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Game

Telltale launching The Walking Dead Season 3 later this year 

Expect the ‘unexpected’ this time around The third season of Telltale Games’ The Walking Dead series will arrive later this year, according to the developer. CEO Kevin Bruner nailed down the release window in an interview with Mashable, during which he hinted at what to expect from the next entry in the choice-driven, episodic adventure series.
The interview is light on details, but Bruner said that the goal of Season 3 is to bring in new fans to the series. How this affects the storyline — which, based on the ending(s) of Season 2, might be hard to keep following — is still anyone’s guess, although Bruner said it will take an “unexpected" turn.
More details are expected out of this year’s San-Diego Comic-Con, according to Bruner.
The Walking Dead’s second season finished back in 2014. In 2015, the studio confirmed it wouldn’t release a follow-up that year, instead focusing on other titles. Telltale has kept busy since then with games like Minecraft: Story Mode and a three-part miniseries focused on Michonne, a character from Robert Kirkman’s The Walking Dead comic book series.

Game

How to make the most of your time and money in The Division 

Making money, buying the best upgrades and maximizing mods

Role-playing games can be daunting. Just ask the players who painstakingly discovered Destiny’s most esoteric secrets with brute force. The same principle applies to Tom Clancy’s The Division, which is just as much of an RPG as it is a shooter — complete with crafting mechanics and skill trees.
This guide will help you eliminate the trial and error in The Division and set you up for success with endgame content. You’ll get a spoiler-free grasp of the core tenets, and you’ll leave well-equipped to assist Manhattan in its time of crisis.
Make money
The Division has three types of currency for three different parts of the game:

Dark Zone Credits. Earned in the player-versus-player Dark Zone for killing other players and enemy non-playable characters, use these to buy better loot and crafting recipes at checkpoints and Dark Zone venders.
Phoenix Credits. Earned after reaching level 30 or by purchasing with Uplay credits, use these for endgame purposes like buying high-level equipment.
Division credits. Earned by completing missions, side quests and encounters in the vast player-versus-enemy, use this to buy everything that the previous two currencies don’t cover.

As you begin to play The Division, the first thing you should do is sell your extra gear — specifically, lower green level loot — and use the money you earn to upgrade the higher blue gear tier. Even though it’s easy to do in the game’s instant menu feature, fight the urge to dismantle your inventory for materials. Instead, every time you come across a safe zone, find a vendor and sell your extra gear.
There are some exceptions, and we’ll cover those in Skills and Arts and Crafts sections, but at the beginning of the game, sell what you don’t need.
The old RPG adage of not buying items from vendors applies in The Division. Marginal upgrades aren’t worth spending your hard-earned cash on — unless it’s at a blue tier or above. Save it for the worthwhile loot, and leave the rest to RNG (the in-game random number generator that determines what type of loot you get) gods.

Take your time when aiming
The Divisionn is not an arena shooter. It rewards careful targeting.
Headshots are of the utmost importance, so throttle the trigger as often as possible to get a more sustained trajectory and prevent your firearm from drifting as you shoot. Marksman rifles are the best way to accomplish this task, especially for new players. They don’t quite have the range of a sniper rifle, but they still have better ranges than most of the guns in the game, and they grant bonuses for headshots.
To become a better marksman, practice shooting out in the open world with targets like signs before embarking upon a tough mission. Learning to hit headshots consistently is also the key to defeating early bosses, who tend to be bullet resistant. You’ll want to take down bosses as quickly as possible to prevent more enemies from flooding in and ruining your day. Headshots are the quickest path to victory.
Re-roll your equipment with Recalibration
Most loot-based RPGs allow for a certain degree of customization, and re-rolling is a good way to facilitate that change. It essentially allows you to keep the same item — with all of its base properties — but alter its statistical properties.

Must Read

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To initiate this mechanic in The Division, upgrade the Tech Wing in the main hub. The Recalibration node will allow you to re-spec. Once unlocked, the station will appear right behind the upgrade station. Look for the giant generator.
Before you use the station, think about what type of playstyle you’re going for — particularly whether it accommodates group or solo play. Re-rolling will allow you to shift your characters’ properties to min-max — to go all-in on a certain stat, at the expense of another. For example, you could funnel stamina into all of your gear and acquire the biggest possible health pool. That’s fine if it fits your playstyle, but keep in mind that doing so could cost you mobility and attack power.
Each subsequent re-roll on a piece of gear will result in an increased credit cost, so choose your upgrades carefully. Should you regret your decision, your gear’s original statistic will always be available as a fallback option.
This is one of the first things you’ll want to unlock after you’ve gotten a handle on the basics, but it’s important to note that you cannot re-roll weapons.
Mods matter
It’s easy for new players to miss one of the most essential features of The Division, which is tucked away behind multiple button presses and menus. Modding your weapons can make a seemingly impossible mission beatable.
Here are a few options to think about when modding:

Players can alter the underbarrel, muzzle, magazine and optic portions of each weapon (excepting pistols)— all of which have their own loot levels.
Range is ideal mod if you’re going with the recommended marksman rifle build. It will allow you to shoot at safer distances and still maximize damage.
Accuracy isn’t as viable as it seems. It only alters the reticle for your weapon, which could make you accurate, but only if you’ve mastered the fundamentals of shooting.
Stability is only useful if you plan on shooting for a longer period of time, which is counterintuitive to our recommended throttle method.

Modding can have an enormous impact on your battlefield effectiveness. Check your options frequently, especially after picking up new gear.

The earliest skills are the best skills
Contrary to a lot of RPGs where the best items are at the end of the leveling process, the initial set of abilities you can unlock in The Division are among the best in the game.
Pulse, which allows you to see where enemies are on-screen and through walls, offers a huge advantage. It’s the first power you should unlock. It’s the most useful skill you’ll have in your arsenal — whether you’re in a group or going it alone. You’ll use it all the way up to the maximum level of 30.
If you really dig deep into the ability, you’ll see that it grants you an increased critical hit chance and increased critical damage. It also lasts a whopping 25 seconds by default, which is usually enough to finish off an impending wave of enemies in any given mission. Having two players with Pulse will net a near 100 percent uptime — meaning the skill will always be in effect. Don’t hesitate to use this power every time it’s available, as the AI can come from any direction in The Division.
The First Aid skill, located below Pulse, is also a must-have when playing solo early on. Medkits aren’t as plentiful in the first hours of the game.
Arts and crafts will save your life
After completing the prologue and unlocking the main hub, crafting will become available. You can access it at the table in the main hall. While it’s important to sell items to increase your cash flow early on, around level 10 or so, you should scrap items for crafting materials.

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You can also find materials in chests scattered throughout the game, which respawn every couple of hours. If you’re big on exploration (and you’re not at the beginning of the game), there’s no need to scrap anything unless you need that one last ingredient to finish an item.
Alternatively, if you find that certain materials are hard to come by, grab the Scavenger perk through the Procurement Team node in the Security Wing or Craftsman with the Field Engineering node in the Tech Wing. They’ll provide you with them periodically. When in doubt, look at your Wing upgrades to see what you need at any given time.
Sometimes, you’re not going to get everything you want from a vendor or from loot acquisitions, and crafting can help fill in the blanks as an extra option. It requires a bit more effort however, as you’ll need blueprints — picked up from side quests — to unlock new recipes. You can view a mission’s rewards before embarking to decide whether or not it has what you’re looking for.
Perk up, soldier
Active skills aren’t the only thing that can give players the edge in battle. Acquire the Credit upgrade under Counseling in Medical Wing as soon as possible. It will grant you a 10 percent credit bonus every time you find cash in the world. Acquire Experienced Agent through Situation Room in the Security Wing, and you’ll get 10 percent experience bonus, too.
Complete the medical and security staff rescue missions first to unlock these options before you do anything else.
Once you’ve picked up that baseline, the rest is up to you. Form a synergy with the rest of your build, whether that’s conducive to a healer, tank (damage soaking), or damage-dealing (DPS) style. Try to avoid situational perks like Shooting Range (which increases suppressed enemy damage and your accuracy when below 20 percent health). Instead, go for permanent increases like Medkits, which immediately increases the amount you can carry.

The light at the end of the Dark Zone
Even if you aren’t into PvP, check out the Dark Zone section of the map as soon as you’re able to. It’s a fast track to some of the best loot in the game, and it requires a lot less effort than some of the tougher campaign missions.
Not only can you face neutral NPCs and locate chests, but if you’re so inclined, you can flag yourself as a Rogue (signified by a skull icon on your name) by shooting enemy players. Kill them, and you can acquire their loot. You’ll want to size up opponents before engaging, though. Never attack players who are in a formidable group. Patience and a keen eye will go far in the Dark Zone, so don’t go in guns blazing.

Must Read

The Division review

To actually bring the loot back with you, you’ll need to initiate an extraction in specified zones, which you can locate on the map. From the moment of initiation, you’ll have 90 seconds to survive. Unfortunately, you’re also flagged for PvP, and everyone will be gunning for you.
Be smart about the landing zones you choose. Assess each for at least 30 seconds or so before you call in the chopper, to ensure there aren’t any foes lurking in the immediate area. Pulse is very handy here.
Odds are that you’ll soon be in a fight, so equip a close-range weapon like a shotgun and defensive skills like the Ballistic Shield. Players will often get greedy and rush you, and those will make their charges easy to counter.
Notice the notice boards
If you see a safehouse, go unlock it. There’s absolutely no reason to pass one by. Each location will grant you a multitude of bonuses and highlight nearly every point of interest in the surrounding area.
The first thing you’ll want to do after opening up each one (by simply entering the location) is head to the notice board. That will update your map with more missions.
Unlocking safehouses also pays dividends in the form of extra fast travel options. Those help cut down on the tedium of travel when you’re assigned to a mission halfway across the map. This is especially useful in groups, as you can fast travel to an individual crew member.
Need a group? The 100, a site originally devised as a tool to facilitate Destiny parties, has expanded to The Division. You can also check out DivisionLFG.

Game

PlayStation VR can be pre-ordered without a bundle starting March 29 

Sony reverses course on pre-ordering the stand-alone headset If you’re looking to pre-order a PlayStation VR headset and don’t want to pick up the $499 bundle — which comes packaged with a PlayStation Camera and PlayStation Move controllers — you’ll be able to pre-order the stand-alone headset starting next week.
Sony originally announced it would open pre-orders for PlayStation VR tomorrow, March 22. However, the only option was to pre-order the PlayStation 4 virtual reality headset bundled with controllers, the camera and PlayStation VR Worlds, a collection of VR games.
Thankfully, Sony Computer Entertainment has backed off from that requirement, and will make pre-orders for the core headset available stating Tuesday, March 29.
“Thanks to everyone for sharing their feedback on PlayStation VR pre-orders!" John Koller, vice president of PlayStation brand marketing, said in an update on the PlayStation Blog. "It’s clear that there’s a lot of interest from many of you to secure the PlayStation VR core system, and I’m happy to share that we’ve decided to make it available for pre-order on Tuesday, March 29, at 7:00 a.m. PT at participating retailers."
PlayStation VR is scheduled to launch this October worldwide. Sony announced at GDC last week that the company expects more than 50 games will be available for the platform by the end of 2016.

Game

Supergirl’s evil side is the real heart of darkness 

Recent episodes explore a damaged superhero, on the edge It’s been a few weeks since our last Polygon discussion on Supergirl, and for that I apologize. Not least because this has been a rollicking fistful of episodes featuring plot shifts, character revelations and inter-species intrigue.
I don’t mean the rigmarole of aliens being thwarted by super-duels and team-work. That stuff’s mostly a yawn. The likes of Indigo and The Master Jailer are already fading from my memory, (though dedicated fans of these characters may feel differently).
No, the big stories have focused, as they always do, on the people who surround Supergirl, her support network. Supergirl is a show that squeezes pyrotechnics into tight spaces between character and relationship development.

The last major event I covered was the slaying of Supergirl’s eco-terrorist aunt Astra. In a way, everything since then has connected to her death, particularly the relationships between Supergirl, her sister Alex, and Department of Extra-Normal Operations chief Hank Henshaw.
Hank’s decision to claim that he (and not Alex) killed Astra, in order to protect Supergirl’s feelings, was a bad idea. It backfired, as lies tend to do in the world of fiction. It put a strain on all their relationships. But this move was entirely in keeping with Henshaw / J’onn J’onzz’s character. He believes in honor. He is a father who has lost his own daughters. He keeps his promise to protect the daughters of his friend.
But still, this was an error. Alex and Supergirl have lived almost their entire lives wading through the treacle of deception. They expect honesty from their allies.

The writers had Supergirl spectacularly unravel due to some guff about a chunk of “red kryptonite" messing with her brain. But I think this was a useful shorthand for someone who has reached the limits of her own emotional pain, and self-destructs. Having Supergirl actually go on a booze and drugs rampage would have been impossible to write convincingly, so this substitute is called upon to do the same job.
And what a treat for the rest of us. The sight of "bad" Supergirl running amok in National City was an absolute joy. From hurling Cat Grant off a building (only to frighten her) to doing the Superman 2 thing of flicking bullet-powered peanuts at bottles in a bar, she basically turned herself into a villain, overnight.
The sight of bad Supergirl running amok in National City was an absolute joy.
Many of today’s superheroes are presented as complex characters with a "dark inner life." But these dark sides are often precious self-justifications for what is, almost always, vigilante violence. Batman wants to hurt bad people, but so what? A real dark side, as most of us know, is an unstoppable urge to hurt good people.
Core Supergirl is mostly a goodie-goodie, albeit one with a nasty temper and a needy lack of self-esteem. What I like about evil Supergirl is that, when she falls, she falls hard. This is not some yin and yang thing, a balancing of auras. This is the dark, secret other, lurking inside, waiting.
And then, of course, comes the bill. Supergirl does serious damage to her own reputation, but the people around her are the ones who really have to pay. She is cured only by Henshaw being forced to reveal his true self, as a monstrously powerful Martian. This is a premium price.
Once returned to her normal self, Supergirl is immobilized by shame and grief for what she has done and for what she has lost. There is no suggestion that this evil part of her, released by red kryptonite, contributes to the overall good. It is pure darkness.
A real dark side, as most of us know, is an unstoppable urge to hurt good people.
Last night’s episode spent a lot of time in damage control, flashback and interrogation. As knuckle-headed military types attempt to uncover and destroy J’onn J’onzz, we stepped through a mansion of flashbacks and origin stories.
We saw Supergirl’s first days on Earth, as a dorky alien girl. We saw Alex’s father come to grief in the jungle. We saw J’onn J’onzz getting to grips with his early days on Earth playing Predator.
We also saw Alex’s origins, as a promising scientist done down by, you guessed it, mind-altering substances. In a nod to the red kryptonite thread, she does shots in a bar and dances wildly to a song. The lyrics tell her to "party ’til you lose your mind." She is saved by Hank.

But these episodes, and last night’s particularly, are also an orchestration of the themes that Supergirl’s writers have sought to explore. They are the familiar liberal pieties of our times, for sure. But that doesn’t make them any less unappealing and it certainly doesn’t make them untrue. The are woven into the characters and into their relationships with one another. They entertain us within the context of the failures of the characters and their fraught interactions.
Supergirl is about an acceptance that we are all different and we are all messed up. It allows for mistakes, but not for malice. It scorns exceptionalism and fear-mongering while embracing individual liberty and collective responsibility.
Don’t miss next week’s recap of The Flash crossover episode. Meanwhile, here’s all the other Supergirl episode recaps.

Game

The Magicians travels far and wide in search of a helping hand 

It’s hard to ask for assistance It seems like everybody on The Magicians is broken in some way, messed up by something in their past that they did or was done to them. As we’ve seen before on this show, it can be dangerous for people like that to open up to others, but tonight’s episode demonstrated the value of admitting that you need help from friends and family.
Picking up right where we left off with last week’s cliffhanger, “Homecoming" begins with Penny breaking the surface of a fountain in the Neitherlands, which, to the chagrin of Quentin and the Physical Kids, isn’t detailed in the Fillory books except as "a world between worlds." Only when Penny teleports elsewhere in the realm to escape the hostile welcome committee does he grasp the scale of the place, which holds countless fountains leading to countless worlds.
The Magicians offers a wonderfully realized version of the Neitherlands that delivers on the strangeness and desolation of the world described in the books — even if it’s inspired more by ancient Greece, with its terraced amphitheaters, than Renaissance Italy. And it’s exactly the kind of place that would contain "the greatest repository of knowledge, full stop," along with a prototypical librarian running one of that repository’s branches. Just a pitch-perfect setting, all told.

Unfortunately, Penny can’t find his way back to the earth fountain on his own, so he interrupts Quentin’s sexy dream — which made me roll my eyes with its lesbian kiss, until it winked at the viewer with a quip about the Bechdel test — to reluctantly ask for his help. When Quentin explains the situation to Alice, she realizes that she may be able to enlist her mother’s friend Joe, a traveler himself, in guiding Penny back home. (You’d figure that Quentin would’ve thought better of describing the dream to her, but nope!)
Alice takes Quentin on a trip to the Chicago suburbs, where they barge in on another relic of antiquity: Her parents are hosting a bacchanal that turns out to be a celebration of Veneralia, the ancient Roman festival marking the first day of April. Now we know why Alice is so shy and awkward. Before Alice asks her mother, Stephanie, for help, the two of them rekindle an old disagreement about her brother Charlie, and specifically, about finding out what really happened to him. While Alice was always obsessed with seeking the truth, her laid-back mother’s attitude can be summed up as que sera, sera.

In order to secure her mother’s help, Alice has to swallow her pride and acknowledge that her mother’s feelings are just as legitimate as her own. We don’t have much prior context for this relationship, but as played by Olivia Taylor Dudley and guest star Judith Hoag, it’s a nice moment of reconciliation between daughter and mother. Joe turns out to be Stephanie’s lover as well as her friend, in a "polyamorous triad" along with Alice’s father, as if the sex stuff on The Magicians weren’t weird enough already. In any case, Joe explains that Quentin and Alice can mark the Earth fountain for Penny — but they’ll have to pull off some difficult "sex magic" to do it.
This is the point where I was thinking to myself that the Quentin and Alice were going some great lengths to help out a classmate whom they care about begrudgingly. But the exercise pays dividends for the two of them as well. In talking out their limited sexual histories and their individual turn-ons, Alice and Quentin grow closer as a couple, and successfully activate the fountain beacon. Plus, it’s fun to see two awkward, neurotic magic nerds fall in love.
Penny makes it back to this plane of existence, but not before he gets some additional help from the Neitherlands librarian. He mentions the Beast to her, and she photocopies some pages out of the book of Martin Chatwin’s life. It seems that Christopher Plover isn’t the Beast himself; instead, he created the malevolent being.
The Beast has also wreaked havoc on Eliot, who seems to be spiraling out of control after having to kill his boyfriend, Mike, who was possessed by the Beast. The storyline in this episode with him and Margo seems like it’s going to function merely as more comic relief — "Mar-golem" certainly made me chuckle — but it ends with a sad gut punch. Eliot tries to get serious for once with his best friend, but Margo’s doppelgänger ruins the mood, leaving poor Eliot to silently wallow in his depression.

Julia, like Penny and the Physical Kids, gets roped into a search for a creature that is not of this earth, as Richard brings her into the fold at Free Trader Beowulf, a group of talented magicians that primarily interacts online in a Slack-like chat client. Richard notes the state of disarray inside Julia’s apartment; the messy scene tells us all we need to know about how quickly Julia and her addiction-prone personality have become enmeshed in this community. Our old friend Kady is one of the members of this tribe, and she and Julia get down to business after they get over the tension between them regarding Kady’s mother’s death.
Once they prove themselves to the rest of the crew, Richard lets them in on Free Trader Beowulf’s mission. Julia came to know Richard as the chaplain of her rehab facility, but he, too, has a skeleton in his closet (no pun intended). Wracked with guilt, Richard is looking to summon a god to provide the power source he needs to travel back in time and right this terrible wrong.

Game

Hands-on with Line Wobbler: a 16 foot fall, one-dimensional dungeon crawler 

Watch on YouTube | Subscribe to Polygon on YouTube
The first time I saw Line Wobbler, it was at last year’s Game Developers Conference in the alt.ctrl.gdc booth, an area of the show floor dedicated to games played using unconventional input methods. The game stood out immediately — towering more than a dozen feet in the air and controlled with a wobbly spring-based controller, it looked and played like nothing else I’d ever seen. The next time I ran into Line Wobbler was at Indiecade 2015, then again at last year’s Day of the Devs — each time, the game’s controller changed slightly. According to Line Wobbler’s creator, Robin Baumgarten, that’s because the game is constantly evolving — the first few iterations of its controller involved a shoehorn, then a doorstop (he tells me the difference between American and European doorstops has drastic gameplay implications), before he finally settled on a custom controller he produced in collaboration with a spring factory, who he says was very confused by his initial request.
If you haven’t heard of Line Wobbler, it’s a bit hard to describe — which is why we made a video at this year’s GDC, in Double Fine’s Day of the Devs booth, demonstrating what the game is and how it works. For more on Line Wobbler, check out Baumgarten’s website for the project.

Game

Giant-size 8 GB patch for Star Wars Battlefront preps the game for Outer Rim DLC 

Still plenty of free stuff for those who don’t buy the expansion A gigantic patch arrives today for Star Wars Battlefront, preparing the game for the Outer Rim premium downloadable content while delivering other new features that are free for all.
The patch is 8 GB and it adds new Star Cards (specialty weapons and boosts) and guns, earned under the guise of the “Hutt Contracts" teased two weeks ago. Not only that, combatants (as long as they aren’t hero characters like Luke Skywalker or Boba Fett) now have a rolling dodge option. A spectator mode mentioned before also is a part of this patch.
The new firearms are the DL-18, DT-12, DLT-19X and RELBY-V10, and if you know the differences among those four, you must be a Wookieepedia editor. The combat roll is activated by double tapping B/Circle while a character is strafing (Alt for PC players, this key can be remapped as well).
As usual, it comes with a slew of gameplay balances, nerfs and buffs to even out the multiplayer experience. Once again, the powerful DL-44 pistol is getting a haircut; its damage decreases significantly at ranges greater than 40 meters. Activating a personal shield renders a player unable to fire weapons or throw grenades (all other actions are still fair game) and droids and turrets will explode 20 seconds after the player who deployed them is killed, to cut back on cheap kills that way.
Plenty more details may be seen here, if there’s something in particular that has been bugging you.
Outer Rim arrives today for those who picked up the $49.99 "season pass" entitling them to it and three future expansions planned this year. For those who want it a la carte, it goes on sale for $14.99 on April 5.
Outer Rim delivers new maps, even more weapons, and playable stars Nien Nunb and Greedo, who are well known as the common action figures that were always on the shelves when you were trying to find Princess Leia Organa (Boushh Disguise) or Luke Skywalker (Bespin Fatigues).

Game

Rise of the Tomb Raider’s last DLC pack arrives next week 

They’re not zombies, but they totally are Rise of the Tomb Raider’s third and final add-on, Cold Darkness Awakened, will be released March 29 on Windows PC, Xbox 360 and Xbox One, publishers Microsoft Studios and Square Enix announced today.
The downloadable content introduces a new mode in which Lara Croft heads to an old Cold War-era research facility and finds that a breach has allowed a contagious illness to escape into the surrounding area. The deadly disease turns Trinity soldiers into “bloodthirsty killers who thrive on carnage" — aka zombies — and Lara has to use every tool at her disposal to survive as she attempts to re-seal the base.
Cold Darkness Awakened is the last piece of Rise of the Tomb Raider’s $29.99 season pass. Players who don’t own the season pass will be able to buy the DLC pack on its own for $9.99 on Steam, the Xbox Live Marketplace (Xbox 360), the Xbox Games Store (Xbox One) and the Windows Store.
For more on Cold Darkness Awakened and the rest of the season pass, check out the trailer above. Rise of the Tomb Raider is scheduled to be released this holiday season on PlayStation 4.

Game

PlayStation VR preorders begin at 10 a.m. Find them here. 

The bundle is $499 and comes with all of the equipment — Camera and Move controllers included Preorders for the PlayStation VR bundle will get underway at 10 a.m. ET, and there are several online retailers offering them.

Here’s the bundle’s listing on Amazon.
Walmart also is offering PlayStation VR.
GameStop has PlayStation VR bundles as well. They will require a $100 deposit.
And this is the product’s page on Best Buy.

The bundle is $499. It comes with the VR headset, a PlayStation Camera, two PlayStation Move controllers, the PlayStation VR Worlds suite of games (more of which you may read about here) and all of the hardware needed to run PlayStation VR (including USB and HDMI cables). A PlayStation 4 console is needed to use the PlayStation VR.
Sony has said that the $399 PlayStation VR set — which does not include the PlayStation Camera or Move controllers — is not available for preorder.
The flag drops on preorders at 10 a.m. They’re probably going to sell out quickly.

Game

Hands-on with Line Wobbler: a 16 foot fall, one-dimensional dungeon crawler 

Watch on YouTube | Subscribe to Polygon on YouTube
The first time I saw Line Wobbler, it was at last year’s Game Developers Conference in the alt.ctrl.gdc booth, an area of the show floor dedicated to games played using unconventional input methods. The game stood out immediately — towering more than a dozen feet in the air and controlled with a wobbly spring-based controller, it looked and played like nothing else I’d ever seen. The next time I ran into Line Wobbler was at Indiecade 2015, then again at last year’s Day of the Devs — each time, the game’s controller changed slightly. According to Line Wobbler’s creator, Robin Baumgarten, that’s because the game is constantly evolving — the first few iterations of its controller involved a shoehorn, then a doorstop (he tells me the difference between American and European doorstops has drastic gameplay implications), before he finally settled on a custom controller he produced in collaboration with a spring factory, who he says was very confused by his initial request.
If you haven’t heard of Line Wobbler, it’s a bit hard to describe — which is why we made a video at this year’s GDC, in Double Fine’s Day of the Devs booth, demonstrating what the game is and how it works. For more on Line Wobbler, check out Baumgarten’s website for the project.