Thor: Love and Thunder to Bring Back Lady Sif

Thor: Love and Thunder isn’t just bringing back Natalie Portman. Lady Sif, once again played by Jaimie Alexander, is set to return, according to a report by Deadline.

Sif/Alexander was absent from Thor: Ragnarok, though her co-stars returned to portray the Warriors Three, who fought against Cate Blanchett’s sinister Hela.

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Deadline also reports that Lady Sif may appear in other Marvel properties, including Disney Plus’ Loki series.

Sif was featured throughout the first two Thor films as a dedicated ally and secondary possible love interest to the Asgardian god. She also appeared in Agents of S.H.I.E.L.D., where she aided the cast in pursuing escaped sorceress Lorelei.

Disney spent several hours pouring over details about its plans for 2021 and beyond on Thursday during an investors presentation. This included a multitude of announcements about Marvel, Star Wars, and Disney Plus properties.

Perhaps the most interesting announcement for Thor fans was that actor Christian Bale (Dark Knight) will play Gorr the God Butcher, a fan-favorite nemesis of Thor’s who, as the name implies, sets off a campaign of deicide.

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You can read much, much more about Kevin Feige’s updates on the MCU here.

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Joseph Knoop is a writer/producer/warrior one for IGN.

The Callisto Protocol Wants to be The Scariest Next-Gen Horror Game Ever

Glen Schofield wants space to be scary, again. 12 years after creating Dead Space, Schofield is back in the world of sci-fi horror with his new studio Striking Distance, which just announced its survival-horror game The Callisto Protocol.

IGN spoke with Schofield a day after The Callisto Protocol was revealed to find out more about the project. And one thing is clear, Schofield’s first and foremost goal with the game is to scare you.

“I’m looking forward to really trying to make the scariest game on next-gen platforms [and PC],” says Schofield. “From what I hear — it’s hard to be the creative and talk nicely about it — but from what I hear… [Dead Space] was one of the scarier games of [its generation] and I want to do the same on next-gen, or what’s considered now the current-gen.”

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Striking Distance has a peculiar origin. Founded in 2019 by Schofield after he co-directed several Call of Duty games, including Black Ops, Modern Warfare 3, and Advanced Warfare. Striking Distance was built under the PUBG Corp, best known for the battle royale hit PlayerUnknown’s Battleground. Striking Distance then set out to expand the PUBG universe by creating a new narrative experience within it.

And The Callisto Protocol is just that. According to Schofield, there is a big combined effort to flesh out the narrative universe of PUBG, and The Callisto Protocol is set within that universe, but 300 years after whenever PUBG is set.

“The funny thing is, I came in with this story when I went and met with the PUBG people for the first time and started talking about [The Callisto Protocol] and building a studio. I presented this game to them, and so what we did was we made it fit within the PUBG storyline.”

But don’t let the PUBG connection mislead you. Schofield says The Callisto Protocol is not a battle royale game, but a full-on, third-person survival horror game.

“You want to see your character and you want to see you going into danger,” Schofield explains when asked about the appeal of the third-person horror genre. “You want to see yourself and what happens to you during the course of this… as you get blood on your suit.”

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Schofield is particularly passionate about next-gen, or rather current-gen, technology and how The Callisto Protocol will take full advantage of the latest tech and development innovations.

He highlights innovations in lighting and sound, and how the developers can take advantage of all kinds of new lighting techniques and 3D audio to create a new level of immersion.

“When the player is walking, your clothes make a sound when your arm is going across the cloth on your chest and things like that. And so we’re getting all those sounds. The sound of the wind just so slightly blowing through your hair. It’s crazy.”

The Striking Distance team is also working on integrating haptics, presumably for controllers like the DualSense. But Schofield lights up when he talks about the visuals. “You got to see the graphics, the graphics are just freaking amazing now,” Schofield tells IGN.

“We’re getting so detailed, it slows us down on production, you know what I mean?… We can get so detailed now and fit those graphics on the screen and it’s taking a lot of time to build it.”

Schofield still couldn’t share too much about the project, but immersion is the main pillar of its development.

“We’re trying to make you really feel like you’re in this world. Even though it’s you escaping from this prison and you’ve got to survive these unthinkable horrors.”

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“The more you are immersed, the more you want to know about that story, the more you want to know about those little hints that we put around. You’re like, ‘What the heck is that about? What is this mystery?’”

If immersion comes through the advancements in visuals and audio, the other draw for players in The Callisto Protocol will be the story, one that’s being handled by a dedicated writing team working to create a deep story.

“All I can say is… that my goal and the goal of the team is to make the scariest game on next-gen platforms. So if that’s what you want to play, that’s what we’re bringing.”

Check out IGN’s full recap of all the announcements and reveals from this year’s Game Awards.

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Matt T.M. Kim is a reporter for IGN.

Cyberpunk 2077’s Developer’s Bonus Structure Changed After Launch Issues

Following launch issues surrounding Cyberpunk 2077, CD Projekt Red has allegedly changed its developer’s bonus structure to ensure they will still get their bonuses.

As reported by Bloomberg, executives at CD Projekt SA have taken “responsibility for the buggy release of the highly-anticipated title Cyberpunk 2077 this week” and have made changed to make sure that the team “will receive their full bonuses no matter how the game is reviewed.”

“We initially had a bonus system that was focused on the game’s ratings and the release date, but after consideration, we believe that measure is simply not fair under the circumstances,” wrote Adam Badowski, studio head and creative director for Cyberpunk 2077, in the email to staff that was obtained by Bloomberg. “We underestimated the lengths and complexity involved to make this a reality, and still you did everything you could to deliver an ambitious, special game.”

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As of this writing, Cyberpunk 2077 has a 90 on review-aggregate site Metacritic, which reveals that high standards the team had set for itself. Despite these high review scores, Cyberpunk 2077’s launch has been impacted by many factors, including a possible seizure-inducing sequence in the game, poor performance on base PS4 and Xbox One units, and copyrighted songs that may cause DMCA strikes for streamers. Furthermore, these issues and others have caused CD Projekt Red’s stock to drop 29% around the launch of Cyberpunk 2077.

Current and former employees talked to Bloomberg about how the bonus structure previously worked for Cyberpunk 2077 devs, and it’s a bit complicated. Every month, team leads would give out tokens – styled after the company’s logo, no less – to “members of the their team they felt deserved honors.”

These tokens could then be transferred into bonuses if Cyberpunk 2077 were to meet certain criteria. Under the revised system, those “payouts will be guaranteed even though Cyberpunk 2077 was delayed and the review score has been mixed.” Bloomberg also notes that these bonuses come “on top of regular annual profit-sharing payouts,” but that “there has been concern it pushed them to work longer hours.”

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This tracks with an earlier report that revealed CD Projekt Red had enacted mandatory six-day work weeks to finish work on Cyberpunk 2077. This came after promises that no crunch would be implemented.

All these issues aside, Cyberpunk 2077 appears to be a bonafide commercial success. CD Projekt revealed that its pre-order sales had already covered the entire development and marketing cost of the game, and that Cyberpunk 2077 had sold 8 million copies before launch.

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Have a tip for us? Want to discuss a possible story? Please send an email to [email protected].

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

The Mandalorian Season 2 Episode 7: Every Easter Egg And Reference Explained

In The Mandalorian Season 2 Episode 7, the crew on Slave I head to the Karthon Chop Fields to pick up Migs Mayfeld (Bill Burr). Cara Dune (Gina Carano), now a Marshal of the New Republic, removes Mayfeld from scrapyard work and tells him she has a job for him. She leads him to the rest of the crew, including Boba Fett (Temuera Morrison), Fennec Shand (Ming-Na Wen), and Din Djarin aka Mando (Pedro Pascal). Mando asks if Mayfeld still knows Imperial clearances and protocols, and says they need the coordinates for Moff Gideon (Giancarlo Esposito).

Dune promises Mayfeld a better deal, and he decides to help the team in their mission to find Grogu aka Baby Yoda. In order to get the coordinates they need, Mayfeld needs access to an internal Imperial terminal. He believes there is one on the planet Morak, which houses an Imperial rhydonium refinery. The crew travel to Morak on Slave 1, with a new mission to get Mayfeld and Mando to the Imperial terminal in the refinery. But during this mission, they are attacked by pirates, and Mayfeld must confront his Imperial past.

PS5 And Xbox’s Big Reveals At Game Awards 2020

The Game Awards 2020 featured a ton of announcements, ranging from world premiers of new games to gameplay teasers for already anticipated titles. And plenty of those announcements had to deal with games coming to Xbox Series X|S and PlayStation 5.

On this episode of Generation Next, Lucy, Jordan, and Tamoor provide their immediate reactions to what went down at The Game Awards. The trio also talk through their respective impressions of the show as a whole and how it has contributed to the conversation surrounding the new generation of consoles–from the reveal of Xbox Series X to the advertisement of upcoming AAA titles and indie titles coming exclusively to the new consoles in 2021 and beyond, including The Callisto Protocol and Perfect Dark.

Generation Next is a weekly video series focused on discussing Xbox Series X|S and PS5. Sometimes that means sitting down for a serious discussion and other times that means mixing in some good points among lots of silly bants. It’s usually the latter.

Opinion: Xbox’s Exclusive Game Drought Is Finally Almost Over

I’ve waited a long time to say this with confidence: Microsoft is finally – finally – set up for sustained first-party success. Xbox Studios’ on-paper portfolio was capped off by The Game Awards’ riveting reveal of Perfect Dark, which will revive a beloved N64-era franchise that has been dormant for 15 years. It’s been entrusted to The Initiative, Microsoft’s lone new homegrown studio located in the development hotbed of Santa Monica that’s staffed by talent with impressive resumes. Perfect Dark’s director, for instance, is Drew Murray, who also helmed the sublime Sunset Overdrive.

But let’s back up a bit first. The story of the Xbox One’s disastrous launch has been well-told at this point, though I’d argue that Microsoft’s failures in the first-party/exclusive games department over the past generation have been just as damaging to the brand, if not more so. Funny enough, Xbox One had a pretty solid launch window’s worth of exclusives, including Forza Motorsport 5, Dead Rising 3, Ryse: Son of Rome, and Titanfall. But since starting reasonably strong on the software side, the well has gone and stayed dry, year after year. And while there have been some gems, they’ve been overshadowed by studio closures, franchise failures, and high-profile cancellations and even higher-profile delays.

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You know the recent Xbox story: a host of studio acquisitions, a megaton Bethesda purchase, the rise of Xbox Game Pass, and the release of a great new next-generation console in the Xbox Series X. The last and most important piece of the puzzle has always been first-party and/or exclusive games, though, and it’s also the problem that takes the longest to solve. You simply can’t get major, system-selling exclusives overnight, even when you pay $7.5 billion.

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That brings us to today, when we can finally take a holistic view of Microsoft’s first-party roadmap and genuinely get excited about what we see:

 

  • Halo Infinite
  • Perfect Dark
  • Fable
  • Starfield
  • The Elder Scrolls VI
  • Avowed
  • Senua’s Saga: Hellblade 2
  • Everwild
  • Forza Motorsport
  • State of Decay 3
  • Microsoft Flight Simulator (Xbox Series X version)

 

That’s a damned impressive list, and that doesn’t even include unannounced-but-inevitable sequels like Forza Horizon 5, Gears 6, Fallout 5, and Doom 3. Nor do we know what talented studios like Machinegames (Wolfenstein) and Compulsion (We Happy Few) are up to yet. Meanwhile, Microsoft has also inked a handful of third-party console launch exclusives, including Warhammer 40,000: Darktide and the Vin Diesel vehicle Ark 2.

The bad news is that most of those are still pretty far away. Granted, 2021 should still see a number of exclusives land on Game Pass, though not many heavy hitters. The Medium, Scorn, CrossfireX, Psychonauts 2, Warhammer, 12 Minutes, The Ascent, and the console release of Flight Sim are all on tap to be appetizers for 2021’s main Xbox course in the Fall, Halo Infinite.

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And look, no one’s saying these games are “better” than PlayStation’s exclusives. Sony has earned its sterling reputation amongst gamers by consistently delivering fantastic first-party games. I’m not writing this as a comparison at all. Quite frankly, Microsoft has to get its own house in order before it can worry about Sony. All of these games have to actually be stellar, not just good, in order for that to happen.

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But there’s finally light at the end of the tunnel for Xbox gamers. Perfect Dark, a first-person “more than a shooter” according to The Game Awards reveal video, gives Microsoft the chance to do what a new IP can’t: tap into a groundswell of nostalgia and resurrect a fan-favorite franchise in a way Xbox has never really done before. It could prove to be the perfect complement to the rest of the newly impressive first-party roster. Here’s hoping Microsoft can pull the whole thing off, and that Xbox’s first-party problems finally become a thing of the past.

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Ryan McCaffrey is IGN’s Executive Editor of Previews. Follow him on Twitter at @DMC_Ryan, catch him on Unlocked, and drop-ship him Taylor Ham sandwiches from New Jersey whenever possible.

JJ Abrams’ Bad Robot Forms Game Studio With Left 4 Dead Creator

Bad Robot Productions, JJ Abrams’ movie, and TV production company, has launched a video game division under the guidance of former Valve executive Michael Booth.

In 2018, Abrams announced that Bad Robots will be expanding into video games with Bad Robot Games, but the newest venture under Booth will bring video game development in-house. Meaning Bad Robot themselves will begin developing and designing games on their own.

Booth will serve as general manager and will lead the creative team through the company’s first game, according to The Hollywood Reporter.

Booth was formerly a developer for Turtle Rock Studios, the developers of Left 4 Dead and Back 4 Blood. He was project lead on games such as Counter-Strike: Condition Zero, Nox, as well as working on Team Fortress 2 and Command & Conquer: Generals.

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In a statement to Hollywood Reporter, Booth says, “My career has been driven by a desire to innovate new ways of bringing people together for epic adventures online, leaving them exciting stories they can tell their friends afterward.”

Booth added, “The games I create center around people working together to survive and thrive in fantastic worlds, which seems an excellent fit for JJ Abrams’ approach to moviemaking. As a huge fan of JJ’s work, I’m incredibly excited by the unique opportunity to create something new at Bad Robot Games Studios in collaboration with the world-class talent at Bad Robot.”

There has been no word on what Bad Robots’ first project will be.

[poilib element=”accentDivider”]Matt T.M. Kim is a reporter for IGN.

Puyo Puyo Tetris 2 Review

Fans of competitive, block-dropping puzzle games had it pretty rough for most of the last decade. Creativity in the Tetris space was being stifled by a strict set of game-rules guidelines imposed by The Tetris Company, while Puyo Puyo was mostly trapped in Japan, playable only by those international fans fervent enough to tread import waters. Thankfully, things have changed somewhat on both fronts, bringing us the unusual mashup title Puyo Puyo Tetris in 2017 to critical and fan success. Three years later, we now have a follow-up in the form of Puyo Puyo Tetris 2. While it keeps much of what made the original game a success, it offers a few new game modes and online enhancements–but as a sequel, it lacks the same punch as the original.

Like in the original game, Puyo Puyo Tetris 2 is built around an engine combining these two competitive puzzle titans into a singular game entity. Players pick either Puyo Puyo or Tetris gameplay and go up against an opponent, with rules adjusted according to which style they’re using–or they can play a mode that switches between Puyo Puyo and Tetris gameplay at set intervals. If you’re feeling especially brave, you can attempt Fusion mode, which puts Puyo blobs and Tetromino blocks on the same board in a complex rules mashup that will put your puzzling skills to the true test.

But that’s just the beginning. There’s a lot on offer in Puyo Puyo Tetris 2 for both solo and multiplayer play. The Adventure mode offers an all-new story, complete with a pleasant new overworld interface and featuring a cast of colorful weirdos–mostly from the expanded Puyo Puyo universe–who solve all of their problems and disagreements by tossing colored blobs and blocks at each other. The game modes change in every chapter, so Adventure Mode serves as a way to practice and learn the various styles of gameplay available while also unlocking characters, in-game shop credits, and various embellishments for your profile. While the rainbow-colored characters and their jokey personalities are certainly cute, the nonsensical nature of the narrative will either charm you to bits or leave you mashing the skip button to get to the dropping faster. This mode takes a few hours to finish, and future DLC expansions have been teased.

Puyo Puyo Tetris 2 on Nintendo Switch
Puyo Puyo Tetris 2 on Nintendo Switch

After you’ve finished Adventure Mode–or if you want to take a break from it–you have several options for both solo and multiplayer play for up to four people (or CPU bots). Besides all the gameplay styles above, you have special rulesets like Party Mode, which puts chaos-causing items onfield, and Big Bang Mode, a challenge of who can solve certain puzzle formations quicker. If you don’t want the stress of competition, there are challenge modes like Marathon (clear 150 Tetris lines) and Tiny Puyo (make a gigantic Puyo combo with a big playfield). Of course, solo endless Puyo and Tetris modes are available as well for those times when you just want to zone out and crush some blocks and/or squish some blobs.

These modes are certainly nice, but most of them were already available in the original Puyo Puyo Tetris. However, there have been some revamps since the first game. For example, the Lessons mode now offers a wealth of playable tutorials to give you hands-on experience with some more advanced techniques. Need to work on your Puyo stacking prowess? Don’t have the slightest clue what a T-spin is or how to do it? You can now learn quickly and easily thanks to this thoughtful new addition. There are also new visual flourishes ranging from the subtle to the flashy, including an impressively elaborate background animation when a player has a particularly high combo happening.

Of course, a big draw for competitive puzzlers is online play, and Puyo Puyo Tetris 2 delivers on that front. Besides offering a ranked mode in the form of Puzzle Leagues, you can also play casual matches with friends or random players across several different game modes with an easy-to-use lobby system. Online play is smooth and hassle-free, and I had no connectivity issues with players as far away as Europe and Australia, even on Wi-Fi.

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The marquee feature in Puyo Puyo Tetris 2, however, is the Skill Battle mode. In this mode, you form a team of three characters, each with individual stats and battle skills, to fight an opponent’s team of three. You can also equip special items earned through certain quests in Adventure Mode to further augment your team’s stats and grant additional boons, such as bonuses to chains.

You then proceed to pick your game of choice and square off against a foe, but instead of trying to make them top out, you set off combos and complete line clears to deal damage to their health bar. You’ll also be able to make use of the three character skills you have assigned, which have a variety of effects ranging from changing colors of Puyos to clearing up garbage waiting to be dropped–you can even spontaneously create a perfect set of lines for a Tetris or T-Spin combo instantly. Provided, of course, that you have the MP available to do so. It’s a cool idea, and the shift in focus to damaging an opponent’s lifebar instead of making them top out adds a new way to think about offensive and defensive play–in some Skill Battle setups, topping out and getting a clean board to work with is actually a good thing if you have recovery options in place.

Puyo Puyo Tetris 2 on Nintendo Switch
Puyo Puyo Tetris 2 on Nintendo Switch

However, the most interesting elements of Skill Battle are undermined by its implementation of RPG-style stats and enhancement items. Characters gain experience points in certain Adventure Mode nodes, which grants them better stats, and helpful items to equip are also farmable in these areas. These items and stats carry over to every other Skill Battle mode, both single-player and multiplayer, on- and offline, including the Puzzle League. This leads to some serious problems: If you’re underleveled or lack good items compared to your opponent, you’re at a severe disadvantage that skilled play and technique usage can only slightly compensate for. Needing to grind for items and levels in a puzzle game simply to be competitive–or even just to beat some of the tougher Adventure Mode quests–is tedious and unfair on several levels, and ruins much of Skill Battle’s appeal. I suspect that eventually the Skill Battle leaderboards will be dominated by level 99 teams that have poured hours into securing optimal item loadouts, leaving new players with an incredible hill to climb if they even want to become slightly competitive.

There’s no denying that Puyo Puyo Tetris 2 offers a lot of value–and even if you’re just here for simple Tetris or Puyo play, there’s plenty to satisfy. But as a sequel, the new additions it brings to the table feel rather inadequate, particularly the flawed Skill Battle mode. If you’ve never had a taste of this flavorful mashup before, then Puyo Puyo Tetris 2 will certainly quench your thirst for wacky puzzle antics and then some. But if you’re a veteran looking for a truly substantial upgrade to the original game, Puyo Puyo Tetris 2 might leave you feeling rather unfulfilled.