Pokemon Masters Release Date Window Revealed–And It’s Soon

Pokemon Sword and Shield might be launching for Nintendo Switch in November, but there’ll be another new Pokemon game coming before then. Pokemon Masters, which was announced just ahead of E3, is a new title coming to iOS and Android, and we now know it will launch in “Summer 2019.” You can watch a new trailer above.

The Pokemon Company shared more details about the upcoming game in a recent livestream, which you can re-watch below; it’s just over eight minutes long. The game appears to be a battle-focused, story-driven title in which your Pokemon are pitted against famous trainers from previous games in the series. It will be “free-to-start with purchasable items,” though which items will be purchasable was not elaborated on.

The game takes place in a new region, an island named Pasio. You’ll embark on an adventure in a similar vein to those seen in mainline games, traveling the region to collect gym badges. However, rather than controlling one trainer, you’ll take charge of three, each with their own Pokemon partner. You’ll control these “sync pairs,” as they’re called, in three-on-three battles against AI opponents throughout the story.

Contrary to the turn-based mainline games, Masters’ three-on-three battle system works in real-time using a move gauge that fills up over the course of the battle and is depleted when you fight. In another Pokemon first, trainers also have moves in Masters: “Trainers provide support in battle by using moves that heal Pokemon or raise their stats,” said the game’s producer, Yu Sasaki.

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Masters is being developed DeNA, which previously made Animal Crossing: Pocket Camp, Super Mario Run, Fire Emblem Heroes, and Miitomo. The Pokemon Company will publish the title, which will come to the App Store and Google Play this summer.

Fortnite Week 8 Challenge List: Visit Clocks, Apply Shields, And More (Season 9)

Another week has elapsed in the world of Fortnite and, sure as Kilimanjaro rises like Olympus above the Serengeti, we’ve been blessed with new challenges. We know you’ll be seeking to cure what’s deep inside (the need for Battle Stars that will level up your Battle Pass and unlock new cosmetics), so we’ve put together a quick breakdown of what you’ll need to do to get them.

Fortnite challenges can be tricky, occasionally asking you to find some old forgotten words or ancient melodies, but this time, it’s fairly easy stuff–nothing that a hundred men or more would be required to do. However, it’s gonna take some time to do the things you never had (ooh, ooh), but if you take a look below you’ll be able to prioritize and get through it quicker.

In the free section (challenges that anyone playing can do), you’ll need to apply shields, visit a few clocks, and eliminate enemies in Snobby Shores or Mega Mall. That last one might be tricky, so instead of growing restless and longing for some solitary company, try grabbing a few friends and team up to take on opponents.

If you’ve got a Battle Pass, you’ll be able to do some exclusive challenges. If you haven’t got one and want to get all the cosmetics this season, it’s worth getting one as you’ll get more challenges and thus more opportunities to get Battle Stars. A Battle Pass can be purchased using V-Bucks from the in-game store–hurry boy, she’s waiting there for you.

Battle Pass-exclusive challenges will ask you to do damage with assault rifles, visit a few specific locations as part of a multi-stage challenge, use a Volcano Vent, Air Vent, and a Zipline in a single match, and then get eliminations outside of named locations.

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Week 8 Challenges

Free

  • Apply Shields (400) — 5 Battle Stars
  • Visit different clocks (3) — 5 Battle Stars
  • Eliminate opponents in Snobby Shores or Mega Mall (7) — 10 Battle Stars

Premium

  • Deal damage to opponents with Assault Rifles (500) — 5 Battle Stars
  • Stage 1: Land at Paradise Palms — 1 Battle Star
    • Stage 2: Land at Neo Tilted — 1 Battle Star
    • Stage 3: Land at Mega Mall — 1 Battle Star
    • Stage 4: Land at Pleasant Park — 1 Battle Star
    • Stage 5: Land at Junk Junction — 1 Battle Star
  • Use a Volcano Vent, Air Vent, and a Zipline in a single match — 10 Battle Stars
  • Get eliminations outside of named locations (5) — 10 Battle Stars

If you stop an old man along the way, he’ll no doubt tell you that Fortnite also has a set of additional challenges available as part of the 14 Days of Summer event. These challenges usually involve a themed objective, and we’ve been creating guides for those. The latest asks you to bounce a giant beach ball in different matches, and there are some shortcuts you can take, so make sure to read the guide before attempting it.

Spider-Man: Far From Home Movie Review: Fun, Funny, And Frustrating

The next big Marvel movie is Spider-Man: Far From Home. While Avengers: Endgame is in the midst of a re-release with a bit of additional content tacked on the end, a brand-new MCU movie is set to debut in theaters soon. Its release is officially set for Tuesday, July 2, due to the July 4 holiday in the US. But is it any good? Read on for our full review.

As the last official entry in the Marvel Cinematic Universe’s Phase 3, Spider-Man: Far From Home had a lot riding on its shoulders. Not only did it have to somehow fill in all the gaps left by Avengers: Endgame‘s many “finale” moments, it also had to push things in the MCU forward toward the great big unknown. It’s a big ask–especially for the sophomore effort in a character’s franchise. But, thankfully, Far From Home rises to the challenge–at least, for the most part.

Picking up immediately where Endgame left off with the devastation of Thanos’s snap finally undone, Far From Home does its best to thread the needle between major world-building moments and the John Hughes flavored high school microcosm that worked so well back in Spider-Man: Homecoming. The setup is pretty simple: Endgame happened, people are trying to get back to their lives, and Peter Parker’s high school class is going on a European vacation. But, unfortunately, superhero business doesn’t really respect the field trip timeline, leaving Peter with both his masked and unmasked lives playing tug-of-war for his time.

It’s all mostly endearing. Tom Holland, Jacob Batalon, and Zendaya reprise their roles as Peter, Ned, and MJ with the same energy and chemistry they had in Homecoming, while Tony Revolori’s Flash Thompson and Angourie Rice’s Betty Brant return as supporting comic relief. Basically every moment between the high school kids trying to cope with the perpetual insanity they keep finding themselves in works, but the balance between that plot and the high stakes superhero action doesn’t always hit the mark. Said superhero action comes thanks to Nick Fury (Samuel L. Jackson), Maria Hill (Cobie Smulders), and Happy Hogan (Jon Favreau), who all really want Peter to drop what he’s doing and save the world, no matter the cost, with the help of newcomer Quentin Beck AKA Mysterio (Jake Gyllenhaal), a man who claims to be from another dimension trying to fight giant monster “Elementals” who plan on destroying the Earth.

Gyllenhaal’s Mysterio is a definite standout in the ensemble. He’s equal parts charming and hilarious, immediately memorable and wholly unique, complete with maybe the most fun backstory reveal the MCU’s ever accomplished. He and Holland are delightful together onscreen, with chemistry for days–so much so that it almost outshines Holland’s already stellar dynamic with the rest of his high school classmates, which is nearly detrimental to the rest of the movie. Once things really start going with Mysterio and Spider-Man, every time they’re not interacting with one another feels a little like wheel spinning.

That’s a small part of one of Far From Home’s most glaring problems. It wants, desperately, for viewers to understand that Peter is an absolute necessity in the superhero community after Endgame. The ghost of Tony Stark is everywhere in this film, and the question of whether or not Peter is going to be the person to step up and fill his shoes isn’t subtext at all–it’s literally asked over and over again. This would be fine, if not for the weird logical hangnails it starts to tug on–like why are grown adults like Nick Fury so comfortable putting that sort of weight on the shoulders of a high schooler when heroes like Hulk, Hawkeye, Black Panther, Ant-Man, Wasp, etc. are all still around and active? Far From Home relies completely on viewers buying the idea that Endgame has essentially decimated the MCU’s entire roster–but we know, just by virtue of watching Endgame, that it absolutely didn’t. If anything, it feels like there should be more options than ever before when it comes to people who can save the world. After all, there’s a literal city full of Asgardians on Earth now, and Wakanda has gone completely public, to say nothing of the dozens upon dozens of actual, experienced costumed heroes still around.

Stranger still is the complete lack of acknowledgment for Tony’s remaining family. Pepper Potts, who we know is a capable hero in her own right with a literal Iron Man armor all her own, never even gets name-checked. Tony’s legacy is discussed at length without so much as pausing to remember that he does have a biological heir now. Sure, Morgan Stark is far too young to pick up in her father’s place at the moment, but she may as well not exist at all for all the consideration she’s given. Similarly, the world seems to be overflowing with tributes and memorials to Iron Man and Iron Man only, as if no other major characters were lost during the fight with Thanos–or, more realistically, as if no one knows or cares.

This strange sort of cherry picking and handwaving in the worldbuilding isn’t necessarily new to the MCU as of this movie, but it feels way too obvious in Far From Home. It’s not because the movie itself is making mistakes, but because Endgame’s looming shadow isn’t so easily shrugged off and put away in a neat little box to be dealt with when it’s most convenient. It’s hard not to feel distracted by the selectiveness of the answers presented–and by the flimsy logic surrounding them–especially if you had any investment at all in the core Avengers team beyond Tony himself.

None of which is to say Far From Home is an unsuccessful movie. It’s full of heart and good intentions, clever, quick-witted, and confident enough to pull off some really insane reveals. The parts that work, work very, very well. But the parts that don’t tend to feel like stubbed toes or irritating splinters–not life-threatening by any means, but distracting at best and annoying at worst; like someone pulled the curtain back on the MCU’s systemic shortcomings a little too far. Still, if you can ignore that–and it’ll be easier for some than it is for others, depending on your relationship to the MCU at large–you’re in for a pretty good ride.

Marvel Is Very Closely Involved With New Avengers Game For PS4, Xbox One, And PC

The new Avengers game from Crystal Dynamics and its other co-developers is being made in very close collaboration with Marvel, it seems. Crystal Dynamics studio head Scott Amos spoke to GI.biz about the origins of the project and working with Marvel on it.

He explained that Marvel opened a dialogue with Crystal about what kind of Avengers game they wanted to make. The idea from the start, it seems, was for the Avengers game to be an “original take” on The Avengers, so it doesn’t feature the likenesses of the MCU actors.

“Marvel showed up and said, ‘What do you want to do?,'” Amos explained. “That’s how it started. They really looked at us and said, ‘Crystal, you guys are experts at making games, we’re experts at The Avengers. What do you want to do? What’s the original take you want to do on visuals, on story?'”

Amos explained that in the development process, Marvel is the “truth north” as it relates to the direction of the new Avengers game. Marvel’s Bill Rosemann, who is the company’s vice president of creative development, helps direct the team about things like what Tony Stark might say or what kinds of battle moves Hulk might perform.

Amos went on to discuss just how much Marvel is involved with the development of the new Avengers game, and it’s a lot.

“They’re not just collaborators, they’re partners,” Amos said. “They’re embedded with us as a team. We talk to them daily. We send them everything we’re working on, we have builds they play and get feedback. We bring them to the studio and go through it together.”

“[Bill Rosemann] is 25 years at Marvel. He knows everybody. We’re like, ‘So we have a character, and this storyline we saw in issue x,’ and he’s like, ‘I can get you the writer, let’s go see what that person thinks’… We have this amazing collaboration with them that lets us do a little of the iconic fan service and a lot of doing an original take that makes it feel fresh and familiar.”

In other news, Crystal has confirmed that the Avengers game can be played offline. If you do want to venture online, you can team up with other players. Additionally, post-release heroes and locations are free, and there are no loot boxes, but the game still does feature microtransactions.

For more on the new Avengers game, check out GameSpot’s breakdown of every confirmed character so far. The Avengers game launches in May 2020.

Blizzard Founder On Why They Canceled The MMO Titan

World of Warcraft developer Blizzard cancels roughly 50 percent of the games it develops, and one of those projects was the MMO Titan.

Blizzard founder Mike Morhaime, who has since left the company, spoke about the project during the Gamelab convention in Barcelona this week. He said it was planned to be a “next-generation MMO,” but it proved to be too ambitious,.

“We failed to control scope,” Morhaime said, as reported by Eurogamer. “It was very ambitious. It was a brand new universe, and it was going to be the next generation MMO that did all sorts of different things, it had different modes. We were sort of building two games in parallel, and it really struggled to come together.”

Blizzard’s Overwatch was born out of the ashes of Titan, and Morhaime spoke more about how greenlighting that game was “one of the best decisions that we made.”

“We took something that wasn’t going to ship for a very long time, might never have shipped, and turned it into an awesome game,” he explained.

Overwatch game director Jeff Kaplan, who worked on Titan, remarked, “We failed horrifically in every way … In every way that a project can fail. It was devastating.”

Titan was officially canceled in 2014, and at the time, Morhaime stated, “We set out to make the most ambitious thing that you could possibly imagine. And it didn’t come together.”

As for why Titan was canceled, Morhaime said Blizzard “didn’t find the fun … didn’t find the passion.”

The latest project that Blizzard canceled was a StarCraft first-person shooter, according to a report. Blizzard reportedly scuttled the project, which was said to be in development for two yeas, so it could focus on Diablo 4 and Overwatch 2.

An Exciting New Power Rangers Era Begins

The recent “Shattered Grid” crossover is easily BOOM! Studios’ most ambitious Power Rangers project to date, one that united the entire Power Rangers multiverse before leaving it broken and possibly irreparably damaged. Now the core Mighty Morphin Power Rangers series is launching into a new story arc entitled “Necessary Evil.” It’s being billed as the successor of sorts to “Shattered Grid,” which probably does the creative team a disservice. The emphasis with issue #40 isn’t so much about launching into the next big Power Rangers event, but introducing a new status quo and jumping-on point that makes the most of classic MMPR continuity.

The series employs a time jump with this issue, leaping ahead to the point in the series where Lord Zedd is the main villain, Tommy leads the team as the White Ranger and Jason, Trini and Zack have vanished on their never-ending UN peace summit. This new status quo makes for an easy entry point into the series for new and lapsed readers. It helps that the conclusion of Power Rangers: Shattered Grid #1 is reprinted here as a sort of prologue/recap sequence. It fits surprisingly well in that context, serving as a poignant sort of farewell to the classic MMPR era while reminding us that the full ramifications of Drakkon’s assault on the multiverse have yet to be deduced.

Continue reading…

Final Fantasy 14 Online Boss Talks About What’s Holding Up Xbox Version

Final Fantasy XIV Online currently offers cross-play support between PlayStation 4 and PC, but one of the reasons the game hasn’t released on Xbox One yet is because Microsoft apparently won’t allow cross-play. Game director Naoki Yoshida told wccftech that he recently spoke with Xbox boss Phil Spencer and informed him that Square Enix is “prepared to do cross-play any any time.” However, Microsoft isn’t budging, it seems.

“Two months ago, I discussed with Phil Spencer. I have explained this before but we are prepared to do crossplay at any time,” Yoshida explained.

According to Yoshida, things like in-game chat and social networking in the form of creating and joining guilds are essential for MMOs like Final Fantasy XIV Online.

“I would like to have Microsoft change their regulations,” Yoshida said.

Yoshida told GameSpot in March that Final Fantasy XIV needs to support cross-play to have its playerbases united and offer the best experience. That’s currently possible on PS4 and PC, but not with other systems, which has presumably kept the game off Xbox and Nintendo systems so far.

Sony, as well as Nintendo, is beginning to allow cross-play with competing platforms for games like Fortnite and Rocket League, so it seems more likely than ever that Final Fantasy XIV comes to new platforms.

“Talks with platform-holders has been going on,” Yoshida said about Microsoft, Nintendo, and Google. “The fundamental philosophy with Final Fantasy XIV is we want it on labels with cross-platform play with any devices, hardware possible,” Yoshida said through a translator. “So as long as the regulations with the counterpart hardware companies … we can actually pass that, then the possibility, the chance is quite high [of Final Fantasy XIV coming to Xbox and Nintendo systems].

The next expansion for Final Fantasy XIV Online is Shadowbringers, which launches on July 2. Square Enix is going big to promote the game, bringing on Tom Holland and Hannibal Buress for commercials hyping the expansion.

Opinion: There’s Something Wrong With Toy Story 4

Toy Story 4 currently has a 98% rating on Rotten Tomatoes and an 84 on Metacritic, which makes it universally acclaimed. It made $118 million in its first weekend, which set a record for the franchise. But something about this fourth outing rings hollow. In the process of putting a bow on things (assuming this is the last Toy Story film), Pixar has simplified the story to its detriment.

To explain what is wrong with Toy Story 4, and why it retroactively mars the prior three films in the franchise, we must first establish a good-faith premise: that these films aspire to be more than “just kid films.” If these were “just kid films,” they would not have endured, across generations, for close to 25 years. They would not elicit uncontrollable weeping from adults.

Beneath the main conceit of toys coming to life, the first three movies wrestled with deeper, more existential questions. Woody, Buzz, and company were toys, first and foremost, designed and conceived from the outset to be played with and loved by children. This is the reason why they freeze or go limp when humans are present; their toy nature overrides all other impulses, even that of self-preservation.

Toys universally desire to be owned and loved. It’s why Sid’s toys don’t just hop over the fence and say, “Screw this.” On some level, they have no choice but to love Sid despite his mistreatment, because they are his. Even when they break the rules at the end of the first movie, it’s to correct Sid’s treatment of them. There’s no effort or plans to escape from the house. They only break the rules to help everybody, so that they can continue to live under Sid’s care.

And when Woody convinces Buzz that he’s better off as a toy than as a space ranger, he makes his meaning plain: Bringing a child joy is the peak of a toy’s existence. Hs speech is framed in such a way that we accept it as a truth:

“Being a toy is a lot better than being a Space Ranger.. look, over in that house is a kid who thinks you are the greatest, and it’s not because you’re a Space Ranger, pal, it’s because you’re a toy! You are his toy!”

Then, Toy Story 2 went deeper. It asked some uncomfortable questions: What happens to these toys if their owners grow up and give them away, or if they never get sold in the first place? We get our answer in the form of two hard luck cases: Jessie is scarred by Emily’s abandonment of her, and the Prospector turns resentful and duplicitous because he was never sold and never loved in the first place.

And what’s more, Jessie and Prospector may have lived with this for decades (assuming they were made in the 1950s, when Woody’s Round-Up was on TV), and they still desire to be loved. It’s a dark but logical extension of what we learned in the first film: because toys were made to do this, they will always desire to do it. As Jessie says, just because the owners forget the toys, doesn’t mean that the toys forget their owners.

This evolves into the central question that Woody must answer: does he want to become a museum toy, which means he’ll be loved and adored by children through glass? Or does he want to go back to Andy? Will he be satisfied with a limited, distant love that lasts forever, or will he risk destruction and oblivion for the intense, genuine love that Andy offers, if only temporarily? Woody makes a decision:

“I can’t stop Andy from growing up, but I wouldn’t miss it for the world.”

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This is so brave–to risk everything for a chance at real, genuine love. And the parallels that can be made to ourselves are obvious: do we live timidly or do we live boldly? Do we open ourselves up for love, knowing we may get our hearts broken, or do we close ourselves off?

Toy Story 3 deals with the fallout of Woody’s decision. Andy is now 17 years old, and Woody is resigned to a life in the attic. He reiterates that a toy’s job is to be there for the child (even a grown child) when he or she needs him. He even suggests an optimistic possibility–that perhaps, one day, Andy will have children, and those children will play with Andy’s old, forgotten toys.

Of course, it doesn’t work out that way. The other toys get accidentally thrown to the curb. And notice what their reaction is afterward: They don’t give up and abandon their purpose, they donate themselves to daycare so they can continue serving their instincts. Even Lotso, the villain of the third movie, has this urge to seek out children. When he’s replaced by Daisy, he takes over Sunnyside Daycare to ensure that he’ll always be played with. Every toy in the first three movies gravitated to the same end goal.

Even if the toy ends up alone, or in a dumpster, it’s better to have loved and lost than never to have loved at all.

At the end of Toy Story 3, Andy gives his toys to Bonnie, a young kid who will love and play with them after Andy’s gone to college. It’s a happy ending–sort of. We all die, and eventually, we know these toys will get thrown out or burned in an incinerator. But not today. For now, they’re staving off the inevitable. For now, they’re loved again. And they must live every precious day to the fullest.

To recap: We’ve been told, in multiple ways, that toys’ overriding desire is to bring children joy. If they are deprived of this, they will seek it out, even for decades, until they find it. Their love is unconditional; even when they’re abandoned or broken, they still remember their owners.

And given the chance to experience this connection more superficially, either in a children’s museum or at a daycare where relationships are temporary, a toy would be justified to decline it; it’s a poor substitute for the genuine thing. Even if the toy ends up alone, or in a dumpster, it’s better to have loved and lost than never to have loved at all. It’s analogous to any loving relationship where one person gives more than he or she receives. It’s unconditional, and despite the drawbacks, it’s worth it.

Toy Story 4 throws all of this away.

When Toys Become People

It turns out that toys can overcome the desire to want an owner. When Bo Peep is given away, she sits on an antique shelf for years. And finally, she gets tired of waiting for an owner, and she sets out on her own. She builds a vehicle for herself and teams up with other abandoned “lost toys,” and she finds personal satisfaction and fulfillment in her new, wandering life, helping other toys in need. At the end of the movie, Woody takes a page out of her book and decides to pursue his love interest; he stays with Bo Peep rather than going back to Bonnie.

Put aside that Woody has a closer companionship with Buzz than he ever did with Bo, and this ending still flies in the face of everything we’ve learned, so far, about a toy’s nature. By allowing toys the option of walking away, Toy Story 4 undercuts the poignancy of the earlier films.

When Woody told Buzz that being a toy was better than being a space ranger? It turns out he was wrong. Buzz could have just walked away. Sid’s toys could have done the same. They’re just suffering from a massive case of Stockholm Syndrome; they probably could have even killed Sid if they wanted to.

In Toy Story 2, it turns out that Jessie and The Prospector’s biggest problem was that they weren’t self-actualized, and they lacked a go-getter’s attitude; they could have found purpose in their lives by leaning on each other. In Toy Story 3, it turns out that the toys didn’t need to give themselves away to Sunnyside. They could have gotten all the emotional fulfillment they needed by escaping into the woods and bonding with each other.

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According to Toy Story 4, the difficult choices of the prior films, between real, temporary love and shallow but everlasting existence, were binary fallacies. There was an Option C the entire time: to basically cut the children out of the equation. Bo and her ragtag crew of lost toys still want to be played with, but the terms and conditions of the arrangement as established by the other movies have radically shifted. Here, lost toys do just fine helping other toys find kids, while themselves being played with only sporadically–and sometimes even broken, in Bo’s case. “Some kids play rougher than others.” (Dark stuff, right?)

The previously established no-win scenario–the difficult choice between love and security–is what made these films so resonant in the first place; they played on our deepest, primal fears of being alone, being in danger, and growing old. Woody no longer has to choose or risk anything; he can fall in love with another toy and find emotional fulfillment away from humans. He never has to risk the incinerator. The narrative tension is gone.

It’s not that this is narratively impossible. After all, we were never explicitly told that toys couldn’t escape their initial, functional purpose. But the prior films’ implications strongly indicated that they were trapped. By allowing them to become little autonomous humans in plastic bodies, Pixar was able to give Woody an unearned and damaging happy ending. It came at the cost of the franchise’s poignancy and central message. The limitation inherent to being a toy created the characters’ central dilemma, and by eliminating that limitation, Pixar has decimated the narrative stakes.

Maybe, if there’s a Toy Story 5 on the horizon, Woody will walk this decision back. He’ll go back to Bonnie or another human, and he’ll realize that he can’t find true fulfillment with a fellow toy, because, after all, they’re toys–not people. But if this is truly the final film, then the story ends in a simpler, safer, less complex place than it originally began. It’s only a tale of toys that magically come to life, and it doesn’t mean anything more than that, which is a shame.

Read next: Why Pixar Decided To Make Toy Story 4 After Toy Story 3’s Perfect Ending