Heads Up: Oculus Quest Is In Stock Right Now

If you’re sick of normal reality, you can easily escape into virtual reality with the Oculus Quest, which is in stock right now (but only the 128GB version).

Oculus Quest In Stock

[poilib element=”commerceCta” json=”%7B%22image%22%3A%7B%22url%22%3A%22https%3A%2F%2Fassets1.ignimgs.com%2F2020%2F05%2F06%2FOculus1588784899301.png%22%2C%22styleUrl%22%3A%22https%3A%2F%2Fassets1.ignimgs.com%2F2020%2F05%2F06%2FOculus1588784899301_%7Bsize%7D.png%22%2C%22id%22%3A%225eb2ef07e4b0fb49445c0da3%22%7D%2C%22url%22%3A%22https%3A%2F%2Fr.zdbb.net%2Fu%2Fbrq9%22%2C%22title%22%3A%22Oculus%20Quest%20128GB%22%2C%22store%22%3A%22Oculus%22%2C%22additionalInfo%22%3A%22%22%2C%22ourPick%22%3Afalse%7D”]

The Oculus Quest 128GB is $499 and includes the headset, Touch controllers, power adapter, and a glasses spacer. If you’re unfamiliar with the Quest, it’s fully self-contained: it doesn’t require a PC or console to work. It’s all right there inside the headset.

It also has no wires and uses no sensors, so if you were so inclined, you could take it to the park and play Beat Saber in the great outdoors.

There’s also a (currently unavailable) link cable, so you can use it as a headset for your favorite VR games on PC, like Half-Life: Alyx for example. Once you’ve played through it, check out 6 other VR games you absolutely must-play.

Both the $399 64GB and $499 128GB Oculus Quest headsets were available yesterday, but the 64GB was snatched up quickly. If you want a Quest with larger storage capacity, I wouldn’t wait too long. They disappear for weeks at a time.

[widget path=”ign/modules/recirc” parameters=”title=&type=articles%2Cvideos&tags=us-shopping&count=3&columnCount=3&theme=article”]

[poilib element=”accentDivider”]

Seth Macy is IGN’s tech and commerce editor and just wants to be your friend. Find him on Twitter @sethmacy.

Ricky Gervais’ Netflix Series Is Renewed, As He Signs Deal With The Streaming Service

Actor and comedian Ricky Gervais has signed a multi-year overall deal with Netflix, following in the footsteps of Ryan Murphy, Shonda Rhimes, and others, who have also signed long-term deals.

In addition to this new deal, Gervais’ series After Life has been renewed for Season 3, according to Variety. This new deal will see the actor produce both stand-up comedy specials along with scripted series.

The series follows Tony, whose life drastically changes after his wife dies. He decides to “punish the world” for her death by doing whatever he wants. However, the people around him try time and time again to make him a better person.

While the series does deal with death and grieving, it connects with people as many people have had to deal with the passing of a loved one. “With other shows of mine, people come up to me on the street, and they usually say, ‘I love the show,'” Gervais told the New York Times. “But with this one–and this was before coronavirus–they come up to me and say, ‘I just want to say, I lost my sister three weeks ago.’ Or, ‘I lost my husband.’ No one said, ‘Oh, I had to turn it off because it was too upsetting,’ or, ‘It reminded me of something bad.’ You suddenly realize, of course–everyone’s grieving. And the older you get, the more you’ve got to grieve.”

Season 2 of After Life arrived on Netflix on April 24, and both seasons are available to watch now. As for Season 3, this is new territory for Gervais as his previous series (The Office UK, Derek, and Life’s Too Short) had never gone beyond the second season.

And speaking of things you should be watching, consider listening to GameSpot’s weekly TV series and movies-focused podcast, You Should Be Watching. With new episodes premiering every Wednesday, you can watch a video version of the podcast over on GameSpot Universe or listen to audio versions on Spotify, Stitcher, Google Play, and Apple Podcasts.

Now Playing: Best Shows And Movies To Stream For May 2020 – Netflix, Hulu, Shudder, Amazon Prime Video

Zelda: Majora’s Mask Is Even More Relevant Amidst The Coronavirus Pandemic

Because my worldview has been so thoroughly colored by video games, I can’t help but look at the events of the past few days–namely, the smattering of anti-lockdown protests that have occurred around the US in response to stay-at-home restrictions–and draw parallels to one of my favorite games, The Legend of Zelda: Majora’s Mask, which coincidentally celebrated its 20th anniversary recently. Since its debut, Majora’s Mask has been regarded as perhaps the series’ most divisive installment due to its smothering three-day structure and somber atmosphere, but one scene in the game seems particularly prescient now in the face of the coronavirus crisis.

Minor Majora’s Mask spoilers follow.

Although Majora’s Mask continues Link’s adventures directly after Ocarina of Time, its story really revolves around Clock Town–a bustling city in the heart of the doomed world of Termina. In three days, Termina is destined to be destroyed by the falling moon unless Link can somehow avert this tragic fate and save the land.

When the young hero first stumbles upon Clock Town, its denizens are busily preparing for the city’s annual celebration, the Carnival of Time. As the townspeople note, Clock Town is normally overrun with tourists at this time of year, but the moon looming ominously in the sky has understandably had an impact on tourism, and the city is eerily deserted just days before the carnival is set to begin.

Whether the Carnival of Time should proceed in light of the circumstances is the subject of a tense debate in the mayor’s office. The soldiers of Clock Town urge the mayor to evacuate the city and cancel the carnival in the interest of safety. The carnival committee–led by a surly carpenter named Mutoh–argue that the soldiers are being alarmist and demand that the carnival go on as planned.

“You cowards! Do you actually believe the moon will fall?” Mutoh spits. “The confused townsfolk simply caused a panic by believing this ridiculous, groundless theory. The soldiers couldn’t prevent the panic, but outside the town walls is where the danger is! You want answers? The answer is that the carnival should not be canceled!”

Mutoh’s head-in-the-sand dismissal of the danger facing the city seemed unfathomable to me when I first played Majora’s Mask; after all, how could anyone deny that the moon is falling when it is very visibly lurching closer toward Clock Town with each passing day? And yet, this scene feels all too similar to the numerous protests playing out around the country recently. Like Mutoh, a fringe segment of the population is willfully denying a very real threat to humanity, despite the profound damage it has wreaked. Even the language Mutoh uses, dismissing the falling moon as a “groundless theory” blown out of proportion by the townspeople–“fake news,” if you will–is startlingly similar to the way political hucksters like Rush Limbaugh and Alex Jones have downplayed the severity of the coronavirus pandemic and blamed the media for inciting hysteria.

Watching the parallels between the protests and Majora’s Mask’s meeting scene has been frustrating and confounding, but it also helps illustrate why the game remains so affecting even two decades on from its original release. Majora’s Mask endures because its characters feel true-to-life. Mutoh’s denial is one example of the human ways the townspeople cope with their circumstances. The duty-bound postman, despite desperately wishing to flee, continues to deliver the mail, even after the other residents have taken shelter. The swordsman who runs the local dojo blusters about his fearlessness, only to be found cowering feebly in a corner the night the moon falls. And the reserved innkeeper at the heart of the game’s most involved sidequest chooses to stay behind at the inn and wait for her missing fiance to return while the rest of her family flees.

These heartrending vignettes remind me of something the famed film director Orson Welles once said. During an interview, Welles recalled that someone had described one of his movies as “unreal, and yet real.” Welles offered a slight correction, saying he was trying to create something “unreal, but true,” which is an apt description of Majora’s Mask as well; the scenarios the game presents may be fantastical, but the ways the characters react are reflective of our reality, which is why the title still resonates so powerfully after 20 years.

As for the debate around the Carnival of Time, the mayor ultimately relents to pressure from the committee and agrees to hold the carnival as planned–much as some states have begun to ease their social distancing measures, despite the fact the crisis is still very much not under control. In the end, however, the mayor’s decision is irrelevant; the townspeople have already fled, and the only one left to witness the ringing in of the Carnival of Time is Mutoh, standing pitifully alone in the town plaza. And then, a few hours later, the moon obliterates Termina.

7 Developer Hot Takes

Ah, hot takes on video games; everyone has one (or two, or three, or four…). So when esports broadcaster Parker Mackay asked people on Twitter what their most controversial video game opinion was, there was no shortage of the usual responses about how X is overrated and how X is actually a series for children and how Fortnite Isn’t Actually That Bad.

However, there were some genuinely interesting ‘controversial opinions’ from those who work in video game development. We reached out to these developers to expand on their tweets, and these were the responses we got.

[poilib element=”accentDivider”]

The Industry is Too Secretive

Screen Shot 2020-05-06 at 11.53.00 AM

The video games industry is far too secretive. I’m not even talking about the games that are in production, or what each company’s secret sauce is, or anything like that; even more fundamentally, the process of how a game is made is too obscure to outsiders.

What work goes into preproduction? What does a producer do? What is an alpha (not an “alpha test,” which tends to be a marketing activation)? What does porting to a console actually entail? What is certification? How much does it actually cost to make a game as a small studio?

These are questions I have to frequently answer, with no real good reason as to why they aren’t widely known to begin with. Many gaming controversies ultimately stem from a lack of transparent information, which frequently, unfortunately, stems from companies being very worried that the audience won’t understand or accept the truth. It’s very frustrating to not be able to answer basic questions about why decisions get made in a way that satisfies players!

Syrenne McNulty is a freelance producer and console production consultant.

[widget path=”global/article/imagegallery” parameters=”albumSlug=great-games-that-should-have-sucked&captions=true”]

Buying Character Skins in Games Where You Play in First-Person is Pretty Stupid

Screen Shot 2020-05-06 at 11.58.09 AM

I love it when players are given freedom of choice. To allow a player to showcase their own creative selves through the provided tools in a game is something every developer should strive for. This could be through character upgrades, allowing players to express themselves with attack combos, or aesthetic options. That last one, though, always baffled me in first-person games where you can’t see your character (sure, you might get a glimpse of a visible hand or an arm or knee popping into the frame.)

Spending upwards of an hour to design your character’s face in a game is always fun, but if that same game encourages you to cover it up with a helmet moments later, what’s the point? Some players are fine with simply the knowledge of what their unseen character looks like. The thing that really irks me though, is when companies try to sell these character skins as DLC. Who is the skin really for at this point? For the player purchasing the skin? Or is it for the satisfaction of showing off that you have a bit more spending cash?

Bannon Rudis is a pixel artist and director over at Wayforward. Mainly his day-to-day work is to design the company’s games and to evaluate their upcoming project designs. He stirs up the sh*t at work but they ask him to so as to put out a better product in the end.

Making Games is Fun, Selling Them is Not

Screen Shot 2020-05-06 at 12.43.03 PM

What pushed me towards game development as a kid, was the idea of creating the games I always wanted to play. In that sense, I did love making games, and I still do. But when you are working a commercial title, fulfilling your passion is rarely the main drive: revenue is.

Now that game development is not just a hobby, but a job for many of my colleagues, I can see a big difference; not just in what they create, but in how they have to create it.

So I do hate selling games, in the sense that it has fundamentally changed the dynamic of something that, for me, was purely driven by passion.

I really miss the time when I was creating games just for the sake of it. And perhaps, this is why I find platforms like itch.io- which hosts mostly small free games-so refreshing and innovative, compared to what you can find on Steam.

[widget path=”global/article/imagegallery” parameters=”albumSlug=the-15-hardest-contemporary-games&captions=true”]

Alan Zucconi is a Lecturer in Artificial Intelligence and Science Communicator, now leading the MA and MSc in Computer Games at Goldsmiths, University of London. He is also one of the developers of Pikuniku (published by Devolved).

AAA Games Innovate as Much as Indie Games

Screen Shot 2020-05-06 at 12.48.58 PM

Generally speaking, most AAA games are remarkably larger than indie games.  And so, it’s not even indie games where we tend to notice innovation – it’s smaller games. Many AAA games DO innovate frequently (looking at you Gears’ reload mechanic, Mirror’s Edge, every Mario iteration, etc). These innovations are just harder to notice because they serve to support the larger themes and pillars of a game.

So, what we are actually noticing is the focus smaller games create; and that is skewing our perception of innovation. In a similar way that empty space is often used to guide the viewer’s eye;  an empty possibility space creates a focus that is achieved by the lack of other elements competing for our attention. What we call an innovative game, is more often than not, just a smaller game.

Joshua Boggs is the creator of Hideo Kojima’s 2014 GOTY Framed. Since then he has founded Studio Mayday, where he is directing an exciting unnannounced title. You can follow him for more game design insights on twitter @jboggsie .

Playing Games is Not The Same as Understanding How to Make Them

Screen Shot 2020-05-06 at 12.54.18 PM

An encyclopedic knowledge of how other games work can be useful, but it is not the same as understanding how a new design interacts with a system, how much it might cost to verify, then implement an idea, or how well an idea might suit the team making your game.

Of course, everybody should be allowed to comment on any creative endeavor, but I don’t think many people appreciate how little “a good idea” has to do with the day-to-day of making a game.

An encyclopedic knowledge of how other games work can be useful when you’re making one, but it’s only one of so many things you need to take into consideration. It’s simplistic to take a feature you love from Game A and automatically assume it will be easy to paste it into Game B. It’s also important to understand how a number of designs interact within a system, how much it might cost to first verify, then put in place an idea, or simply how well a feature can be implemented by the team making the game.

Obviously everybody should be allowed to comment on any creative endeavor, but I don’t think many people appreciate how little “a good idea” (or even “that thing I saw in Call Of Duty”) has to do with the day-to-day of making a game. Good ideas are the easy bit, a good brainstorm will turn up dozens of them. Putting them on a pedestal is a great disservice to the sheer bloody effort it takes turning one of those post-its into pixels on a screen.

It’s better to assume that the devs have seen the game you played and considered the feature you love, and in a careful, conscious decision they discounted it. Perhaps begrudgingly, and perhaps in hindsight mistakenly, but because they believed it was for the good of the game.

Jim Unwin is a user experience designer who has worked on games like the LittleBigPlanet franchise and was part of the team shipping the Playstation 4 UI. He is currently the Ux person at Glowmade.

Every Game Franchise Should Have a Beat-em-Up Spin Off

Screen Shot 2020-05-06 at 11.34.56 AMMy favorite genre in video games is beat-em-ups. I have so many fond memories of couch co-op with my friends and this is why we need more of them! The genre has died down over the last few decades but with the recent release of Streets of Rage 4 my passion has been rekindled. This game is proof that if done right, the genre is still viable. Therefore all game franchises should consider having their own beat-em-up spin-off. It worked for Mortal Kombat with Shaolin Monks, which I had the luck and honor to work on. Sadly my opinion will most likely fall on deaf ears.

Bruno Velazquez is Animation Director at Sony Santa Monica.

Game Literacy is Incredibly Important to Game Preservation

Screen Shot 2020-05-06 at 1.02.25 PM

I’m super happy there are a number of amazing game preservation organizations, archiving things from the earliest games to pushing for legislation that ensures we can preserve today’s works in the future. On the other hand, there is the ephemeral and cultural side of games, the game literacy, that often gets lost. All media is a product of its place in time. The way you read words on a page or watch a movie doesn’t change often (though the method of delivery may).

With games, the platforms change multiple times a decade, controllers and input methods are unable to be replicated on future platforms, and standard game mechanics are seemingly invented and reinvented continuously. These are the big issues that games face when it comes to preservation since they all contribute to changing game literacy. I think, as game developers, we can do things like updating controls and add new play and accessibility options when re-releasing older titles to help new players.

As video game enthusiasts and players, we can help by documenting how we related to these games, the culture and the urban legends surrounding them, and why they are special and should be played. We can all take part and work with game archivist organizations by helping create a record of these artifacts so future generations can continue to enjoy games from all eras.

Jarryd Huntley is a game programmer and the co-author of Game Programming For Artists. He is also the founder of Polytundra: a game engineering and porting studio based in Cleveland, Ohio, USA.

What’s your hottest video game take? Let us know in the comments. 

Additional reporting by Matt Kim. 

[poilib element=”accentDivider”]

Xbox 20/20: Watch The Inside Xbox Livestream Here

Microsoft’s Inside Xbox livestream, the first in a series of Nintendo Direct-style presentations the company calls Xbox 20/20, will go live this Thursday at 8 AM PT / 11 AM ET / 3 PM GMT. While the broadcast won’t feature any first-party titles like Halo Infinite, the company will showcase Xbox Series X games from its third-party partners

This includes the recently announced Assassin’s Creed Valhalla, which remains the only confirmed third-party title to make an appearance during tomorrow’s Inside Xbox presentation. Ubisoft confirmed an AC Valhalla gameplay trailer will be revealed then and Xbox general manager Aaron Greenberg said the livestream will be our first-ever look at Xbox Series X gameplay. Additionally, the livestream will feature developers talking about how they are leveraging the power of the Xbox Series X, confirmation of games that will use Microsoft’s Smart Delivery service, and more.

Xbox boss Phil Spencer teased a little more about the May 7 Inside Xbox livestream, tweeting that “all [the] games have never been seen in an Xbox show before.” He later clarified in a follow-up tweet that “a lot of new games” will be making an appearance.

You can stream it here right here, as well as on the company’s official Facebook, Mixer, Twitch, Twitter, and YouTube channels.

Xbox 20/20 will occur every month throughout the rest of the year, with each livestream featuring different content surrounding the company’s various arms. This includes focusing on things like Xbox Series X, Xbox Game Studios, Xbox Game Pass, xCloud, and more.

Now Playing: Xbox Series X First Look At Gameplay – Inside Xbox

Band of Brothers Remains the Most Compelling WWII Story of Television’s Golden Age

Band of Brothers is available on Amazon Prime, HBO Now and HBO Go.

[poilib element=”accentDivider”]

HBO’s 2001 mini-series Band of Brothers is about the men of Easy Company, 2nd Battalion, 506th Parachute Infantry Regiment of the 101st Airborne Division fighting in World War II. This story, told through the finite scope of a relatively small group of soldiers among millions in the war, is based on the equally compelling book of the same name by prolific writer and historian Stephen E. Ambrose.

Binge It! What We Do in the Shadows Is Arrested Development But With Vampires

The series follows the men of Easy Company from their time in jump training, through their role in the D-Day invasion, their entrenchment at Bastogne during the Battle of the Bulge, taking the Eagle’s Nest, and Germany’s eventual surrender.

From start to finish, Band of Brothers tells a story of war that is very much focused on its characters rather than the events around them. While the majority of the show is certainly told through big action set pieces, it always finds its way back to the personal toll taken on the men of Easy Company. Each episode opens with interviews with the surviving men, beginning the story through the lens of hindsight and allowing the real-life characters to give the audience insight into the profound personal impact of war. It’s easy for film and television producers to lean on the crutch of romanticized action and the glorification of combat, but with Band of Brothers, the writers and producers leaned more into the emerging trend of more human-driven stories of war which are much more common now.

band-of-brothersIt would be impossible to overlook the care and attention given to depicting battle in the series, as the action in Band of Brothers is simply mesmerizing and enthralling. The series shares a lot of the same production staff and producers as Saving Private Ryan, and many of the techniques developed on the 1998 Steven Speilberg film are perfected here. From the shaky camera and its out-of-sync shutter capturing the chaos of battle to the heavily desaturated color exemplifying the drab, inhumane nature of war, every moment brings a level of immersion that was previously hard to come by in film, and nearly unheard of in a television series.

If compelling character studies and jaw-dropping production value aren’t your thing, you can still find value in the who’s who casting of the series. The show was produced at just the right time to capture a lot of about-to-break talent in bit parts (and at just the right time during Friends’ run to remind everyone that David Schwimmer is a phenomenal actor). There are quick appearances by Simon Pegg, Michael Fassbender, Tom Hardy, Jimmy Fallon and James McAvoy, to name a few.

Alongside the series’ 10-episode run is a wealth of companion material in related books from Stephen E. Ambrose, as well as a number of books and journals from the men of Easy Company, including Dick Winters, Buck Compton, David Webster, Don Malarkey and Bill Guarnere about their time in Easy and how they adapted to life after the war.

Band of Brothers takes a personal approach to a conflict of unfathomable scale and destruction. And while the action is compelling and awe-inspiring, it’s the stories of the men of Easy Company and the care taken in accurately telling them that sets the series above other World War II stories. The entire thesis of Band of Brothers is summed up in the closing interview with the late Major Dick Winters: “I cherish the memory of a question my grandson asked me the other day. He said ‘Grandpa, were you a hero in the war?’ And [I] said, ‘No. But I served in a company of heroes.’”

[widget path=”global/article/imagegallery” parameters=”albumSlug=everything-coming-to-hbo-max&captions=true”]

More From Binge It!…

[poilib element=”accentDivider”]

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.

Warhammer 40K Deathwatch RPG Book Bundle: 18 Books for $18

Just as the Humble Bundle of Warhammer 40,000-based novels draws to an end, a new Warhammer 40K book bundle begins. This isn’t a bundle of novels, though. It’s a collection of RPG books for the Warhammer 40K roleplaying game Deathwatch. You can buy in at just $1 to receive the 400-page core rulebook and two adventures, or add more adventures at higher tiers.

The books come in PDF format, fully DRM-free. Purchased separately, all of these titles would cost $274. Getting all that for $18 isn’t too shabby. The deal goes away May 29.

[poilib element=”commerceCta” json=”%7B%22image%22%3A%7B%22url%22%3A%22https%3A%2F%2Fassets1.ignimgs.com%2F2020%2F05%2F06%2Fdeathwatch-humble-bundle1588792323929.jpg%22%2C%22styleUrl%22%3A%22https%3A%2F%2Fassets1.ignimgs.com%2F2020%2F05%2F06%2Fdeathwatch-humble-bundle1588792323929_%7Bsize%7D.jpg%22%2C%22id%22%3A%225eb30c08e4b077244c9f0fdf%22%7D%2C%22url%22%3A%22https%3A%2F%2Fr.zdbb.net%2Fu%2Fbuho%22%2C%22title%22%3A%22Deathwatch%20RPG%20Book%20Bundle%22%2C%22store%22%3A%22Humble%22%2C%22additionalInfo%22%3A%22%22%2C%22ourPick%22%3Afalse%7D”]

Deathwatch is a roleplaying game that’s set in the far-future, war-torn Warhammer 40,000 universe. Humans and aliens are engaged in an endless, brutal war for resources and dominance. Deathwatch is an elite division of bio-engineered soldiers called Space Marines. Unlike the rest of the Space Marines, the Deathwatch are organized into kill-teams and sent on special missions around the galaxy.

Warhammer 40,000 Deathwatch RPG Book Bundle

Pay $1 or More

deathwatch-humble-bundle-1

  • Deathwatch Core Rulebook
  • Deathwatch: Final Sanction
  • Deathwatch: Know No Fear

For just $1, you get the Deathwatch Core Rulebook, which gives you an introduction to the roleplaying game and lays out the rules. Final Sanction is an introductory adventure geared toward Deathwatch newcomers. You also get the Know No Fear supplement that expands the lore.

Pay $8 or More

deathwatch-humble-bundle-2

  • Deathwatch: Mark of the Xenos
  • Deathwatch: Rites of Battle
  • Deathwatch: Oblivion’s Edge
  • Deathwatch: The Emperor Protects

The $8 tier gets you everything from the $1 tier, plus more supplements and adventures, including Oblivion’s Edge, which picks up right where Final Sanction left off.

Pay $15 or More

deathwatch-humble-bundle-3

  • Deathwatch: Rising Tempest
  • Deathwatch: The Jericho Reach
  • Deathwatch: First Founding
  • Deathwatch: The Nemesis Incident
  • Deathwatch: The Game Master’s Kit

Buying in at $15 gets you everything in the first two tiers, plus new supplements and adventures. It also includes The Game Master’s Kit, which contains lots of helpful easy-access reference material for GMs.

Pay $18 or More

deathwatch-humble-bundle-4

  • Deathwatch: Falling Star
  • Deathwatch: The Emperor’s Chosen
  • Deathwatch: Ark of Lost Souls
  • Deathwatch: The Outer Reach
  • Deathwatch: Honour the Chapter
  • Deathwatch: The Achilus Assault

The final tier comes with everything above, plus even more adventures and supplements. You can check out previews of each of the books on the Humble Bundle page.

[poilib element=”accentDivider”]

Disclosure: Humble Bundle is owned by Ziff Davis, the parent company of IGN. Humble Bundle and IGN operate completely independently, and no special consideration is given to Humble Bundle announcements or promotions for coverage.

[poilib element=”accentDivider”]

Chris Reed is IGN’s shopping and commerce editor. You can follow him on Twitter @_chrislreed.

[widget path=”ign/modules/recirc” parameters=”title=&type=articles%2Cvideos&tags=us-shopping&count=3&columnCount=3&theme=article”]

Cougar Gaming Sofa Review

If you add the word “gaming” to a piece of furniture, it goes from an ordinary living room fixture to a piece of mission-critical hardware. The Cougar Ranger Gaming Sofa is one such item, taking a comfortable recliner and upgrading it with aggressive styling and a great lumbar support pillow with an aim to make gaming sessions more comfortable and much cooler. It’s definitely a comfortable reclining gaming chair, but it’s something of an oddball, and I did run into a quality control issue once it was assembled, but other than that unusual occurrence, it’s a nice place to sit and play for a while.

CougarChair-1130

Design and Features

The Cougar Ranger Gaming Sofa is a slim reclining chair with a footprint smaller than a traditional recliner, which makes it more versatile for smaller settings like a dedicated gaming room or home office. Like I said in the opening, it’s aggressively styled, which I’m very much in favor of. It’s in line with the rest of Cougar’s gaming chairs as far as style is concerned: the seams on the armrests are covered with a bright orange piping, and the cushion and back have a geometric diamond pattern sewn into the upholstery. The chair is black with orange accents, with the Cougar logo embroidered into both the headrest and lumbar support pillow.

CougarChair-1124

In spite of the fact I like the “gaming” sensibilities of the Cougar Ranger, unless your entire room is a major league gaming soundstage, it’s hard to find a good match for it. My living room is pretty conservative and the Cougar Ranger sticks out like a sore thumb. Audacious styling is fine, and I personally appreciate it, but it sure makes it hard to tie the whole room together. Outside of a dorm room or home office setting, the Ranger really stands out, and that’s a problem for interior design sensibilities.

CougarChair-1121

Assembly

Assembly was extremely easy, something I was able to do on my own without any trouble whatsoever. I’ve assembled quite a few chairs over the years, and I’ve never ran into a situation where it required a second person, although the majority would have been much easier with a spare set of hands. With the Cougar, I feel confident saying there’s no need at all for a second person to help. In fact, I think an extra person would just have gotten in the way. It’s super easy to assemble. Moving the box is best done with a helper, but other than that, assembly is an easy solo mission, and I like that a lot. It also took less than 30 minutes, making it one of the fastest furniture assemblies I’ve done.

CougarChair-1136

The Cougar Gaming Sofa sits on engineered wood legs attached to the frame with long lag bolts. They feel extremely sturdy and don’t have any play in them at all once the lags are torqued properly. On the side is a small lever for reclining, so you can game (or read, or browse the internet) in a relaxed position. With or without the support pillow, I found reclining in the Cougar Ranger comfortable, in spite of the fact I’m 6’ 2” tall. A lot of times there just isn’t enough length in the leg rest to recline comfortably for tall folk like me, but the Cougar is fine.

CougarChair-1134

However, the recline feature is where I ran into a big time quality control issue. After putting it together and admiring my handiwork, I sat down to test the reclining feature. When I first try out a chair with a recline, I take it really slowly, so as not to damage anything. As I leaned back further and further, I found myself impressed with the smoothness of the action. Just as I thought to myself “Wow, this reclines really far,” the chair kept on reclining… and didn’t stop until I found myself with my feet in the air and the back of the chair on the ground.

My Cougar Gaming Chair left the factory without the bolts on the frame being attached to the reclining mechanism. That meant when I tried to lean back for the first time, the two pieces separated and I ended up on the floor. Thankfully I have a set of Allen wrenches on hand, since the frame bolts are a different size than the provided Allen wrench for assembly. Repairing it was not the easiest job, but it wasn’t like I was rebuilding an engine or anything. The bolts were a little bent where the reclining mechanism had used them as a fulcrum, but I was able to muscle them back into place. If I hadn’t spent years in commercial construction, I wouldn’t have had the correct size Allen wrench on hand, which would have been a massive bummer.

I gave the rest of the chair a thorough visual inspection after I repaired it, to make sure nothing else had been missed, and it passed. After searching online for people complaining of similar issues, I’ve come to the conclusion mine was an isolated incident. Had I been unable to repair it on my own, Cougar has a generous 1-year warranty on all its gaming chairs, so I would have been able to file a claim. In spite of the fact it’s repaired and now rock-solid, I have major trust issues when I go to recline, but knowing I’m just unlucky and it would have been covered by a warranty helps to ease my mind quite a bit.

CougarChair-1125

The recline angle, as designed, is actually quite generous. Nothing ruins a recliner faster in my mind than a subpar recline, and the Cougar Ranger tips way back to a 165-degree angle. I take my relaxation very seriously, and the Ranger accommodates my full-tilt lifestyle.

Gaming

Overcoming my fears of future reclining mishaps, I put the chair to the test doing exactly what it’s designed for: gaming while reclined. It’s comfortable both laid-back and sitting, and switching between the two is easy. I preferred gaming sitting up, and the lumbar support is really nice. It’s probably my favorite feature, and while it would be tempting to stuff a regular pillow behind my back on a different chair, the pillow included with the Cougar unsurprisingly fits perfectly. I liked that because it meant I didn’t need to readjust it to maintain a desired comfort level.

CougarChair-1133

As I mentioned earlier, the recline is comfortable and when it’s properly attached to the chair, goes far, but not quite flat. The headrest is well-padded but it isn’t overstuffed, so if you exude powerful dad energy and want to take a nap in the Cougar Ranger, you’re going to need an extra pillow.

Cougar Gaming Sofa Buying Guide

[poilib element=”commerceCta” json=”%7B%22image%22%3A%7B%22url%22%3A%22https%3A%2F%2Fassets1.ignimgs.com%2F2020%2F05%2F06%2Fproduct-section-01-11588778540975.png%22%2C%22styleUrl%22%3A%22https%3A%2F%2Fassets1.ignimgs.com%2F2020%2F05%2F06%2Fproduct-section-01-11588778540975_%7Bsize%7D.png%22%2C%22id%22%3A%225eb2d62fe4b077244c9f0fa4%22%7D%2C%22url%22%3A%22http%3A%2F%2Fr.zdbb.net%2Fu%2Fbufa%22%2C%22title%22%3A%22Cougar%20Ranger%20Gaming%20Sofa%22%2C%22store%22%3A%22Newegg%22%2C%22additionalInfo%22%3A%22%22%2C%22ourPick%22%3Afalse%7D”]

The Cougar Ranger Gaming Sofa has a list price of $279.99 and can be purchased at most major online retailers. However, it’s pretty much universally out of stock at the moment (as is the case with a lot of things in these weird times).

X-Men in the MCU: How Phase 4 Could Set the Stage for Mutants

Now that Disney’s purchase of 21st Century Fox is official, it’s only a matter of time until the X-Men make their debut in the Marvel Cinematic Universe. Unfortunately, fans shouldn’t expect a proper MCU X-Men movie for several years. A large part of the Phase 4 lineup has already been revealed, with nary an X-Man in sight. And with the entire MCU release schedule being pushed back because of COVID-19, that wait has just become even longer.

But even if we’re likely not going to see a new X-Men movie before 2023 at the earliest, that doesn’t necessarily mean Marvel won’t begin laying the groundwork for the X-Men sooner. There are a number of ways Phase 4 could set the stage for mutants in the MCU. Heck, that process may have already begun in Phase 3. Read on to see the many ways in which Phase 4 could quietly begin introducing mutants.

[widget path=”global/article/imagegallery” parameters=”albumSlug=how-the-mcus-phase-4-could-introduce-the-x-men&captions=true”]

[poilib element=”accentDivider”]

Avengers: Endgame and the Gamma Effect

01 - Thanos SnapIt’s entirely possible Avengers: Endgame already started the process of introducing mutants into the MCU. Consider this – mutants are created when the parent’s DNA is mutated through exposure to radiation, cosmic rays or some other unstable substance. Those genetic changes cause the child to manifest the mutant gene, transforming them from Homo sapiens to Homo superior. Historically in the Marvel Universe, mutants were an extremely rare offshoot of humans. But thanks to the rise of nuclear technology in the 20th century, the mutant race began to explode in numbers.

Bearing that in mind, Endgame may have just given the fledgling mutant race the catalyst it needed to grow. Early in the film, we learn that the Infinity Gauntlet unleashed a massive burst of gamma energy when Thanos used it to wipe out half of all life. The Avengers were able to track down Thanos by pinpointing a similar gamma burst in another part of the universe. With Earth being exposed to that much gamma radiation (the same substance that transformed Bruce Banner into Hulk, mind you), is it possible Thanos inadvertently spawned a whole new generation of mutants?

It’s also worth remembering that the “present-day” MCU is currently set in 2023 – five years after Thanos’ snap. This five-year gap may have been created specifically so that the long-term effects of that gamma burst could play out and mutants could start spontaneously appearing across the globe. In his quest to tamp down the spread of life, Thanos may have instead created something new and wonderful.

The Eternals and Mutants

03 - EternalsThere’s a persistent (albeit dubiously sourced) rumor online that Marvel’s The Eternals will wind up serving as a backdoor introduction for the X-Men in the MCU. While that may seem strange given the lack of deep ties between the two franchises, it’s also perfectly plausible.

In the mythology of the Marvel Universe, the godlike cosmic beings known as the Celestials came to Earth and meddled with the DNA of mankind’s prehistoric ancestors. As they’re wont to do, the Celestials hoped to introduce newer, more powerful and more genetically diverse forms of life to the universe. The result of that experimentation was three species of life – the genetically superior Eternals, the powerful but monstrous Deviants and boring old humans. But while humanity wasn’t blessed with the long life and incredible powers of the Eternals, their DNA carries the potential for incredible acts of mutation. Basically, every superhuman Earthling in the Marvel Universe – be they mutant, Inhuman, super-soldier or Hulk – can trace their powers back to the original genetic tampering performed by the Celestials.

Whether or not mutants are directly referenced in The Eternals, it’s likely the movie will delve into this backstory and the notion that the Celestials are the cosmic force guiding humanity’s evolution. The Eternals may at least serve as an indirect stepping stone to the rebooted X-Men franchise.

We could also see more direct ties to the X-Men in The Eternals. While again, the two franchises don’t have a deep history of overlapping with each other, mutant villain Apocalypse has had his run-ins with Ikaris and the gang. Apocalypse is among the first mutants in history and has even repurposed Celestial technology to augment his powers. If any mutant character stands a chance of having a cameo in The Eternals, it’s Apocalypse.

[ignvideo url=”https://www.ign.com/videos/2018/08/03/marvels-eternals-movie-explained”]

The Multiverse of Madness

05 - Multiverse of MadnessWe don’t know if the existence of mutants will be directly acknowledged in Phase 4. But if any movie has the potential to include the X-Men, it’s definitely Doctor Strange in the Multiverse of Madness.

At this point, we can only speculate about what the Multiverse of Madness actually is. That said, the name strongly suggests this Doctor Strange sequel will be showing us alternate realities and other versions of the MCU. Who’s to say one or more of these alternate realities couldn’t have versions of Earth where mutants are a public phenomenon? We could even see the X-Men themselves. Leaning on the multiverse angle would be a way of giving hungry X-Men fans something to tide them over until the mutants make their full and proper debut.

It’s also entirely possible the movie could introduce mutants in a more permanent way. What if the cosmic shenanigans in Doctor Strange 2 result in the MCU merging with some of these alternate realities? Could the fabric of the MCU be rewritten so that mutants suddenly exist where they didn’t before? That would be one way of quickly solving the mutant problem and setting up an X-Men movie for Phase 5.

The Power of Scarlet Witch

06 - Scarlet WitchHowever Marvel Studios chooses to introduce the X-Men in the MCU, there’s a good chance Scarlet Witch will be involved. Traditionally, Wanda and her brother Pietro are depicted as the mutant children of Magneto. And while the duo’s mutant status and family connection to Magneto was recently retconned away in the comics, that change was made seemingly for no other reason than to bring the comics closer in line with the mutant-less MCU. Ironically, we may soon reach the point where the comics have to re-retcon Quicksilver and Scarlet Witch’s origin.

Currently, we know Wanda and her brother gained their superhuman powers when they volunteered for Hydra’s genetic experimentation. Exposure to Loki’s scepter unlocked their latent genetic potential. Could it be that both siblings always carried the mutant gene and simply needed an outside catalyst to awaken their innate powers? Could there be other carriers of dormant mutant genes in the MCU? If so, this could tie back into the theory about the Infinity Gauntlet’s gamma wave sparking a new generation of mutants.

If this is the case, that raises the question of why the mutant gene is dormant. One intriguing possibility is that it’s Wanda’s fault the mutant race has gone silent. The 2005 comic House of M featured a conflict where a mentally unstable Wanda rewrote reality to make mutants the dominant race on Earth, only for her to restore reality and wipe out the powers of all but a handful of mutants. It’s entirely possible that mutants once existed in the MCU, only for Wanda to rewrite reality and bury their powers. Even she may not remember the world as it once was.

Both the upcoming Disney+ series WandaVision and Doctor Strange in the Multiverse of Madness seem to be dealing heavily with Wanda’s struggle to control her incredible powers and the psychological toll that takes on her. We could easily see one of these projects either revealing Wanda previously wiped out the X-Men or showing her willing the mutant race into existence. Where magic is concerned, anything is possible.

[ignvideo url=”https://www.ign.com/videos/2020/02/03/marvel-studios-disney-plus-big-game-spot”]

The Super-Soldier Arms Race

08 - Super-Soldier Arms raceThe MCU draws inspiration not just from Marvel’s classic comic book universe, but also from the now-defunct Ultimate Universe line. The Ultimate Universe was built around an effort to streamline Marvel’s vast history for a 21st century audience. One of the ways that effort manifested itself was an emphasis on unifying most Marvel heroes around the concept of a super-soldier arms race. In the Ultimate Universe, the creation of Captain America sparked a decades-long competition between rival nations to build newer and better super-soldiers. Readers eventually learned even mutants themselves were an offshoot of this arms race. Wolverine was patient zero in the creation of an artificial mutant gene.

Given how much the MCU has already drawn from the Ultimate comics, this revamped mutant origin story could certainly be applied to the movies. The disappearance of Captain America after Endgame will almost surely fuel a new superhuman arms race. The creation of an artificial mutant gene could be one unexpected consequence of that process.

Assuming this is the direction in which Marvel Studios chooses to go in Phase 4, we could see early seeds for the X-Men planted in something like Marvel’s The Falcon and the Winter Soldier, a series we already know is introducing would-be Cap replacement U.S. Agent. Even Marvel’s Black Widow, the first Phase 4 movie, could use the Red Room and its deadly assassins as a prelude to bigger developments on the super-soldier arms race front. An early glimpse of Wolverine as a Weapon X test subject could lead to much bigger things for the character in the MCU.

Namor: The First Mutant

09 - NamorNamor is one of many comic book heroes whose movie adaptation seems perpetually stuck in development hell. Even Kevin Feige confirmed Namor’s complicated movie rights create difficulties as far as introducing him into the MCU.

That said, one loose end from Endgame leads us to believe there are plans in place for Namor. Early in the film, Okoye mentions a strange shifting of tectonic plates off the coast of Africa, a plot point that’s never again addressed. This has led many fans to assume Marvel is teasing Namor’s debut, either in his own movie or as an antagonist in Black Panther 2.

Whatever form it might take, Namor’s MCU debut could have major ramifications for the X-Men. That’s because Namor is commonly referred to as “Marvel’s first mutant.” Namor was among the very first Marvel heroes introduced back in 1939, and eventually his origin story was retconned so that this human/Atlantean hybrid is also a mutant. Namor has even served on several modern incarnations of the X-Men. As egotistical as he is, Namor has a certain soft spot for anyone who’s treated as an outsider by the surface world.

It’s not out of the realm of possibility that Black Panther 2, of all things, could be the movie that begins introducing mutants to the MCU. Namor would make a fitting villain, given the setup in Endgame and the rivalry that exists between Namor and T’Challa in the comics. Black Panther 2 could even introduce Storm as a new love interest for T’Challa. If the goal is to introduce specific X-Men characters before diving into the full roster, that’s one way to get the ball rolling. Black Panther 2 could even reveal that the X-Men have been hiding in Atlantis, taking refuge from a world that hates and fears them.

Which Phase 4 project do you think will set the stage for the X-Men? Let us know by voting in the poll below:

[poilib element=”poll” parameters=”id=66280284-43f4-468d-9b40-00fc985656af”]

[poilib element=”accentDivider”]

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

How Rare Successfully Reinvented Sea of Thieves

This article is part of a new initiative on IGN where we spend a whole month exploring topics we find interesting in the world of video games (and hope you will, too!). May is Development Month, where we’ll tell untold stories from behind the scenes of our favorite games.

[poilib element=”accentDivider”]

Sea of Thieves is about the journey, not the destination. For a while, Rare had a difficult time seeing that. The studio imagined an experience where players were crusading their way to the top of the food chain, showing off their prowess to all of the envious buccaneers across the realm. But after release in 2018, the company scrapped those future content plans for a different experience. Maybe players weren’t interested in pirate immortality, maybe they just wanted to fish from the dock.

Development_SeaOfThieves_inline2

“Going into launch, we had plans to expand the endgame, and what it meant to be a pirate legend. We completely changed that roadmap after we launched,” says Mike Chapman, Design Director at Rare. “Players wanted much more immediate things to do in that world. The more mechanics we add, the more likely you’re going to have a really memorable Sea of Thieves session. It reaches a critical mass. It’s been so much easier for players to say, ‘Oh, I get why this game is special.’ I think that was there at launch, it was just a little bit harder to find.”

Chapman is right. Sea of Thieves was meant to be a sandbox, but in its earliest incarnation, the game was overwhelmingly austere. The thrill of Treasure-Island-style adventures in Sea of Thieves’ faction quests quickly wore off, especially once you realized they were splayed across the map with cookie-cutter homogeny. If you’ve killed one skeleton, you’ve killed them all. The player-base didn’t help much, either. The early days of Sea of Thieves were marred by a massive influx of griefers, who could quickly sour any small crew’s experience. The game’s devotees could always see the potential, they just needed Rare to fulfill their end of the bargain.

Two years later, the company has delivered in spades. Here are just a few of the new features that add up to Chapman’s critical mass. A collection of multi-step questlines called Tall Tales, which light up the world map with swashbuckling, genre-flick adventures. A Bermuda’s Triangle-like region called the Devil’s Roar, which is stocked with both plunder and dangerous volcanoes. A brand new game mode, the Arena, which pits rival brigantines against each other in instanced, player-vs-player battle. Rare initially promised an elaborate, fantastical pirate’s paradise — and they got there, eventually. Two years after release, Sea of Thieves finally resembles the experience people dreamt about after its formal unveiling at E3 2015.

[ignvideo url=”https://www.ign.com/videos/2020/03/19/sea-of-thieves-review-2020″]

In retrospect, ‘fixing’ Sea of Thieves was remarkably simple. Its first fans loved the weighty physics, the Pixar-esque art style, the thrills of days on a sailboat, and nights under a palm tree canopy. The only problem is there simply wasn’t enough content. With no Destiny-like player level thresholds to chase, and a purely cosmetic gear grind, players were running out of things to do. That problem offered Rare some clarity; the devs needed to stock their world with toys. Fortunately, Sea of Thieves’ community stuck around, offering Rare time to make good on its loftiest goals.

Development_SeaOfThieves_inline3

“I think we built a lot of trust and positive sentiment that we were all-in on Sea of Thieves,” says Chapman. “We built up this community, and the communication with the community, like it was an existing franchise, but around a new IP. When all these new people came into the world, we already had a core community that understood the game and knew the developers. We’ve been very open with videos and insider posts. We had that trust and relationship from the get-go. We listened, we took feedback, and as that community grew massively, we always had a strong core.”

[poilib element=”quoteBox” parameters=”excerpt=Everything%20in%20Sea%20of%20Thieves%20needs%20to%20fit%20the%20same%20harmonious%20tone.”]

Rare never deviated from the company’s core design directives. Two years later, Sea of Thieves remains tethered to a fixed skill curve — a brand new player is capable of the same amount of damage and speed as a veteran of the coasts. There has been no effort to retrofit the game into a progressive loot shooter; you will never be out-leveled, or out-geared, by a rival ship. The steps Rare has taken to mold the game into a more conventional format have been finely targeted. For instance, the most recent update, “Ships of Fortune,” dramatically overhauls the PvP gameplay loop, introducing a brand new faction, the Reaper’s Bones, which marks any crew under its banner globally on the in-game map for both predators and prey.

[widget path=”global/article/imagegallery” parameters=”legacyId=20038875&captions=true”]

But some of the most cherished updates in Sea of Thieves’ history hone in on the pleasures it alone is capable of delivering. For instance, players asked for the ability to fish from their vessels for months after release, and the feature was announced for a patch on the game’s one year anniversary. In typical Rare fashion, fishing arrived with a wide ecosystem of aquatic life, and a tactile, hook-line-and-sinker angling mechanic. This team believes that everything in Sea of Thieves needs to fit the same harmonious tone – if they were going to add fishing to the game, it must serve the greater fantasy of this beatific archipelago.

“A big part of Sea of Thieves is making players feel a wider degree of emotions – the thrill of ship combat, the sense of loss when your ship sinks below the waves – the emotional side of the design,” says Chapman. “Emotionally, what is fishing? Fishing isn’t a one-click mechanic to go harvest a resource. Fishing, in real life, is a way to spend some cool time, taking in your surroundings. It’s about making sure [the mechanics] have that Sea of Thieves difference.”

It’s always a gamble to believe that players will respect a more methodical, more communal, more deliberate approach to gameplay, but Rare’s developers were convinced early on that their community would respect every step Sea of Thieves took in that direction. In fact, Chapman says the update he’s most proud of is the very first one the team implemented into the game. “The Hungering Deep” added two primary features: A gargantuan, razor-toothed shark known as the Megalodon, and a long-range microphone amplifier called the Speaking Trumpet. This was one hell of a gambit. The hope was that players would use a tool that allows them to throw their voice across the waves for good, rather than griefing everyone in earshot, which is the kind of faith that many teams would never have.

“It was a risky mechanic, but one that we believed in. We were forcing players to cooperate, to go up against something together,” says Chapman. “When I went out and played it, someone started using the speaking trumpet asking if I wanted to go on a hunt [for the Megalodon] with them. If you implemented a mechanic that allowed people to shout at others over long distances during a multiplayer game, you’d fear it’d be used for ill. But that didn’t happen. That was the moment where I realized that we could do something unique.”

[ignvideo url=”https://www.ign.com/videos/2019/11/14/sea-of-thieves-the-seabound-soul-update-trailer”]

Today, Sea of Thieves is a surprise hit on Twitch — megastreamer Jaryd “Summit1g” Lazar has integrated it into his broadcast rotation — and in total, the game has over 1.8 million followers on the platform. After almost two decades in the wilderness since Microsoft acquired Rare in 2002, the venerable company finally has a bona fide phenomenon on its hands. Sometimes, as Chapman explains, the team has even found Twitch to be an inspiration for upcoming additions in the patch notes. There was a trend called “tucking,” where players used the “sleep” emote to stowaway on unsuspecting ships. Rare didn’t consider it an exploit. Instead, they added “hide” emotes so players could take their infiltration to a whole new level.

“We’ve embraced it,” says Chapman. “We were like, ‘That’s really funny, that’s cool, that’s exactly what we want to see, people using the mechanics in an interesting way.'”

Development_SeaOfThieves_inline1

The rebirth of Sea of Thieves is becoming an increasingly familiar story. Bioware is working away on a comprehensive reimagining of Anthem, the failure-to-launch mecha-RPG that fell on its face in early 2019. Fallout 76 has managed to turn the tide on its atrocious critical narrative, as Bethesda squashes the game-breaking bugs and fleshes out post-apocalyptic West Virginia with living NPCs in its Wastelanders update. Ubisoft’s Rainbow Six: Siege was off to a slow start before emerging as one of the most acclaimed multiplayer shooters of all time.

With title updates, hotfixes, and a ceaseless development cycle, every franchise earns at least one second chance in the open-world, always-online era. But Rare never betrayed their faith. The studio charted a comeback with a remarkably steadfast commitment to its vision of Sea of Thieves, betting it all on a single unassailable fact: that we all wish we could live the pirate’s life. That core trust has informed every design decision they’ve made, and as a result, its shores will be awash in gold for a long, long time.