Activision has confirmed that new “premium content” for Call of Duty is planned for 2023. Activision commented on the series and its plans, referencing its teams and studios preparing to support its games with “substantial live operations” for next year and beyond.

“Across the Call of Duty ecosystem, the teams are well positioned to support these launches with substantial live operations, while also continuing development of new premium content planned for 2023 and beyond,” Activision said in a statement during its Q2 2022 earnings report (via VGC).

Reports from earlier this year mentioned that 2023’s Call of Duty could be delayed to 2024. This would be the first time since 2004 that a year would pass without a new mainline Call of Duty game, which has had an annual release schedule since 2005’s Call of Duty 2.

The company also mentioned that progress on Warzone’s mobile edition continues to look “strong” and that players can expect an “innovative mobile experience” when it launches. Activision also mentioned that second-quarter revenue and operating income had declined year-over-year due to “lower engagement” for Call of Duty, but that it began to rise again in the first quarter.

Call of Duty: Modern Warfare II is scheduled to launch on October 28, and Warzone 2 is also expected later this year, and will likely increase engagement in the series. If everything goes to plan, the proposed acquisition of Activision Blizzard by Microsoft is also expected to be finalized next year after it’s approved by various government regulatory bodies across the world.

Over in Brazil, newly published documents by that country’s business watchdog group has revealed that Sony believes Microsoft’s ownership of Call of Duty could persuade users to switch to Xbox in the future.

Read MoreGameSpot – Game News

A new month means new titles for the Game Pass library, but August will also see five other games leave the subscription service. To make room for Cooking Simulator, Two Point Campus, and a few other games this month on Game Pass, you’ll be saying goodbye to some fantasy dating and locomotive simulation.

Boyfriend Dungeon, Curse of the Dead Gods, Library of Ruina, Starmancer, and Train Sim World 2 will be leaving Game Pass on August 15. Game Pass members can save 20%, so if you fell in love with any of those titles, you can score a significant discount on them.

In case you missed them in the last month, Dodgeball Academia, Katamari Damacy Reroll, Lumines Remastered, Omno, and Raji: An Ancient Epic exited Game Pass in July, but the service still has a robust selection of games to play. You can browse the entire Game Pass catalog right now if you’re looking for something new to play.

Xbox Game Pass Titles Leaving August 15

Boyfriend Dungeon — Cloud, Console, and PCCurse of the Dead Gods — Cloud, Console, and PCLibrary of Ruina — Cloud, Console, and PCStarmancer — PCTrain Sim World 2 — Cloud, Console, and PCRead MoreGameSpot – Game News

While it’s technically still the new kid on the block, the Compute Express Link (CXL) standard for host-to-device connectivity has quickly taken hold in the server market. Designed to offer a rich I/O feature set built on top of the existing PCI-Express standards – most notably cache-coherency between devices – CXL is being prepared for use in everything from better connecting CPUs to accelerators in servers, to being able to attach DRAM and non-volatile storage over what’s physically still a PCIe interface. It’s an ambitious and yet widely-backed roadmap that in three short years has made CXL the de facto advanced device interconnect standard, leading to rivals standards Gen-Z, CCIX, and as of yesterday, OpenCAPI, all dropping out of the race.

And while the CXL Consortium is taking a quick victory lap this week after winning the interconnect wars, there is much more work to be done by the consortium and its members. On the product front the first x86 CPUs with CXL are just barely shipping – largely depending on what you want to call the limbo state that Intel’s Sapphire Ridge chips are in – and on the functionality front, device vendors are asking for more bandwidth and more features than were in the original 1.x releases of CXL. Winning the interconnect wars makes CXL the king of interconnects, but in the process, it means that CXL needs to be able to address some of the more complex use cases that rival standards were being designed for.

To that end, at Flash Memory Summit 2022 this week, the CXL Consortium is at the show to announce the next full version of the CXL standard, CXL 3.0. Following up on the 2.0 standard, which was released at the tail-end of 2020 and introduced features such as memory pooling and CXL switches, CXL 3.0 focuses on major improvements in a couple of critical areas for the interconnect. The first of which is the physical side, where is CXL doubling its per-lane throughput to 64 GT/second. Meanwhile, on the logical side of matters, CXL 3.0 is greatly expanding the logical capabilities of the standard, allowing for complex connection topologies and fabrics, as well as more flexible memory sharing and memory access modes within a group of CXL devices.

Read MoreAnandTech

Phison and Seagate have been collaborating on SSDs since 2017 in the client as well as SMB/SME space. In April 2022, they had announced a partnership to develop and distribute enterprise NVMe SSDs. At the Flash Memory Summit this week, the results of the collaboration are being announced in the form of the X1 SSD platform – an U.3 PCIe 4.0 x4 NVMe SSD that is backwards compatible with U.2 slots.

The X1 SSD utilizes a new Phison controller exclusive to Seagate – the E20. It integrates two ARM Cortex-R5 cores along with multiple co-processors that accelerate SSD management tasks. Phison is touting the improvement in random read IOPS (claims of up to 30% faster that the competition in its class) as a key driver for its fit in AI training and application servers servicing thousands of clients. The key specifications of the X1 SSD platform are summarized in the table below. The performance numbers quoted are for the 1DWPD 3.84TB model.

Seagate / Phison X1 SSD Platform
Capacities
1.92 TB, 3.84 TB, 7.68 TB, 15.36 TB (1DWPD models)
1.6 TB, 3.2 TB, 6.4 TB, 12.8 TB (3DWPD models)
Host Interface
PCIe 4.0 x4 (NVMe 1.4)
Form Factor
U.3 (15mm / 7mm z-height)
NAND
128L 3D eTLC
Sequential Accesses Performance
7400 MBps (Reads)
7200 MBps (Writes)
Random Accesses Performance
1.75M IOPS & 84us Latency @ QD1 (4K Reads)
470K IOPS & 10us Latency @ QD1 (4K Writes)
Uncorrectable Bit-Error Rate
1 in 1018
Power Consumption
13.5W (Random Reads)
17.9W (Random Writes)
6.5W (Idle)

Seagate equips the X1 with eTLC (enterprise TLC), power-loss protection capacitors, and includes end-to-end data path protection. SECDED (single error correction / double error detection) and periodic memory scrubbing is done for the internal DRAM as part of the ECC feature. For the contents on the flash itself, the X1 supports the Data Integrity Field / Data Integrity Extension / Protection Information (DIF/DIX/PI) for end-to-end data protection. Various other enterprise-focused features such as SR-IOV support, and NVMe-MI (management interface) are also supported.

Seagate and Phison claim that the X1 SSD can be customized for specific use-cases, and it offers the best performance in class along with the best energy efficiency. In terms of competition in the PCIe 4.0 / U.2 / U.3 space, the X1 goes up against Micron’s 7450 PRO and 7450 MAX (PDF), using their 176L 3D TLC flash, and Kioxia’s CD7-V / CD7-R data center SSDs. On paper, Seagate / Phison’s performance specifications easily surpass those platforms that have been shipping for more than a year now.

Read MoreAnandTech

Warner Bros. Games has released a good chunk of gameplay for its upcoming game Gotham Knights, with IGN debuting the first 16 minutes of the action RPG. While players will be able to choose between four of Batman’s protégés including Nightwing, Red Hood, and Robin, the video puts Batgirl in the spotlight.

The investigation scene featured in IGN’s video functions as a kind of tutorial level, taking the player through the basic mechanics and scenarios that will crop up later in the game. While the video shows off the first 16 minutes of actual gameplay, it skips over a narrative-centric prologue that Warner Bros. is choosing to keep secret for now.

In an accompanying article on IGN, Gotham Knights creative director Patrick Redding explains that the game won’t force players to start out as underpowered weaklings, as may be traditional in the RPG genre. Each of the playable characters are “effectively graduates of the Batman School of Crime Fighting,” Redding explains, meaning they won’t have any problem taking down your average thug.

Where the RPG levelling elements come into play is where each character becomes more distinct. At the start all characters have a fairly similar moveset of “Batman stuff”, Redding explains, having all received similar training. As the game progresses, each Knight will hone in on their own distinct skills and strengths, as they fully diverge into their own flavor of what a Dark Knight of Gotham City should be.”

Gotham Knights will launch on October 25 for PC, PS5 and Xbox Series X|S.

Read MoreGameSpot – Game News

On July 21, EA published an update to The Sims 4’s policy regarding modding and content creation. While the post stated that EA understands mods are an “important part” of the player experience and outlined how players can re-enable mods following them being automatically disabled after The Sims 4’s newest update, it also established a new set of rules for content creators and modders–and not everyone is happy about them.

Per EA’s new guidelines, The Sims 4 custom content creators are no longer allowed to promote mods “in a way that suggests they are endorsed by or affiliated with The Sims, Maxis, or Electronic Arts.” As such, creators are prohibited from using “any game logos or trademarks, including versions of the plumbob, or key art designs” to promote their creations.

While this might be an inconvenience for modders, the second set of terms is proving far more controversial. According to the post, all content created by modders must now be distributed to the public free-of-charge. Mods can no longer be “sold, licensed, or rented for a fee,” nor can they contain features that support “monetary transactions of any type.” EA added that creators are free to “recoup their development costs” by running ads on their websites to generate revenue and donations–just so long as whatever in-game content they create is not behind a paywall.

Shortly after the announcement was made, content creators began to speculate on whether this would impact the community’s popular early access pay model, in which creators offer mods and custom content on sites such as Patreon to paying subscribers for a set period of time before opening them up for public access. Earlier today, Twitter user MarlynSims96 shared a conversation they had with a member of EA’s support staff indicating this was the case.

Looks like permapaywalls really did ruin it for everyone :)) #sims4 #thesims #s4 #ts4 #simsearlyaccess #sims4paywalls pic.twitter.com/jYsR9iibKG

— marlynsims (@marlynsims96) August 1, 2022

While EA has not added any clause explicitly stating the early access model is prohibited, this tweet–along with the new “non-commercial” requirement–means that it is likely the case. While some members of the community are celebrating the decision, which will essentially make all modded content free for all players, others are concerned by the new policies.

“Early Access pricing is now being targeted by EA when it hadn’t been a problem before,” popular The Sims 4 architect and EA creator KawaiiFoxita told GameSpot. “The use of Early Access as a way to secure some funds for the work these creators are doing, for me, is a much nicer approach and I fully support paying creators for the benefit of having early access to their creations. This is something I don’t think EA should remove. People deserve some form of compensation for the work and time they put in, so early access is a nice way to do that.”

For some, that compensation has proven vital to their day-to-day life. In their Patreon post about the policy changes, creator JellyPaws wrote that Patreon funding is part of what enabled them to pay for their rent, medication, and other necessities.

“Patreon early access is one of the only reasons I can afford my own medications, food, pet care and apartment so I can live above my disabled dad to take care of him,” JellyPaws wrote. “It’s really upsetting to see early access be wiped out but I hope you all can continue to support my work, even without the early access perk.”

JellyPaws is one multiple The Sims 4 modders who utilized Patreon and an early access model as a means of income, but is now scrapping the perk as a result of EA’s new policies. Another modder, ChewyButterfly, has found themself in the same situation.

“Patreon has been helping me buy the smallest amount of groceries the past few months when my jobs kept falling through,” ChewyButterfly wrote on Patreon. “I’m really hoping EA releases another statement clarifying early access, since they didn’t state specifically that it wasn’t allowed. But until then, no more early access.”

The Sims 4 community on Reddit has largely praised creators like JellyPaws and ChewyButterfly, who have chosen to pivot with EA’s new regulations–even if there is frustration with those who “abused” paywall protocol thus putting the creators in this situation.

If several mod creators didn’t abuse, doing permanent paywall, putting virus trackers/malwares in mod/cc, harassment, leaks of personnal infos… If they didn’t do that, this wouldn’t happen…

— Ginie62 (@Ginie62) August 1, 2022

However, there are quite a few creators who are choosing to maintain current business practices. Felixandre, one of the most popular The Sims 4 content creators, has made no mention of the policy changes on their Twitter or Patreon. Right now, Felixandre has a whopping 4,433 patrons, each contributing at least $5 a month to the creator. Similarly, AggressiveKitty (who sits at 649 patrons paying at at least $6 a month), HeyHarrie (4,293 patrons paying at at least $2 a month), and Sixam CC have made no mention of an intent to stop. MaxisMatchCCWorld and ADeepIndigo both shared their thoughts about EA’s new policy on their Patreon, but have stated they will continue business as usual until it is made clear that the early access model is prohibited. Lastly, both CowPlant and PixelVibeSims have come under fire on Reddit for finding “loopholes” in EA’s terms. Both creators have stated they are severing any connection to The Sims 4 franchise and the 3D models they build are their own property.

Ultimately this issue is a divisive one, with The Sims 4 community members finding themselves in various places on a wide spectrum of thoughts on the matter.

“As someone who builds primarily with custom content, I can understand why folks have been unhappy with the paywalls.” KawaiiFoxita said. “Initially this didn’t really bother me because I was of the mindset that these people creating these wonderful meshes and assets deserved to be paid for the time and the effort they put in. They are artists at the end of the day and I support artists’ work where I can. That said, I also understand how that can be for those who cannot afford and also those who believe these people were breaking terms of service.”

However, KawaiiFoxita also brought up another good point. The Sims 4 community has largely credited modders with being some of the first responders when there are bugs in the game, and have also brought a greater number of players to the franchise through their largely free additions.

“A lot of people who use mods and CC feel that the game would be unplayable in its current state without them. So, with the removal of an income for many modders, this may mean that they no longer create–and if they no longer create, you run the risk of losing a large part of your player base,” KawaiiFoxita said. “EA should really take note of what is happening within the modding and custom content communities and consider hiring these creators to help implement these features/assets within the game itself, so that they can be rolled out to more than PC players and these folks can be rewarded for all they do.”

GameSpot has reached out to EA for a comment on the policy change, but has yet to receive a response.

Read MoreGameSpot – Game News

Just about every week brings something new to Destiny 2, whether it’s story beats, new activities, or interesting new combinations of elements that let players devastate each other in the Crucible. Iron Banter is our weekly look at what’s going on in the world of Destiny and a rundown of what’s drawing our attention across the solar system.

We’ve only got a couple of weeks left in Destiny 2’s Season of the Haunted, and with the upcoming content season on August 23 comes a new raid. Or rather, we’re getting an old raid, returning from the original Destiny, but reshaped and improved to play in Destiny 2, much like Vault of Glass. We now also have a date for that raid’s release: August 26.

Speculation has been rampant about what that raid will be, and while Bungie released information about the date we can play the raid, it still hasn’t told us what that raid will actually be. There are a few possibilities: Crota’s End, the raid in which players delved into the depths of the moon to defeat the son of the Oryx, the Taken King; King’s Fall, a raid on Oryx’s ship in which we killed the Hive god himself; and Wrath of the Machine, a raid that took place in a section of the Cosmodrome called the Plague Lands.

For a while now, King’s Fall has felt like the probable choice. It stands out as maybe the best raid of the Destiny 1 era, as much for its gameplay as its immense, cinematic sense of scale. Its return would work well with the recent story of The Witch Queen to provide context on the Hive for Destiny 2 players who missed out on the Destiny 1 era–all that Oryx stuff is really important story-wise, and this would be a good opportunity to revisit it (or learn about it for the first time). And it could provide a backdoor means of re-releasing the Dreadnaught, probably the coolest location in Destiny.

The return of Wrath of the Machine has amazing potential to weave together a lot of hanging threads in Destiny 2’s story.

But there’s a better choice for the returning raid, at least in terms of where Destiny 2’s story is going (or where I think it’s going). The returning legacy raid next season should be Wrath of the Machine, and it should open up a whole host of new story developments that would lead right into the Lightfall expansion this winter.

Wrath of the Machine was part of the Rise of Iron expansion, Destiny 1’s last add-on and one which established a lot of fascinating story stuff, but which has largely been sidelined ever since. Rise of Iron told the story of the Iron Lords (of which the Iron Banner’s Lord Saladin is one) from way back in Destiny’s “Dark Age,” the period between the Collapse and the rise of the Last City. Back then, Ghosts flew around resurrecting people and giving them the power of the Traveler’s Light, but they were unorganized. Many of them became warlords, drawing small armies to themselves and marauding around Earth, taking what they wanted and killing as they pleased. Some of the warlords actually protected the people they ruled over, like Lord Shaxx, but they weren’t so much superheroes as immortal tyrants.

The Iron Lords were a group of proto-Guardians who rose in opposition to the warlords. They banded together to fight other Risen (read: immortal folks with Ghosts) and to protect humanity from alien threats, like the Fallen. There were several Iron Lords, but as of now, only two still live. In Rise of Iron, we discover what happened to the rest of them.

Rise of Iron is all about Fallen in the Cosmodrome accidentally uncovering a Golden Age technology called SIVA, coming to worship it, and using it to gain incredible power. SIVA is a red goo made up of nanomachines that was originally created by industrialist Clovis Bray’s corporation. Bray is a big figure in Destiny’s lore–his company also invented the technology that makes Exos, robots into which human brains have been downloaded to give them immortality, as we saw in the Beyond Light expansion. The machines composing SIVA are microscopic and self-replicating, and the idea was that they could use their huge numbers and tiny size to build nearly anything, as part of humanity’s extrasolar colonization efforts. In Rise of Iron, we learned that the Iron Lords discovered SIVA in a Bray bunker, and hoped to use it to aid humanity and rebuild Earth.

SIVA turned out to be much more dangerous than the Iron Lords realized.

When they went into the bunker, however, the Iron Lords were attacked by SIVA under the control of Rasputin, Bray’s powerful artificial intelligence Warmind. SIVA infested the Iron Lords like a virus, killing them, remaking their bodies, and puppeting them. The stuff suddenly represented an existential threat–if SIVA got out, who knew how far it could spread and what it would do to humanity and life on Earth. The Iron Lords sacrificed themselves to seal SIVA in the bunker, with Lord Saladin believing himself to be the only survivor. Thus, he remained on Earth for centuries thereafter, dedicated to keeping an eye on the SIVA situation to make sure the threat never manifested again.

After the Fallen discovered SIVA in Rise of Iron, it did, in fact, sweep through a huge portion of the Cosmodrome. It became your job to destroy the SIVA replication chamber to put an end to its spread and stop the Fallen from using it. Wrath of the Machine was the final step in that process, in which a raid team delved into the Cosmodrome to find the leader of the Fallen, an archon named Aksis who’s been twisted and remade by SIVA, to kill him.

That more or less ended the “SIVA Crisis” at the time, and SIVA has only barely been acknowledged in the game in the aftermath. The Plaguelands area of the Cosmodrome has been under official quarantine by the Vanguard ever since, which is the in-game explanation for why you can’t go there even now, and suggests that SIVA is contained in a single (albeit kinda huge) location.

Still, SIVA has appeared on the periphery in the post-Rise of Iron game world, popping up in story beats and lore from time to time, and in spiffy cosmetic items in the Eververse Store. The biggest acknowledgment of the stuff was in the Zero Hour Exotic mission, released in the Joker’s Wild season after the Forsaken expansion. In Zero Hour, players were directed to return to the Old Tower, which was destroyed in the Red War campaign in vanilla Destiny 2, by Mithrax, the friendly Eliksni captain who would become a main character in Season of the Splicer. Mithrax’s intelligence led players to discover that a group of Fallen under the command of Eramis, the leader who would become the big bad of the Beyond Light expansion, were attempting to break into the Tower’s old vault and steal an incredibly precious item: an old SIVA-infused rifle from Rise of Iron called Outbreak Prime (or in its Destiny 2 incarnation, Outbreak Perfected). Completing the mission thwarted the heist, leaving the SIVA gun in your possession.

The tale of Felwinter dominated Season of the Worthy, and the return of SIVA could make all that backstory extremely important to the current story.

We also learned some more key information about the whole Iron Lords-SIVA situation in Season of the Worthy, after the Shadowkeep expansion. That season was all about Rasputin, revealing that the Warmind created an Exo frame specifically to live among and learn about humanity. In Destiny’s world, Exos are all human people inside robot bodies, but the Exo Rasputin created was wholly robotic, an infiltrator that could pose as a human and be an agent of the AI for its own ends.

During the Collapse, however, that robot was lost, only to be found and resurrected later by a Ghost. The Exo became known as Felwinter and would later join the Iron Lords, but while Felwinter learned the truth of his origin as a creation of Rasputin, he never revealed that information to his friends. Throughout his life, Felwinter was pursued by Rasputin, who wanted to destroy the Exo rather than lose control of it. Meanwhile, Felwinter spent his life trying to learn about Rasputin and himself. It was Felwinter who discovered the SIVA bunker and led the other Iron Lords to it. In Rise of Iron, it seemed like when the Iron Lords entered the bunker, they triggered Rasputin’s defenses and were killed because the Warmind was protecting the technology and didn’t realize they were actually allies. In Season of the Worthy, however, we learned that Rasputin manipulated Felwinter into uncovering SIVA’s location, knowingly enticing the Iron Lords with the promise of SIVA in order to lure Felwinter into a trap and destroy him. Rasputin murdered Felwinter and the other Iron Lords on purpose. In Season of the Worthy, however, we found out that Rasputin at least feels bad about and regrets it.

Wow, that’s a lot. Okay, with all that backstory in the bank, let’s talk about why Wrath of the Machine makes sense to return to the game now. Specifically, it would provide Bungie with an opportunity to reintroduce SIVA to Destiny 2–something that would work incredibly well with the story as it’s developing toward Lightfall.

The underlying premise of the current story is one of humanity building a coalition of allies from its former enemies. We’ve seen a bunch of this of late: Caiatl, Cabal empress, has become pretty friendly with Zavala and the Vanguard and has inducted Lord Saladin into her service. Mithrax represents the Eliksni House of Light, a group of Fallen refugees living in the Last City, and helped stop Savathun’s attack on the city in Season of the Splicer. And while Savathun was the villain of The Witch Queen expansion, she’s in opposition to the Witness and the enemies of humanity–and it really seems her overall goal is to manipulate us into teaming up with her (if she’s ever resurrected by her Ghost, anyway).

With Caiatl and Mithrax, the coalition against the Darkness is coming together, and there’s room for the Vex in the alliance, too.

That leaves one mainstream Destiny 2 faction of enemies who have not yet been pulled into the coalition of life forms fighting against the Darkness: the time-traveling, world-reconstructing robots known as the Vex. There have been some light overtures toward an alliance with the Vex becoming a possibility, however, and bringing SIVA back into the game would be a perfect way to make it happen.

The thing about the Vex is that they’re close to unknowable, at least in their current conception. The Vex aren’t actually the plodding robots we fight in the game; they’re the white goo that’s inside them, made up of microbes that have banded together to create a collective intelligence. Their goal is merely their own survival, and to attain it, they remake matter to their specifications. That’s why locations such as Mars and Nessus have whole portions that have been turned into angular constructs of gray stone and bronze; the Vex microbes literally alter matter and overtake whole planets to turn them into Vex machines. It’s not even clear the Vex see or understand the universe as consisting of other intelligent beings or life; they just make robots to zap anything that gets in their way, and they remake matter to help further their survival.

Sound familiar?

The Vex modus operandi of remaking matter at the molecular level sounds exactly like SIVA, and that makes SIVA a perfect foil for the time-traveling microbes. Wrath of the Machine provides an opportunity to bring SIVA back into the Destiny 2 story; it would be an excellent, devastating weapon if it were to, say, fall into the hands of the Witness and its minions. SIVA could threaten all of Earth and the Traveler (a situation that sounds fairly Lightfall-ish). And if SIVA got into the Vex, it would represent a threat to their whole species. SIVA could remake the Vex the way the Vex remake everything else.

The Plaguelands are a pretty good demonstration of the devastating SIVA can bring to an area and the life found there.

If the Vex were to meet a threat that acts just like them, it could potentially change the alien microbes’ perspective pretty significantly, while also presenting them with a pretty good reason not to join up with the Witness. We already know that the Vex have various factions with different beliefs, so schisms in the collective are possible. Some Vex might embrace SIVA, and some might reject it–as they might the Witness–and look for allies that would help them survive. Humanity and its coalition could be those allies.

There are more reasons to think Bungie is driving toward an alliance between humanity and the Vex. My Name is Byf serendipitously just released a Vex video that includes discussion of characters who’ve been “absorbed” into the Vex collective, and who seem ready to provide means by which the human characters could communicate and interact with the Vex. The groundwork is being laid there.

The return of SIVA would be convenient as a threat to the Vex, but more than that, it would be useful to a huge number of dangling plot threads currently in the game. There’s Saladin and all his lingering baggage with SIVA and his dead Iron Lord friends. There’s Rasputin, who was destroyed right at the start of Beyond Light, except for what could be saved by Ana Bray and downloaded into an Exo body–we’re waiting for that Rasputin bot to show up, and the reintroduction of SIVA would be a good time for it (and with Saladin around, he would have a lot to answer for). There’s the big Clovis Bray head that’s just hanging out on Europa, into which the original Clovis Bray’s personality was copied. Bray helped create SIVA and Rasputin, used the power of the Darkness to create Exos, and was seemingly infected by the Vex right before he was downloaded into his new Exo body, so there’s a huge amount of potential conflict there. Clovis could be corrupted by the Vex, or could choose to remain loyal to the Witness and use the power of the Deep Stone Crypt to aid the Darkness, and that’s to say nothing of his connection to those other various Golden Age technologies.

And finally, there’s Osiris, who remains in a coma after being infected and puppeted by Savathun in the lead up to The Witch Queen. Osiris became so obsessed with the Vex that he neglected his duties to the Vanguard and was exiled from the Last City. He spent years infiltrating the Infinite Forest, studying the Vex and fighting them, and he created a whole time travel device. the Sundial, in order to find and rescue Saint-14, who was killed by the Vex in a search for Osiris, before we saved him. Osiris could seemingly wake up at any moment, and a new SIVA crisis that has us trying to work with the desperate Vex would be a perfect time to bring him back into the story. In fact, going on a mission to find a way to wake Osiris up because we need him to talk with the Vex would be a pretty good driver for an upcoming season.

Nobody knows more about the Vex than Osiris; making use of his knowledge would be important, but would he be able to put aside lifetimes of fighting the Vex?

All that to say that SIVA is an element of the game world that’s due for a resurgence, and bringing it back right now fits kind of perfectly into Destiny 2’s story. Its return would make for an excellent pathway toward finalizing the alliance that seems to be the main thrust of the story as we head into Lightfall, it has links to all the major players who are hanging around in the background of the game, and it could provide a major threat to the world that’s established in the story and that doesn’t require Bungie to make up from scratch.

It’s worth noting that, as we’ve seen with Vault of Glass, it’s possible none of this is even a consideration for Bungie. VoG pretty much exists in the game separately from the story; it’s designated as a “Legend” in the Director user interface, and while I was hopeful its return would provide some new Vex story links that Bungie was going to build out, that hasn’t been the case up until now. It’s fully possible that the legacy raid returning next season will also exist outside the sphere of the current story, providing something fun to revisit that has no greater implications. And in that case, we could be looking at any of the raids, with Wrath of the Machine adding no more or less than King’s Fall or Crota’s End.

But honestly, I prefer to hope that Bungie is planning to do more with its legacy raids, if it can, and Wrath of the Machine is just too good an opportunity to pass up. In fact, the reintroduction of SIVA as a means of diving into the Vex story could also provide a ramp to make Vault of Glass more meaningful to the current narrative, too. What if we started working with some Vex and it provided us a means to rescue Praeydeth, the Guardian trapped within the weird cascading time loops of the Vault, for example? Just like the many characters waiting to be used who could be invigorated by the return of SIVA, a focus on the Vex allows Bungie to make a bunch of longstanding lore relevant again.

King’s Fall and Crota’s End are great raids and interesting Destiny 2 history lessons, but barring some other element Bungie hasn’t really provided us yet, they don’t really matter right now. Wrath of the Machine, on the other hand, could be incredibly important. Plus, players have been asking for the return of SIVA for quite a while, so there’s the added bonus of a little fan service to go along with a potentially huge story development. Here’s me hoping Bungie is thinking the same thing I am, and we’re about to see the resurgence of SIVA and all the disastrous consequences that would create.

Of course, I could just be spewing a bunch of nanomachine nonsense. Let me know what you think of my theory–or any theories of your own as to which raid we should be expecting later this month–in the comments below.

Read MoreGameSpot – Game News

Ubisoft has announced a limited-time event for Rainbow Six Siege called M.U.T.E. Protocol: Flesh and Metal. The event will run until August 23, and players will have the opportunity to unlock new cosmetics and participate in a new mode called Arms Race.

M.U.T.E mode is set in a version of the Tower that has been taken over by the Brain. When players kill an opposing team member, they’ll upgrade to a new weapon tier. Once a player is killed, they’ll quickly spawn back in, but they’ll be one weapon tier lower than they were before dying. There’ll also be multiple power-ups, such as Power Dash, allowing players to run through walls scattered across the map for players to use.

The game’s objective is to obtain the highest weapon tier, the Golden Hammer. To win a round in M.U.T.E, players must use the Golden Hammer to smash the Brain’s shields on the map.

The M.U.T.E. Protocol event will have new Organics skins. The following cosmetic items will be featured:

UniformsHeadgearWeapon SkinsOperator Card Portraits

The event also introduces the Merging Process Bundle, which includes the following:

Signature Weapon SkinUniversal Attachment SkinCharmOperator Card Background

In addition to the new bundles being introduced, the first M.U.T.E. Protocol bundle from 2020 will be available in the store again. Any player who purchases one or more bundles from the 2020 M.U.T.E Protocol event will be eligible for a free corresponding Operator Card for each bundle.

Players can unlock Flesh and Metal packs by completing the special event challenges or purchasing them for 300 R6 Credits or 12500 Renown each. Bundles can also be bought directly for 1680 R6 Credits each.

In GameSpot’s Rainbow Six Siege review, where Mat Paget wrote, “Rainbow Six Siege has always been a game about making tactical decisions and dealing with their consequences, but with every new year of operators and changes, the options have been refined and increased to make for firefights that are as engaging as they are unpredictable.”

For more Rainbow Six Siege news, check out these stories:

Rainbow Six Siege: Echo Elite Set – Yakuza’s Goro MajimaRainbow Six Siege: Operation Vector Glare Battle Pass TrailerRainbow Six Siege Y7 S2 Is Now Live With New Operator SensRead MoreGameSpot – Game News

Xenoblade Chronicles 3 is now available on the Nintendo Switch, offering up a wide variety of different RPG systems for you to sink your teeth into. One of those systems is the cooking system, which lets players feed their party and gain a wide variety of different boosts. Here’s everything you need to know about cooking meals in Xenoblade Chronicles 3.

How cooking works in Xenoblade Chronicles 3

Cooking is unlocked in chapter 2, while traversing through the desert. Manana is in-charge of making food, but you need to gather the necessary ingredients. Each dish offers different bonuses, like additional XP, CP, enemy drops, or enemy gold drops, all of which last for a specific amount of real-time. Similar to the Gem crafting system, you will need to collect a variety of different ingredients, either by finding them in the open world or getting them as drops from different monsters.

Make sure to regularly cook food, so you always have some type of bonus active.

If you don’t have the necessary ingredients, you can bypass the requirements by spending Silver Nopon Coins. When the cooking system is first unlocked, you will only have access to a single dish. To unlock more dishes, you need to eat new food at different Colonies. Each Colony only had one dish, which can typically be purchased for a couple hundred gold. You will come across different Colonies throughout the main story and as part of certain side quests. It’s a good practice to eat at the Canteen of every Colony you visit, even if it cancels out your current meal bonus.

Read MoreGameSpot – Game News

With the 2022 Flash Memory Summit taking place this week, not only is there a slew of solid-state storage announcements in the pipe over the coming days, but the show is also increasingly a popular venue for discussing I/O and interconnect developments as well. Kicking things off on that front, this afternoon the OpenCAPI and CXL consortiums are issuing a joint announcement that the two groups will be joining forces, with the OpenCAPI standard and the consortium’s assets being transferred to the CXL consortium. With this integration, CXL is set to become the dominant CPU-to-device interconnect standard, as virtually all major manufacturers are now backing the standard, and competing standards have bowed out of the race and been absorbed by CXL.

Pre-dating CXL by a few years, OpenCAPI was one of the earlier standards for a cache-coherent CPU interconnect. The standard, backed by AMD, Xilinx, and IBM, among others, was an extension of IBM’s existing Coherent Accelerator Processor Interface (CAPI) technology, opening it up to the rest of the industry and placing its control under an industry consortium. In the last six years, OpenCAPI has seen a modest amount of use, most notably being implemented in IBM’s POWER9 processor family. Like similar CPU-to-device interconnect standards, OpenCAPI was essentially an application extension on top of existing high speed I/O standards, adding things like cache-coherency and faster (lower latency) access modes so that CPUs and accelerators could work together more closely despite their physical disaggregation.

But, as one of several competing standards tackling this problem, OpenCAPI never quite caught fire in the industry. Born from IBM, IBM was its biggest user at a time when IBM’s share in the server space has been on the decline. And even consortium members on the rise, such as AMD, ended up skipping on the technology, leveraging their own Infinity Fabric architecture for AMD server CPU/GPU connectivity, for example. This has left OpenCAPI without a strong champion – and without a sizable userbase to keep things moving forward.

Ultimately, the desire of the wider industry to consolidate behind a single interconnect standard – for the sake of both manufacturers and customers – has brought the interconnect wars to a head. And with Compute Express Link (CXL) quickly becoming the clear winner, the OpenCAPI consortium is becoming the latest interconnect standards body to bow out and become absorbed by CXL.

Under the terms of the proposed deal – pending approval by the necessary parties – the OpenCAPI consortium’s assets and standards will be transferred to the CXL consortium. This would include all of the relevant technology from OpenCAPI, as well as the group’s lesser-known Open Memory Interface (OMI) standard, which allowed for attaching DRAM to a system over OpenCAPI’s physical bus. In essence, the CXL consortium would be absorbing OpenCAPI; and while they won’t be continuing its development for obvious reasons, the transfer means that any useful technologies from OpenCAPI could be integrated into future versions of CXL, strengthening the overall ecosystem.

With the sublimation of OpenCAPI into CXL, this leaves the Intel-backed standard as dominant interconnect standard – and the de facto standard for the industry going forward. The competing Gen-Z standard was similarly absorbed into CXL earlier this year, and the CCIX standard has been left behind, with its major backers joining the CXL consortium in recent years. So even with the first CXL-enabled CPUs not shipping quite yet, at this point CXL has cleared the neighborhood, as it were, becoming the sole remaining server CPU interconnect standard for everything from accelerator I/O (CXL.io) to memory expansion over the PCIe bus.

Read MoreAnandTech