Aklane Dust, Hive Knights, Fallen enemy locations explained • Eurogamer.net

Published 20/09/2017

Destiny 2’s Titan is one of four planets you will visit and explore to take on a number of Titan activities and daily Titan challenges.

The second planet you visit in Destiny 2, you visit this fairly early on in the story, at the start of the campaign mission, Hope. You are first sent to visit the planet alone, where you’re tasked with clearing out some troublesome Hive enemies. Once you’re done with that introductory mission, you’ll be able to talk to the planet’s overseer, Sloane, and explore the Titan patrol space freely.

Whether you are exploring during the story or attemping to reach max Power Level in the end game, there’s plenty on offer on Titan, small as it may be in size.

For other planetary guides meanwhile, we’ve put together pages on the EDZ, Nessus, and Io, with plenty of detail on activities for each.

Destiny 2 Titan activities explained

The planet Titan offers a number of set activities you can view on the map as you play through the game’s story and beyond.

Landing Zones / Fast Travel points:

  • Siren’s Watch (unlocked automatically)
  • The Rig (complete campaing missions Utopia and Titan)


Adventures are mini-story missions with simple objectives in return for randomised (but capped) gear. As always, make sure you tackle Adventures at their recommended Power level.


Exotic weapon quests

As well as Adventures – which unlock over the course of the story – once you have completed the main story there’s a new ‘Enemy of my Enemy’ story mission.

This questline appears on Titan with a recommended Power Level of 270. Once complete, you’ll unlock the first step in getting the elusive Rat King quest.

Lost Sectors

Titan has just a couple of Lost Sector mini-dungeons, but with Challenges often asking you to complete one a day, it pays to know where they are and how to complete them.


Public Events

Being the smallest area, Titan also has the fewest Public Events of any area, with just two. Use your map to see where and when these begin, and don’t forget to try and trigger the Heroic Public Event variant to unlock more rewards.

  • Destroy the Arsenal Walker
  • Witches Ritual

It’s worth paying attention to the location of the current week’s Flashpoint – if it is Titan, then you’ll unlock a Powerful Gear Milestone after a number of Public Events completed.

Region chests

Not unlike the ‘golden chests’ from the first Destiny, each planet has a number of one-off chests you can discover and open. Each one contains three Tokens for that planet, some Glimmer and a chance at a loot drop (up to the 260/270 cap). Though they are marked on the map, our Destiny 2 Region Chests page explains their exact positions.


The more activities you play, the more Tokens you earn to level up the planet’s Faction.

Alkane Dust, Arcology, and other activities on titan

As well as the above set activities, there are other ‘random’ attractions to look out for as you explore Titan that won’t appear on the map. Each one gives you more opportunities to find Arcology Tokens and other loot.

Alkane Dust: Similar to the original Destiny, there are planetary materials to look out for as you roam. These appear at random on the edges of pathways, buildings or perched on structures.

Like chests, by default they won’t appear on your heads-up display and it’s only when you are up close that you can collect them.


If you are farming them for a Challenge, then the easiest way is to roam around, using your Sparrow where you can, and keep your eyes peeled for glowing objects, or simply do other activities or Challenges, and you’ll naturally come across them. Alkane Dust is used to level up the Titan Faction at vendor, Sloane.

Patrol missions: Once you complete the Patrol side-mission after Fury’s story mission, you can trigger Patrol Missions while exploring the Patrol space.

These task you with simple objectives – kill in a number of enemies, observe an area, kill a higher level character – with each one giving you a Token.

We recommend doubling up these with Public Events so you can complete two activities at once, though remember most Patrol Missions must be completed within the area you collected them in.


Loot Chests – Alongside one-off Region Chests are random chests that spawn throughout the planet. Like Alkane Dust, they tend to appear at random on the edges of walkways or sitting under structural outrcroppings, so be sure to keep a keen eye on them.

High powered enemies – As you roam, you’ll be notified that a ‘high level enemy’ has spawned in the area. This is a lone yellow bar enemy that’ll take a beating before it goes down.


If you do so, it’ll drop a loot chest containing a Token. They only appear for a limited time, so be sure to track it down before it disappears.

Destiny 2 guide, story walkthrough
Class changes, Exotics, levelling and more explained.

Destiny 2 guide, story walkthrough

Want more on Destiny 2? Our Destiny 2 guide tells you everything else there is to know on the game so far, including Lost Sectors, Treasure Map locations, Heroic Public Events, and Flashpoints on EDZ, Titan, Nessus and Io. Elsewhere we explain how to Power level to the 265, 300 and 350 Power caps, as well as what to spend Glimmer on, how to join Clans and how Mods, Infusion, and Engrams and Legendary Shards work, Crucible tips, a Destiny 2 Exotics list, details on the Nightfall schedule, Trials of the Nine and the weekly reset, how to unlock classes and subclasses, and how to complete the Destiny 2 Raid.

Hive Knights, Fallen enemy locations and other Titan Challenges explained

Each day at 10am UK time, the server will ‘reset’ a number of activities in the game. The foremost of these are each activities Challenges, giving you a new checklist of objectives to complete as you explore the Titan Patrol space.

You will be given three to complete each day. The following is not an exhaustive list as new Challenges may emerge as days go on, but will give you an idea of what to expect and how to complete them.

  • Scourge of the Fallen: Defeat 75 Fallen Enemies – Fallen are most commonly found near the external parts of the Siren’s Watch area on Titan. Remember completing other activities will help you unlock these, so concentrate on other Challenges and you should get most of your way through this without needing to grind.
  • Arcology Scavenger: Gather 10 Alkane Dusts – As mentioned above, these are found at random throughout the planet. It’s one of the tougher Challenges due to its unpredictable nature, but we’d suggest performing other Challenges and Public Events, and you should come across them naturally without hopefully needing to grind.
  • The Grand Melee: Defeat 5 Hive Knights: – These are the greyish, tall, bulky walking foes you encounter as part of the Hive. You can find these out in the wild – sometimes as more powerful yellow bar enemies – but your best chance of finding them is doing the Witches Ritual and Arsenal Walker Public Events that spawn near The Rig and Siren’s Watch respectively.
  • Arcology Reclaimer: – Kill 40 enemies in the New Pacific Arcology. This is simple enough really, just travel to the nearby fast travel point and venture inside looking for foes!
  • Lost Sectors: Lost a Lost Sector in a specific area – Simply head to the specified area, then find and complete one of these mini-dungeons, with the Challenge completing when you pick up the loot at the end. If you’re struggling, our Lost Sectors page can help you find one.
  • Event Horizon: Successfully complete a public event – You will find where and when these occur on your map. Don’t forgot to attempt to trigger the Heroic Public Event for bonus rewards – though it’s not required for this Challenge.
  • Walking the Beat: Complete 3 Patrols – First unlock Patrol Missions as part of Cayde’s Patrol Milestone set of quests, and pick up and finish three of these mini-missions. We recommended grabbing a kill or drop-based Patrol and then undertaking a nearby Public Event to tick off two activities at once.

Additional reporting by Matthew Reynolds.

Project Cars 2 runs best on PlayStation 4 Pro • Eurogamer.net

Project Cars 2 reviews have dropped, the Forza Motorsport 7 demo arrives today and Gran Turismo Sport is en route. It’s a huge couple of months for racing sim fans, and we’re off to a good start with Slightly Mad’s sequel, packed with a raft of new technological features. The question is, in light of the sometimes shaky frame-rate found in its predecessor, how well does the sequel match up – and what are the advantages of running on PlayStation 4 Pro?

At its core, Project Cars is designed around creating a dynamic racing environment, where shifting weather conditions regularly change how each race plays out. Handling is altered with the transition from dry to wet surfaces, changing how much grip and control is present, while splashes of water partially obscure the upcoming track. It’s an aspect of the game further expanded upon in this sequel.

A new snow season covers the trackside in icy details, while wintery conditions ranging from light snowfall to a full-on blizzard round off the extra dynamic weather effects. Existing wet weather conditions are also enhanced via the use of fluid dynamics – a feature that sees pools of water build up on the track when it’s raining heavily, later receding as the weather changes and the track begins to dry out. Other elements such as changes in ambient and track temperature along with atmospheric shifts all impact on car performance too, with tyres, braking, and aerodynamics all factored into the calculations.

Some of these features are reserved for 30fps racing games like Forza Horizon and DriveClub, but Slightly Mad Studios implements these aspects into Project Cars 2 while still targeting 60fps across all platforms. It’s certainly an ambitious task given the limits of the PS4 and Xbox One hardware, so how has the developer managed this? Pixel-counting suggests that dynamic resolution scaling is in effect across all consoles. Instead of the fixed 1080p/900p resolutions found on the original PS4 and Xbox One versions, pixel counts now adjust according to rendering load.

We take a look at image quality and performance across PS4 Pro, PS4 and Xbox One in Project Cars 2. Note: an incorrect fps graph is rendered at 4:47 – the frame-rate counter is correct here though, Pro is rendering at 58-59fps in this stress test area.

Based on initial measurements, we’re looking at between 1080p to 864p on PlayStation 4, while on Xbox One resolution tops out at 972p (a little increase over the 900p in the first Project Cars), and falls to 864p when the engine is under intense load. As a result, image quality isn’t quite as consistent as the first Project Cars, with some roughness creeping into the presentation in demanding scenes where resolution drops, but in less stressful races with 16 cars and clear conditions, the game appears crisp across both consoles. PlayStation 4 features a little more refinement here, but the gap is quite subtle at regular viewing distances.

The same dynamic set-up is also present on PS4 Pro, which is given full support for this sequel, with both resolution and performance boosts over base hardware. Our measurements suggest that the game features a target resolution of 1440p, but this drops to 1360p during demanding moments, such as racing under stormy conditions with the full quota of 32 cars in play. It’s an improvement over base hardware when viewed on a UHD TV, but it isn’t enough to pass as native 4K, and the scaled image can look quite rough at times. Opinion on this will vary according to taste, but Project Cars 2 on Pro does support downsampling, so 1080p display users may get the better deal here.

When it comes to delivering a nigh-on solid 60fps gameplay experience, PlayStation 4 Pro mostly delivers, regardless of whether you’re playing on a 4K or 1080p display. Frame-rates rarely waver from the desired target, and outside of stormy stress tests with upwards of 16 cars in play, the game holds firm at 60fps, providing a smooth and responsive racing experience. Even demanding wet weather conditions rarely impact performance heavily. There’s a fair amount of tearing on display as cars are bunched up at the start of a race, but frame-rates only incur a minor drop, and these issues clear up once the cars spread out during the race.  While momentarily distracting, the relatively constant frame-times and high frame-rate ensure that the game feels good to play and moves at a smooth pace. It’s not a perfect 60fps run, but the game isn’t too far off the pace, and delivers a significantly superior experience over the standard PS4 and Xbox One consoles.

As you may expect, neither base PS4 or Xbox One are able to provide consistent gameplay at a smooth 60 frames per second. Performance is variable depending on race conditions, with the number of cars, weather, and camera viewpoint having an impact on how well the game runs and plays. This means that although much of the gameplay hits the target, both consoles fall short of hitting 60fps under demanding conditions, with plenty of tearing and drops into 40-50fps range – and sometimes below that on Xbox One. Heavy rainfall has the most impact on performance, with the abundance of alpha effects for rain drops and water splashes pushing bandwidth to the limit on both machines. Neither looks or feels great here, with distracting judder caused by dropped and torn frames.

Pared back to 16 cars with racing conditions limited to cloudy or clear skies and things improve considerably – particularly on PS4, where it’s possible to hit a stable 60fps for lengthy portions of a race. Performance only drops when cars group around corners, resulting in some tearing and short but noticeable dips in smoothness. Otherwise things hold up pretty well with the absence of snow and rain, and we generally get a decent 60fps experience that works quite well, though the experience can fall a little short on Xbox One.

Night and the City
Chris Donlan plays through L.A. Noire with his dad, who grew up in the city in the 1940s.

Night and the City

Overall, there’s clear progress in this sequel. The underlying simulation behind the game is more complex than the first Project Cars, yet performance is generally very similar on base hardware. We get an impact to image quality consistency compared to the first game owing to the dynamic framebuffer, but we gain additional upgrades in the form of improved weather and more complex atmospheric elements, which enhance the driving experience nicely. But otherwise, if you’ve played the first Project Cars, you know what you’re getting here in terms of general performance.

It’s difficult to avoid the feeling that any limitations are simply down to the current consoles being held back by the ageing hardware, but the good news is that there is an option that delivers a more consistent, visually more impressive solution – PlayStation 4 Pro. What you’re not getting is a great 4K presentation, but the trade of pixels for a more fluid gameplay experience is the right one – and it’s the best way to play Project Cars 2 right now on consoles.

Destiny 2 Adventures list – how complete Adventures around the galaxy • Page 1 • Eurogamer.net

Published 18/09/2017

Destiny 2 Adventures are a new addition to the universe, and a great way of giving players something to do between missions – or, of course, for grinding gear and levelling up when the story’s all done.

You’ll find Adventures on all of Destiny 2’s planets, with their tasks varying from search and destroy to search and… defend? And plenty of other jobs of course too.

Like we said, they’re great time-killers and alternatives for grinding, so with that said here’s our Destiny 2 Adventures list, with notes on how to unlock Adventures and specific walkthroughs on each page too, to help you get over any tricky bumps in the road along the way.

Destiny 2 Adventures explained

Adventures are Destiny 2’s answer to side-quests – short, simple, and optional, but worth the investment. The first one, A New Frontier, is compulsory, but after that they’re completely optional, but we’d strongly suggest you them on.

That’s because in addition to the XP you’ll earn through combat you’ll also be rewarded with loot or varying degrees of rarity to beef up your gear, Tokens to increase your reputation, and the narrative also helps to flesh out the various characters and give a bit more background to the story.


Destiny 2 Adventures list – how to unlock and complete every Adventure

Earth – European Dead Zone (EDZ):


Destiny 2 guide, story walkthrough
Class changes, Exotics, levelling and more explained.

Destiny 2 guide, story walkthrough

Want more on Destiny 2? Our Destiny 2 guide tells you everything else there is to know on the game so far, including Adventures, Lost Sectors, Strikes, Treasure Map locations, Heroic Public Events, and Flashpoints. Elsewhere we explain how to Power level to the 265, 300 and 350 Power caps, as well as what to spend Glimmer on, how to get a Sparrow in Destiny 2, how to join Clans and how Legendary Shards work, Crucible tips, a Destiny 2 Exotics list, details on the Nightfall schedule, Trials of the Nine and the weekly reset, how to unlock classes and subclasses, and how to complete the Destiny 2 Raid.



If you’re at the recommended Power level then each one should take about 15-20 minutes to complete so they’re useful if you’ve not got the time to invest in anything more substantial. Most of them take place in areas you’ll have visited during the story but one or two will take you off the beaten path and may lead to other discoveries on the way.

Throughout the course of the game more will unlock, and there are 30 in total to experience – 13 in the EDZ, 5 on Titan, 7 on Nessus, and 5 on Io. Once all Adventures in a Region have been completed you can go back and replay them whenever you like, so if you’re on the grind for some sweet sweet loot they
may make a nice change from Public Events.

A (brief) history of PlayStation football • Eurogamer.net


Last night, following Manchester United’s 3-0 Champions League group game victory against Basel, manager Jose Mourinho expressed his anger at the way his side had played.

The demanding Portuguese said his players played with too much confidence and, well, took the piss a bit.

“We were playing fantasy football, PlayStation football, flicks,” Mourinho said. “I don’t like it. We gambled a little bit, but football is football and you have to respect your opponent.

“I don’t know if goal difference will play a part. We lost position, our shape, we lost balls in easy situations. I didn’t like it, the players relaxed too much.”

While Mourinho’s comments come across as a tad harsh, he’s not the first manager to blast his players for playing “PlayStation football”. In fact, the Premier League and PlayStation have a bit of a history.

Mourinho’s latest jibe got me thinking about other times PlayStation has come up in real-world football. My list includes multiple references to Sony’s console – some hilarious, some ridiculous and some downright pointless. But throughout it all remember this: the thing about Arsenal is, they always try to walk it in.

Gary Neville versus David Luiz, aka David Lolz

Regular readers may be aware that I’m a Chelsea fan. I also love David Luiz to bits. But even I can see angry pundit Gary Neville had a point when he likened Luiz’s performance in Chelsea’s November 2011 defeat at Liverpool to “being controlled by a 10-year-old on a PlayStation”.

The flamboyant Brazilian defender is like that. He’s about as PlayStation a footballer you can get. He often does incredible things (that free kick against Liverpool, for example), but every now and then he makes a mistake that costs us a goal. But the Bridge would be a poorer place without him. In fact it was, while Luiz played for PSG for a bit.

In any case, Luiz is no longer the PlayStation footballer he was. Under Antonio Conte and in a 3-5-2 formation, he’s become one of the best defenders in the league. So now he’s just a bit mad and also very very good, which is ideal.

Anyway, here’s the inevitable Gary Neville backtrack.

Roy Hodgson versus Wayne Rooney

Back in August 2013, then England boss Roy Hodgson (who’s now managing Crystal Palace somehow) warned Wayne Rooney not to chat to left back Ashley Cole about a rumoured move from Manchester United to Chelsea while playing… PlayStation.

Hodgson, in his infinite wisdom, didn’t want England players thinking about anything other than performing terribly for England. So, he ordered they leave their club rivalries at the main gates and ignore the conversations around the PlayStation, which it seems is the football version of the water cooler.

“I don’t know whether it’s nave, but Ashley Cole and Wayne are quite close friends and I’m sure David Moyes knows that as well,” Hodgson said.

“If they aren’t speaking in the hotel they will be speaking on the phone. I do accept a duty of care and I will try to make it clear to the players of Manchester United and Chelsea that they will be with England now.

“As far as we’re concerned you can speak as much as you like to each other, but during these two or three days this is about England versus Scotland and the matches beyond that.

“I don’t expect anybody for one minute to fracture their concentration from what’s important.

“Both David Moyes and Jose Mourinho have been very supportive and fully understand my position.”

In the end, Rooney stayed at Manchester United. Didn’t help David Moyes much, though.


Petr Cech versus Rock Band

Here’s an odd one. Arsenal goalkeeper Petr Cech loves playing the drums. He even has his own YouTube channel in which he, yep, plays the drums. And he’s pretty good! But did you know he got into playing the drums after ex-Chelsea goalkeeper Carlo Cudicini introduced him to Rock Band on PlayStation? Here’s the quote:

“I never played any instrument before and I never had a music lesson or anything like that. But then once with Carlo Cudicini we played Rock Band on the PlayStation and I jumped on the drums without ever playing it before.

“I had so much fun and realised how much I enjoyed it because I love music in general. I was always listening to music but I realised that actively participating in the song you enjoy listening to was even better.

“Then he told me to get the digital drum kit so that I could put the iPod in and play along to songs for fun and relaxation.”

Cech reckons playing the drums has made him a better keeper. “You need to find a way to co-ordinate things and, once you learn how to programme your brain to do that, it helps you to co-ordinate even for football,” he said.

So there you have it. PlayStation made Petr Cech a better goalkeeper, or something.

Chile versus Lionel Messi

In July 2015, Chile were set to face Argentina in the Copa America final. The problem was, Argentina had Lionel Messi, probably the greatest footballer ever, to contend with. To combat Messi, Chile had their players play on a PlayStation. That’s about as detailed as the reports got, but here’s the quote from coach Jorge Sampaoli anyway:

“We have a simulation program that uses PlayStation technology and allows players to move the team around the pitch using a joystick. We can tell a player: ‘We are going to press in 4-4-2’ and the software shows us how that will work against our rival.”

Apparently want-away Arsenal forward Alexis Sanchez put more hours in than most. It all sounds pretty silly, but whatever went on behind the scenes worked, as Chile won the final in a penalty shootout. That’s the true power of PlayStation right there.


Messi’s player rating in FIFA 18. Fair enough, really.

Messi versus everyone

While we’re on Messi, the Barcelona great is so overpowered, Arsene Wenger once described him as a PlayStation player. In 2014, then Barcelona boss Luis Enrique said Messi did things in training “I have not even seen on the PlayStation”.

“He does things in training that I have not even seen… on the PlayStation,’ Enrique said with a dramatic pause.

Messi, the quintessential PlayStation footballer. What a legend.

David James versus Tomb Raider

This one’s a classic. Back in the mid 90s, England and Liverpool goalkeeper suffered a dip in form that led some to label him “Calamity James”. His response? Blame PlayStation.

Specifically, Tomb Raider and Tekken 2, which, James said, had been keeping him up all night – and it was that video game binge that led him to play terribly in a 4-3 victory over Newcastle in 1997.

“I was getting carried away playing Tekken II and Tomb Raider for hours on end,” James said. Right mate.

Romelu Lukaku versus a PS3 controller

Romelu Lukaku is known for terrorising defenders, but back in October 2013 he terrorised a PlayStation pad. Why? Because he lost a game of FIFA.

While preparing to take on Aston Villa’s defence while playing for Everton, the striker smashed up a PS3 pad after he lost at FIFA 14 to then teammate Kevin Mirallas. He posted a picture of the damaged goods on Instagram. Ouch.

Careful, Lukaku. Those PlayStation controllers cost, what, 30? That’s like, 10 seconds of your time or something.


Arsenal versus Norwich

If ever there was a PlayStation goal scored, it was Jack Wilshere’s strike against Norwich in 2013.

The goal involved wonderful one-touch passing that bamboozled the Norwich defense and culminated in a first-time caress into the back of the net by the once-full of potential Wilshere. It’s a beautiful goal – one of that season’s best, and Arsenal through and through.

After the match, Arsenal’s German star Mesut Ozil praised his teammates:

“I’ve got to praise the three players involved for the first goal. It was real ‘tiki-taka’ – almost like they were playing PlayStation! It was an unbelievable goal.”

Chelsea versus Amiga

This one doesn’t have anything to do with PlayStation but as a Chelsea fan I had to include it. Back in the day, before Roman Abramovich’s billions dragged Chelsea into the big time, before Autoglass and before Coors, we were sponsored by Amiga. Yep, that’s right, the Commodore Amiga. The retro 1993/94 Umbro Chelsea shirt is one I still have hanging inside my wardrobe. And around that time I was playing video games on an Amiga, too. An Amiga 1200 in fact.
Theme Park, The Secret of Monkey Island, that sort of thing.

Why have I brought this up? A couple of reasons. I wanted our younger readers (we have those, right?) to know that video games and football go back further than PlayStation, and I wanted an excuse to publish this picture of ex-Chelsea goalkeeper Dmitri Kharine, which is quite something.


Got any cool PlayStation meets real football stories? If so, let us know about them in the comments.

Xbox Live Indie Games officially closes 29th September • Eurogamer.net


Microsoft shuts down its indie games programme for Xbox 360 at the end of this month.

29th September will be the last day players can buy games from Xbox Live Indie Games, Xbox confirmed via Twitter.

Two years ago today, Microsoft sent an email to indie developers to announce Xbox Live Indie Games would be shut down.

The email laid out a two year road map for the winding down of the programme. From 9th September 2015, developers could no longer buy an annual subscription but active developers could continue to work on their games. From 9th September 2016, creators could no longer publish their titles to the marketplace.

According to the email, the Xbox Live Indie Games marketplace would officially close around September 2017, with partners receiving a final payout around November 2017.

Players will still be able to re-download games they own and continue to play the games they own – just make sure you get them before the cut-off date.

This doesn’t mean Xbox is done with indie games altogether. During Microsoft’s showcase for the Xbox One X at E3 this year, the company showed a highlight reel of games coming to Xbox One from independent developers.

If you still want to get your hands on some of the games after the closing date, you can try your luck at Steam Curator where an Xbox Indie Refuge has been set up.

Destiny 2 Lost Sectors – locations and their repeatable loot rewards explained • Page 1 • Eurogamer.net

Published 10/09/2017

Destiny 2 Lost Sectors are something new to Bungie’s space-faring sequel – mini-dungeons that you can find as you explore each Patrol area, each with a manner of things to shoot and find.

There are a total of 27 spread across Earth, Nessus, Titan and Io and each one offers varying levels of challenge – including lots of enemies and a dungeon mini boss).

What are Lost Sectors in Destiny 2?

Lost Sectors are mini-dungeons tucked away off the beaten path in the game’s many Patrol areas. As you are exploring, you will find a symbol painted on a wall like this, indicating that one is nearby:


From there, the dungeon is close, you just have to find the entrance, which is where our series of links below come in.

Once you’re inside, you then have to clear the dungeon of its enemies, including a named boss. Doing so will allow you to open the Lost Sector chest at the end and take its loot.

The game’s first EDZ mission will give you a taste of this, taking you into the basement of the church where one of the Trostland Lost Sectors can be found.

Lost Sector locations

Below is an in-progress list of Lost Sectors and their locations.

The game doesn’t provide a Power level suggestion for completing each one, but if you are in that area for another objective, chances are you are powerful enough to take it on – there’s no need to unlock them otherwise.

However, some can be very difficult, so don’t worry about getting them out of the way from the beginning. Try tackling them in a squad or after you’ve finished the campaign and hit level 20; we found a Power Level of 200 and over made us strong enough for any of them.




More coming soon!

Destiny 2 guide, story walkthrough
Class changes, Exotics, levelling and more explained.

Destiny 2 guide, story walkthrough

Want more on Destiny 2? Our Destiny 2 guide tells you everything else know on the game so far, including every change big and small from the original. Elsewhere we explain how to get a Sparrow in Destiny 2, how Clans and Guided Games and Legendary Shards work, Crucible tips, a Destiny 2 Exotics list, details on the PC version and graphics options, how to unlock classes and subclasses, details of all Destiny 2 PS4 exclusives and everything we know about the upcoming Destiny 2 Raid.

Lost Sector rewards and repeatable loot

Lost Sectors typically contain several loot drops and a Token for that planet.

Though they are dungeons that can be cleared, they are repeatable (once a day) allowing you to get loot again.

However, it won’t be as much as the first time you completed it, and are more in-line with a loot chest you’d receive after an activity such as a Public Event – usually one Blue (rare) Engram with a Token for that planet’s Faction.


Lost Sector chests look a little different to regular ones.

Once you get so far in the story, you’ll unlock some additional systems and features, including Challenges.

These give you additional tasks to do in each mode, and in Patrol, once of these could include doing a Lost Sector within a specific area of planet, giving you further incentive to replay Lost Sectors you have already cleared.

Additional reporting by Matthew Reynolds

Obsidian’s cancelled Xbox One exclusive • Eurogamer.net

Throw your mind back to Microsoft sharing a dream of an infinitely powerful Xbox One cloud, a box under your TV able to suck an almost mystical power into your living room, transforming games as we know them. The vision wouldn’t quite materialise, but while Microsoft was hallucinating over the cauldron it was also throwing money around – throwing money at Xbox One exclusives to embody this future, and Obsidian Entertainment was spinning in its pot.

“We were given a proposal, the million-man raid,” Obsidian co-owner and CEO, Feargus Urquhart, tells me. “Conceptually what came from Microsoft was this idea: imagine you’re playing The Witcher, maybe with a friend. What happens if at points in time a giant creature pops up that you can see in the distance and it’s not just popping up while you’re playing, it’s popping up for everybody who’s playing. You all rush this creature and there’s this haze around it, and as you’re all rushing through the haze the game is matchmaking you into 40-man raids who are going to fight the creature.

“Then you fight it, but while the creature is being fought all the footage is being recorded up into the cloud. Then at the end we would come up with some kind of intelligent editing thing which would deliver everybody who fought a personalised, edited video of their participation in the raid. That is what was proposed to us.”


The Stormlands pitch demo on Xbox 360. These pictures have never been seen outside of Obsidian and Microsoft.

“Microsoft’s ambition,” says fellow owner Chris Parker, vice president of development, “was to do a lot of things and do it very new. Nothing that was standard or typically accepted in video games should be taken as acceptable. It was always, ‘Try to get it up to the next level, try and figure out something different or some new way to approach it or put a different spin on it.’ Every feature it was, ‘How do we change this feature to make it better than it has ever been before?'”

This game was a big deal, an exclusive Xbox One launch game, and barring four and a half years of Armored Warfare cheques it would be the biggest deal Obsidian would ever sign – bigger than Fallout: New Vegas, South Park: The Stick of Truth, the lot. Microsoft was even already talking about a sequel. “They wanted to invest in a developer and IP over the long-term,” Urquhart says. “That deal was the largest contract we signed.”

The game was Stormlands, codenamed North Carolina, and it would never see the light of day.

Stormlands! Obsidian had been sitting on the idea in some form since 2006, and in early 2011 finally had the chance to work it into a pitch for Microsoft, titled Defiance. “OK well this is interesting,” Microsoft said, “but it feels a little bit too trope-ish, a little too standard, so are there ways you can try and reinvent things and try and make it a little bit different?”

Sensing a big opportunity – a platform holder with a new console – Obsidian threw the kitchen sink at the rewrite. “We’re going to pitch a big game and we’re going to do it like all real developers pitch stuff instead of our normal three-page [proposal],” says Urquhart, “so we’re going to do a demo and we’re going to put a real pitch together and a Power-Point – a whole package.”


It was a playable demo. Feargus Urquhart was at the controls.

Some of the fundamental ideas from Defiance remained but the world was taken in a more dramatic direction, aiming for something far less standard than in other role-playing games. What Obsidian returned to Microsoft with was Stormlands, a game set in a world of crazy storms, where the storms themselves factored into magic you used.

But Obsidian wasn’t under any illusions of success. “We had no expectations,” says Urquhart. “There’s no way they’re going to sign us,” they thought. But something about the pitch-booklet emailed had evidently struck a chord, because when Obsidian went up to Redmond to present the Stormlands demo, all the big shots at Microsoft were there.

“We had a demo on the Xbox 360 and they asked us a lot of questions,” says Urquhart, “and then I was really surprised because we went downstairs and we were waiting for a taxi and Noah [Musler, Microsoft Game Studios biz dev] came down and said, ‘I don’t want to get your hopes up but I think we’re looking good.’ And he’d never shown any – that was the most positive he’d been about any of our proposals.

“We started talking pretty soon after that.”

Stormlands was to be a third-person action role-playing game with a camera behind the character as in Fallout: New Vegas. “The fighting was super-action,” not like Dark Souls, more like The Witcher, Urquhart says – the difference being Stormlands would have companions.

While we’re talking about the game, he rummages through boxes in his office looking for the Stormlands booklet, but sadly he never finds it. What he does find, though, is the original Xbox 360 pitch demo and he loads it on his PC. The screenshots you see in this article are from that demo and have never been seen outside of Obsidian or Microsoft before. Don’t you say I never do anything for you, you rotters!


Even six years later it is… striking! Sorry.

The demo, running on the Dungeon Siege 3 engine, is visually impressive, even now, several years and a new console later. There’s a bruised peach tone to the otherworldly sky, which rumbles and crackles with storms while a haunting kind of Arabian music moans in the background. It reminds me immediately of Assassin’s Creed or a Prince of Persia, with the main character, a man, wrapped in similar-styled clothes, a cloak slung over one shoulder. There’s a brooding atmosphere, helped no end by the bodies a storm has entombed in the rocky mountainside around us.

We eventually come across a female character who was to be one of your companions. She takes her facial armour off before talking to us, which is a nice touch – it bugs me in other RPGs when characters waffle away like noisy, bobbing helmets. A classic dialogue screen of choices appears and the characters interact, fully voiced. On the horizon is a kind of castle we’re aiming for and from which, by the demo’s culmination, a huge enemy erupts. “That was the pitch that got us the project,” says Urquhart as it ends.

He loads a Stormlands development milestone video on his screen afterwards, which revolves around combat and is narrated by one of the Stormlands team. This appears in grey-box form so there are no textures only a smooth grey skin coating everything – characters, enemies and terrain. In this video I see the character rolling to evade attacks, as in The Witcher, and teleporting short distances, as Ciri does in The Witcher 3. I also see a variety of acrobatic attacks used against a variety of enemies, from beast men to wraiths. Crucially I see companion moves too, special attacks you can trigger allies to perform – it would always be you and one other on a level. These companions and these special partner moves were to be a fundamental cornerstone of the Stormlands experience.

Meet the creator of Jenga
Do you really know the rules?

Meet the creator of Jenga

Clearly a lot of work had been done. What, then, went wrong? There was a disconnect, a juxtaposition between a dreaming Microsoft on one hand and an Obsidian who had to realise the ideas on the other. One moment Obsidian was talking to a Microsoft executive producer about doing co-op, the next minute a new executive producer was pitching million-man raids. “We look at something like that and it’s like, ‘Holy Jesus!'” says Urquhart.

But it’s important to point out Obsidian never took the million-man raid idea literally, and never believed Microsoft, as ambitious as it was, meant it that way. “This happens with everything,” he says. “We do this when we’re talking to our people, we give them crazy ideas. The goal was to inspire us to come up with not that, but inspire us to think about how to incorporate all of these elements.” It’s like the story of the Sony boss running downstairs to the inventors’ lair with a pack of playing cards and declaring, “I want a tape player I can stick headphones into that’s this big!” and in doing so triggering the creation of the iconic Walkman.


We met a companion who maybe could say, ‘Oh Arcasta spell for ya!’ Sorry.

Nevertheless the demands from Microsoft to reinvent the wheel were high. Kotaku writer Jason Schreier talks about Kinect-powered verbal haggling in Stormlands, in his new book Blood, Sweat and Pixels, which I heartily recommend. Chris Parker and Feargus Urquhart don’t recall that exact feature when I talk to them but concede there were so many ideas it may well have been one. Ideas piled upon ideas and all the time the immovable deadline to be ready for Xbox One launch loomed closer.

Microsoft’s answer? Throw more resources at it. “At some point Microsoft was saying ‘maybe this needs to be an even bigger game’,” Urquhart says. “‘Maybe we just need to add a bunch more people onto it – maybe we don’t have enough people to prototype all these crazy ideas we have.’ Well no, actually that sounds terrifying, that sounds like a really bad idea for us to do.”

“Sometimes adding people to something doesn’t mean it’s going to get done any faster,” adds Chris Parker. “It’s actually just going to be more complicated, more people running down the wrong path.”

“I just wish I had flown out to Seattle and got a meeting with Don Mattrick and everybody else,” says Urquhart, “and said, ‘OK we all agree it would be good to have an RPG at or very close to the launch of Xbox One. We can make RPGs, it’s been shown. These are the challenges we have on the table:

“Unreal 4 doesn’t exist for the Xbox One yet. We can use Unreal 3 but Unreal’s transitioning so that’s not good, so we’re using our own engine and it’s doing great in certain ways but we still have to build it up in other ways. The second challenge is we’ve not done a lot of multiplayer stuff before. The next challenge is this is a launch title so that date, it’s not a ‘well if it ships here you’re late but that’s fine’. We’re all doing this, and you guys are on board doing this, because you want it to be a launch title. How do we now make a game that is realistic within all those challenges?


And eurgh look! We saw bodies in the wall.

“And I didn’t do that,” he says, “and that probably contributed to the game getting cancelled.”

In March 2012, Feargus Urquhart got a phone call and it was Microsoft cancelling the game. “You get a call, it’s always a call,” he says. He’d half expected as much but it was a hammer blow nonetheless, and effective immediately, no room to manoeuvre, no way out. He called the other four company owners together for a meeting in a coffee shop the other side of town – there was no way they were risking someone walking into this one.

“The thing you have to have in a situation like that is a plan of some sort,” he says. “People need to know there’s leadership and moving forward. We can’t just get everybody together and say ‘we’re going to do a layoff’ because people will go home [and worry] ‘am I going to get laid-off tomorrow?'”

The next day, plan in hand, Obsidian gathered everyone together who would be laid off into one room and told them the bad news. As HR took over, the rest of the company gathered out of earshot in the big canteen and was told the news. “I think we said, ‘If you want to leave for the rest of the day, you can, because it’s a shitty day and you’re probably not going to get any work done anyway,’ says Chris Parker. “Then we dealt with the people we were laying off to try and get them all sorted.”

The day after was all about building hope for the future by assigning key people to work up new pitches to find new work, fast. Obsidian had South Park in development but THQ was crumbling away. “Nobody really has any time to mourn, nobody really has any time to worry about it,” Parker says. “Everybody is on point with, ‘What are we doing now? [The layoff] was yesterday, yesterday sucked. We’re done with it. In three weeks once we’ve got all these proposals out we’re going to get together and have a beer and shed a tear, but right now we need to move forward.'”


But we mostly saw a man with half a child’s curtain on his back.

The Stormlands cancellation began what Obsidian refers to as the Summer of Proposals, where around 10 ideas were pitched to almost every publisher under the sun, and I’ll tell you about a bunch of those early next week. Stormlands, meanwhile, wasn’t wasted, but was worked into a new pitch for a new game called Fallen, with an even darker world. “We pitched Ubisoft, we pitched 2K, we pitched everybody.” says Urquhart. “A lot of people we’d pitched Stormlands to and it was a challenge to re-pitch a game that had now been cancelled. It makes sense – why pick up a game that another publisher cancelled?”

No one ever did pick up Fallen but thrifty old Obsidian salvaged the idea yet again, creating another pitch which Paradox would sign at the beginning of 2014. It became Tyranny, which received the expansion Bastard’s Wound this week.

As for Obsidian and Microsoft, whatever bridges were burned now sound repaired, and Urquhart maintains contact. He even says – in response to a question about how hard it is for independent developers to find work today, in an age where publishers do so much more internally – “Microsoft is looking…” which bodes very well.

Currently, however, Obsidian’s hands are full, the 175-person studio occupied across four and a half projects: the Tyranny expansion, Pillars of Eternity 2, a small Pathfinder card game, a small idea the studio is “spinning up” and a considerable something else. And I’ll tell you a bit more about that next week as well.

Disclaimer: Travel and accommodation for this trip was provided by Paradox Interactive.

Destiny 2 is a lot less annoying, but a lot more of the same • Eurogamer.net

There’s a wonderful moment in Destiny 2, and it happens before the game’s even started. A series of loading screens commemorate some of your finest achievements in the first game, collating beautiful ink work that acts as a tribute to you, the player. It’s an artful reminder of the magic the original Destiny was able to weave, as well as a personal invitation to reminisce about the delirious fortnight my own band of brothers spent trying and repeatedly failing to smash through the Vault of Glass before Atheon was finally brought to his knees.

It’s a memory that now seems impossibly distant, forged some three years ago before the fruitless grind and a creeping hollowness that was ushered in with each new update would slowly turn me away from Destiny, all while Bungie was clearly buying time as it toiled away on the sequel. Destiny 2 is a tightly designed follow-up to a notoriously fractured game, a multi-million dollar apology to all the fans that endured the growing pains of the series as well as an attempt to smooth out the rough edges so that more might be ensnared in the pursuit of ever escalating numbers for your own personal space wizard.


They still don’t get much prettier than this.

It certainly works in bringing Destiny’s many charms into closer focus. The merry dance between your chosen class’s abilities and Bungie’s exquisite gunplay is as dazzling as it ever was, the specials and abilities brought together with a bit more purpose. My own warlock now feels like the support class I was sold but never truly delivered in the first Destiny, with helpful heals and buffs to hand via a vastly simplified skill tree. Loot is more plentiful, more varied and more meaningful, the small open worlds of each planet you explore denser and more detailed.

Destiny 2 is a sequel that stays true to the time honoured maxim of bigger and better, all delivered with the utmost opulence. Find a vantage point on Titan, watch the rolling electric seas crashing against cavernous rigs as far as the eye can see while Michael Salvatori’s lavish score gently soars and then boggle at the sheer amount of money and workforce that’s behind such a vision. This is a production on the grandest possible scale, the art and hard craft that’s evident up there with Bungie’s very best.

Bungie’s gone to great efforts to make sure you marvel at it, too, holding off on the Sparrows that act as mounts until late in the game and forcing you to walk on foot. There are countless distractions to be found along the way, with quest lines that happily consume whole hours or secret loot stashes squirrelled away in some dark corner. It’s all so much more convenient than before, with fast travel and a detailed map that marks missions, milestones and incoming public events – putting a small industry of unofficial companion websites that used to perform such services out of business in an instant. A lot of thought has been put into removing the pain and friction that used to exist, and on that front it’s been a resounding success.



Yet it can still overshoot itself. One of Destiny 2’s promises is a tighter, more coherent narrative throughline, something it no doubt achieves though it’d be hard not to given how low the bar was set by the original. This is, quite pointedly, a story about tearing everything down and starting over again, and in its opening moments it shows that Bungie is as clumsy as ever when trying to elicit emotion; at one point, just after your powers have been stripped, a melancholy score swirls as you punch a pack of dogs and you’re handed a sub-machine gun called Sorrow.

That clumsiness has often been part of the hokey charm of Bungie’s worlds, though, and this was never going to rival a Naughty Dog production when it comes to a meaningful, engaging story – even if the campaign at one point ill-advisedly cribs from the Uncharted playbook for one particular set-piece. The new cast members are mostly forgettable, save for Gideon Emery doing a turn as Half-Life 2’s Father Grigori by way of an English public school with Devrim Kay, but really it’s about seeing old favourites Cayde, Savala and Ikora punched up a notch or two.

All of which sums up Destiny 2’s approach quite neatly. Burning through the campaign, it’s hard to pinpoint what exactly there is that’s genuinely new, bar some dogs you can shoot and the addition of exploding red barrels here and there. All of your old favourite enemies are here – the big fat martians! The angry fax machines! – but there are no new additions, no new classes or enemy types, leading to a slightly wearying overfamiliarity to it all. And still, three years on, even in the campaign’s finest moments – such as in the sweep and grandiosity of Utopia, a gleaming highlight – this is still a shadow of Halo in its pomp.


Some strong ODST vibes here, which is of course A Good Thing.

It’s more of the same – a lot more of the same – which is absolutely fine when that formula proved so popular with so many the first time around, but after three years I was expecting something beyond a handful of quality of life improvements. There’s nothing here that will sway the equally large number of Destiny cynics and, right now, not much to inspire a more casual player like myself to get back on the hamster wheel and pour another 200 hours in.

More damningly, perhaps, there’s nothing just yet that will stick in the mind three years down the line now that Destiny no longer has the shock of the new. Destiny 2 opens up with a carousel of memories from the original, and then seems content to ride on them for its opening 20 hours. As I look upon the busywork necessary to climb the ranks now I’ve hit the level cap, I’m still hoping for some new magical moment, or some fresh spark that’ll leave its mark. Destiny 2 certainly succeeds in laying down firm foundations, so here’s hoping they’re still yet to come.

how Xbox One X compares to base hardware and PC • Eurogamer.net

If there’s one aspect of Xbox One X coverage we’ve yet to explore in depth so far, it’s how enhanced first-party titles compare with existing PC and Xbox One versions of the same game. For example, all marketing of the beautiful Forza Motorsport 7 has been on X hardware, while other titles such as Sea of Thieves have only been demoed thus far running on the Xbox One S. The good news is that at Gamescom, we were given access to an early build of Halo Wars 2 running on Xbox One X, and armed with 4K direct feed capture, we’re able to offer an early look at scalability on an established Xbox Play Anywhere title.

The results are suitably impressive, but of course, we are looking at early Xbox One X code so we should expect to see some changes and improvements before the enhanced version releases in November. We only have really limited comparison points thus far – essentially based around the tutorial and the first mission – but there are areas where Xbox One X looks better than the maxed-out PC experience, though whether this down to work-in-progress lighting bugs or by deliberate design remains to be seen.

However, the crux of the matter is resolution and the extent to which Xbox One X scales up compared to base hardware – and this is somewhat crucial for a title like Halo Wars 2. Real-time strategy games are rich in detail, and the ‘god’s eye’ view of the area benefits tremendously from the increased pixel-count, whether we’re talking about intricate terrain detail, blaster fire or the units themselves. Comparing Halo Wars 2 on X to base hardware sees a dramatic boost to overall detail level; native 4K is delivered and it’s an enormous upgrade over the 1080p original.

Here’s our Halo Wars 2 Xbox One X video preview – do bear in mind that this captured from the Gamescom build and likely doesn’t fully represent final code.

Beyond resolution, differences between base Xbox One, PC and the new X hardware are harder to find. One regret is that video cinematics are the same as they ever were – compressed 1080p in nature and nowhere near the quality of the native 4K rendering found in-game. There are also some curious lighting differences. In-game, a few light sources (specifically some vehicle and environment spotlights) are missing on Xbox One X which are present on the other systems. This may also explain why one scene in the tutorial appears to be resolving more shadow detail on Xbox One X – overhead spotlights present on the other versions are absent or at least changed on the Gamescom X build. Alternatively, the developer may have just tweaked lighting placement – certain scenes in the tutorial just look better on Xbox One X, as the comparison zoomer shows further on down this page.

But there’s no doubt at all that the developer has delivered a full, native 4K presentation here and lighting differences aside, Xbox One X is essentially on par from a visual perspective with the PC game running fully maxed out at ultra HD resolution. Texture work and effects fidelity are a match, for example, and while direct comparison points are hard to come by with the material we have, there’s no sense that prospective Xbox One X owners are going to be shortchanged in terms of the rich visuals.

However, as you might expect, the key difference compared to PC comes in terms of performance. As a real-time strategy title, Halo Wars 2 is very much CPU-driven in its most epic battles, so as expected, the Xbox One X build operates at 30fps with an adaptive sync in play, screen-tear manifesting when the engine can’t meet its 33ms per-frame render budget.

In this sense, the game is utilising the exact same set-up found on the base Xbox One, and while performance dips are hard to come by in the early levels we took a look at, a particularly eventful explosive event did see the frame-rate dip beneath its target. There’s a distinct lack of direct A to B testing possible in a dynamic title like this, but the sense is that Xbox One X is either on par or slightly slower than the base system – but of course, let’s remember that this is an unfinished build not really designed for full-on Digital Foundry scrutiny.

As things stand, first impressions suggest that Halo Wars 2 looks set to deliver exactly what Microsoft set out to achieve with the title – a fully featured port with a 4x boost to resolution that offers a night and day improvement to clarity, delivering particular benefits for this style of game. In revisiting Halo Wars 2 across the existing formats, the X code is offering PC’s best presentation – or something very close to it – and only falls short in terms of 60fps and controller support.

The triumph of Xbox 360
How Microsoft defined the modern console – and then blew it.

The triumph of Xbox 360

Inevitably, these are two areas where PC still commands a big advantage for this style of game. The consoles’ 30fps target lacks the precision feel and fluidity of the PC build running at twice the frame-rate, and fast lateral movement across the terrain is significantly more jerky on the console versions. Similarly, Halo Wars 2 on Xbox One and X lacks keyboard and mouse support, an input system that dramatically improves the real-time strategy genre in general, and this is obviously fully implemented on the existing PC game.

As things stand, the takeaway from our initial Halo Wars 2 hands-on is almost reassuringly non-eventful. The key sell for Xbox One X enhanced titles is that you’re getting a free upgrade for your existing library that leverages the new hardware with 4K displays in mind, and lighting changes/bugs aside, that looks to be exactly what’s delivered here in this early build. We’ll be reporting back at launch with a more robust test of Halo Wars 2’s performance level and visual feature set, but thus far, we like what we see.

Xbox One S bundles discounted before Xbox One X launch • Eurogamer.net

A note from the editor: Jelly Deals is a deals site launched by our parent company, Gamer Network, with a mission to find the best bargains out there. Look out for the Jelly Deals roundup of reduced-price games and kit every Saturday on Eurogamer.

We’re two months away from the launch of Microsoft’s brand new machine, the Xbox One X. In anticipation – and possibly partially to tie in with this week’s launch of Destiny 2 – Microsoft has slashed the prices of a few of its Xbox One S bundles to their cheapest ever prices.

That means, if you’re not particularly fussed about picking up the ‘world’s most powerful console’ later this year, you can grab an absolute bargain of an Xbox One S bundle by heading to Microsoft’s own store, or one of a few selected retailers. These are mostly branded bundles that are pre-packed with games such as Minecraft and Forza Horizon 3, which makes sense given Forza’s age and the upcoming (and even fancier) Minecraft bundle on the horizon. Seems about the right time to want to clear out older stock to make way for the newest and shiniest.

As for what you can actually get this week, here are a few of the offers around.


Over at Argos, you’ll find the actual cheapest Xbox One S offer around – an Xbox One S with Minecraft for £179.99. This isn’t one of the newer, stylised consoles but rather the regular white Xbox One S model with a set of Minecraft software. Here’s where it gets interesting – Argos’ site claims you can add £20 to get Destiny 2 with the bundle, but at the time of writing, if you actually add that bundle to your basket, you’ll get the whole lot for £179.99. Probably a pricing error on the site, so it may disappear soon, but you may want to snap it up while it’s around.

Xbox One S with Minecraft and Destiny 2 for £179.99 from Argos

Don’t be shocked if that bundle goes up to £199.99 by the end of today, though.


Amazon UK is offering up an Xbox One S bundle with Forza Horizon 3 as well as a copy of Destiny 2, all for £199.99 at the moment.

Xbox One S 500GB with Forza Horizon 3 and Destiny 2 for £199.99 from Amazon UK

If you’d like to add one of those weird little Chatpad things on as well, you can do that for an extra £10, if you like.

Xbox One S with Forza Horizon 3, Destiny 2 and Chatpad for £209.99 from Amazon UK

At GAME, you can grab an Xbox One S console with Destiny 2, Forza Horizon 3, Doom, Dishonored 2 and Fallout 4, all for £199.99, which isn’t anything to scoff at.

Xbox One S 500GB with Destiny 2, Forza Horizon 3, Doom, Dishonored 2 and Fallout 4 for £199.99 from GAME

That same bundle is also available at ShopTo for £199.85, that is if the stock holds out for more than an hour at either of these sites.

Xbox One S with Forza Horizon 3, Destiny 2, Doom, Dishonored 2 and Fallout 4 for £199.85 from ShopTo


Failing all that, you can head directly to Microsoft’s own online stores and pick up a range of bundles with some nice discounts, including an Xbox One S with Shadow of War for £230 at launch, an Xbox One S with Battlefield 1 for £230 right now, and more. These discounts are on both the Microsoft UK and US stores.