DJI Phantom Drones and Barbie Dreamhouse. The five top selling electronic products on Black Friday were Apple iPads, Samsung 4k TVs, Apple MacBook Air, LG TVs and Microsoft Xbox. Mobile is driving the majority of visits to retail websites on Black Friday at 55 percent (45 percent coming from smartphones, 10 percent from tablets), while accounting for 36 percent of sales (25 percent smartphones, 11 percent tablets). Large retailers* have seen twice the growth in online sales compared to small retailers since the beginning of the season. Retailers that have invested in mobile, email and social have seen 30 percent more sales on average and 25 percent higher average order values.

Adobe’s Black Friday report is based on aggregated and anonymous data from 22.6 billion visits to retail websites. Adobe measures 80 percent of all online transactions from the top 100 U.S. retailers, more than any other technology company**, and uses its proven predictive model powered by Adobe Sensei to forecast online sales and trends. Seven dollars and fifty cents out of every 10 dollars spent online with the top 500 U.S. retailers goes through Adobe Marketing Cloud. The tremendous volume of data puts Adobe in the unique position to deliver highly accurate, census-based online sales totals, pricing and product availability trends.

“Shoppers hit the buy button at unprecedented levels as conversion rates were up nearly a full percent across all devices in the evening hours on Black Friday,” said Tamara Gaffney, principal analyst and director, Adobe Digital Insights. “With the full day total coming in at $3.34 billion, Black Friday may have just dethroned Cyber Monday’s position as the largest online shopping day of the year. Shoppers are still buying at higher than expected levels in the early morning hours of Small Business Saturday.”

Additional findings for Black Friday:

  • Mobile performance: Conversions improved over holiday averages, with smartphones at 2.4 percent, tablets at 4.6 percent and desktops at 5.5 percent (compared to holiday averages of 1.3, 2.9 and 3.2 percent, respectively). The average order value (AOV) on iOS smartphones ($142) was higher compared to Android smartphones ($130).
  • Out-of-stock items: The products most likely to run out-of-stock include Nintendo NES Classic, PlayStation VR bundle, PlayStation 4 Call of Duty Black Ops bundle, Beats Solo, Nintendo 3DS XL Solgaleo Lunala Black Edition and Xbox One S Madden NFL 17 Console Bundle for electronics in addition to Hatchimals, Razor Hovertrack 2.0, Kurio Smartwatches, Lego Star Wars Advent Calendar, Lego Star Wars, Paw Patrol Jungle Tracker’s Cruiser Vehicle and Little Tikes Princess Horse & Carriage for toys. Out-of-stock messages were at 10.5 percent, 1.5 percent less than levels seen in 2015 and 1.9 percent higher than on Thanksgiving Day (8.6 percent). Products under $300 were 20 percent more likely to be out-of-stock.
  • Most popular products of the season: For the entire season so far (Nov. 1 – 24), PlayStation 4 is the best-selling video game console, followed by Microsoft Xbox One. Pokémon Sun and Moon leads in video games, followed by Call of Duty. Samsung 4K TVs lead in televisions, followed by Vizio 4K TVs.
  • Discounts: The highest price drops were seen for tablets (average discount of 25.4 percent), televisions (23.2 percent), toys (15.0 percent) and computers (11.6 percent). Video game consoles were sold for higher prices (3.2 percent) compared to Thanksgiving.
  • Top promotion drivers: Retailers saw an increase in sales coming through Shopper Helper Sites like RetailMeNot and CNET (16.5 percent share of sales), email (17.8 percent), display (1.2 percent) and social (0.9 percent). Traffic coming from search ads (38.3 percent) decreased by 4.3 percent from holiday averages while direct traffic (25.3 percent) decreased by 9.6 percent, although both remained the largest contributors to overall sales.
  • Thanksgiving Day: Consumers spent $1.93 billion, 11.5 percent more than in 2015, with an average order value that was relatively flat at $160, compared to $162 in 2015. Mobile accounted for 57 percent of visits and 40 percent of sales ($771 million). Smartphones drove twice as many sales as tablets, at 27 percent and 13 percent, respectively.

Via Adobe


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Gamers love going retro

Category:Latest News

Nintendo’s new NES Classic Mini has hit shelves in Japan and has had a rather good start to its life. According to data provided to MCV by Famitsu, the hardware sold 262,961 units during its first four days on shelves. The machine launched in the region on November 10th; the chart data for this sales period ended on November 13th.

It launched in the UK and America on November 11th, and we’re yet to have an indication of how well it has performed here. What we do know is that the machine is in short supply, with the £50 hardware out of stock in most major retailers.

Prices from third-party sellers have skyrocketed, with stores selling the NES Classic Mini for up to £200.

Announced in July, the NES Classic Edition is a mini version of the classic 1983 machine. It includes 30 games, including Castlevania, Dr Mario, Final Fantasy, Kid Icarus, Mario Bros, Mega Mean 2, Metroid, Ninja Gaiden Pac-Man, Super Mario Bros 1 through 3 and The Legend of Zelda.

The machine is unable to use physical media and is unable to go online, meaning that this roster will never be updated. Japan also received its own version of the NES Mini called the Mini Famicon, which comes with a different line-up of games.

Via Mcvuk.com


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‘There’s still room for classic RPGs’, Obsidian says

Category:Latest News

Titles such as The Witcher III and Skyrim may be the leading names in the modern RPG market, but Pillars of Eternity developer Obsidian says there’s still a huge demand for old-school isometric role playing games.

In an interview with MCV about its new RPG title Tyranny, Obsidian game director Brian Heins said that the performance of recent titles in this sector proves that there is still an audience.

2014’s Wasteland 2 made $1.5m in revenue in four days, while Obsidian’s own Pillars of Eternity sold more than 500,000 copies on Steam in 2015.

Compared to current RPG heavyweights, such as CD Projekt Red’s Witcher franchise and The Elder Scrolls series from Bethesda, these classic RPGs usually don’t look very modern, as most of its prominent entries were released in the late ‘90s and early ‘00s – such as 1996’s Diablo, 1997’s Fallout or 1998’s Baldur’s Gate.

“I think there’s absolutely room for classic RPGs like Tyranny,” Heins told MCV.

“The success of Pillars of Eternity, Wasteland 2, and Divinity: Original Sin – just to name a few – have shown that there’s a vocal audience that loves these types of games and wants to play more of them. As a fan of this type of RPG for many years, I’m thrilled to be able to develop more of them.”

VIA Mcvuk


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Elder Scrolls Online

Bethesda games in PS4 Pro launch list

Category:Latest News

PS4 Pro is released this week (November 10th), and Sony has confirmed the complete lineup of titles that will be ready to make use of the extra processing power from the off.

The selection includes the likes of Skyrim: Special Edition, Battlefield 1, Call of Duty: Infinite Warfare, Mafia III, FIFA 17, Uncharted 4, Shadow of Mordor, Rise of the Tomb Raider and X-Com 2.

An additional 45+ games will be PS4 Pro optimised before the end of the year, including Watch Dogs 2 and The Last Guardian. In the New Year support has been confirmed for Resident Evil VII, Gran Turismo Sport, Horizon Zero Dawn and For Honor.

PS4 Pro will retail for £350. It offers more processing and graphical clout than the current machine and also includes a slightly tweaked controller.

Here’s the full PS4 Pro launch list:

  • Battlefield 1
  • Bound
  • Call Of Duty: Black Ops 3
  • Call of Duty: Infinite Warfare
  • Call of Duty: Modern Warfare Remastered
  • Deus Ex: Mankind Divided
  • Driveclub VR
  • EA Sports FIFA 17
  • Firewatch
  • Helldivers
  • Hitman
  • Hustle Kings
  • inFAMOUS First Light
  • inFAMOUS Second Son
  • Knack
  • Mafia III
  • Middle-earth: Shadow of Mordor
  • NBA 2K17
  • Paragon
  • PlayStation VR Worlds
  • Ratchet & Clank
  • Rez Infinite
  • RIGS Mechanized Combat League
  • Rise Of The Tomb Raider
  • Robinson: The Journey
  • Smite
  • Super Stardust Ultra
  • The Elders Scrolls Online: Tamriel Unlimited
  • The Elders Scrolls: Skyrim Special Edition
  • The Last Of Us Remastered
  • The Last Of Us: Left Behind
  • The Playroom VR
  • Titanfall 2
  • Tumble
  • Uncharted 4: A Thief’s End
  • Until Dawn: Rush of Blood
  • Viking Squad
  • World Of Tanks
  • XCOM 2

Via Mcvuk


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Microsoft Hololens

Xbox chief does not like current VR games

Category:Latest News

Sitting down with Phil Spencer last month in Sydney, the Head of Xbox discussed where virtual reality sits in his plan for both Xbox One and Windows PC gaming.

“I don’t know, just to be honest,” Spencer began. “I love the technology behind VR. I have an HTC Vive, I have an Oculus. I’ve used the PlayStation [VR] device a lot in demos and stuff.”

Despite trying virtual reality in most of its current forms, Spencer’s not yet sold. “I don’t think the creators in the game space have yet found – well, they haven’t obviously perfected the craft of building VR games,” he said. “It’s so early, I think we’re a couple of years before we’ll really see that hit mainstream.

“I’ve seen great video uses of VR, like taking you to places you can never time travel, just the bottom of the Grand Canyon, or they simulate the surface of Mars, some really cool experiences users can see.”

Just because Spencer’s not seeing the type of applications he’d like to doesn’t mean he’s not planning ahead.

“I think VR will find its spot in gaming; I would make that bet,” he continued. “We designed Scorpio as a VR-capable console. Whether that happens this year, next year or the year after… like I said, I still think the creative community has to get its arms around what are these new tools, and this new feeling — this new immersion.

“What experiences do you put in people’s hands to have a long term engagement? Most of these things I’m playing now feel like demos and experiments, which I actually think it’s absolutely the right thing to have happened. That’s not a criticism at all, but should be happening. But I think it will take time.”

Spencer is also worried about the cumbersome nature of current VR devices.

“If I think about the technology I would say the idea… that I’m going to put on a head-mounted display and have a wire hanging out the back of my head that connects to some box in a room [is wrong]. It’s gotta go away. Most non-core gaming people are not going to do that.

“Whether people are going to put something on their head, I think is actually a legitimate question. They’re definitely not going to walk around in a shielded environment with a cord at scale. That’s absolutely where VR has to be today.”

I asked if Microsoft’s HoloLens fills that gap.

“In the long run, we need untethered solutions. You need to have the compute capability not be wired to my display that’s on my head. That means I either have some kind of high-bandwidth wireless HDMI or I have compute here. With the HoloLens we’ve chosen to put compute in the HMD itself, so it’s right there. The other thing I think most people who look along in this technology is a mixed reality world where I have a head mounted display that’s able to go from a fully enclosed, opaque world that is VR to a fully transparent world where I’m seeing augmentation in my world makes sense. I should have one device that spans both.

Since the interview, Microsoft has announced a partnership with Acer, Asus, Dell, HP and Lenovo to bring VR headsets to Windows PC via the Windows 10 Creators Update. Said headsets will sport “inside out six degrees of freedom sensors,” meaning they won’t require an extra camera accessory like HTC Vive, PlayStation VR or Oculus VR.

Via Stevivor.com


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Microsoft’s gaming revenue declined 5% in Q1 2017

Category:Latest News

Microsoft’s gaming revenue declined 5% in the first quarter of the 2017 financial year, with the company blaming lower console revenue.

In the detailed breakdown of finances for Q1 2017 Microsoft revealed that its gaming division hasn’t been doing so well recently, with a massive 5% drop in revenue when compared with the previous quarter.

Microsoft said this was “driven by lower Xbox console revenue [but] offset by higher Xbox software and services revenue.”

It was also revealed that there are currently 47 million Xbox Live subscribers, which is a drop of around 2 million since the last quarter.

The revenue for the More Personal Computing section of Microsoft, of which Xbox is a core part, dropped by 2% but still brought in $9.3 billion.

“We are helping to lead a profound digital transformation for customers, infusing intelligence across all of our platforms and experiences,” said Satya Nadella, chief executive officer at Microsoft. “We continue to innovate, grow engagement, and build our total addressable market.”

It certainly wasn’t bad news at all for Microsoft, as the company’s Intelligent Cloud sector posted some impressive results. Revenue was up 8% with Azure revenue growing by 116%. Cloud based services seem to be high on Microsoft’s agenda currently, and they are clearly doing well with this new push.

“Our first quarter results showed continued demand for our cloud-based services,” said Amy Hood, executive vice president and chief financial officer at Microsoft. “We continue to invest, position ourselves for long-term growth, and execute well across our businesses.”

Via mcvuk.com


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Gamers still prefer physical discs

Category:Latest News

Conventional wisdom would have it that physical formats in the entertainment business are utterly doomed.

Certainly the games business has been the leader in the revolution. Our annual ERA Yearbook first reported that digital had eclipsed physical as far back as 2013. And yet, physical formats refuse to die.

Latest evidence comes in the form of the twelfth wave of ERA’s consumer tracking survey, which has taken place every quarter for the past three years, with between 1,200 and 1,800 respondents in every wave.

The fact is that the purchase of physical console games remains remarkably resilient.

Overall, some 41.7 per cent of the 1,216 respondents to Wave 12 said they buy physical or digital games, rising to 66.7 per cent among the under 25s.

Interestingly, respondents revealed that most are only occasional buyers. Even the most committed gamers rarely buy more than once a month (just 4.5 per cent). A third buy less than once a year and another third buy only once or twice a year.

With two thirds of buyers investing in less than two games a year, it could just be that if publishers were to spread releases out a little bit more throughout the year, the chances of tempting consumers into the market might well increase.

What is most striking from our survey, however, is the data on format preference. A massive 77.1 per cent opted for the physical alternative.

With digital attracting just 22.9 per cent of respondents overall, it is clear that digital is far from winning the hearts of Britain’s gamers.

When respondents are classified by social class, it is C2s (skilled manual workers), the biggest buyers of games overall, who skew the most (84.2 per cent) in favour of physical.

When quizzed on the reasons why they prefer to buy hard copies, the Top Five answers are tangibility on 23 per cent, permanence and security on 16.5 per cent, convenience 12.9 per cent, habit 11.6 per cent and the ability to trade titles for other games on 7.7 per cent.

It is clear that hard discs have attractive traits which digital struggles to replicate.

“By far the greatest number of potential gamers are physical buyers who are price conscious and buy only occasionally.”

So what do we make of all this?

Digital skews towards wealthier male gamers, the group most likely to be among the keenest buyers.

One possible conclusion is that games publishers have become more and more dependent on the most committed, digital savvy and wealthiest gamers.

One final question, which may support this analysis concerns when buyers are most likely to buy. Compared with pre-ordering (10.5 per cent) or upon release (20.7 per cent), a massive 68.8 per cent responded that they wait until “after the price has dropped”.

By far the greatest number of potential gamers are physical buyers who are price conscious and buy only occasionally.

Our research suggests they offer untapped potential.

Digital formats provide huge opportunity for the development of the market, but it may well be that a focus on digital to the exclusion of its mass market physical equivalent could be leaving huge amounts of money on the table.

Wouldn’t it be nice if we could begin to tap into that mass market again?

Via mcvuk.com


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PS VR is selling in the hundreds of thousands

Category:Latest News

Sony Interactive Entertainment’s Jim Ryan has talked up the “massive” interest in PlayStation VR, telling CNBC that pre-order sales for the new hardware are in the, “many hundreds of thousands.”

Ryan, who is president of SIE Europe, also addressed the possibility of a stock shortage, explaining that, “production is going exactly as we anticipated.” Sony will be keen to avoid the problems that Oculus VR faced during the launch of Oculus Rift earlier this year, when an “unexpected component shortage” caused the delivery of many pre-orders to be delayed by several months.

“We know that the replenishment cycle is a good one,” he said in the interview. “We have made decisions to further increase capacity at the back end of 2016 and into 2017, so there are going to be a lot of PlayStation VRs around the world.

“Whether that’s enough to satisfy the demands of the market, we’ll see.”

Speaking to alistdaily last week, GameStop CEO Paul Raines indicated that the attach rate for PlayStation VR has also been strong, as consumers purchased the Move controllers, PlayStation Eye camera and games along with the headset.

“Our attach rate for PlayStation VR was one of the highest of the year,” he said, before going on to praise the amount of software available for the platform on day one. “Sony has been working on VR for over four years and there are a lot of publishers who have been developing games for PSVR, which is why we’re seeing 50 games in the launch window.

“That’s a good way to put your product in the market. Wii U had 10 titles and half were shovelware and not great titles.”

The early signs are good for Sony, then, particularly when you consider that every PlayStation VR is being sold at a profit, and PlayStation 4 Pro – which has more VR-friendly specifications – will also launch before the end of the year.

Via gamesindustry.biz


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In case you were curious to know what Mr. Toad's glamour might've looked like in #TWAU Season 1 - if he could've afforded it - here's some concept art for you.

Now how could he not afford a glamour and yet afford to drive a car in NYC? 🤷

#TWAUs1fables.

Following the news that Sony will increase the price of the PlayStation 5 in several markets, Microsoft has confirmed that it will not adjust the price of the Xbox Series X and S. https://bit.ly/3ANCOxx

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