Call of Duty: Black Ops Cold War Review

As with any annual game franchise, it’s hard not to compare Call of Duty: Black Ops Cold War to last year’s Modern Warfare. On the campaign side, Cold War does much better than last year’s outing, showing that Call of Duty fares far better when it errs on the side of fantasy. This is true within Cold War’s campaign, where the inclusion of Ronald Reagan is a bizarre fit for an otherwise larger-than-life story about espionage and brainwashing, and it’s true when comparing its story to that of last year’s self-serious Modern Warfare.

In Zombies, Cold War has a far more successful co-op mode than Modern Warfare’s Spec Ops, though it’s still in need of some balance tweaks. Multiplayer, however, is where Cold War struggles; it falls flat overall, and that’s especially apparent in Warzone’s shadow.

Campaign

Like any Call of Duty campaign, Cold War is theatrical. From the ’80s-themed montage that opens the campaign to a Vietnam flashback set to Steppenwolf–along with plenty of explosions, helicopter crashes, and slo-mo shootouts–Cold War’s campaign is as action-movie as you’d expect. It largely works with the inherent over-the-top nature of a Black Ops story, and although some bits can be kind of goofy, it’s both easy and fun to buy into the spy drama and massive gunfights in equal measure.

That’s partially thanks to good comedic timing in the dialogue, which helps prevent most scenes from coming across as too self-serious. You’re also given plenty of choice throughout the campaign, including optional side missions, whether to kill or capture particular antagonists, and various dialogue options that range from lawful good to cheeky to loose cannon. While most decisions don’t materially affect the overall story, I had fun playing around with them and going back to previous levels to try the more chaotic options, like throwing an enemy spy off a building instead of capturing him.

Most levels give you multiple options in terms of your approach to combat, too, and some even account for blunders on your part. For example, an early mission tasks you with assassinating a target before he boards a plane and gets away. You’ll screw up the assassination regardless, but the first time I did it, I was too slow and didn’t even get a shot off before he began to escape; the second time, I did it “correctly” and shot at him, but the shot ended up hitting someone else and the target began to escape anyway. Even though the scene proceeds the same way no matter what, the illusion of flexibility, at least, makes Cold War’s campaign dynamic and exciting–it often feels like you’re just barely getting away with whatever hijinks you’re trying to pull.

Simple stealth mechanics add to this feeling. Most missions have at least some stealth, which means staying out of sight, relying on silent takedowns, and then hiding a body before someone can find it. In some instances I felt like I got away with more than I realistically should have, especially when noisily stabbing someone right behind someone else. But there are a few missions that create satisfying tension, as if you could be caught doing your spy business at any moment if you aren’t quick and careful.

The level design is par for the course for Call of Duty, with clear objectives and bombastic set-pieces. Hidden intel and the occasional optional objective mix it up a bit and encourage you to explore places like a well-realized East Berlin or a clever and creative Soviet training facility. One level, however, really stands out as a showcase for both stealth and freedom of choice, giving you free rein inside a KGB building and multiple options for completing your objective. I spent more time in this mission than in any of the others, exploring all the possibilities and sneaking into restricted areas just to see what was behind each door.

You have plenty of opportunities to go loud, of course, and the shooting is as tight as ever. I’ll never get tired of the satisfying thump that confirms a kill, whether I’m using a sniper rifle or an attack helicopter’s minigun. Weapons are responsive and distinct from each other, and on PS5, the DualSense controller’s adaptive triggers further differentiate one weapon from the next–I’ll get to that a bit later on.

Cold War largely avoids specific real-life events in its missions and overall story–at least to my knowledge–and instead uses the backdrop of the Cold War and the Iran hostage crisis to establish a sense of place and a main conflict (though the CIA is no stranger to illegal and questionable operations like those in Cold War’s missions). One bizarre intrusion of real life comes in the form of Ronald Reagan, who only appears in a brief scene at the beginning and via a few voice lines toward the end of the game. While the recreation of his likeness and manner of speech is undeniably striking–a technical feat to be sure–he comes across as a weirdly benign grandpa in a room full of rough-talking, chain-smoking badasses discussing illegal military operations. It has very little to do with Reagan’s real-life foreign or military policy, and he himself really has no impact on the trajectory of Cold War’s story. He might as well have been any generic president in any American political drama, and his appearance sticks out as an attempt to force “realism” into an otherwise fantastical story.

It’s overall a fun action-movie story that absolutely delivers on the quintessential Black Ops twists and turns, but it ultimately walks back its more interesting and relevant questions.

Cold War’s biggest miss, in terms of story, is giving the United States very little grief for its imagined ills. Without going into too much detail, the US is ultimately responsible for the main (and completely fictional) issue at the center of the game’s campaign, all due to an absolutely bonkers anti-Soviet strategy gone awry. The protagonists’ main concern is that the US will be blamed for how the Soviets use this to their advantage, rather than that the US is indeed guilty of a major foreign policy blunder and human rights violation in the first place. There are moments in one of the two major endings where the game flirts with the idea that the US is not blameless, but it’s ostensibly the bad ending; completing its objectives made me feel guilty, which ultimately solidified my suspicion that the US was meant to be the good guys all along and that the ends justified the questionable means.

It’s clear that a core theme of Cold War’s story is that things are more complicated than just good or evil, and the ways in which this sequel plays off the original Black Ops underscore that. But like many Call of Duty stories, it only gestures at a greater point and stops short of making it. It’s overall a fun action-movie story that absolutely delivers on the quintessential Black Ops twists and turns, but it ultimately walks back its more interesting and relevant questions–though I was completely invested in the story for the entire duration.

Multiplayer

As with any Call of Duty game, the standard suite of 6v6 multiplayer modes is here. There’s not much to say about the modes themselves that hasn’t been said before; they’re the bread and butter of the multiplayer CoD experience, and most of them work well.

There’s a relatively small group of maps available currently, with more already announced. The Cold War setting allows for a lot of variety from one map to the next, which helps the limited slate feel richer; a highlight in terms of aesthetic are Miami’s neon-soaked streets. Each core 6v6 map balances close-quarters spaces with long-range sightlines, and in my experience, they mostly translate well from one mode to the next.

Combined Arms is Cold War’s answer to Modern Warfare’s Ground War, and it’s my favorite of the multiplayer modes. The 12v12, objective-based mode incorporates vehicles at a manageable scale–you get boats on Armada, motorcycles on Cartel, and snowmobiles and tanks on Crossroads. Armada is the standout map, with several ships connected by ziplines. To get around, you can take the ziplines, swim, or commandeer a speedboat or larger turreted vessel. This provides a lot of dimension to the map; you can attract the attention of the opposing team with a loud vehicle but get to the objective faster, or you can dive underwater to avoid detection and sneak up on the deck of a ship at the cost of speed.

The other two Combined Arms maps aren’t quite as exciting, though. While the boats and ziplines of Armada give you an efficient way of navigating a water-based map, Cartel has tighter spaces and a lot of bumpy ground, so its motorcycles don’t serve much of a purpose besides alerting everyone to your position. The tanks on Crossroads are good for causing explosions, but you can be just as effective, if not more so, on foot.

Conversely, Cartel and Crossroads work just fine as 6v6 maps without their vehicles, whereas Armada is missing a lot of its charm without its boats. And while the maps are altered for the smaller player count, Armada still feels too big–it’s much harder to get in a firefight without objectives to funnel you toward your opponents.

Cold War is missing key mechanics that Modern Warfare and Warzone have, which leaves multiplayer at odds with the Warzone ecosystem.

Fireteam: Dirty Bomb, another new mode, suffers under the weight of its large player count. The 40-player mode isn’t battle royale, but it borrows ideas from battle royale games, including dropping out of a plane into a free-for-all against other teams of four. However, it lacks the stakes that make battle royale exciting. You can respawn over and over again after a short cooldown, and the objectives are scattered around the map–which means it’s never quite clear which one you should be moving toward and where other teams might be moving in relation to you. It’s easy to get flanked by multiple teams because you can’t be sure where they’re likely to come from, and because the maps are a bit too small for the number of players, you get into frustrating scuffles often.

Across the multiplayer modes, Cold War feels a bit clumsier than Modern Warfare and, by extension, Warzone. It’s missing key mechanics that Modern Warfare and Warzone have, including mounting weapons and switching a weapon’s fire rate, which leaves Cold War at odds with the Warzone ecosystem. Of course, Cold War and Modern Warfare are different sub-series, so it’s not fair to expect them to be identical. But the two systems are different enough that it’s noticeable, especially in the movement and gunplay. It’s not that one is better than the other, but it’s a jarring adjustment to switch to Warzone–after all, Warzone is still an active part of Call of Duty and is even launchable from the Cold War menu.

Using The DualSense

On PS5, Cold War utilizes the DualSense controller’s various features, including nuanced haptic feedback and the much-touted adaptive triggers. When you’re low on health, you can feel your heartbeat in your hands as it thumps in your ears and flashes red on the screen. When switching weapons, you can feel the difference in ADS speed through the left trigger’s level of resistance; you can feel the difference in fire rate depending on how snappy (or not) the right trigger is, and the intensity of the vibration changes depending on the firepower and recoil you’re working with.

I’ve experimented with a variety of weapons as well as the same weapon with different attachments. Different weapons definitely feel distinct, but it’s hard to tell what effect, if any, an attachment like a stock has on the trigger feel of a gun (though you’ll still get the gameplay benefits of attachments, like faster reload speed, so it’s not a huge deal). The most practical application I’ve found for the DualSense’s feedback is in Zombies, where I tend to switch weapons much more frequently than in multiplayer. It’s immediately apparent whether you’re using your assault rifle or your LMG, for example, and in practice this helped me keep my eye on the enemies rather than double-checking my weapon in the bottom-right corner of the screen.

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Generally, this trigger feedback has also informed which weapons I’ve been favoring. The MP5, even after its nerf, has a satisfying snappiness in the right trigger that I really like; the AK-74u feels a bit heftier but is easy to aim and shoot for the power it gets you. The DualSense and the adaptive triggers specifically aren’t a make-or-break feature, but they add dimension to already strong gunplay.

While the feedback is engaging, though, it might not necessarily improve your Call of Duty game. Some guns, like long-range ones, require far more pressure to aim down sights than a standard assault rifle, which made my left pointer finger sore after a few hours of matches. That might sound kind of silly, but over time, having to put a lot of pressure on a trigger adds up, and I found myself switching to the much more forgiving AK-47 to offset this. Haptic feedback, too, could potentially interfere with your aim, though personally, I’m here to have a good time rather than nail a lot of headshots. If you prefer a more traditional controller feel, you can disable the features entirely in the game’s settings.

Zombies

I’ve always liked Zombies, but this is the first time in a while that I’ve felt like I actually learned and improved after each run. A big part of that is the map design–Die Maschine is just the right size, with enough room that everyone can kite their own crowd of zombies but small enough that it doesn’t take ages to learn the map basics. It only took a handful of runs to figure out which doors to unlock and when, how to get the power on, and how to unlock the Pack-a-Punch machine; once we found a rhythm for the opening rounds, we could just focus on getting better and surviving longer.

However, while the learning curve is manageable, the difficulty curve could use some tweaks. It ramps up rapidly after round 10, as base weapons start to get less and less effective. On top of upgrading weapons at the Pack-a-Punch machine using points, you also have to upgrade their damage tier separately using salvage, which drops from zombies at random. Salvage is very rare compared to points, so you’ll end up packing a weapon twice before round 20 but unable to upgrade its damage tier to match. Your ability to do damage can stall out as a result.

That about sums it up.
That about sums it up.

The inclusion of damage tiers on top of the traditional Pack-a-Punch makes upgrading a weapon a bit more convoluted than it really needs to be. Salvage is also used to upgrade your armor and craft equipment like grenades, meaning you often have to decide between upgrading a weapon or something else. It’s a mechanic that’s really in need of balancing–even with a weapon attachment that’s supposed to increase the rate of salvage drops, I still struggle to get enough to do everything I need to do.

There are also radioactive bosses that join the normal zombie horde every few rounds, which exacerbates this issue. These bosses are really spongy, they eat a lot of bullets, and they survive between rounds. By round 20, we end up spending a good amount of our points at ammo crates just to keep up. Because packing a weapon the final time costs a whopping 30,000 points, it’s difficult to save up enough points to get the final upgrade, let alone survive long enough without the damage boost you’ll get from it. It’s even harder once the game throws three of them at you at once.

The bosses themselves challenge you to coordinate with your team, though, and we found some success by kiting a lone zombie around the map while we dealt with the bosses. Delaying the start of a new round this way isn’t a new strategy for Zombies, of course, but it’s still satisfying to execute, especially while dodging radioactive projectiles and trading off runs to the ammo crates. It’s just that the boss rounds occur too close together to give you and your team room to breathe.

Die Maschine is just the right size, with enough room that everyone can kite their own crowd of zombies but small enough that it doesn’t take ages to learn the map basics.

The biggest issue plaguing Zombies at the moment, though, is a bevy of server and matchmaking hiccups. I spend 10-15 minutes just troubleshooting matchmaking before my team and I can actually start playing, and it’s not uncommon for one person to randomly error out right as the run is starting. I’ve experienced this both when utilizing cross-play and when playing with only PS5 players. We’ve also had both PS5 and Xbox Series X players experience hard crashes that completely shut off their systems. Technical issues like these are forgivable in the grand scheme, considering Cold War is cross-gen on top of allowing cross-play and launched in the middle of a pandemic. Still, it’s worth noting that there are still a lot of issues to be ironed out.

It’s reasonable to expect updates to Cold War at a steady clip. Weapons will be tweaked, issues will be patched, and gameplay will be balanced. Zombies has a strong foundation and may very well be improved further by potential updates, but the gap between multiplayer and the Warzone ecosystem is too wide to be bridged by small tweaks. Zombies is a good co-op time overall, but multiplayer falls flat, leaving the strong campaign to do most of the heavy lifting.

Now Playing: Call Of Duty: Black Ops Cold War Video Review

Call Of Duty: Black Ops Cold War – How To Play Split-Screen Multiplayer

It’s not immediately obvious, but one of the cooler things available in Call of Duty: Black Ops Cold War is the ability to take on its multiplayer offerings in split-screen mode. That means you can share a TV with a friend and both dive into Cold War’s multiplayer from the comfort of the same couch.

But while it’s nice to have the split-screen option for more than just private matches, enabling local split-screen is not exactly obvious in Cold War. There are also a few caveats for using the mode on consoles. Specifically, if you mean to play split-screen online, you’re going to need two Xbox Live Gold accounts or two PlayStation Network accounts. Don’t expect split-screen to be a workaround to forking over online subscription fees to console-makers.

Here’s everything you need to know to set up split-screen for both online and local play on consoles, in all of Cold War’s modes.

Step 1: Sign In A Second Controller

Before you get going on Cold War, you’re going to need a second controller. On the second controller, sign in to an account on your console. On either the PlayStation or Xbox console families, you can sign in with a guest account, rather than one tied to either the PSN or Xbox Live. That’ll work in some variations of multiplayer, but note that you can’t use a guest account to play online–using one restricts you to local play.

If you mean to play online, make sure to sign into a Xbox Live or PSN account on the second controller. You should also note that you’ll need a separate Activision account to play online, which you can set up or sign into when you load up Cold War.

Step 2: Set Your Orientation

Cold War allows you to adjust your split-screen settings, orienting the split either horizontally (so the two screens are stacked on top of one another) or vertically (so they’re side-by-side). You can adjust between the two in the Graphics settings menu, so check on that before you commit to a multiplayer game and find yourself disoriented.

Step 3: Switch Between Online and Offline

When you get to the main menu of Cold War, you’ll see the options to play Campaign, Multiplayer, Zombies, and Dead Ops Arcade. Way down at the bottom of the screen is the info you’re looking for: The setting that flips between online and offline play. You should be able to toggle this with a single button on your controller.

Switch to offline mode and you can load into the multiplayer lobby of your choice, one that can’t be filled with other players from the internet. In offline mode, you can play split-screen against another player using a guest account on your console.

Step 4: Head To The Lobby

In either case, once you’re in a multiplayer lobby, look for a prompt on the right side of the screen telling you how to sign in for split-screen. Like the switch between online and offline, it should be a single press of a button to switch to split-screen. That’ll automatically add the player on the second controller to your in-game party, as well.

If you’re searching for an online game, the rest of your lobby should fill as normal once you pick which kind of match you want to take on (and in Zombies, once you start the scenario). In local play, you’ll load right into the game, but of course, it’ll be a little empty.

Now Playing: Call Of Duty: Black Ops Cold War – Campaign Impressions

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16 Hours With Cyberpunk 2077: Sex, Johnny Silverhand, And More

Cyberpunk 2077 is a huge game–even though we’ve been getting lots of looks at its story and gameplay for years now, there’s still a lot to uncover. CD Projekt Red gave us one last, lengthy look at Cyberpunk before its December 10 release date, and it covered a lot–from story, to side quests, to sex.

In the video above, Lucy and Jean-Luc’s lingering Cyberpunk questions are fielded by Phil, a GameSpot editor who got to spend some 16 hours exploring Night City in CD Projekt’s final preview of the game. He spent a bunch of time working through the story, spending time with the characters, hanging out with Johnny Silverhand, and building up the legend of mercenary V through the course of the preview. He also ventured to a Night City red light district to find out what hanky panky is like in Cyberpunk 2077–for science. It was weird.

We’ve got plenty more Cyberpunk 2077 coverage, including lore deep-dive videos and two big previews based on our 16-hour play session, at GameSpot.com, so be sure to check them out.

The Last Of Us Part 2 Drops To $30 For Black Friday 2020

The Last of Us Part 2 is the long-anticipated sequel to Naughty Dog’s critically acclaimed game surrounding an apocalyptic disease. After a string of delays, The Last of Us Part 2 finally released on PS4 over the summer, and if you missed it during those dog days, you can pick it up now at a discount thanks to Black Friday 2020. Note that if you own a PS5 with a disc drive, you’ll be able to play this physical PS4 copy on that system as well thanks to backwards compatibility.

The Last of Us was known for its moral ambiguity and dark themes, and The Last of Us 2 follows in its footsteps. Instead of the first game’s Joel as your protagonist, you now play as a fully grown Ellie. The world is just as grim as ever in the years following TLOU, as Ellie’s journey puts her face-to-face with warring factions fighting for survival and power.

The Last of Us Part 2 is a PlayStation 4 exclusive, but if you’ve picked up a new PS5, you’ll get a nicely boosted performance including improved load times. If you haven’t yet played the first game, you can pick up The Last of Us Remastered as part of the PS Plus Collection, which offers a selection of quality PS4 games for new PS5 owners who are subscribed to PlayStation Plus. You can also claim the PS Plus Collection on PS4 as long as your profile has logged into a PS5 first.

For more details, be sure to check out our The Last of Us 2 spoiler-free review–or you can throw caution to the wind and read our spoiler-filled review. And if you’re looking for other notable discounts, head over to our Black Friday info roundup and look at the best Black Friday gaming deals.

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Sony Releases PS5 Ad Featuring Rick And Morty

Sony has partnered with Adult Swim’s buddy scientists Rick and Morty to deliver a quirky 30-second PlayStation 5 advertisement.

The two appear in Morty’s parents’ living room, with Rick counting what looks to be a lot of money and Morty standing to the left of the PlayStation 5. Rick tells Morty to “talk about the thing,” to which Morty, stammering as he does, begins to list off some PS5 talking points.

“This is the PlayStation 5,” Morty says, gesturing to the right, where the console stands vertically on a white Ikea-looking table. “It’s really fast. It’s super fast. Like, way less of those long loading screens, you know?” According to Rick, “they” really wanted the two to mention the PlayStation 5’s speed because the fast loading times are “really important to them.”

Morty then very briefly dives into the DualSense’s features. He talks about the haptic feedback in the controller, as well as the adaptive resistance found in the shoulder buttons. But Morty ends up blocking the console, which Rick tells him not to do because “they wanted that in the shot.” The advertisement concludes with Rick telling the camera to “go play PS5” after shouting a bunch of expletives as he always does. Check out the short advertisement above.

This isn’t the first collaboration Sony has released related to the PlayStation 5. The company recently partnered with American rapper Travis Scott to promote the new console.

The PlayStation 5 is now available worldwide, but they’re pretty difficult to get a hold of. However, GameStop and Walmart plan to restock their shelves in time for Black Friday.

Black Friday 2020 Rips And Tears Doom Eternal’s Price Down To $20

With Doom Eternal, id Software continued the reboot of its classic shooter with even more high-speed shooting and tactical dismemberment. If you missed it when it released earlier this year, you can snag it for a mere $20 during Black Friday 2020. It’s currently backwards-compatible with the PlayStation 5 and Xbox Series X/S and will receive a free next-gen upgrade sometime in the future.

The sale price applies to both Xbox One and PlayStation 4 versions of Doom Eternal, and if you have the disc drive versions of Microsoft and Sony’s next-generation consoles, the games will function on those as well. Bethesda hasn’t laid out exactly when its free PS5 and Xbox Series X/S upgrades are coming for Doom Eternal–all we know is that they’re dropping “at a later date.”

If you’re a shooter fan, though, this is definitely a deal you should be eyeing. Doom 2016 modernized id’s classic, marrying its fast-paced old-school shooter feel with a bunch of tweaks and improvements, and Doom Eternal continues to evolve the idea. Eternal plays with the formula by tying health, armor, and ammo drops you get from enemies with how you dispatch them, turning your constant demon-slaying carnage into a sort of puzzle-solving dance. Performing finishers, setting enemies on fire, and tearing them apart with your chainsaw all get you different drops, so to keep yourself alive, you have to keep moving, keep ripping, and keep tearing.

“Though it can take a bit to get the hang of it, the intricacies of Doom Eternal’s combat, combined with its enhanced mobility and option-heavy level design, create a ton of white-knuckle moments that elevate everything that made Doom 2016 work so well,” we wrote in our review. “Its combat is just as quick and chaotic, but requires you to constantly analyze everything that’s happening in order to come out victorious. Once you get the hang of the rhythm of Doom Eternal, it’ll make you feel like a demon-slaying savant.”

We’ll be covering Black Friday 2020 news and deals from now through Thanksgiving weekend, so stay tuned. Check out our roundup of the best Black Friday gaming deals available this year, including the best deals for Nintendo Switch, PS4/PS5, and Xbox One/Series X.

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The Mandalorian: Who Are Those Imperial Troopers?

Warning: This article contains spoilers for The Mandalorian: Season 2, Episode 4!

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The Mandalorian: Chapter 12 proved to be a surprisingly eventful episode on multiple fronts, not least of which being the first in-canon appearance of a major Star Wars video game villain. The Dark Trooper looks to now be an official part of Disney’s Star Wars timeline, and that means Mando and friends have a very dangerous new enemy to contend with.

If you weren’t a PC Gamer back in the mid-’90s, you may not recognize these ominous armored troopers. Read on for a full breakdown of what the Dark Trooper is and how their live-action debut will impact the plot of The Mandalorian.

The Dark Troopers as seen in The Mandalorian: Chapter 12.
The Dark Troopers as seen in The Mandalorian: Chapter 12.

The Dark Trooper in Star Wars: Dark Forces

The Dark Trooper was first introduced to the franchise in the 1994 PC game Star Wars: Dark Forces. Dark Forces revolves around Kyle Katarn, an ex-Stormtrooper and mercenary who is hired by Mon Mothma to steal the plans for the first Death Star (obviously, the game is no longer part of the official canon). That initial mission only forms the basis of the game’s opening level, however. From there, the game pivots to a series of missions involving Kyle and his partner Jan Ors investigating the top-secret Dark Trooper Project.

As the game reveals, the Dark Trooper Project is the brainchild of General Rom Mohc, an Imperial notable for his obsession with one-on-one combat and his distaste for impersonal super-weapons like the Death Star. The Dark Trooper is designed to be a much more powerful alternative to Palpatine’s ordinary Stormtroopers. Dark Troopers are outfitted with stronger weaponry, jetpacks and nearly indestructible armor forged from the rare metal phrik.

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Dark Forces introduces three variations of the Dark Trooper. Most Dark Troopers seen in the game are actually battle droids rather than living soldiers. The Phase 1 Dark Trooper resembles nothing if not a cross between a Stormtrooper and a Terminator endoskeleton. The Phase 2 Dark Trooper is much larger and more heavily armored. The Phase 3 Dark Trooper is the culmination of Mohc’s plans. It’s an exoskeleton suit rather than an autonomous robot, and Mohc himself wears the sole Phase 3 suit in existence when he battles Katarn in the climax of the game. Naturally, Mohc is defeated, and the Phase 3 suit is destroyed along with the majority of the Dark Trooper Project aboard Mohc’s Star Destroyer.

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Other Versions of the Dark Trooper

The Dark Trooper has made a handful of appearances in other Star Wars projects, mainly various video games and tabletop RPGs. For example, the MMORPG Star Wars Galaxies introduces the Triumphant-class Dark Trooper as a companion to Darth Vader, and the older Star Wars: Battlefront series throws Elite Dark Troopers into the mix.

Kyle Katarn battling a Phase 2 Dark Trooper in Star Wars: Dark Forces.
Kyle Katarn battling a Phase 2 Dark Trooper in Star Wars: Dark Forces.

Those early Battlefront games also fleshed out the origins of the Dark Trooper Project with the introduction of the Phase Zero Dark Trooper. These proto-Dark Troopers were designed by a younger Lieutenant Mohc using aging Clonetroopers as a template. Tapping into the same technology powering Darth Vader, Mohc augmented these Clone Wars veterans with extensive cybernetic upgrades. Unfortunately, the psychological toll proved to be too much for these Dark Troopers, and so the project pivoted to droids and exo-suits instead.

Some of the early Dark Horse-era Star Wars comics like Dark Empire II and Empire’s End feature a completely different version of the Dark Trooper. These elite soldiers wear black armor (not unlike the Deathtroopers introduced in Rogue One) and actually have limited Force abilities. These Dark Troopers are one of many weapons the cloned Emperor Palpatine unleashes on the galaxy following his return.

Why the discrepancy? As writer Tom Veitch previously explained to IGN, the creators involved in the various Expanded Universe projects weren’t always in close contact with one another back in those days.

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How The Mandalorian Could Reinvent the Dark Trooper

While those definitely look to be Phase 2 or 3 Dark Troopers in the final scene of The Mandalorian: Chapter 12, it’s pretty much a given the series won’t be following the Expanded Universe’s example when it comes to these characters. For one thing, the majority of Dark Forces takes place shortly after the events of Episode IV, whereas The Mandalorian is set five years after Return of the Jedi. According to the EU, the Dark Trooper Project should be long gone by now.

But as with a great many characters and elements that originated in the EU (Grand Admiral Thrawn, Darth Maul’s return, etc.), we can probably expect The Mandalorian to draw some inspiration from these classic stories while also putting a fresh spin on things. We may learn Moff Gideon, not General Mohc, is the mastermind behind the Dark Trooper Project. The Dark Troopers could be portrayed as a last-ditch effort by the Empire to maintain power. No longer blessed with the limitless resources of the Palpatine era, the Imperial Remnant may now see the value in a smaller army comprised of highly capable, nigh-indestructible super-soldiers.

The Dark Troopers may actually become the dark inverse of the Mandalorians themselves. Perhaps Gideon has stolen the secrets of Beskar armor and other Mandalorian arts in order to create a new breed of trooper. To date, Mando has gotten by largely on the strength of his blaster-proof armor and years of training. What happens when the enemy suddenly has those same assets?

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It’s also possible the series could draw on the variations of the Dark Troopers introduced after Dark Forces. Perhaps the series will revive the concept of Phase Zero Dark Troopers, revealing these soldiers to be cybernetically powered Clonetroopers left over from the Clone Wars. Hey, Temuera Morrison is already playing Boba Fett, so why not let him play a few clone characters while he’s at it?

We could also see the series unifying the conflicting versions of Dark Troopers seen in Dark Forces and Dark Empire II. Maybe these heavily armored super-soldiers will also be Force users. As Chapter 12 makes clear, Gideon is hellbent on mastering the secret of creating Force-sensitive clones and, apparently, helping usher in Palpatine’s return. These Dark Troopers could represent his early, flawed experiments with midi-chlorians.

Will Kyle Katarn Also Appear?

With Dark Troopers joining the fray in Chapter 12, a lot of Star Wars fans are probably wondering if Kyle Katarn might be next. Is there room for this ex-Stromtrooper-turned-Rebel spy-turned-Jedi Knight? It’s certainly not impossible.

Again, the series would have to tinker with the formula established in the EU. Given the events of Rogue One, we know Kyle didn’t have a hand in stealing the Death Star plans. But fortunately, that adventure is just one stop in a much longer journey for Mr. Katarn. Even destroying Project Dark Trooper is just the beginning. The sequel Jedi Knight: Dark Forces II deals with Kyle’s discovery of his Jedi heritage, a thread that continues across several games. Kyle winds up playing a heavy role in the post-Return of the Jedi EU era, including becoming one of the students at Luke Skywalker’s Jedi Academy.

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Obviously, a series like The Mandalorian isn’t going to have room to fully explore that character arc, but we could easily see the character debuting in Season 3 as a prelude to a larger role elsewhere. Kyle could start out much as he did in the original Dark Forces – helping Mando end the threat of Moff Gideon’s Dark Troopers. From there, Kyle could link up with characters like Luke or Ahsoka and grapple with his Jedi powers. Even 26 years after his debut, Kyle Katarn still has a large fan following. Why not tap into that following by bringing yet another familiar Star Wars face into The Mandalorian?

For more on the series, check out IGN’s review of The Mandalorian: Season 2, Episode 4, refresh your memory on every character who’s appeared so far and learn more about the rules of Beskar armor.

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

Amazon’s Black Friday Xbox Deals Have Started

Amazon kicked off Black Friday a week early, with its Black Friday Week sales event. Some of the earliest and best Black Friday deals so far are on video games, and with Microsoft letting the lid of its deals early, Amazon has been forced to play price-match catch-up.

Black Friday Xbox Deals at Amazon

We know Amazon will offer Game Pass Ultimate Black Friday deals, but those aren’t (at the time of this writing) live yet. You can, however, start saving on Xbox games right now.

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Xbox Series X Black Friday Availability at Amazon

Amazon hasn’t had the Xbox Series X available for order since the preorders sold out, which was last month. It’s not likely we’ll see them again on Black Friday, but that doesn’t mean there isn’t a chance.

Black Friday Xbox Controller Deals at Amazon

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Hyrule Warriors: Age Of Calamity Day One Update Out Now

Hyrule Warriors: Age of Calamity is out on Nintendo Switch, and a day one update for the game is now live as well. The version 1.0.1 patch adds a Spanish audio option and resolves a handful of game-breaking bugs.

Specifically, the update fixes a couple of issues that prevented players from progressing further in the game in certain circumstances. You can see the full patch notes, taken from Nintendo’s official support website, below.

Hyrule Warriors: Age of Calamity is the second Dynasty Warriors-style Zelda spin-off from Koei Tecmo, following the original Hyrule Warriors on Wii U (which was ported to Switch back in 2018). The game is a prequel to The Legend of Zelda: Breath of the Wild and is set 100 years before the events of the Switch launch game, following Link, Zelda, and the Kingdom of Hyrule as they try to thwart the return of Calamity Ganon.

In addition to Link and Zelda, Age of Calamity features a variety of playable characters, including the four Champions Revali, Daruk, Urbosa, and Mipha, as well as young Impa. Players who have save data for Breath of the Wild on their Switch systems will receive a bonus weapon upon starting Age of Calamity: the Training Sword.

We scored the new Zelda spin-off a 6/10 in our Hyrule Warriors: Age of Calamity review. “The main reason I dove into Age of Calamity is because I love its world and the history it tries to remember. So for a game to retread them and proclaim to have something new to say when its inspiration’s most striking moments come from what it leaves unsaid is a big ask. But my problem with Age of Calamity isn’t that it fails to live up to that responsibility. It’s that it doesn’t even try. It doesn’t have the courage to see things through,” we wrote.

Hyrule Warriors: Age Of Calamity Ver. 1.0.1 Patch Notes

General

  • Added Spanish audio.
  • Fixed software issues, including the following problems:
    • Fixed issue where proceeding further became impossible after certain operations in the menu screen of the two-player mode.
    • Fixed issue where proceeding further sometimes became impossible when changing characters at a certain point in some of the scenarios.
    • Fixed issue where proceeding beyond the loading screen sometimes became impossible after defeating an enemy with a certain procedure in some of the scenarios.
    • Fixed the issue where the screen display got corrupted and controls apart from the HOME Button stopped responding after certain operations in the materials selling menu.

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Twitch Co-Founder Kevin Lin Leaves Company

Twitch co-founder Kevin Lin will depart from the company. Lin, who served as the popular streaming platform’s COO from 2008 to 2018, made the announcement in a Medium post.

He recounted his experience with Twitch and thanked everybody involved in Twitch’s journey. Lin did not explicitly state what his next career plans were, but instead commented that he will be “spending time with family and loved ones, some sleep and relaxation, some fitness, and of course, a lot of video games.”

Twitch won’t be Lin’s final adventure in the tech sector, however. He stated, “I’m so excited to stretch my curiosity and to continue exploring a world where technology is a positive amplifier in our lives. I will build again. I hope to create something as remarkable as Twitch again, to build with amazing people who will challenge me, and to make the world we experience better.”

Kevin Lin, Emmett Shear, Justin Kan, Kyle Vogt, and Michael Seibel officially rebranded Justin.tv and launched Twitch in its current incarnation in 2011. Amazon then acquired Twitch in 2014 for nearly a billion dollars, an investment that looks to be paying off. Twitch is central to many gaming communities, and a number of popular gaming personalities sprung to fame from the platform. With the pandemic causing people to stay mostly indoors, individuals other than gamers–such as musicians and artists–also turned to Twitch to connect with their audiences. It seems Twitch has more room to grow and can potentially cultivate an even larger user base.

However, Twitch has faced challenges lately and continues to struggle with copyrighted material on the platform. In early 2020, Twitch received a flurry of DMCA takedown notifications over copyrighted audio. Since then, the company wrestled with creating policies dealing with copyrighted audio, and Twitch creators grappled with adjusting as well. More recently, major music institutions are still dissatisfied with Twitch’s solutions, such as Twitch’s Soundtrack Service for streamers, and want the platform to do more. In any case, it appears Twitch’s conflict with certain music industry organizations is far from over.

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