What We Do in the Shadows Is Arrested Development But With Vampires, Kinda

What We Do in the Shadows is available to stream on Hulu or FX Now.

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To some, vampires might feel incredibly played out. I was in that camp until What We Do in the Shadows came along. Before we dive in, an important distinction: I’m talking about the FX TV series. There’s a feature film of the same name from Jemaine Clement and Taika Waititi that is wonderful and deserves your attention, but that’s not what we’re talking about right now.

Binge It! Clone High Is the Funniest High School Comedy You’ve (Probably) Never Seen

Speaking of which, Clement and Waititi are still involved as writers and occasionally direct episodes of the series. And their brand of dry and quirky humor is keenly felt throughout the episodes, but we’ll get to that later.

What We Do in the Shadows is a mockumentary that focuses on four vampire roommates – Nandor, Nadja, Laszlo, and Colin Robinson – who try their best to navigate the American life of modern-day Staten Island. They’re joined by their human familiar, Guillermo, who acts as a liaison for the vampires, explaining the mysteries of conventional human life all while doing their laundry and making sure they’re fed – aka bringing them humans to eat.

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The series feels equal parts 3rd Rock From the Sun, in the way that the vampires are so vampire-like it prevents them from fully assimilating to human life, and Arrested Development, for its brand of comedy and joke payoff. Don’t be mistaken though: What We Do in the Shadows doesn’t dwell solely in the realm of humanity.

In addition to acting human, Nandor, Nadja, Laszlo, and Colin all still have to navigate the politics of being a vampire which is surprisingly complex. They answer to a council, have to plan Vampire Orgies, and deal with other supernatural beings, like werewolves. (Those assholes).

What We Do in the Shadows takes everything to the furthest place possible, which is where a lot of the comedy is derived. It asks questions that a lot of supernatural lore establish, and through the four protagonists’ journeys, gives us answers. For example: Vampires drink blood. Where do they get the blood? How do they get the people to give them their blood? Who is dumb enough to get into a situation where a vampire could drink your blood? You get it. By not taking itself too seriously, the series offers a fresh look at vampires and the lore that accompanies them, all while packaged in some of the funniest bits I’ve watched in recent television.

Ultimately, the examination of mundane life through the absurdity of vampires is what makes this series so fantastic and provides some of the most comedic moments. I hate the term “laugh out loud funny” but it truly is the only thing that accurately describes just how hilarious this show is… and I didn’t want to use “gut-busting” because that just sounds gross.

It’s the perfect time to jump into the show because Season 2 just started on April 15 and it’s proving to be just as delightful as the first season.

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Binge It! is IGN’s recommendation series. Movies, TV shows, books, comics, music… if you can binge it, we’re here to talk about it. In each installment of Binge It!, we’ll discuss a piece of content we’re passionate about — and why you should check it out.

Apex Legends Season 5 Launch Trailer Releases Tomorrow

Tomorrow, Respawn will release the launch trailer for Apex Legends Season 5: Fortune’s Favor, which starts on May 12. Season 5 will add Loba to Apex Legends as a playable character, as well as a brand-new battle pass and Quests mode. When the launch trailer goes live, you can watch it below.

In the description for the launch trailer, Respawn writes, “When Revenant killed Marcos Andrade all those years ago, he left a loose end. Now she’s all grown up.” The trailer is scheduled to debut at 10 AM PT / 1 PM ET. The thumbnail suggests that, like previous season launch trailers, the Season 5 launch trailer will be a CGI cinematic, rather than gameplay.

Respawn has traditionally used Apex Legends’ launch trailers to showcase important story moments in the battle royale game’s overarching narrative. In-between these launch trailers, the developer fleshes out the lore of Apex Legends through Stories of the Outlands animated shorts, Twitter posts, in-game map changes, and battle pass rewards–it’s a rather fascinating way of telling an episodic story.

The first launch trailer established the Apex Games, showcasing how each legend has their own reasons for being there. The Season 2: Battle Charge launch trailer revealed how the flyers and leviathans destroyed Kings Canyon. In the Season 3: Meltdown launch trailer we see how the Apex Games are moved to World’s Edge while Kings Canyon undergoes repairs. Finally, the Season 4: Assimilation launch trailer details how Revenant broke free from Hammond Robotics control–an act that ultimately led to both him and Loba joining the Apex Games.

Though these trailers primarily focus on story, they have revealed new gameplay additions as well. The first launch trailer showcases Pathfinder using a HAVOC assault rifle, a firearm which hadn’t been announced for the game yet. The Season 2 launch trailer revealed the official design for Crypto, a playable character added in Season 3. The Season 3 launch trailer revealed a new playable legend that still hasn’t been announced yet.

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These Stormtrooper PC Gaming Accessories Are All Discounted For May The 4th

May the 4th is here once again, and to celebrate all of the Star Wars shenanigans, discounts on a bunch of merch, games, and movies are popping up all over the internet. The latest Star Wars Day deals come from Amazon. Razer’s selection of Stormtrooper PC gaming accessories have some sweet discounts, so if you’ve been looking to make your gaming setup look a bit more imperial, then this is your chance. We don’t expect these deals to last too long–as May the 4th celebrations only last a day–so be sure to act fast if you’re interested.

All of these products come with free Prime shipping, though some aren’t currently in stock. This means that you may have to wait a couple weeks before your order arrives. These discounts are joined by a ton of different sales and product reveals that encompass movies, games, toys, and so much more. Some of the best include the new Baby Yoda Funko Pops, a cute-and-cuddly Baby Yoda plush, and adorable Baby Yoda face masks. Yes, that’s a lot of Baby Yoda, but look at him: he deserves it. There are also some great deals on the Star Wars: Skywalker Saga box set and a huge Star Wars Steam bundle with 26 incredible games.

Razer BlackWidow Lite mechanical keyboard

$65 ($100)

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The BlackWidow Lite mechanical keyboard features silent orange key switches with O-rings that keep your typing from annoying anyone you live with or bleeding into your microphone. It also comes with a detachable cable and individual key lighting. It’s compact and a great option for bringing with you on the go.


Razer Atheris ambidextrous wireless mouse

$40 ($60)

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The Razer Atheris wireless mouse is ambidextrous, which means its shape works well for both left- and right-handed gamers. However, its extra side buttons are only easily reachable for right-handed users. The Atheris boasts up to 350 hours of battery life, 2.4GHz and Bluetooth wireless functionality, and a 7200 DPI optical sensor.


Razer Kraken gaming headset

$75 ($110)

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Razer’s Kraken gaming headsets are a solid pair of headphones for the price. They’re equipped with a noise-isolating cardioid microphone and software-capable surround sound. Razer’s headsets come in a variety of designs, though this Stormtrooper Edition is probably the nicest-looking one.


Razer Goliathus Speed gaming mouse pad

$22 ($35)

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Mouse pads are often afterthoughts, but a good-quality pad can make for a much more comfortable experience. The Razer Goliathus is long enough to hold both your keyboard and mouse.


Zelda: Breath Of The Wild, Sonic, Goose Game Included In Lego Ideas Submissions

The first Lego Ideas review class has been determined by the avid Lego creator community, and a staggering 26 new potential ideas have been sent to Lego’s design team. Some of these ideas include designs for The Legend of Zelda: Breath of the Wild, Untitled Goose Game, Sonic The Hedgehog, and more.

Lego Ideas gives anyone the ability to submit an idea for a new Lego product, with ideas that garner over 10,000 supporters within the review period (typically four months) being reviewed by Lego itself. This doesn’t mean that every design will be produced. Through interviews and discussions with designers, Lego selects projects that will move to production, with this batch having its results disclosed in Fall 2020.

The designs are impressive though, which you can see for yourself in the gallery below. The Breath of the Wild design features a recreation of Hyrule Castle, overrun with Ganon’s corruption. Sonic’s iconic Green Hill Zone is also recreated with a burst of color, and the goose’s mischievous antics look like they might translate over to smaller Lego sets quite well.

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There are additional designs for other popular properties too, including a great-looking set designed around The Iron Giant and the Indiana Jones film franchise. You can add your own voice to the comments of the announcement to further support your favorite designs, but most of the decision-making is now in Lego’s hands.

The results of the last Ideas batch are due soon, and includes its own Breath of the Wild set designed around the game’s numerous stables peppered in its open-world.

GameSpot may get a commission from retail offers.

Here’s Why Nintendo Chose Friend Codes Over Usernames 15 Years Ago

Since the launch of the Nintendo Wii, Nintendo has been using friend codes for adding online friends to your consoles. They’re a string of 12-characters that are difficult to remember by heart and a pain to enter, but have endured for over 15-years. The reason? They’re just easier than usernames.

That’s according to a leaked internal presentation from prior to the Wii’s launch, which has been uncovered as part of a larger Nintendo leak encompassing old source code, internal memos, and more. The slide about friend codes in particular is interesting, because it shows that there was a time where Nintendo was at least considering traditional users names for the Wii, and might have stuck with it from then on.

The slide (shared by Kinda Funny’s Imran Khan) shows that it clashed with Nintendo’s “comfortable” and “simple” principles at the time. The potential of duplicate usernames meant that it wouldn’t be simple enough for users to find a unique one without multiple attempts. Similarly, Nintendo saw the potential of users guessing other usernames and finding friends that way rubbed against the “comfortable” nature of online play they were aiming for.

And so, friend codes were introduced as the solution. Entirely unique to the account in question and impossible to guess at random, this solved the issues Nintendo had with usernames, and is likely why they’ve stuck with it for so long. Nintendo did move away from friend codes with the Wii U, using Nintendo Network IDs instead. Those accounts could be used to unify accounts on Nintendo 3DS and Switch too, but have been deactivated since thanks to security compromises.

Of course, since then many platforms have found ways around the two problems Nintendo pinpointed 15-years ago, so there’s hope still that one day you won’t have to squint at a close friend’s new code on future Nintendo hardware.

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Rainbow Six Siege Review (2020) – Smooth Operator

In Rainbow Six Siege, small tactical choices always lead to big consequences. Every round is a new lesson in what you could have done better, with your mistakes acting as a stern teacher. Taking these lessons to heart and adjusting your team’s strategy accordingly keeps each match feeling fresh and exciting, and a drip-feed of new operators, loadouts, and abilities constantly introduces new considerations. The thrill of seeing your plan succeed–whether that’s a collection of traps that stops the enemy in their tracks, a well-placed breaching hole that sets the stage for an ambush, or two operators’ abilities working together to pull the rug out from the opposing team–is what makes Siege not only a compelling shooter but one of the best examples of teamwork, tactics, and crack shooting out there.

Despite its evolution over the past four years, Rainbow Six Siege has always been a battle between attackers and defenders over a single objective. There are five operators per team, each with their own special gadgets that can be used to slow the attackers’ assault or poke holes in the defenders’ fortifications. Every round, attackers need to move in on a specific objective; depending on the mode, they’ll need to sneak in and extract a hostage, create a pathway to secure a specific room, or strategize carefully to defuse a bomb. Bomb is the quintessential Siege mode, as it makes every operator feel viable and balanced. Pushing the objective, finding an opening to plant the defuser, and then protecting said defuser gives the attacking side a steep, rewarding climb to victory, and it’s the defenders’ job to knock them down and keep them from reaching that summit.

Playing video games with friends is usually more fun than playing alone, and the benefits of communicating and working together make Siege a more enjoyable experience when playing with people you know. Thankfully, solo-queuing isn’t an entirely lost cause, as it’s not uncommon to find like-minded players interested in coordinating as a team, but you will inevitably come across players more interested in taking the objective on their own. Siege incentivizes teamwork, and when a group of players executes a coordinated assault on the garage in House or top floor of Kanal, it results in some of the most exciting moments you can experience in a team-based first-person shooter.

Siege isn’t all about shooting; there’s also a large focus on learning and utilizing each operator’s unique gadget to assist in taking or holding the objective. The attacking side’s abilities range from breaching reinforced walls and creating new doors to dismantling defender gadgets and using cameras to reveal enemy locations. Choosing the right operator and creating a good team of operators whose abilities work well together can make a heavily fortified room much easier to breach. For example, using Thatcher’s EMP grenades to destroy signal disruptors can give Thermite’s breaching charge the opportunity to create a door into the objective. Meanwhile Fuse’s barrage of explosives can force defenders into triggering Lion’s motion-detection drone.

On the defending side, operator gadgets consist largely of tools that slow the attackers’ pursuit of the objective or prevent it altogether. Mute’s signal disruptors cut out the use of any electronic gadgets, such as the recon drones and Thermite’s charges. On the other hand, there are gadgets that can incapacitate an attacker altogether. A well-placed welcome mat from Frost can trap an unsuspecting attacker, serving them up for a free kill shot after you hear that unmistakable clamp.

Siege does a great job with its gadget audio, with distinctive sounds that alert you to who you’re up against–Zofia’s impact grenades make a very distinct, almost hollow sound and can’t be mistaken for Ash’s breaching rounds or any of the other explosives. The gadgets are what make Siege’s combat distinct from other shooters, and while you’ll likely get into at least one firefight per round, using your gadget effectively to slow the enemy is just as rewarding as nailing that clutch headshot.

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While gadgets are what you’ll want to take full advantage of to achieve your goals, guns can’t be put by the wayside. Some firearms, like certain shotguns and LMGs, are powerful enough to take down barricaded doorways and create kill holes into the objective. Assault rifles and SMGs are capable of taking out barricades as well, but they’re often better suited for taking out the enemy. Each gun feels appropriately powerful for its type and size. This is particularly true for marksman rifles, which are capable of dropping an enemy in just a couple of shots. The recoil and sound each one makes fits the damage it deals on the other end–loud and lethal. Each gun has its own distinct power and handling, making the customization of your loadout as important to your overall strategy as your gadgets and approach to each situation.

Things don’t always go as planned since there’s a team trying to subvert your expectations with their own tools. There are multiple ways for both teams to pressure each other, and those who aren’t ready for it will be upended and eliminated. The attackers could be moving toward the objective cautiously, while the defenders plan to rush them, catch them off guard, and force them to slip out of this slower, more comfortable pace. The regular shift between slow-and-steady and heart-pounding immediacy is exhilarating, especially when just a few seconds can change the momentum of a match. The quieter moments require a calm hand; taking your time and waiting for the right moment can be nerve-wracking, but patience and proper execution with your teammates makes for exceptionally satisfying gunplay and teamwork, as you take out your opponents one by one and pull out a victory.

The regular shift between slow-and-steady and heart-pounding immediacy is exhilarating, especially when just a few seconds can change the momentum of a match.

No matter how prepared one is, a talented team can always pull the rug out from under their opponents’ feet. This constant uncertainty makes each round tense, exciting, and–in some cases–stressful. It’s like a horror movie in which you know there’s a monster in the house, you’re just not sure where it’s hiding or when it’s going to show up. However, if you know all of the places the monster could be hiding, then you’ll be ready to take your shot once it makes its move. In a horror movie, the protagonist is always better off in their home, a place they’re intimately familiar with and know the ins and outs of. Siege is the same way: Shooting is a crucial part, but learning each map, and the hiding spots that can conceal operators and traps, is as, if not more, important.

While you’re devoting time to the intricacies of each character, you’re breaching and defending different rooms across the game’s various maps, slowly learning their layouts: where the doors, cameras, and windows are, as well as where each wall and floor hatch leads to. You learn each map almost unintentionally, just by playing. The subtlety of Siege’s idiosyncrasies makes personal progress feel profound; knowing that you can see the top of a staircase from a certain window–likely learned from being shot from that same window–can give you the edge over a distracted team. And with Siege, everything you learn pays back in dividends, as knowing a map’s layout makes it easier to pick up new operators and put their gadgets to use on that map. Siege’s learning curve is not small, but it’s not particularly steep either. You’ll need to spend a long time learning the particulars, but it’s an outstanding journey with rewarding moments that’ll make you feel like you’re improving every match.

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Each operator is well-defined in their appearance, personality, and abilities, and while the game isn’t about their stories and interactions with their Rainbow Six squadmates, Siege characterizes its operators incredibly well, thanks to smart writing and in-match dialogue that gives you a peek into their world. Simple in-game lines that inform you of the match’s events also give you an idea of who the characters are–for example, Thermite letting his teammates know that he’s about to make a “big fucking hole” as he activates his breaching charges. Similarly, you understand the relationship between sisters Ela and Zofia, as the latter plays the role of a motherly sister, letting Ela know she’s not trying hard enough if Zofia happens to take her out during a match. These animated voice lines paint a picture of who each operator is and the world they’re a part of–Hibana even mentions her friend, Thermite, as she activates her X-Kairos pellets to make her own “big fucking hole.” Siege’s writing delicately balances the line between informative, colourful, and humorous, without being distracting and taking away from the match at hand.

Siege’s character development has been built over the past four years, as Ubisoft has improved its tactical team-based shooter from something that had a great base to start with into one of the best multiplayer experiences. Each new season has brought new reasons to keep playing Siege without it ever feeling stale. The introduction of new operators obviously brings new abilities to use or contend with, but it often changes how previous operators are viewed and approached as well–older characters have been given a new lease on life by becoming excellent counter-picks to newer DLC operators.

Siege has had its fair share of missteps, though the game we have today has ironed out many of them. Ubisoft has proven itself receptive and expeditious when it comes to dealing with the game’s issues, at times having removed entire gadgets–and the operator Clash–when gamebreaking exploits were found and abused. While it was disappointing to be without deployable shields for an extended period of time, it helped create an environment where cheaters couldn’t prosper and ultimately resulted in Siege becoming a stronger game.

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The operator balance is always being tweaked as well, which can cause certain operators to go in and out of favour. Weaker operators have received buffs in the way of damage increases or a change in gadget utility, making them more viable options than they once were. Alternatively, strong, highly-picked operators have seen the exact opposite. It can be frustrating when your favourite operator gets nerfed, but a lot of these changes have made overpowered characters fall in line without completely diminishing the satisfaction you get while playing them. When IQ’s frag grenade was removed from her loadout, I could no longer bounce her grenades off walls towards a crowd of electronic gadgets. This was disheartening at first, but their removal gave me the push I needed to learn and grow as a player, as I was encouraged to evolve my strategy with a new set of tools–now I don’t even miss them.

Several maps have also received updates, from slight changes to complete overhauls. Nearly all of Siege’s maps are excellent–except for that dang Favela–and these reworks have only improved their layouts. Like operator nerfs, it can be disheartening to see your favourite map lose the hallways you fell in love with, but it doesn’t take long to warm up to the changes. Some of the reworked maps are now among Siege’s best maps–Clubhouse and Kafe Dostoyevsky are a lot more enjoyable to attack and defend on since their interior renovations.

Ubisoft’s constant battle with toxicity has yielded some good results, and while it’s not perfect, it’s become a much more manageable issue that you no longer have to feel trapped by. In Siege’s text chat, racial and homophobic slurs, overzealous trash talk, and petty insults can make new players feel unwelcome. Thankfully, Ubisoft has been proactive in removing toxic players from its game with its own moderation and introduction of new tools that improve the overall experience. Friendly-fire reversal has caused a significant decrease in team-killing, as players are now able to police themselves, decide whether a specific instance of friendly-fire was intentional, and prevent a toxic player from causing any further damage–two team kills, intentional or not, also removes the player from said match. Chat filters have made it easy to avoid cross-team communication altogether, and as someone who enjoys his fair share of trash talk, the ability to turn off text and voice chat–per player or per team–makes Siege a less frustrating, healthier, and better experience, especially when playing alone. Nights that would end in anger and frustration over what another player said are now completely non-existent.

Ubisoft has proven itself receptive and expeditious when it comes to dealing with the game’s issues.

Of course, you can’t have a multiplayer game in 2020 without an in-game shop. Siege’s store has a deluge of cosmetic items of varying types, in addition to its roster of operators. Most headgear, uniforms, and skins can be purchased with the in-game currency, Renown–which isn’t difficult to earn, though it does take a fair amount of time. Operators can be purchased with Renown as well, with older operators costing less than newer ones. There are also some items that you have to purchase with real money, such as the annual operator pass and Elite uniforms that come with a bundle of unique skins, victory animation, and operator card. The cosmetics are beautifully designed, sometimes changing the entire motif of a specific operator. However, limited-time cosmetics and the recently implemented battle passes can cause you to play or pay more than you initially wanted or intended to. Thankfully, there’s nothing in these microtransactions that affects the gameplay or enjoyment thereof–Siege is rewarding enough on its own that you don’t need the satisfaction of cosmetic progress to keep you going. However, it’s still an unneeded carrot-on-a-stick that comes off more obnoxious than anything else.

Rainbow Six Siege has always been a game about making tactical decisions and dealing with their consequences, but with every new year of operators and changes, the options have been refined and increased to make for firefights that are as engaging as they are unpredictable. Learning the various operators and how to breach or protect a room with them can be a slow crawl, but Siege makes it easy to understand what your mistakes are, thanks in part to seeing both sides of every match. It rewards patience, persistence, and teamwork, and over the past four years, Siege has not only become Ubisoft’s crown jewel of multiplayer action but also one of the best first-person shooters ever made.

Now Playing: Rainbow Six: Siege Review (2020)

EA Play Live 2020: EA Announces Date And Time Of Its Big Summer Gaming Show

Gaming giant Electronic Arts has announced more details about its upcoming summer games showcase. EA Play Live 2020 will be held on Thursday, June 11, and it’ll be completely digital.

The show will stream on EA.com and other sources, including here at GameSpot, with the event kicking off at 4 PM PT / 7 PM ET. You can check out the logo for EA Play Live 2020 below.

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EA Play Live is an extension of EA’s previous EA Play events that were held surrounding the E3 gaming show in recent years. With E3 2020 canceled completely due to the COVID-19 crisis, EA is shifting its plans as well and launching this digital show.

EA has not provided a schedule of events so far, but that information should come in due course. EA’s previous EA Play events stretched out for multiple days, with fans and the press alike invited to a gathering to play upcoming games, watch presentations and tournaments, and hear directly from developers.

EA’s list of confirmed titles for 2020 include the usual slate of sports games, including FIFA 21, Madden NFL 21, and NHL 21. As for what might be announced at the event, EA is believed to be launching a new sports game soon, while there are also rumors of a “smaller, more unusual” Star Wars game coming from EA Motive. A new Battlefield game is also in development for release in 2021.

E3 2020 was originally scheduled to take place from June 9-11, but the ESA–the organization behind the annual expo–announced that this year’s show would be canceled due to COVID-19 pandemic. Other gaming events, such GDC 2020 and SXSW, have similarly been canceled or postponed over coronavirus concerns.

Even if E3 2020 had gone on as planned, the show would have been missing many of its biggest players. PlayStation had announced it would skip the event for the second year in a row, and iam8bit stepped away from its position as E3 2020’s creative director. Geoff Keighley, host of E3 Coliseum, also announced he would not participate in the event for the first time in 25 years. A handful of companies, such as Microsoft, Ubisoft, and Limited Run Games, have already announced their plans to explore digital alternatives to E3.

GameSpot will also be holding its own summer event this year called Play For All, a multi-week charity event that will feature gaming news, previews, interviews, and also raise money for COVID-19 relief efforts. You can learn more about GameSpot Play For All here.

EA Play Live 2020

  • When: Thursday, June 11, beginning at 4 PM PT / 7 PM ET
  • How to watch: The event will be streamed on EA.com and through a variety of sources, including here at GameSpot

Rainbow Six Siege Review (2020) – Smooth Operator

In Rainbow Six Siege, small tactical choices always lead to big consequences. Every round is a new lesson in what you could have done better, with your mistakes acting as a stern teacher. Taking these lessons to heart and adjusting your team’s strategy accordingly keeps each match feeling fresh and exciting, and a drip-feed of new operators, loadouts, and abilities constantly introduces new considerations. The thrill of seeing your plan succeed–whether that’s a collection of traps that stops the enemy in their tracks, a well-placed breaching hole that sets the stage for an ambush, or two operators’ abilities working together to pull the rug out from the opposing team–is what makes Siege not only a compelling shooter but one of the best examples of teamwork, tactics, and crack shooting out there.

Despite its evolution over the past four years, Rainbow Six Siege has always been a battle between attackers and defenders over a single objective. There are five operators per team, each with their own special gadgets that can be used to slow the attackers’ assault or poke holes in the defenders’ fortifications. Every round, attackers need to move in on a specific objective; depending on the mode, they’ll need to sneak in and extract a hostage, create a pathway to secure a specific room, or strategize carefully to defuse a bomb. Bomb is the quintessential Siege mode, as it makes every operator feel viable and balanced. Pushing the objective, finding an opening to plant the defuser, and then protecting said defuser gives the attacking side a steep, rewarding climb to victory, and it’s the defenders’ job to knock them down and keep them from reaching that summit.

Playing video games with friends is usually more fun than playing alone, and the benefits of communicating and working together make Siege a more enjoyable experience when playing with people you know. Thankfully, solo-queuing isn’t an entirely lost cause, as it’s not uncommon to find like-minded players interested in coordinating as a team, but you will inevitably come across players more interested in taking the objective on their own. Siege incentivizes teamwork, and when a group of players executes a coordinated assault on the garage in House or top floor of Kanal, it results in some of the most exciting moments you can experience in a team-based first-person shooter.

Siege isn’t all about shooting; there’s also a large focus on learning and utilizing each operator’s unique gadget to assist in taking or holding the objective. The attacking side’s abilities range from breaching reinforced walls and creating new doors to dismantling defender gadgets and using cameras to reveal enemy locations. Choosing the right operator and creating a good team of operators whose abilities work well together can make a heavily fortified room much easier to breach. For example, using Thatcher’s EMP grenades to destroy signal disruptors can give Thermite’s breaching charge the opportunity to create a door into the objective. Meanwhile Fuse’s barrage of explosives can force defenders into triggering Lion’s motion-detection drone.

On the defending side, operator gadgets consist largely of tools that slow the attackers’ pursuit of the objective or prevent it altogether. Mute’s signal disruptors cut out the use of any electronic gadgets, such as the recon drones and Thermite’s charges. On the other hand, there are gadgets that can incapacitate an attacker altogether. A well-placed welcome mat from Frost can trap an unsuspecting attacker, serving them up for a free kill shot after you hear that unmistakable clamp.

Siege does a great job with its gadget audio, with distinctive sounds that alert you to who you’re up against–Zofia’s impact grenades make a very distinct, almost hollow sound and can’t be mistaken for Ash’s breaching rounds or any of the other explosives. The gadgets are what make Siege’s combat distinct from other shooters, and while you’ll likely get into at least one firefight per round, using your gadget effectively to slow the enemy is just as rewarding as nailing that clutch headshot.

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While gadgets are what you’ll want to take full advantage of to achieve your goals, guns can’t be put by the wayside. Some firearms, like certain shotguns and LMGs, are powerful enough to take down barricaded doorways and create kill holes into the objective. Assault rifles and SMGs are capable of taking out barricades as well, but they’re often better suited for taking out the enemy. Each gun feels appropriately powerful for its type and size. This is particularly true for marksman rifles, which are capable of dropping an enemy in just a couple of shots. The recoil and sound each one makes fits the damage it deals on the other end–loud and lethal. Each gun has its own distinct power and handling, making the customization of your loadout as important to your overall strategy as your gadgets and approach to each situation.

Things don’t always go as planned since there’s a team trying to subvert your expectations with their own tools. There are multiple ways for both teams to pressure each other, and those who aren’t ready for it will be upended and eliminated. The attackers could be moving toward the objective cautiously, while the defenders plan to rush them, catch them off guard, and force them to slip out of this slower, more comfortable pace. The regular shift between slow-and-steady and heart-pounding immediacy is exhilarating, especially when just a few seconds can change the momentum of a match. The quieter moments require a calm hand; taking your time and waiting for the right moment can be nerve-wracking, but patience and proper execution with your teammates makes for exceptionally satisfying gunplay and teamwork, as you take out your opponents one by one and pull out a victory.

The regular shift between slow-and-steady and heart-pounding immediacy is exhilarating, especially when just a few seconds can change the momentum of a match.

No matter how prepared one is, a talented team can always pull the rug out from under their opponents’ feet. This constant uncertainty makes each round tense, exciting, and–in some cases–stressful. It’s like a horror movie in which you know there’s a monster in the house, you’re just not sure where it’s hiding or when it’s going to show up. However, if you know all of the places the monster could be hiding, then you’ll be ready to take your shot once it makes its move. In a horror movie, the protagonist is always better off in their home, a place they’re intimately familiar with and know the ins and outs of. Siege is the same way: Shooting is a crucial part, but learning each map, and the hiding spots that can conceal operators and traps, is as, if not more, important.

While you’re devoting time to the intricacies of each character, you’re breaching and defending different rooms across the game’s various maps, slowly learning their layouts: where the doors, cameras, and windows are, as well as where each wall and floor hatch leads to. You learn each map almost unintentionally, just by playing. The subtlety of Siege’s idiosyncrasies makes personal progress feel profound; knowing that you can see the top of a staircase from a certain window–likely learned from being shot from that same window–can give you the edge over a distracted team. And with Siege, everything you learn pays back in dividends, as knowing a map’s layout makes it easier to pick up new operators and put their gadgets to use on that map. Siege’s learning curve is not small, but it’s not particularly steep either. You’ll need to spend a long time learning the particulars, but it’s an outstanding journey with rewarding moments that’ll make you feel like you’re improving every match.

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Each operator is well-defined in their appearance, personality, and abilities, and while the game isn’t about their stories and interactions with their Rainbow Six squadmates, Siege characterizes its operators incredibly well, thanks to smart writing and in-match dialogue that gives you a peek into their world. Simple in-game lines that inform you of the match’s events also give you an idea of who the characters are–for example, Thermite letting his teammates know that he’s about to make a “big fucking hole” as he activates his breaching charges. Similarly, you understand the relationship between sisters Ela and Zofia, as the latter plays the role of a motherly sister, letting Ela know she’s not trying hard enough if Zofia happens to take her out during a match. These animated voice lines paint a picture of who each operator is and the world they’re a part of–Hibana even mentions her friend, Thermite, as she activates her X-Kairos pellets to make her own “big fucking hole.” Siege’s writing delicately balances the line between informative, colourful, and humorous, without being distracting and taking away from the match at hand.

Siege’s character development has been built over the past four years, as Ubisoft has improved its tactical team-based shooter from something that had a great base to start with into one of the best multiplayer experiences. Each new season has brought new reasons to keep playing Siege without it ever feeling stale. The introduction of new operators obviously brings new abilities to use or contend with, but it often changes how previous operators are viewed and approached as well–older characters have been given a new lease on life by becoming excellent counter-picks to newer DLC operators.

Siege has had its fair share of missteps, though the game we have today has ironed out many of them. Ubisoft has proven itself receptive and expeditious when it comes to dealing with the game’s issues, at times having removed entire gadgets–and the operator Clash–when gamebreaking exploits were found and abused. While it was disappointing to be without deployable shields for an extended period of time, it helped create an environment where cheaters couldn’t prosper and ultimately resulted in Siege becoming a stronger game.

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The operator balance is always being tweaked as well, which can cause certain operators to go in and out of favour. Weaker operators have received buffs in the way of damage increases or a change in gadget utility, making them more viable options than they once were. Alternatively, strong, highly-picked operators have seen the exact opposite. It can be frustrating when your favourite operator gets nerfed, but a lot of these changes have made overpowered characters fall in line without completely diminishing the satisfaction you get while playing them. When IQ’s frag grenade was removed from her loadout, I could no longer bounce her grenades off walls towards a crowd of electronic gadgets. This was disheartening at first, but their removal gave me the push I needed to learn and grow as a player, as I was encouraged to evolve my strategy with a new set of tools–now I don’t even miss them.

Several maps have also received updates, from slight changes to complete overhauls. Nearly all of Siege’s maps are excellent–except for that dang Favela–and these reworks have only improved their layouts. Like operator nerfs, it can be disheartening to see your favourite map lose the hallways you fell in love with, but it doesn’t take long to warm up to the changes. Some of the reworked maps are now among Siege’s best maps–Clubhouse and Kafe Dostoyevsky are a lot more enjoyable to attack and defend on since their interior renovations.

Ubisoft’s constant battle with toxicity has yielded some good results, and while it’s not perfect, it’s become a much more manageable issue that you no longer have to feel trapped by. In Siege’s text chat, racial and homophobic slurs, overzealous trash talk, and petty insults can make new players feel unwelcome. Thankfully, Ubisoft has been proactive in removing toxic players from its game with its own moderation and introduction of new tools that improve the overall experience. Friendly-fire reversal has caused a significant decrease in team-killing, as players are now able to police themselves, decide whether a specific instance of friendly-fire was intentional, and prevent a toxic player from causing any further damage–two team kills, intentional or not, also removes the player from said match. Chat filters have made it easy to avoid cross-team communication altogether, and as someone who enjoys his fair share of trash talk, the ability to turn off text and voice chat–per player or per team–makes Siege a less frustrating, healthier, and better experience, especially when playing alone. Nights that would end in anger and frustration over what another player said are now completely non-existent.

Ubisoft has proven itself receptive and expeditious when it comes to dealing with the game’s issues.

Of course, you can’t have a multiplayer game in 2020 without an in-game shop. Siege’s store has a deluge of cosmetic items of varying types, in addition to its roster of operators. Most headgear, uniforms, and skins can be purchased with the in-game currency, Renown–which isn’t difficult to earn, though it does take a fair amount of time. Operators can be purchased with Renown as well, with older operators costing less than newer ones. There are also some items that you have to purchase with real money, such as the annual operator pass and Elite uniforms that come with a bundle of unique skins, victory animation, and operator card. The cosmetics are beautifully designed, sometimes changing the entire motif of a specific operator. However, limited-time cosmetics and the recently implemented battle passes can cause you to play or pay more than you initially wanted or intended to. Thankfully, there’s nothing in these microtransactions that affects the gameplay or enjoyment thereof–Siege is rewarding enough on its own that you don’t need the satisfaction of cosmetic progress to keep you going. However, it’s still an unneeded carrot-on-a-stick that comes off more obnoxious than anything else.

Rainbow Six Siege has always been a game about making tactical decisions and dealing with their consequences, but with every new year of operators and changes, the options have been refined and increased to make for firefights that are as engaging as they are unpredictable. Learning the various operators and how to breach or protect a room with them can be a slow crawl, but Siege makes it easy to understand what your mistakes are, thanks in part to seeing both sides of every match. It rewards patience, persistence, and teamwork, and over the past four years, Siege has not only become Ubisoft’s crown jewel of multiplayer action but also one of the best first-person shooters ever made.

Now Playing: Rainbow Six: Siege Review (2020)

Star Wars Game Vader Immortal Coming To PS4

Vader Immortal, the episodic Star Wars VR game released for Oculus Rift and Quest last year, is making the lightspeed jump to PlayStation VR. According to an announcement on the PlayStation Blog, the game is coming this summer, and will include all three episodes and Lightsaber Dojo challenges together.

It was designed by ILMxLAB, an immersive experiences studio founded in 2015. While Vader is the focal point of the plot, you actually play as a smuggler recruited by the Sith Lord to find an artifact. The story was written by screenwriter David S. Goyer (Terminator: Dark Fate, Man of Steel). It was awarded Best AV/VR game at the 2020 GDC Awards.

This was announced as part of the Star Wars Day festivities, which comes every May 4. The unofficial fan holiday started as a pun, but has been quickly picked up by official channels as companies plan merch releases and other celebrations around the date.

This year, for example, Star Wars Battlefront 2 got its final content update and Disney+, the company’s streaming service, released Rise of Skywalker, a Mandalorian documentary, and the final episode of the Clone Wars animated series. You can also pick up a bunch of Star Wars goodies on sale, including lots of Star Wars games on Steam.

Now Playing: The Force is strong with Vader Immortal on Oculus Quest

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Port Royale 4 Beta Is Out Now

Seafaring trade simulator Port Royale 4 has released its beta as a pre-purchase, with players who purchase the game now getting a discounted rate and instant access to the beta.

The latest in a series dating back to 2003’s Port Royale, the trading sim takes players back to the golden age of seafaring in the Caribbean, acting as the governor of an island-based colony. In a new twist for the series, sea battles will now be turn-based, with up to 8 different ships involved in each battle.

See what else is new in the series with the closed beta, available now for players who purchase the game through the Kalypso store. The beta will allow players to play through the entire tutorial, plus the full Spanish campaign. It will also feature Free Mode again just for Spain, with four playable characters.

The full game will also allow players to choose England, France, or The Netherlands to play as, with the complete release dropping later this year on September 25.

Port Royale 4 will be launching on PC, PlayStation 4, Xbox One, and Nintendo Switch, but the beta is available for PC players only.

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