IGN UK Podcast #483: GoT Predictions + Making Bear Grylls Eat a Limpet

The televisual event of the decade is here, so let us indulge you with our insight into Bear Grylls new interactive Netflix adventure thing. We also tell you exactly what will happen at the end of Game of Thrones. Joe has played a couple of games he’s really enjoyed and Dale has seen a film that he really didn’t. Cardy is also there.

We actually have a new quiz format for the Endless Search this week as well instead of recycling old ones. Have at it.

IGN UK Podcast #483: GoT Predictions + Making Bear Grylls Eat a Limpet

And remember, if you want to get in touch with the podcast, please do: [email protected]

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Magic: The Gathering Debuts New Card For Arena And Tabletop

Wizards of the Coast is debuting a set of new cards coming to Magic the Gathering, both in its Arena digital version and the classic tabletop game. We have the exclusive reveal of one of the upcoming cards, Finale of Promise.

Finale of Promise is a versatile red card, allowing you to cast target cards from your graveyard. The strongest effect comes if the attribute is 10 or more, which then lets you copy the spells twice with new targets. You can check the full card text, and the artwork from illustrator Jaime Jones, below.

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These cards are meant to signify major story moments in Magic lore. Finale of Promise shows Niv-Mizzet being reborn through the use of the Elderspell.

Magic: The Gathering Arena is the latest digital incarnation of the classic collectible card game, built to be a faster-moving version of the game than previous video game adaptations. Wizards of the Coast also made it more easily expandable to keep up with its steady stream of new card additions, so that it could receive expansions and other additions right alongside the physical game.

Jedi Fallen Order Artwork Leaks – GS News Update

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Disney+ Looks A Lot Like Netflix

Disney has finally what its new streaming service, Disney+, looks like. During the company’s Investor Day presentation today, the company provided a first look at the UI–and it bears a strong resemblance to Netflix. Check out some images of the UI in the gallery below.

As you can see, there are tabs for Disney brands like Pixar, Marvel, Star Wars, National Geographic, and others. In terms of specific content, Disney back catalog shows and films will be available, alongside new original shows like a Falcon & Winter Soldier show from Marvel the Star Wars show The Mandalorian from Jon Favreau.

All content on Disney+ can be downloaded. The service will available on pretty much every screen you can imagine, including game consoles like PS4, Xbox One, and Nintendo Switch.

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Disney+ is just the latest paid subscription service from Disney. The company’s ESPN division has its own streaming package called ESPN+, while Hulu, which Disney owns 60 percent of, is also a paid streaming catalog. During the investor briefing, Disney management said it will likely offer a bundle for all three, but specifics haven’t been announced yet.

Disney+ launches in the US on November 12 for $7/month.

Xbox Exec Responds To Google Stadia: “They Don’t Have The Content”

An Xbox executive has responded to Google Stadia, the new streaming service, claiming the platform may not have enough compelling content to get people to sign up. Xbox chief marketing officer Mike Nichols told The Telegraph Google may be technically capable of offering a enticing streaming service, but they “don’t have the content.”

“Emerging competitors like Google have a cloud infrastructure, a community with YouTube, but they don’t have the content,” Nichols said.

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According to the site, Nichols also said Google might have a hard time with Stadia because it hasn’t been involved in games for very long. That may be true, but Google brought on industry veteran Phil Harrison–who formerly held high-level positions at both Microsoft and Sony–to lead the Stadia team. Additionally, Google just hired Assassin’s Creed producer Jade Raymond to head up Google’s new internal game development studio, Stadia Games.

Google brought Bethesda to the Stadia reveal event to showcase Doom Eternal running on the cloud platform. Assassin’s Creed Odyssey has also been shown running on Stadia with good results. Q Games’ Dylan Cuthbert is also working on a game for Stadia, while Luz Sancho from Tequila Works also appeared on stage during the reveal event. That’s a few partners, but some were hoping for more.

Harrison told Polygon that Google intentionally focused on announcing the Stadia platform and explaining its platform features during the reveal event instead of talking much about development partners. “Don’t read too much into why so-and-so was there and why so-and-so wasn’t there,” Harrison said.

“We’ve had deep conversations over a number of years now. We’ve shipped over a hundred development kits already. We’ve got thousands of creatives already underway. So you’ll see a pretty amazing lineup come June.”

The reference to June might be teasing a bigger games lineup reveal at E3, but nothing is confirmed yet.

Microsoft itself is working on a game-streaming service under the working title xCloud. It enters public trials later this year. Going back to Nichols and The Telegraph interview, he said there might be a time in the future when streaming without local hardware is the best experience, but it’s not there yet.

“You won’t necessarily need a device over time, but you’ll get the best experience with local processing power [available on a console or computer],” he explained.

Google’s Stadia announcement came with a jab at traditional consoles like the ones Microsoft makes. The platform’s website states “the future of gaming is not a box.”

Microsoft released a statement to IGN regarding Nichols’ comments and cloud gaming in general.

“It’s a great time to be a gamer. At Xbox, we’re putting players at the center of our vision for the future of gaming by delivering blockbuster content from Xbox Game Studios and our partners, growing the thriving Xbox community and giving them choice and opportunity in how they play across devices and through Project xCloud.”

What do you think about cloud gaming? Let us know in the comments below! You can also read GameSpot’s cloud gaming primer to find out everything you need to know.

Disney Plus Release Date, Price, And New Marvel Shows Detailed – GS News Update

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Nintendo Labo: Toy-Con 04 VR Kit Review – Cardboard Magic

With all the high-end hardware requirements typical of VR gaming, you’d think of the Nintendo Switch as the least likely candidate to adopt it. But one of the many things Nintendo is unequivocally good at is making the most of its tech and working within its limitations. The new Labo VR Kit is yet another example. While it doesn’t always overcome its inherent shortcomings, Nintendo’s latest cardboard-based do-it-yourself package cleverly transforms the Switch into a light, inventive virtual reality gaming experience with the tools to go beyond the initial library.

First things first: You have to build. Thankfully, assembly is part of the fun. Like the previous Labo packages, the software contains detailed and digestible step-by-step instructions, which are animated to show you how to put everything together without a hitch–the encouraging communication also helps take the edge off the laborious, time-consuming aspect of it all. Construction is almost fool-proof since each cardboard sheet has precisely cut lines and slots for everything to be folded and snapped into place. There’s no denying the satisfaction of seeing little bits of cardboard gradually come together as an intricate device solidly held together by rubber bands, exact creases, and plastic grommets.

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So, how does the Switch become a VR headset? You first build the mount that contains the slot you slip the Switch into, which also holds the packaged goggles. The mount keeps everything in place nicely and the adhesive pads keep the Switch safe. Once you set the Labo software to VR mode, the screen transforms to a stereoscopic view for the lenses. Since there is no headstrap, you’ll need to hold the Switch up to your face throughout your time in VR mode. It’s worth noting that the Switch’s 720p screen resolution is well below that of any other VR platform, resulting in a distinct lack of visual clarity–luckily, this limitation doesn’t detract from the types of experiences Labo VR delivers.

With the headset ready to go, you can physically look up, down, left, and right by moving your head. But because the Switch isn’t able to do positional tracking, forward or backward movements aren’t recognized and could be nausea-inducing. Tracking relies entirely on the Switch’s built-in gyroscope and accelerometer, which results in a relatively smooth viewing experience. Looking in and around in VR works pretty well, and in combination with the Joy-Cons’ own gyroscope and accelerometer (and the right Joy-Con’s IR sensor), the cardboard devices become functional pieces of hardware.

By and large, the creative process is what drives the Labo VR Kit to become more than its packaged contents–but to see that, you should experience its roster of games, minigames, and proof-of-concept sandboxes. Once you’ve assembled a new cardboard toy (called Toy-Cons), Labo then walks you through a specific game made for it. The Toy-Con Camera transports you to the middle of an ocean where you can snap photos of marine life, or look upward to float to the surface and see a bigger world. Twisting the Toy-Con Camera lens works just like zooming in with an actual camera lens because of the Joy-Con placed inside recognizes those small movements. Despite the Toy-Con Elephant being the toughest one to work with, the Marble Run game it’s tied to is a series of smart physics-based puzzles for you manipulate platforms, gravity, and trampolines to get a marble through a goal.

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The novel applications don’t end there, either. The Toy-Con Bird delivers flight movements for its open-area collectathon and racing game because the Joy-Con, which is placed on the “bird”‘s beak rocks back and forth when you flap the cardboard wings. A personal favorite is the Toy-Con Blaster; it’s a pump gun for with tactile feedback that matches the launching of explosive balls for its on-rails shooter game. There’s impressive cleverness in how Nintendo makes use of the motion-tracking capabilities and cardboard components, and how they translate to sensible control schemes. These aren’t intended to be long-form experiences; rather, they’re bite-sized showcases of VR functionality for each of the cardboard devices you assemble.

The Labo VR Kit is much more than just VR gaming for the Switch; it’s educational, accessible, and imaginative, with a robust suite of programming tools. And that’s what makes it wholly unique from anything else on the VR market.

On paper, it may seem like a hassle to constantly hold the Switch headset to your face without a strap to hold it in place, but it’s not as bad as it sounds–each Labo VR device is designed with this in mind. Take the Toy-Con Blaster, for example; your view in its rail shooter game is essentially a persistent aim-down-sights, and the ergonomics of the Blaster itself make it a comfortable experience. With the Elephant, you get a handle beneath the cardboard face to hold it up as you extend the trunk to move your in-game hands. And of course, the physical act of holding up the Toy-Con Camera to your face coincides with the real-world action.

The content in VR Plaza distills it down even further by isolating certain aspects of each toy’s potential in 60+ minigames/sandboxes. They essentially act as the building blocks for the inventive Toy-Con Garage and this is where the Labo VR Kit lets your imagination run wild–it’s literally the toolset used to program the minigames contained in the VR Plaza section. It’s a part of previous kits as well, but this version adds tools to create VR experiences. Toy-Con Garage is extremely complex and much more than a level creator you may find in other games. It’s possible to teach yourself and eventually get to a point where you can wrap your head around the logic and programming for something and see it come to fruition, but it’ll take significant time and effort if you don’t have prior experience with programming. What’s neat is that you can edit every sandbox/minigame in VR Plaza using the Garage tools and basically use them as the foundation to create your own thing. By virtue of seeing the programming guts of each game, you can then start to unravel how they’re built. Things like Make An FPS Game and Make An Action Game in VR Plaza are specifically designed to let you use them as templates. And editing doesn’t have to be solely done in VR thanks to the ability to select a 2D editing mode.

Like the other kits, the Labo VR Kit does so many great things outside of its more standard game experiences, and it’s really about what you do with the technology.

In addition to the games and programming tools, Discovery Mode works as a laudable educational tool. Discovery offers a series of cheeky dialogue scenarios between a few Labo-based characters that effectively walk you through the Switch’s technology, asking you questions along the way to make sure you’re keeping up. Think of it as a crash course in physical science and electronics that explains everything from how the right Joy-Con’s IR sensor works to showing you why gyroscope drift happens. Not only does Discover further contextualize what the hardware is doing, but makes knowledge of complex tech accessible to a wider audience.

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However, there are a few cases in which the Joy-Con tracking can be frustrating due to gyroscope drift. It’s fairly easy to constantly recalibrate the Joy-Con position in a free-hand experience like shooting hoops, hitting a ball with a paddle, or moving blocks in a 3D space. But it becomes an issue in something like the Doodle application or the Marble Run stage creator, where you have to use the Elephant to craft a 3D sculpture or build a course, respectively. Your plane will always drift off-center. You can recenter yourself by accessing the pause menu, but it’s frustrating to frequently wrestle with the motion-tracking in these cases. As a result, it’s difficult to keep your work consistent and gets in the way of certain parts of the creative process with VR mode.

The Labo VR Kit is much more than just VR gaming for the Switch; it’s educational, accessible, and imaginative, with a robust suite of programming tools. And that’s what makes it wholly unique from anything else on the VR market. Despite all its limitations and seemingly makeshift appearance, each contraption is an example of a creative vision in action, most of which works exceptionally well in bite-sized portions. In a broad sense, Labo VR is a smart, clever use of existing tech and expertly designed cardboard devices. The biggest factor in the lasting appeal of Labo VR (and the Labo lineup in general) lies in the Toy-Con Garage, because there’s no denying the barebones aspect of the packaged gaming content, which is more of a collection of proofs-of-concept for VR’s potential. Like the other kits, the Labo VR Kit does so many great things outside of its more standard game experiences, and it’s really about what you do with the technology.

Everything We Learned About The MCU On Disney+

Disney+ Will Have All 30 Seasons Of The Simpsons At Launch

All 30 seasons of The Simpsons will be available on Disney+ when the subscription service launches in November. Management said during an investor briefing today that Disney+ will become the exclusive subscription video on demand source for The Simpsons.

The Simpsons became a Disney property when Disney acquired Fox.

Disney also released a funny video showcasing The Simpsons family joining the Disney family. Notably, a painting of Fox executive Rupert Murdoch can be seen in the trash can.

Disney+ launches on November 12 in the United States. It costs $7/month or $70 a year. The service will launch first in the United States, with plans to release in other markets later.