Ori And The Will Of The Wisps Connects You To Its World In A Way Its Predecessor Didn’t

2015’s Ori and the Blind Forest was a stellar and imaginative Metroidvania that focused heavily on an element of the sub-genre often left unexpressed: isolation. Following its tragic opening that set the stage for a lone forest spirit’s journey into a dangerous world, the game connected you with its beautiful melancholic world and pushed you to face its hidden dangers head-on.

With the upcoming follow-up from Moon Studios, that lush world and humbling sense of scale from the original is expanding in scope. Ori and the Will of the Wisps leans further into the titular character’s introspective journey, yet it feels much less lonely this time around. Instead of a small cast of characters struggling to survive in a crumbling world, Will of the Wisps has you connecting with inhabitants outside of Nibel forest and learning how Ori fits into the larger world. I got to spend some time playing the opening hours of Ori’s next adventure while also speaking with Moon Studio about how the surprise success of the original game paved the way for the next adventure.

Picking up almost immediately after the original game, Will of the Wisps sees Ori and friends, including the guardian Naru and the spider-like scavenger Gumo, come together to raise Kuro’s owl hatchling–the previous antagonist’s sole heir. As their collective bond grows, Ori and the young owl are unexpectedly separated from their home and find themselves in a new land beyond the Nibel forest. Lost in a foreign land, Ori will have to gain new powers and friends to help them defeat a growing evil force, and reunite with their family.

From Will of the Wisps’ opening hours, it was clear that the sequel sticks close to the original’s style and tone. That sense of whimsy and wanderlust that’s akin to animated films like The Secret of NIMH and Princess Mononoke is back in full force in Will of the Wisps, and its atmosphere feels much more pronounced with more varied and colorful environments to explore. There’s also a more significant attention to detail when it comes to establishing lore and introducing new characters, including the monkey-like Moki tribe that help Ori along the way. The original game took a subdued approach to its storytelling, but with the sequel, there’s more time spent on introducing new allies and establishing the larger world, of which Nibel forest is only a small part.

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According to Moon Studios senior producer Daniel Smith, the team wanted to stick close to what worked, while also gradually getting players ready for the larger adventure ahead.

“It’s really interesting that we were able to capture so much emotion in the first game with just four characters,” said Smith. “We decided to go much deeper in terms of the cast of characters. Not only are there a lot more in the game that also have more context, but they also have their own stories to tell. In every way we can think of possible, we’re trying to expand and give people much more of Ori. Will of the Wisps, in particular, is three times the size and scale compared to the original. It’s a much bigger game, and I think that’s one of the things people will be excited about.”

In familiar Metroidvania-fashion, you’ll start with a limited skill-set. This lack of power, or the removal of said power, is a common trope associated with the sub-genre, wherein the ascension of strength is what ultimately makes exploring the world so satisfying. Will of the Wisps quickly gets you back up to speed, and within the first hour, I acquired the double jump, several combat skills, and even the original game’s most iconic skill–the Bash–relatively quickly. Will of the Wisps maintains that familiar loop of combat, platforming, and exploration that the original possessed. Still, the sequel now places more emphasis on letting you form your own playstyle with Ori, especially when it comes to combat.

With the sequel, the core combat has been entirely overhauled, which now feels less repetitive and more satisfying. Instead of a single dedicated attack and a set of support moves, the sequel gives you a larger ability pool to outfit the forest spirit. With the larger scope of Will of the Wisps, there are additional ways to develop and tinker with your own power growth, which includes a variety of shops to purchase new skills and upgrades to boost Ori’s abilities. You’ll eventually acquire skills that let you conjure up energy swords, a bow, guardian sentries that attack nearby enemies, and other support moves that can be customized at any time. Alongside this is a Hollow Knight-style upgrade system that focuses on equippable perks and stat-boosting charms, which complement Ori’s cornerstone abilities focusing on combat, traversal, and exploration.

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While Ori and the Blind Forest featured a smattering of auto-saves at critical moments, saving your progress was left mainly in the player’s hands at the few dedicated save points or with Soul Link. Forgetting to leave a Soul Link after extended play could often result in a lengthy trip back to a previous save. It was an unusually Souls-like approach to checkpointing that added to the ethereal tone of the original, but in my experiences, it left me feeling frustrated with how easy it was to forget about saving given the game’s pace and scale. Will of the Wisps, however, features a more traditional save and auto-save system, which removes the worry of having to keep track of saves and Ori’s precious energy.

What I enjoyed so much from the original game was getting to know its colorful and exotic world. That feels especially present in Will of the Wisps’ greater diversity of locales to visit and events to uncover. One of my favorite moments from the opening hours was exploring the Wellspring, a large tower-like dungeon that rotates from the inside–reaching the top requires you dodge projectiles and complete its treacherous, constantly shifting platforming. It was an exciting set-piece, and a lot of what made it so fun to take part in was the game’s presentation. According to Will of the Wisps composer Gareth Coker, the visuals and music had a hand in conveying the sense of growth you’ll experience throughout the adventure.

“The challenge of doing a soundtrack for something this large is that you don’t want to have the music feel like it’s repeating itself,” said Coker. “In a game this big, you need to make sure that the player constantly feels like they’re making progress. We’ve given you new abilities and new things to look at, cut scenes to make you feel like you’re progressing–so why can’t music do that too? A tendency in these kinds of games is to have one track per environment, maybe two if you’re lucky. All across the game, there are these little things that help the player feel like they’re making progress. You never feel like the music is just completely random, there’s a familiarity to it. What I would say is each environment is like a suite of different music tracks that all feel like they are together.”

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While there is still an element of loneliness to the game, which is inherent to the Metroidvania-design, I was surprised and pleased to see that you are, in fact, not alone in your journey. As Ori is more capable of facing off with the new world’s threats, he’ll come to know and rely upon the forest’s tribes. This storybook approach to unraveling its story and the world was such a delight to see, and I’m excited to see where it goes after its fantastic opening hours.

Ori and the Will of the Wisps is set for release on March 11 for Xbox One and PC.

Now Playing: Ori And The Will Of The Wisps – First 20 Minutes Of Gameplay

Ori and the Will of the Wisps: The Final Preview

Imagine: Ori… but with a sword. Weapons are one of the many new features in Ori and the Will Wisps, a sequel designed to cater to multiple playstyles. But when I first started swinging my light sword (officially called Spirit Edge) I felt powerful and a little concerned that Ori and the Will of the Wisps may have strayed too far from the first game’s light. Fortunately, as I unlocked more abilities, experimented with this new combat, and strategically leapt across the forest, all those fears vanished. After two hours of hands-on gameplay, it’s clear Ori and the Will of the Wisps is aiming to improve on its established formula with more freedom, experimentation, and a fun new set of weapons and abilities. But in the process, it’s picked up a few new weaknesses as well.

From a story perspective, Ori and the Will of the Wisps continues where Ori and the Blind Forest left off: with a new family member. As we’ve come to expect from Moon Studios, the animations, music, and dynamic lighting evoke a sense of wonder as we’re re-introduced to these adorable characters and their obvious kinship. By the end of the opening scene I was immediately protective of them.

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The charm from the first game is there but the catalyst of this story isn’t nearly as sad. Instead, it’s a childish misstep – an Icarus-like moment of recklessness. But instead of demise, this blunder leads straight into an adventure. Don’t worry though,  “You’ve got to get your tissues ready,” says Daniel Smith, Senior Producer at Xbox Game Studios. “It’s a sad story once again [but] a joyful story as well.” After all, tragedy is nothing without catharsis.

Familiar Yet Foreign

As the adventure began I was happy to see that, unlike the first game, I wasn’t undulated with information about system after system. Will of the Wisps feels far more streamlined in that regard. And even when an explanation was needed, having that information delivered through non-player characters – new to the Ori series – felt so much more authentic and helped accomplish Moon Studio’s goal of making the forest feel alive.

It’s immediately apparent that Will of the Wisps is a marriage of old and new. Objectives were similar: scour the forest for keystones, find and unlock doors, and proceed into the next area. But this time around I was given a torch I could use to attack enemies (the precursor to Spirit Edge, which you get about 20 minutes in) and burn down bramble walls to progress.

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I was surprised to get sidelined by a boss so early in Will of the Wisps. What started as a short chase sequence quickly escalated into a one-on-one brawl against Howl, the giant, shadowy wolf that stalks the forest. While enemy encounters and chase sequences aren’t new to the series, legitimate boss fights are, and the gruesomeness of my bought with Howl was an early indication of just how much more combat will play a role in Will of the Wisps.

Though intimidating and gnarly in its own right, Howl was more of a fake-out boss than anything else. But it’s a tense moment that introduces a new way to engage with the darker side of the forest. The whole encounter succeeded in shocking me, but I never felt truly engaged from a gameplay standpoint. In that sense, it was a perfect precursor to the real first boss, which came about 90 minutes after Howl made his introduction.

While fighting with the sword-like Spirit Edge in Will of the Wisps initially took some getting used to, it didn’t take long for me to fall in love with it as a welcomed alternative to Blind Forest’s Spirit Flame. Instead of just firing, I was actively fighting and taking charge. It accomplishes Smith’s goal of adding “new things that feel like they’ve always belonged” in this world.

World-building

Everything feels more lived-in and alive in Will of the Wisps: branches shift as you walk across them, ancient stones activate at your touch, and structures shelter small societies of dainty woodland beings. Newly added side quests are meant to serve this purpose too.

The story is still centered on Ori and his family, but there’s much more going on in the world than just that main tale. Characters like the Moki (cute, woodland creatures who inhabit the forest) “add a lot of peripheral color and influence,” to both the world and the story, says Smith.

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“People love the characters from the first game,” said Gareth Coker, Will of the Wisps Composer, “and we hope that players will like [these new] characters enough to want to do those side quests.”

There’s no question that Ori and the Blind Forest’s soundtrack played a role in building players’ emotional connection to the cast and, fortunately, Coker has returned to compose the music for Will of the Wisps as well. Much like the game in general, this time there’s a bigger budget and more resources to bring this soundtrack to life. Most notably, “a real choir used for scenes where [they] really need[ed] an emotional impact” and the opportunity to record with 72 musicians from the Philharmonia orchestra in what Coker referred to as “one of the best studios in the world,” Air Studios in London, where the soundtracks for popular films such as Inception and Interstellar were recorded.

In addition to new mechanics, players can look forward to a wider array of music than the previous game. “I’ve [played] thousands of hours… to learn the flow [of Ori and the Will of the Wisps], says Coker, “each environment has at least two [musical] loops [but] usually three or four and sometimes five… they’re not totally different pieces of music; they’re more like suites of music tracks [for each] environment so they’re all related but develop organically.”

Choice and Customization

What stuck out the most to me was just how many choices I had in how I wanted to experience the world. Following in the footsteps of Ori and the Blind Forest’s Definitive Edition, Ori and the Will of the Wisps has three difficulty settings to tailor the experience. This is just one of the many additions meant to cater to a wider range of players.

Don’t worry though, Will of the Wisps maintains its challenge while managing to remove some frustrations in the process. Chiefly, autosaves at checkpoints have replaced manual saves in which players had to remember to create a Soul Link. It’s a very welcomed quality of life improvement.

That change does a lot, like freeing up a facebutton that can now be mapped to a weapon from Ori’s extended arsenal. And you’re going to need that slot considering weapons can be purchased and upgraded with in-game currency, so there are more options than ever.

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Player choice goes a step further with Wisps’ Spirit Shard system. Instead of a traditional skill tree you can select up to three Spirit Shards – more Shard slots can be unlocked in the future – that give you different perks or abilities. While exploring I found, earned, and used shards like Magnet to draw nearby items to me automatically, but I used Resilience to reduce incoming damage during the boss encounter by ten percent. Shards can even be used to raise the stakes. For instance, the Reckless shard increases damage dealt and taken by 15%, opening the door to a high risk/high reward playstyle.

“Whatever your preference there will be a way to defeat [a] boss whether you only want to play with the sword or you only want to stick with a certain shard,” says Coker, “there’s even an achievement for completing the game with no shards at all.”

Combat

Some unfriendly faces have returned and using the environment and your enemies’ own strengths against them is still a big part of the battle and one of the most engaging aspects of any fight. Like the original Ori, I still love getting a foe to stun themselves by dodging at just the right time, or knocking them back so they fall to their death or directly into a pile of spikes… also to their death.

Maps can be purchased with in-game currency and even show your most recent path but there were still moments where I felt a little turned around. That nagging question occasionally crept up: Am I going back where I came from because I need to or because I messed up? Fast Travel points still exist but they’re better for general backtracking rather than first-time traversals.

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Though it’s too soon to say based on the first two hours of the game, but all the combat options afforded to you may make for some dull boss battles. Because every boss can be defeated using whatever tools a player wants there seems to be a bit less freedom there to design encounters that challenge all playstyles. For example, fighting the giant beetle boss toward the end of my playthrough was just a matter of patience and dodging some dull waves. There was some challenge, sure, but because every kind of player and every weapon needs to be able to take it down, it felt very straightforward and didn’t offer much in the way of intrigue.

Fortunately, Will of the Wisps’ environmental puzzle-solving remains promising and strikes that delicate balance of being easy enough not to bring the adventure to the halt while still giving you a feeling of accomplishment for figuring it out.

Platforming

Ori and the Will of the Wisps shines in making traversal a blast. I’m compelled to crawl up every wall (easy to do with the Sticky Spirit Shard), swing on every branch, and carefully comb over every section and that’s a crucial part of any good Metroidvania. The more I play the more enamored I become with the different acrobatics I can pull off by combining abilities and unlocking Spirit Shards.

Will of the Wisps’ is designed to give me just the platforming playground I want and I was constantly pushing myself to get every item in sight, especially if it required a little finesse to reach.

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Double jumping through the air before dashing to a wall and kicking off to reach an even higher spot is a joy and downright beautiful to watch thanks to Ori’s graceful animations. Seeing Ori spin around a bamboo branch to gain momentum brought me back to the era of PS2 mascot platformers.

And while there are plenty of new things to enjoy in Will of the Wisps, some of the best parts are elements returning from Blind Forest – specifically Bash, which allows you to propel yourself in any direction and send whatever you’re propelling off of in the opposite direction (including enemy projectiles!).

While I have a few minor gripes with Ori’s new direction in Wills of the Wisps, the overall platforming looks as good as it feels and I can’t wait to see what else is waiting in this new forest when Ori and the Will of the Wisps leaps onto Xbox One and PC on March 11, 2020.

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Janet Garcia is IGN’s Associate Guides Editor. You can follow her on Twitter @Gameonysus as she tries to make her way through the Game Pass library. 

Ori And The Will Of The Wisps – First 20 Minutes Of Gameplay

Ori and the Will of the Wisps is the follow-up to the 2015 narrative-focused Metroidvania starring a forest spirit exploring a dangerous, yet beautiful world. Ori and the Blind Forest possessed an emotional story where the titular character would eventually find the strength within to overcome their dangerous foes and reunite with its closest allies. Blending fast-paced combat and travel mechanics, it made for an exciting and visually stunning journey to dive into, which culminated in a satisfying conclusion that pulled on the heartstrings.

With the sequel approaching its March 11 release on Xbox One and PC, we had the chance to get some hands-on time with the game. In this gameplay video, we show off the opening of Will of the Wisps, which sets up what’s to come in Ori’s next adventure. After being separated from their family, and finding them lost in a new world outside of Nibel Forest, Ori must reacquire their skills and take on new abilities to face off against the foreign land’s dangers. Along the way, Ori will connect with the Wellspring’s many inhabitants, who will come to be Ori’s closest allies in the adventure.

There was a lot to take in from the opening hours of Ori and the Will of the Wisps. If you’re interested in learning more about what we played from the opening hours of the game, check out GameSpot’s written impressions detailing what’s to come with the sequel.

Star Wars: Battlefront 2’s Next Huge Update Detailed, See The Patch Notes Here

Star Wars: Battlefront II developer DICE has detailed the next major update coming to the game. The Age of Rebellion update, which launches on February 26 for PS4, Xbox One, and PC, includes new co-op locations, the Ewok Hunter and ISB Agent 4 characters, four new weapons, improvements for Hero characters, and two new Heroes vs. Villains maps, among other notable changes.

The Age of Rebellion update is themed around the original Star Wars trilogy. Starting with the new special units, the Ewok Hunter is a special version of the Ewok who carries a bow (with dual firing modes) and can use a “Valiant Horn” that can be blown to improve attacks and increase damage resistance. The Ewok Hunter can also throw Wisties at enemies to burn them.

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The ISB agent, meanwhile, is a dual-wielding character who carries two RK-3 blasters. The character can also run extra fast and receive limited damage when the Assault Training ability is activated. She also has an Imperial Intel ability that scans the nearby area and reveals the location of the closest enemies.

Outside of the new characters, the Age of Rebellion update introduces seven new locations for co-op, including Yavin, Death Star II, Endor, Hoth, Tatooine, Kessel, and Jabba’s Palace. The new weapons added in the update include the E-11D medium-range blaster, the DL-17 short-range pistol, the T-21 heavy blaster, and the Cycler rifle for long-range shooting. These four weapons can be unlocked by completing certain challenges in co-op.

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The Age of Rebellion update also makes changes to a range of heroes, most notably to Leia, and specifically her E11 blaster. This weapon has been buffed with increased start damage from 32 to 36 and end damage from 17 to 19. The weapon’s recoil has been reduced, too, while the blaster fire spread is also reduced.

The two new Heroes vs. Villains maps, meanwhile, are MC85 Star Cruiser and Resurgent-Class Star Destroyer. This is just a small sampling of the high-level changes. You can see the full Battlefront II Age of Rebellion patch notes below, as posted by DICE.

Battlefront II Age of Rebellion Patch Notes

RELEASE NOTES

  • Co-Op is now available on the Age of Rebellion (Endor, Death Star II, Hoth, Yavin 4, Kessel and Tatooine – Mos Eisley and Jabba’s Palace), as well as on Age of Republic Capital Ships (Republic Attack Cruiser and Separatist Dreadnaught).
  • Two new Reinforcements, the Ewok Hunter for the Rebel Alliance and the ISB Agent for the Galactic Empire, are now available.
  • Heroes Vs. Villains is now available on MC85 Star Cruiser and Resurgent-class Star Destroyer.
  • Hero Showdown is now available on new maps (MC85 Star Cruiser, Resurgent-class Star Destroyer, Republic Attack Cruiser and Separatist Dreadnaught, Felucia).
  • New weapons for Trooper Classes (E-11D for Assault Troopers, T-21 for Heavy Troopers, DL-18 for Officers and Cycler Rifle for Specialists) are now able to be unlocked through Milestones.
  • Updated the default appearances for: Imperial Rocket Trooper, Rebel Rocket Jumper and Wookiee Warrior. Legacy appearances are available as unlocked alternatives.

QUALITY OF LIFE

  • Changes the map layout for improved Heroes Vs. Villains and Hero Showdown gameplay on Yavin 4 and Geonosis.
  • Vehicle units are added as AI players on certain maps on Instant Action (Geonosis, Kashyyyk, Naboo, Felucia, Ajan Kloss)
  • Friendly AI can spawn as Heroes on Instant Action
  • Players can now spawn on AI as fellow squad members on Instant Action.
  • Various visual updates on the Scoreboard. Character levels are now shown on the scoreboard.
  • Major visual updates on the PC Chat window. The window is now positioned at the top right corner of tje screen and included in a vertical stack of three widgets: Network status, PC Chat, Kill and Event Log.

UI – NEW HUD OPTIONS

Added new options in the Options / Gameplay / HUD section:

  • Weapon Heatbar Vertical Position (Default / Below Crosshair)
  • Radar (Default / No Outline / Off)
  • Squad List (Default / Only Icons / Off)
  • Player Bar (Default / No Outline / Off)
  • Abilities (Default / No Outline / Off)
  • Name Tags (Default / No Outline / Off)
  • Game Mode Progress (Default / Off)
  • Challenge Progress (Default / Off)
  • Rank Up Celebration (Default / Left Side / Right Side / Off)
  • Added additional option to the Kill Message setting (Default / Medium / Small / Legacy / Off).

HERO CHANGES

  • Added Dual zoom to the Blaster weapons of Iden Versio, Bossk and Finn.
  • Added visual information to show that certain Hero abilities can be cancelled (Han Solo’s Sharpshooter, Bossk’s Predator Instincts, Leia Organa’s Rapid Fire and Chewbacca’s Furious Bowcaster).
  • Fixed an audio issue where the Lightsaber ignition sound would not trigger when a Lightsaber was activated by an ability.
  • Fixed an issue where players could interrupt Hero abilities with melee attacks.
  • Fixed an issue where opponents could be seen briefly hanging in mid-air, if being electrocuted right when they were about to fall.
  • Fixed various visual issues with the footprints and trails of General Grievous, Yoda, BB-9E and BB-8.

BB-8 AND BB-9E

  • Increased the support ability score reward for the BB units from 2 to 4.
  • Fixed an issue where casting certain effects on the BB droids while using their abilities, could cause the death of seemingly random AI players.
  • Fixed an issue where placeholder VO would trigger when BB-8 and BB-9E would encounter an enemy Hero.
  • Fixed an issue where BB-8’s moving animation could break if BB-8 gets interrupted after using the Rolling Charge ability.
  • Fixed an issue where a Milestone for BB-8 would reward the wrong emote.
  • Fixed an issue where the “Effortless” milestone description for BB-9E would mention rewards using work-in-progress names.

LEIA ORGANA

  • Fixed an issue where Leia would not be able to zoom with her weapon during the Rapid Fire ability.

Abilities

  • Flash grenade is replaced by Thermal detonators: Leia can throw, up to three, thermal detonators that will explode after 0,85 seconds. This ability enters cooldown when all three detonators have been thrown.
  • Leia’s Squad shield is now Healing 5 health every second.

Star Card Blinded

  • BLINDED changed to FEARLESS
  • Description: The blast radius of THERMAL DETONATORS is increased.
  • Effect: INCREASED BLAST RADIUS

Star Card Blinded Reveal

  • Star card BLINDING REVEAL changed to HANDY DEVICE
  • Description: The cooldown of THERMAL DETONATORS is reduced.
  • Effect: REDUCED COOLDOWN

Balancing tweaks

  • Increased E-11 start damage from 32 to 36.
  • Increased E-11 end damage from 17 to 19.
  • Increased E-11 the start distance for Damage fall off from 5 to 20.
  • Increased E-11 the end distance for Damage fall off from 10 to 40.
  • Reduced E-11 Recoil.
  • Reduced E-11 blaster shots spread.

Milestones

  • BLINDING FLASH GRENADE changed to PLENTY OF EXPLOSIONS.
  • Description: Defeat 30 enemies with Leia’s Thermal detonators.

CHEWBACCA

Chewbacca’s Bowcaster

  • When not scoped: The three bolts are clustered in a triangle, instead of a horizontal line.
  • When scoped: One powerful shot that allows Chewbacca to be more efficient at long distance, instead of the three horizontal shots clustering.
  • When using furious bowcaster while not scoped: 5 bolts, in a larger circle
  • When using furious bowcaster while scoped: 5 bolts, in a cross, tighter than not scoped.
  • Fixed an issue where Chewbacca’s Bowcaster could get disabled during the entirety of Boba Fett’s Concussion Rocket ability.

BOBA FETT

  • Fixed an issue where Boba Fett’s Acute Concussion Star Card would not accurately extend the duration of the Concussion Rocket ability.

Abilities

  • Changed Boba Fett’s Concussion rocket to integrate the BLASTER DISABLER functionality. The ability now disables blasters for 1.2 seconds when concussed.

Star Cards

  • BLASTER DISABLER changed to AUGMENTED GEAR
  • Description: If CONCUSSION ROCKET hits more enemies, Boba Fett’s jetpack regenerates more fuel.

REY

  • Fixed an issue where Rey’s right eye would not show in its correct position during an emote.

ANAKIN SKYWALKER

  • Fixed an issue where the damage reduction from Heroic Might could occasionally remain after the ability was over.

LUKE SKYWALKER

  • Fixed an issue with textures popping on Luke Skywalker’s hair while he is idle, wearing the Yavin Ceremony and Farmboy appearances.

IDEN VERSIO

  • Improved Iden’s Pulse Cannon ability. Players can now fire while aiming from the hip, as well as fire at any time during the charge up. Even if the shot does need to be fully charged, a charged shot does a lot more damage.

KYLO REN

  • Community feedback – The last hit of Kylo Ren’s Frenzy ability will now apply damage, even if a Lightsaber enemy is blocking.

GENERAL GRIEVOUS

  • Fixed an issue where Grievous’ Unrelenting Advance animation would sometimes not be visible to other players.

GAME MODE AND MAP CHANGES

SUPREMACY

  • Updated the Resistance-controlled AT-ST on Supremacy – Ajan Kloss to “Scavenged AT-ST” to make it more easily differentiated.
  • Fixed an issue where the capture area of Command Post A on Supremacy – Felucia would show up misaligned on the radar.
  • Fixed an issue that would cause the names of friendly boarding players to show up in the action log with the wrong color.
  • Fixed an issue where the UI outline on the objectives on Capital Ships would not always be visible if boarding a Capital Ship more than once in a match.
  • Fixed an issue where the Starfighters fighting in the background in Supremacy and Co-Op (Age of Resistance) would be from the wrong era.
  • Fixed an issue where previously marked objectives would remain targeted, even when switching phases.
  • Fixed an issue where the objective markets on the Separatist Dreadnaught would disappear, after destroying the first objective.
  • For balancing reasons, we reduced the amount of Flame Troopers available on MC85 Star Cruiser to two.

CO-OP

  • Tweaked the Out Of Bounds area in the 1st Phase of Co-Op – Defend on Takodana to allow retreating to the castle.
  • Updated the Co-Op mode description to include the defending of Command Posts.
  • Fixed an issue where a number of AI would be suddenly dying during Phase 3 on Co-Op – Ajan Kloss.

INSTANT ACTION

  • Added note that performance can be impacted if a user selects a high count for AI.
  • Implemented limit in how frequently friendly and enemy AI Heroes and Reinforcements are allowed to spawn.
  • Fixed an issue with audio being cut during the End-Of-Round screen on Instant Action.

Added new Frontend options for Instant Action:

  • Enemy Hero Count (slider)
  • Friendly Hero Count (slider)
  • Enemy Reinforcement Count (slider)
  • Friendly Reinforcement Count (slider)
  • Enemy Vehicle Count (slider)
  • Friendly Vehicle Count (slider)

STARFIGHTER ASSAULT

  • Removed the era-associated costs for Hero Ships on Starfighter Assault. All Hero Ships on Starfighter Assault will now cost the same number of Battle Points.
  • Fixed an issue where stray assets would be visible near the horizon when the user approaches the Out-Of-Bounds barrier on Starfighter Assault – Kamino.

HEROES VS. VILLAINS

  • Fixed an issue where a player could briefly see their character before the End-Of-Round screen at the end of a Heroes Vs. Villains match on Felucia.

GALACTIC ASSAULT

  • Fixed an issue where the loading screen for Starkiller Base on Galactic Assault, would display the description for Strike mode.

MAP CHANGES

  • Fixed various collision issues, exploits and improved areas where players could get stuck in across a wide selection of maps (Geonosis, Kamino, Ajan Kloss, Felucia, Kashyyyk, Tatooine, Endor, Bespin, Hoth, Yavin, Crait, Naboo, Jakku, Takodana, Resurgent-Class Star Destroyer, Death Star II, Starkiller Base).
  • Fixed various visual and texture popping issues on Ajan Kloss, Geonosis, Kamino, Resurgent-class Star Destroyer, Takodana, Endor, Death Star II.
  • Fixed an issue where Lightsaber characters from the Light side could bypass certain Out-Of-Bounds areas on the Separatist Dreadnaught.
  • Improved VFX feedback when the AAT hits the invulnerable parts of the AT-TE on Geonosis.

CHANGES TO CLASSES AND SPECIAL UNITS

ARC TROOPER

  • Reworked the ARC Trooper’s dual wielding to fire both pistols with primary fire, and instead use secondary fire button to trigger Power Blast.
  • Replaced the Power Blast with Toggle Weapon, that allows toggling the pistols between slower rate of fire with high accuracy, to fast firing with bigger spread.
  • Tweaked damage output on primary pistols (Close Damage 30->34 | Far Damage 17->15).

ASSAULT

  • Fixed issue where the Assault’s Flash Pistol projectile would not flash the enemy.

SPECIALIST

  • Fixed an issue where Specialists would not always see enemies in thermal vision when activating the Thermal Binoculars on Endor.

OFFICER

  • Increased close damage for Blurrg-1120: 25->30.

CAPHEX SPY

  • Fixed an issue where the cooldown bar would not be visible after using the Rapid Fire ability.

OVISSIAN GUNNER

  • Reverted previous update where movement speed would be reduced when spooling up and firing the rotary cannon.
  • Fixed issue where firing the rotary cannon wouldn’t trigger controller rumble.

TX-130

  • Fixed an issue where the TX-130 would not receive the right amount of Battle Points.

AT-ST

  • Reduced the Battle Points multiplier of the AT-ST from 60% to 50%.

AERIAL

  • Fixed an issue where the camera would get stuck in a different position after an Aerial unit would perform the Jetpack Dash ability.
  • Fixed an issue in an effort to reduce risk of Aerial units being affected by minor obstacles when performing Jetpack Dash.
  • Updated rocket launcher icon to the missile icon, since it more closely reflects the ability than the previous version, that was the MPL launcher.

JET TROOPER

  • Reduced damage from primary pistol (Close damage 50->45 | Far Damage 33->10)
  • Made pistol fully automatic.

REBEL ROCKET-JUMPER

  • Replaced A280 (burst weapon) with A280C (automatic weapon) for improved combat efficiency.

IMPERIAL ROCKET TROOPER

  • Replaced the RT-97C blaster with an E-11 for improved combat efficiency.

DEATH TROOPER

  • Updated the blinding effect of the Sonic Imploder ability to be concussion based, and increased effective range to 10 meters.
  • Replaced the DLT-19 Heavy Blaster with the E-11D Blaster Rifle.
  • Updated Overload to no longer have movement reduction.

WEAPONS

  • Fixed an issue where applying weapon mods would not correctly update the animation for those weapons.

MILESTONES

  • Rearranged Trooper Milestones to ensure the newest milestones appear at the top.
  • Updated A280 milestones to use the correct weapon icon (was previously using the A280C).

AI PLAYERS

  • Fixed an issue where the AI in Supremacy – Age of Resistance would be seeing carrying weapons from the wrong era.
  • Fixed an issue where AI would not spawn as BB-8 and BB-9E as frequently as other Heroes.
  • Fixed an issue with the jump timing of the AI version of Chewbacca.

GENERAL CHANGES/MISC

  • Fixed an issue that could cause rubberbanding when the player is dashing away after being close to a Lightsaber opponent making the first charge.
  • Removed the ability to buy Crystal packs in-game for owners of the Celebration Edition.
  • Fixed a localization issue where the Supremacy mode description in German would overlap with other info on screen.
  • Fixed an issue where some models would animate with low FPS while certain Arcade – Battle Scenarios previews were showcased
  • Updated the availability of certain cosmetic items from “Available in Crates” to “Available through Milestones”.
  • Improved visibility of weapon stats under certain colorblind profiles.
  • Fixed an issue where Heroes would sometimes appear with barely closed eyes in the Frontend menu.

KNOWN ISSUES

  • Visual issue where high numbers are inaccurately shown under the “PLAYER DAMAGED” score event, after defeating an enemy.

GameSpot may get a commission from retail offers.

The One Punch Man Game Is Getting A Season Pass–Here’s The First DLC Character

One Punch Man: A Hero Nobody Knows releases on February 28, and Bandai Namco has released a launch trailer to prepare players for Saitama’s amazing power. The trailer, amusingly, is a compilation of the eponymous One Punch Man beating every other character with a single punch.

You won’t need to worry too much about whether this completely unbalances the game, though. Players who pick Saitama as one of their two fighters must survive long enough to actually use him, as it takes a while for him to arrive at the battlefield thanks to the “Hero Arrival” mechanic.

The launch trailer is below, and at the end it reveals that the game will get a season pass, introducing four new fighters post-launch.

The first fighter, coming in April, is Suiryu. In the anime, Suiryu fought Saitama in the Super Fight Tournament, and was rather boastful of his martial arts abilities. Saitama defeated the fighter by slamming his hip into him.

One new fighter will be added in spring, and then two more in summer. You can see their silhouettes at the end of the trailer, and series fans might have some good guesses at who the other characters will be.

Another major anime fighting game is also getting new DLC soon, with Kefla joining Dragon Ball FighterZ on February 28.

GameSpot may get a commission from retail offers.

Looking to hone your skills? Check Out Our Summer Internships!

Hello there! We are excited to announce IGN’s paid internship programs ( also known as Code Foo ) for the summer of 2020!

For the past nine years, IGN has run a paid internship program called Code Foo for aspiring software developers, designers, and project managers, and it’s all led to this. Code Foo 10!

This year’s program will run from June 15th to August 7th. You must be eligible to work in the US. The application will go live within the week!

During the internship, our goal is to not only give you a hands-on, mentored experience, but also to assist you in your growth as a professional. You’ll have the chance to work on a variety of projects, including our core IGN website, mobile apps, and internal CMS systems. Working along side us as core IGN team members, you’ll be involved with the planning, design, and execution of real IGN projects. You’ll get meaningful hands on experience, and hopefully learn a lot along the way.

A resume is not required. We’d rather just see what you can do. For this reason we use an application process that tests your relevant skills, and allows you to showcase your passion for IGN. This means aspiring software developers, designers, and product managers of all levels can (and should!) apply. So no matter your field, we’d love to see what you can do!

If you would like to get an idea of what the application might look like, feel free to check out those from previous years:

Code Foo 2019

Code Foo 2018

Code Foo 2017

Keep an eye out for more details, and watch for this year’s application to go live this week!

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Alex is a Software Engineer for IGN. He previously was an intern for Code Foo 2016.

Star Wars: The High Republic Explained

Lucasfilm is set to explore a brand new piece of the Star Wars saga. The recently announced Star Wars: The High Republic is a multi-pronged publishing initiative that will shed light on the galaxy 200 years before the events of the prequel trilogy. In the process, readers will learn about a dark event known as the Great Disaster and see the Jedi confront an enemy called the Nihil.

What is the High Republic, and how exactly does it fit into the ever-growing Star Wars mythos? Read on to learn more about this new saga. The topics covered in this article include:

  • What Is the High Republic?
  • What Do We Know About the High Republic Era?
  • High Republic: Every Story Revealed
  • The Heroes of the High Republic
  • Yoda and the Sith in the High Republic
  • Will There Be a High Republic Movie?

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What Is the High Republic?

For the vast majority of the known Star Wars timeline, the galaxy is governed by the Galactic Republic. As we saw in the Star Wars prequels, the Republic is ruled by a Galactic Senate featuring representatives from hundreds of worlds and presided over by a duly elected Chancellor. The Jedi Knights were charged with maintaining peace and order in the Republic, right up until they were wiped out at the end of the Clone Wars and the Republic transformed into Palpatine’s Empire. And when the Empire was defeated, Princess Leia and her allies spearheaded the New Republic modeled on the original (now referred to as the Old Republic).

So what exactly is the High Republic? This isn’t a separate government, but rather a term used to refer to a specific golden age in Old Republic history. The distant past of the Star Wars timeline is dominated by destructive conflicts between the Jedi and enemies like the Sith and the Mandalorians. But the High Republic is a period marked by relative peace and prosperity. In this era, the Jedi believe they’ve finally vanquished the Sith and brought order to a chaotic galaxy. But that doesn’t mean there aren’t other challenges and new enemies waiting to be revealed.

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What Do We Know About the High Republic Era?

The High Republic reveal is interesting given how little we actually know about this piece of the Star Wars puzzle. The current, Disney-approved Star Wars timeline features very few stories set before the time of the prequel movies. And even the classic, non-canon Legends universe rarely ventured into this territory. Many Legends stories look back thousands, not hundreds, of years in the past, detailing the many wars between the Jedi and Sith, as seen in comics like Star Wars: Tales of the Jedi and the Knights of the Old Republic video games.

The movies even seem to contradict each other in terms of how long ago the Republic was established. In the original Star Wars, Obi-Wan Kenobi tells Luke, “For over a thousand generations, the Jedi Knights were guardians of peace and justice in the Old Republic.” However, in Episode II Palpatine vows, “I will not let this Republic that has stood for a thousand years be split in two!” [Arrested Development voice: “He did.”]

The Legends universe explains this apparent discrepancy through an event known as the Ruusan Reformation. After the end of a conflict known as The New Sith Wars, where the power-hungry Darth Bane orchestrated the deaths of most of the galaxy’s Jedi Knights and Sith Lords, the Republic was dramatically reshaped to become more like the governing body seen in the prequel movies. The Galactic Republic may be roughly 25,000 years old, but the peaceful, democratic Republic Palpatine referred to only truly existed in those final thousand years. That era is now known as the High Republic, with the term first uttered by Lor San Tekka in Star Wars: The Rise of Kylo Ren #2.

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Exactly how much of this backstory remains in effect in the Disney timeline is unclear. Lucasfilm has yet to firmly establish whether stories like Knights of the Old Republic and the Darth Bane novels still have a place in the new timeline. However, Star Wars: The Clone Wars officially inducted Darth Bane into the Star Wars canon, while Revan is mentioned in the Star Wars: The Rise of Skywalker Visual Dictionary. Meanwhile, new rumors of a Knights of the Old Republic remake suggest Disney is interested in keeping that fan-favorite story in place. This all suggests the broad strokes of Old Republic history remain.

Whatever the case, the main thing we know about the High Republic era is that it’s a time when the Jedi are flourishing and believe their Sith enemies have been defeated. While this era always seemed to be uneventful, the novels and comics that comprise the High Republic storyline will reveal this was anything but the case. As Lucasfilm publishing creative director Michael Siglain teased, “Star Wars: The High Republic features the Jedi as we’ve always wanted to see them — as true guardians of peace and justice. This is a hopeful, optimistic time, when the Jedi and the Galactic Republic are at their height. But of course, into this glorious new era something wicked this way comes.”

High Republic: Every Story Revealed

As we mentioned, the High Republic is more than just one story; it’s a larger initiative uniting many of Lucasfilm’s new comic book and novel releases in 2020 and beyond. The story of the High Republic will be told in multiple publishing phases, with the first phase being dubbed “Light of the Jedi.” That also happens to be the name of writer Charles Soule’s novel, which officially kicks off High Republic when it launches on August 25, 2020.

From there, Lucasfilm has revealed two more novels – Claudia Gray’s YA-focused The High Republic: Into the Dark and Justina Ireland’s junior novel The High Republic: A Test of Courage – as well as an unnamed Marvel Comics series from writer Cavan Scott and IDW Publishing’s The High Republic Adventures by writer Daniel José Older.

These various projects don’t necessarily all tell one chronological story. The goal is more to give different creators the opportunity to tell stories within this new status quo and enjoy a level of freedom not really seen in the books and comics more closely intertwined with the Star Wars movies. The emphasis on phases implies there will be a definite sense of progression over time, but we don’t get the impression readers need to read every single High Republic book to get a complete story, especially given that the books target different age groups.

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The Heroes of the High Republic

While there’s no one central protagonist a la Luke Skywalker, Lucasfilm is teasing a “core group of heroes that will expand” over the course of High Republic. That cast will include an appropriately Star Wars-y mix of Jedi, smugglers, bounty hunters and droids. Even as the Republic itself prospers, these stories will explore the many outlying systems not under Republic protection, with some Jedi characters described as “Texas Rangers” tasked with patrolling lawless regions.

These early books focus mainly on a new cast of Jedi Knights like Wookiee hero Burryaga Agaburry and human Avar Kris. Marvel’s unnamed series will focus on a newly promoted Jedi sent to a remote space station when the Great Disaster unfolds. These Jedi are being compared to the Knights of Camelot, with several even wielding lightsabers with broadsword-esque hilts. The Camelot comparison may also imply these Jedi will meet a tragic end, just as King Arthur and his utopian realm were undone in the end.

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Yoda and the Sith in the High Republic

Lucasfilm hasn’t yet revealed whether any familiar Star Wars characters might appear in these stories. Obviously, the setting prevents much overlap with the movies, though we have to imagine the long-lived Jedi Master Yoda will have some part to play. We’ll probably see a younger, more spry Yoda guiding the Jedi through the fallout of the Great Disaster. It’s worth remembering that The High Republic was initially code-named Project Luminous, a title inspired by one of Yoda’s most iconic lines in The Empire Strikes Back.

Given the long lifespan of Yoda’s species, it’s possible fellow Jedi Master Yaddle will also appear in some of these stories. The same goes for Jabba the Hutt.

In general, it doesn’t appear as though the Sith will play a major role in the High Republic, even though we know Darth Bane’s successors are in hiding and planning their slowly gestating revenge. It wouldn’t make sense to bring the Sith out of hiding when the Jedi still believe them to be extinct leading up to The Phantom Menace. Still, it’s possible the Sith could turn out to have a secret hand in the Great Disaster, with the High Republic potentially canonizing Legends characters like Darth Tenebrous or shedding light on Palpatine’s mysterious master Darth Plagueis.

At the very least, we wouldn’t be surprised to see Soule include his creation Lord Momin in some of his High Republic stories. Previously featured in several of Soule’s Star Wars comics, Momin is an artistically inclined Sith Lord who managed to imprint his consciousness in his helmet and achieve a measure of immortality. His debut may have been an early tease for High Republic.

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Will There Be a High Republic Movie?

So far, Lucasfilm has revealed several comics and novels forming the early backbone of High Republic. Will this story eventually expand to other media? Might we see a High Republic-themed movie or Disney+ series?

The answer appears to be no. When High Republic was announced, Lucasfilm clarified this story “will not overlap any of the filmed features or series currently planned for production, giving creators and partners a vast amount of room to tell Star Wars stories with new adventures and original characters.”

The goal with this initiative is specifically to give authors and comic creators a freedom not found on more traditional Star Wars projects. To date, most books and comics published in the Disney era have been closely connected to the movies and tasked with filling in blanks rather than exploring vast, unexplored stretches of the Star Wars timeline. The High Republic initiative gives writers a blank canvas on which to paint without fear of clashing with upcoming movies and TV projects. It’s one of several areas in which Lucasfilm is expanding beyond the scope of the Skywalker Saga, along with the rumored Knights of the Old Republic-inspired movie, Rian Johnson’s planned Star Wars trilogy and the ongoing saga of The Mandalorian.

Given how closely intertwined the Star Wars universe has become, it’s possible we’ll see the characters and events of The High Republic referenced in future movies and TV projects. But if you want to experience this saga firsthand, you’ll need to crack open a book.

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Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on Twitter.