A Lego Sonic The Hedgehog Kit Is Speeding Into Production

Although Sonic the Hedgehog technically received the Lego treatment alongside the toys-to-life game Lego Dimensions, a full kit starring Sega’s iconic mascot has never been released. That’s changing soon with Sonic Mania: Green Hill Zone, a fan-created design that was submitted to the Lego Ideas platform. Lego is now moving forward with production on Sonic Mania: Green Hill Zone, though it’s unclear when the kit will launch.

The original concept design was submitted to Lego Ideas by Viv Grannell, a UK-based Sonic fan. The design exceeded the 10,000 fan votes required to get Lego to consider the project for production. “I’ve been invested in the world of Sonic for almost my entire life, and it’s such a perfect fit for the LEGO system that I spent about a year rallying support for it to happen,” Grannell said in a statement.

Sonic Mania: Green Hill Zone
Sonic Mania: Green Hill Zone

While it’s too early to know the exact specifics of the set, the concept design was based on the beloved Green Hill Zone, the first level of the original Sonic the Hedgehog game that was remixed in Sonic Mania. Grannell’s design calls for roughly 700 pieces and includes a Sonic minifigure and brick-built versions of Dr. Eggman, Motobug, Heavy Gunner, Heavy Magician, and three Flickies. There’s also a towering Egg Robot mech and a buildable playset featuring a loop, palm tree, and more.

The Sonic franchise is celebrating its 30th anniversary this June, so it seems likely more Sonic news could be on the way in the coming months. A new Netflix series dubbed Sonic Prime was recently announced and will stream on Netflix next year.

New Steam Game Tale Of Immortal Is Off To A Big Start

Tale of Immortal has been out for barely a week as an Early Access title, and already the open-world sandbox based on Chinese mythology and cultivation has become one of the most popular games on Steam. Concurrent players peaked at 172,000 users this week, resulting in Tale of Immortal being more popular than Grand Theft Auto V or Rust.

With its tile-based 2D world aesthetic and a single language option of Simplified Chinese, Tale of Immortal might seem like an incredibly unlikely game to have debuted as the fifth most popular game on Steam. User reviews are overwhelmingly positive though, as the combination of Chinese mythology, vibrant monster-slaying action, and a low price has resulted in a smash-hit debut.

This can also be chalked up to Steam’s current presence in China, which now has over 30 million players on the platform who regularly flock towards similar games such as Amazing Cultivation Simulator and other Chinese-produced indie games that celebrate the culture of the country. Steam still has plans for a more official launch in China this year, as the platform currently exists as more of a grey market for users on that side of the world.

The launch of an official Chinese platform will allow Steam to sell games that fall in line with Chinese government regulations, though Chinese gamers aren’t happy about the change as the international Steam client has a much broader selection than what would be possible on an officially sanctioned digital distribution platform.

China is notorious for having strict rules regarding video games, as titles that are intended for sale must first apply for a license before they can be published. In 2020, only 97 games even managed to obtain a license in China.

GameSpot may get a commission from retail offers.

Netflix’s Futuristic Show Tribes Of Europa Gets Action-Packed New Trailer

The new trailer for the upcoming Netflix sci-fi series Tribes of Europa has been released. The German-language show comes from the producers of the highly acclaimed series Dark, and it is released later his month.

Tribes of Europa is set in a post-apocalyptic Europe where warring tribes have emerged after a mysterious global disaster. The show focuses on a trio of siblings from a peaceful tribe who find themselves hunted by some very scary rivals when they encounter a man in possession of a strange and powerful cube. It looks like an expensive, sprawling mix of fantasy and Mad Max-style dystopian action–check the trailer out below.

The six-episode series is directed by Philip Koch and Florian Baxmeyer, and it hits Netflix on February 19. The cast includes Henriette Confurius, Oliver Masucci, David Ali Rashed, and Emilio Sakraya.

Another lavish fantasy action series about to hit Netflix is Shadow and Bone, which arrives on April 23. It’s an adaptation of Leigh Bardugo’s novels and is set in the war-torn land of Ravka, a world inspired by 18th century Russia. There’s also Season 2 of the streaming giant’s hit series The Witcher due later this year, while a spin-off titled The Witcher: Blood Origin is in the works.

For more, check out GameSpot’s guide to all the new shows and movies hitting Netflix this month.

Werewolf: The Apocalypse – Earthblood Review

After decades of vampires hogging all the spotlight in the World of Darkness, I’ve been drooling over the prospect of a good Werewolf: The Apocalypse game to showcase my favorite side of that fantastic universe… but it might be a couple decades more at this rate, because Werewolf: The Apocalypse – Earthblood is an unambitious swing at video game-ifying the beloved tabletop roleplaying game of fangs and fury that originally got me into that hobby. If it can’t make transforming into a massive beast and ripping your enemies limb from limb fun, what are we even doing here?

In Earthblood, you play as Cahal, a Garou of the Fianna tribe born under the moon sign Arhoun who must battle Banes and Fomori to save Gaia. If you found that sentence confusing, this story is going to be a doozy because it barely ever stops for even a moment to explain any of the concepts of its rich but sometimes perplexing setting. And to anyone without an understanding of werewolves and their culture, a lot is going to be lost from its storytelling. This stands in stark contrast to the classic Vampire: The Masquerade – Bloodlines, which is set in the same universe. That game spends the first few hours explaining to you what vampires are, what they can and can’t do, and how their society works. Earthblood, meanwhile, seems to be written for existing Apocalypse fans only. If you’re exploring this part of the World of Darkness for the first time get ready to be bewildered – and that probably describes most players.

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Anyway, Cahal is a tough guy in a leather jacket with a bunch of stock character traits who, through about half the story’s 20-ish hours, doesn’t seem to be able to express anything that would register above a two or a three on the emotional Richter scale. This includes when multiple people close to him are killed. In a game with the tagline, “When will you Rage?” it’s kind of a problem that your lead character has a hard time expressing believable anger. The voice acting improves a little in the second half, but overall it’s very flat. And the dialogue writing isn’t particularly good, either, which ends up making most of the characters seem almost creepily robotic.

Garou Kidding Me?

Cahal and his werewolf buddies are basically eco-terrorists, fighting against an oil company called – and I am really not making this up – Endron. If this were South Park or Robot Chicken, that kind of on-the-nose nod to a real company might have worked. But tonally, there is no levity to be found at any point in Earthblood: these are serious business werewolves. Each level involves infiltrating these greedy polluters’ facilities, sneaking past security, beating up guards, and completing simple objectives like planting a bomb or putting a bug on a computer terminal.

[poilib element=”quoteBox” parameters=”excerpt=Stealth%20action%20is%20the%20one%20thing%20that%20kind%20of%20works%20about%20Earthblood.”]This central stealth action routine is the one thing that kind of works about Earthblood (which is nice, except that werewolves in Apocalypse aren’t generally known for their stealthiness). Going swift and sneaky in wolf form lets you sabotage equipment, shut down turrets, and thin the herd with stealth kills. And to its credit, the levels are well-constructed enough to make whittling away the defenses as much as I could before the alarms went off a satisfying puzzle that tested my observation skills and quick execution. But on the other hand, when it’s fully possible to just kick the door down, roar, and splatter all of your enemies into jelly on normal difficulty, it can feel like a waste of time because you don’t get any extra rewards for doing things the quiet and patient way.

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A lot of Earthblood’s weaker points could have been forgiven, at least to some degree, if Cyanide had managed to make it fun to go on a rampage as a snarling 400-pound hellbeast. But forgiveness must be earned, and combat – the part of Earthblood that seemed to get the alpha’s share of the attention – is really mediocre.

[poilib element=”quoteBox” parameters=”excerpt=The%20fact%20that%20you%20never%20feel%20scary%20hurts%20the%20roleplaying%20experience%20a%20lot.”]It’s floaty and arcadey in the worst way. You don’t feel much of a sense of momentum, which hurts the illusion that you’re playing as a massive, bloodthirsty beast. The animations aren’t that great either, and that’s particularly noticeable when most enemies won’t even flinch as they’re being slashed by a clawed arm as big as they are. They’re too dumb to even flee in terror when you’ve killed all of their friends! It’s a far cry from the World of Darkness tabletop game, in which most average mortals go temporarily insane just from looking at a werewolf in the Crinos form. The fact that you never feel scary hurts the roleplaying experience a lot.

There’s some variety to the slaughter in that you can toggle on and off a special heavy stance, but that just makes you into a plodding, cumbersome Frankenstein’s monster. Why the designers would choose to include this instead of one of the other iconic Garou forms from the lore doesn’t make much sense to me. Especially when the bear-like direwolf shape from the tabletop game is used by several werewolf NPCs, but you never get access to it yourself.

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Building up a special meter in Crinos form can let you activate Frenzy, but it’s basically just a power up that, for a limited time, lets you kill just about anything by button mashing. That’s disappointing because in the lore, Frenzy is a dangerous and even transgressive act in Garou culture, but that’s only briefly explored, and not in a way that gives you any reason to avoid using it. The World of Darkness breaks down entirely when its superficial power fantasies aren’t tempered by real, usually horrifying consequences. And that fact is written all over Earthblood.

Perplexing Prey

The enemy design is extremely annoying as well. Security guards with shotguns will just stand there blasting you with cones of buckshot even when you’re right up in their faces going to town. You’d think it would be hard to aim when you’re being actively mauled by a monster twice your size, but not for these guys. Most human foes will also slide around like they’re on ice skates when you come barreling into them, rather than being knocked down.

Some of the boss fights against monsters and giant corporate mechs are okay, in that they’re refreshing and even sometimes challenging compared to fighting hordes of henchmen. Having to fight two enemy werewolves at once was probably the most fun I had with the combat in Earthblood. But in general, I ended up playing a lot of the levels in almost pure stealth mode just because fighting isn’t enjoyable, and the lackluster upgrades from progression never made it that much better.

[poilib element=”quoteBox” parameters=”excerpt=I%20ended%20up%20playing%20a%20lot%20of%20the%20levels%20in%20almost%20pure%20stealth%20mode%20just%20because%20fighting%20isn’t%20enjoyable.”]Story missions and boss fights give you spirit points, which you can also find more of by exploring each area using Earthblood’s version of the obligatory Batman Detective Vision. The perks and abilities they unlock are mostly so underwhelming, though, that I would sometimes let them stack up for hours because there was nothing I was all that excited about buying, and when I finally did it just confirmed I hadn’t missed anything. They mostly make you better at the things you can already do or let you throw in an extra special move to your attack combos, but that doesn’t really change how you fight. Almost none of them open up new ways to play, in or out of combat.

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I don’t get a sense that I’d have a significantly different experience if I were to play the campaign again and make different choices because you don’t get to pick Cahal’s Tribe or Auspice (the moon sign a werewolf was born under, which serves almost like their character class in the tabletop game), so there isn’t much by way of customization. You don’t even really get to decide how you want to roleplay him. Aside from one story choice at the very end which is played out with all the emotional weight of a wet sock, his personality and values are set in stone. I am again compelled to contrast this with Bloodlines, in which all the different ways of making your vampire your vampire were among the main strengths.

[poilib element=”quoteBox” parameters=”excerpt=You%20don’t%20get%20to%20pick%20Cahal’s%20Tribe%20or%20moon%20sign%2C%20so%20there%20isn’t%20much%20by%20way%20of%20customization.”]I could go on and on about how Earthblood also fails to successfully capture the major themes of Apocalypse, or any of the things that make werewolves in that universe so uniquely cool. There’s a lot. And it’s especially frustrating because there are some artifacts of a better game here. For example, during development, Cyanide mentioned that keeping your inner beast caged for too long by using stealth and diplomacy could lead to your rage overflowing, causing an involuntary transformation and starting a fight at a perhaps inconvenient time. That would have been awesome, and it’s the sort of thing that happens in the tabletop game all the time! Losing control and going on a rampage is as much a part of being a werewolf as drinking blood is part of being a vampire. But it doesn’t seem to have made it into the final game, because there are never any lasting consequences for anything you do.

Building up your rage meter just gives you more mana points to use when you do go full beast mode. Earthblood barely deals with the consequences of being a monster outside of some incredibly short, scripted story moments that had nothing to do with any choices I made. A level that takes place inside a prison and lets you negotiate with a powerful inmate to get information almost managed to be interesting… until I realized I could still just berserk out and easily kill all the guards to skip those missions entirely. There was no incentive to ever use anything but violence to achieve my goals – not even a pat on the head.

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In the background, the music is generally just as boring as almost everything else. Generic, distorted guitar riffs make up the bulk of it, which at least fits with the overall mood and tone of Werewolf: The Apocalypse and its often over-the-top action-horror sensibilities. None of the more contemplative or emotional moments are scored appropriately, though. This soundtrack has one trick, and it’s only really good at drip feeding you a bit of extra adrenaline. The one exception is Kai Tangata, a pulse-pounding track full of intimidating chants and a clean, emotion-rich vocal hook written in the Maori language by Alien Weaponry, an excellent Maori metal band from New Zealand. It seems to only be used on the menu screen and over the credits, though, so it’s a bit underused.

Blue Fire Review

Few things are more important to a 3D action platformer than having movement that’s both fun and responsive, and Blue Fire takes that fact to heart. Its assortment of agile abilities not only look great in action, but also offer the kind of precise control needed to overcome its demanding enemies and obstacles alike. While there’s a bit too much reliance on retreading familiar ground by the end, its array of treacherous yet addicting challenge rooms had me happily running, jumping, and dashing through them again and again.

At first glance, Blue Fire bears resemblance to what Hollow Knight might be reimagined in a 3D space. It’s got plenty of familiar ideas: quickly dashing between platforms in an all-but-abandoned kingdom full of dark monsters, piecing together your mysterious tiny warrior’s purpose in the world, and striking at foes while bouncing off their head with repeated aerial slashes. The few scattered survivors that aren’t trying to kill you will often have small tasks to undertake instead – quests that are actually tracked in your log, which is something I’ve always wished for in games with sprawling worlds like this one. You can even find and equip Spirits (Blue Fire’s take on Hollow Knight’s Charms) to modify and enhance your abilities to a near-ridiculous degree.

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And yet, developer Robi Studios has built Blue Fire’s platforming mechanics in a way that feels tailored for 3D space, with a level of control that nearly always left me with no one to blame but myself whenever I met my demise. Your character’s quick mid-air dashes can be lengthened or stopped short at will, and lock-on targeting allows you to dash towards or away from foes at any angle. The inclusion of a small stamina bar for wall-running and jumping is a godsend when learning the limits of your parkour abilities, as most all surfaces are applicable – including weaving around pillars to jump at different angles. You’re only able to utilize one dash and double jump (unless you equip the right Spirits) each time you take to the air, which turns every platforming segment into a series of calculated decisions. Every area, every challenge room, and every boss fight makes clever use of its terrain (or lack thereof), pushing you to experiment with your platforming powers and figure out how to best come out on top. Certain encounters can line spikes along the walls to stop you from parkour past enemies, or limit your time on the ground with deadly shockwaves and hazards to make sure you’re constantly in motion to find relative safety.

Float Like a Sword-Wielding Butterfly

When you aren’t dodging spike traps or pits full of corrupted ooze, you’ll be strafing and zipping around shadowy creatures looking to tear you to pieces. With short combo attacks both on ground and in the air, your character can slice and dice with dual swords that can be swapped out for upgrades as you explore – but don’t expect to be able to take many hits in return. You’re only able to block attacks with the help of a shield spell that drains fairly fast – and also shares a mana pool with a quick and lightweight ranged fireball spell, so the best defense usually turns out to be moving quickly to avoid getting hit altogether.

Fighting these enemies also let me incorporate movement abilities in interesting ways. I could dash circles around sword swiping foes, or refill my midair dash and jumps by striking them from the sky, turning my diminutive fighter into a very agile and angry hornet. Fights never become crushingly difficult, but Blue Fire’s protagonist is remarkably squishy – so much so that even using a shield spell to guard melee attacks would knock me backward several feet, frequently sending me skidding off the narrow platforms I was fighting on. The impact of these attacks resulted in a comedic Looney Tunes moment of frantically dashing back into the fight before gravity kicked in. This might not have even worked were it not for the satisfying ability to do  targeted dashes, allowing me to zoom straight up to floating adversaries otherwise out of reach and resulting in some very entertaining killstreaks.

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Blue Fire builds slowly at first, as the foreboding tight corridors of the mysterious floating castle you start in open up into larger halls, varied environments, and bottomless pits aplenty. Initially I wasn’t really digging the fact that I had to pay just to unlock checkpoints where I could save and respawn, using one of a few different types of currencies gathered from tearing apart enemies and scattered debris. That currency is shared with upgrade unlocks, and at times it felt like I had to forego buying new attire, Spirits, or upgrades out of fear that I’d find myself exploring a new area only to die and lose my progress a few feet away from a checkpoint I was too poor to activate.

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A few areas are locked away until you reach specific parts of the story, but most are instead gated behind enticing ledges, bridges, and platforms left just out of reach until you obtain the right movement abilities – be that an extra jump or a series of wallruns. By the end of my 12 hour adventure, I was practically able to fly across early areas that once had me carefully plotting every single jump. Once I found some very hidden equippable Spirits that enhanced my character with increased dashing length (on top of a second consecutive dash), a third jump, and more, it almost felt like cheating as I strafed circles around opponents and cleared rooms without ever touching the ground.Seeing these areas in a new light helped soften the blow of Blue Fire’s reliance on backtracking.

Temple of No Time

Early on, your pint-sized hero is occasionally asked to assist the gods – under assault in their own temples – in entertaining little mini-dungeons full of puzzle rooms, keys in chests, and locked doors leading to new abilities and corrupted bosses. While the Hollow Knight influence is clear elsewhere, these areas reminded me more of The Legend of Zelda: The Wind Waker than anything else. One challenging yet fun room had me using my newly minted double jump to perform a treacherous climb up a series of moving and disappearing platforms to reach the top before a timer shut the door, and one wrong move would send me hurtling back to the start, but I was pleased to find I could quickly course correct with a dash or wall-run to salvage my progress.

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This deity-saving setup led me to believe I’d be helping out each of Blue Fire’s five gods in order to beat back the Shadow corrupting the castle, but to my dismay things quickly switched gears after only two temples. Once equipped with wall-running and double jumping, Blue Fire abruptly drops the dungeon idea in favor of seeking out three boss “shadow lords” directly. Instead of facing new contained challenges, this had me mostly returning to earlier regions to press previously inactive buttons or collecting orbs to unlock boss doors –  even with upgraded movement tech refreshing these locations, it felt like an unexpectedly quick sprint to the finish. This pivot might have worked better if the first half of Blue Fire’s adventure lasted a bit longer, but I was happy to see at least one of the boss lieutenants had me searching through an unexplored region. And even in old locations, all the bosses proved to be a fun exercise in quickly dodging new types of attacks and putting my sustained aerial combat ability to the test.

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Besides, as entertaining as Blue Fire’s enemies are, the optional challenge rooms called Voids steal the spotlight. Similar to Super Mario Sunshine’s secret levels or A Hat in Time’s Rifts, Voids test your platforming skills in the best possible way. From quickly hopping across tiny temporary platforms to wall-running and bouncing off blocks to dodge an array of killer buzzsaws and spikes, each Void presents a new trial to overcome – and makes you feel like a platforming paragon for beating them. Several Voids will have you running across more walls than the prince of Persia himself, and they generously increase your stamina to compensate for the amount of time you’ll spend before ever touching solid ground.

Completing Voids will boost your maximum health, and even if you don’t manage to make it to the end of one, collecting tokens along the way will let you unlock more Spirit slots – which means more chances to boost your parkour abilities to overcome that one seemingly impossible part of the gauntlet. Even after completing the story, I immediately dove back in to finish every last Void, especially to complete one I had been banging my head against for half an hour the first time I attempted it, as these things can be an excellent optional opportunity to push the limits of Blue Fire’s platforming mechanics.

Zack Snyder Responds To Critics In New Interview

Throughout the “Snyder Cut” era, director Zack Snyder has chosen to remain silent, content mostly to drop images and short clips on his Vero account (a social network owned by his billionaire friend Ayman Hariri, who has had cameos in more than one Snyder film). A book following the Snyder Cut saga is on the way, and the author offered up a few quotes from the director on CinemaBlend ahead of the release responding to critics of his work and of the Snyder Cut fanbase.

The quotes are mostly vague accusations aimed at unnamed foes with which Snyder believes he has unfinished business.

“We know the people who were the architects of that narrative, and it’s pretty obvious what their agenda is. Those are people that I’ve been held back from confronting, by wiser people in the room. Because I’d love to get at some of these characters,” Snyder said. “Some direct conversation would be nice. Just to say, one, you don’t know shit about what you’re talking about. And we can break down everything they’ve ever [said]. I can make a list. There’s a few of these guys where I could just get a list of everything they’ve ever said, that they thought was right, and [I could tell them] every single thing they’ve said is wrong.”

“In what world do you have any credibility anywhere, to anyone?” Snyder continued, addressing, according to the book’s author, “the ones whose information has been proven false time and time again.”

“I would love the opportunity to just say to the world, and to fandom in general, who these fakers are and what should be done to them, or with them,” Snyder continued. “It’s just a bunch of BS. In regards to that toxic fandom, or it’s ‘a win for toxic fandom,’ again, in what world does this ‘toxic fandom’ raise hundreds of thousands of dollars for suicide prevention? How is that toxic fandom? They’ve probably achieved more than any other fan base, [and done more] good than any other group. So I don’t understand.”

This statement in particular sticks out. Snyder notes that the Snyder Cut fanbase has raised over $500,000 for suicide prevention, a cause close to his life–he originally stepped away from Justice League after a family tragedy. However, his assertion that the fanbase has “achieved more than any other fanbase” is provably false. The Star Wars cosplay group known as the 501st Legion, through its “Bad Guys Doing Good” initiative, has raised nearly $300,000 for Make-A-Wish alone and hundreds of thousands–if not millions–more for other charities in addition to many hours of volunteer work across the organization.

In the same sentence, Snyder also absolves the fandom of toxicity because of this money raised. The fact that some members of a group have done good deeds doesn’t erase the harm done by others in the group. It’s not difficult to find a list of convicted sexual predators, scam artists, and pharmaceutical execs who have raised money for charity. It’s also easy to find coverage of the toxic effects of the Snyder Cut fanbase. While many members of the fanbase are certainly acting in good faith, interacting primarily with other like-minded fans and contacting WarnerMedia in a civil manner, countless others have taken to harassing en masse the critics of Snyder’s DC films for giving negative reviews or making sarcastic comments on personal social media.

Snyder’s statement will ring true with his long-time supporters, but the statements will sound hollow to the people the fanbase has harassed since the Snyder Cut movement began. The Snyder Cut itself will release on HBO Max as a four-hour film on March 18, 2021.

Now Playing: Zack Snyder’s Justice League Teaser Trailer Breakdown

Destiny 2 Harbinger Paracausal Feather Locations – Week 3 (Feb 2-9)

One of the last big items in Destiny 2‘s Season of the Hunt is the Harbinger mission, which gives players a chance to earn new versions of the Exotic hand cannon Hawkmoon with different perks and stats from the original. In addition to a cool gun, the mission also packs a quest named Bird of Prey, which requires you to find and earn “paracausal feathers” to complete it. Get 100 feathers and you unlock an Exotic ship Radiant Accipiter.

Harbinger shifts slightly each week, rotating between different versions of the mission and featuring a different boss and shifting the locations of some enemies and the paracausal feathers. We’ve run down where to find all five feathers for the Week 3 rotation of Harbinger below.

Paracausal Feather 1: Crow’s Nest Near Taken Captain Emissary

After fighting the Taken Captain Emissary, look for a door leading out of his room on the second level.
After fighting the Taken Captain Emissary, look for a door leading out of his room on the second level.

The early portion of Harbinger sends you into a large, long turbine room, where you’ll find the three Emissary enemies. After you damage them some, they’ll disappear, fleeing deeper into the dam. You’ll find the first feather through one of the doors on the upper level of the turbine room, which is blocked by a Taken Blight and which you can access using a metal catwalk. Follow the hallway to get to a room where you’ll fight the Taken Captain Emissary, and where the floors above are destroyed and populated by snipers.

Clear the room and climb to the top. You’ll find a door on the upper level that will let you leave the room and leads to the Crow’s room. Look for the paracausal feather on his bed.

Paracausal Feather 2: Hallway Near Taken Wizard Emissary

The hallway leading away from the Taken Wizard Emissary hides the second feather.
The hallway leading away from the Taken Wizard Emissary hides the second feather.

Find the Taken Wizard Emissary by leaving the turbine room through another door on one of the second-level metal catwalks. You’ll find yourself in a narrow hallway as you move away from the turbine room, which will end in a T-junction. To the right is the Wizard; take the left path at the fork instead, going a bit uphill, to find the feather waiting at a dead end.

Paracausal Feather 3: Taken Centurion Emissary’s Room

The rusted crate in the corner of the room where you fight the Taken Centurion Emissary has the third feather.

Your final emissary is found through the last door blocked by a Taken Blight, which is down on the main floor of the turbine room. The path from here will actually take you back to where you first entered the dam. Go past the hole in the floor you first climbed out of to find a room with some crates and a fence acting as a barrier. Kill the Taken Centurion Emissary inside and look for the feather, located on a rusty metal box in the corner of the room.

Paracausal Feather 4: Cross The Rusted Pipes

Follow the path of pipes to the end of rusted one, near some snipers. The feather is up above the pipe on a ledge.

After clearing the Emissaries, return to the turbine room and follow the golden hawk to reach a big fight where you’ll fight and survive waves of enemies. Once you’re through that, exit the room to enter the platforming section of the mission, Hallowed Rift. Continue until you hit the first platforming room, which is marked by thin ledges on either side and a bottomless pit in the center. Jump across the room and follow the thin ledge to the left, toward a big rocky outcropping. Take the tunnel past the rock and continue following the path to the right in the next room, then keep climbing as it curves back to the left. You should pass a tree to enter a room with a big rusty pipe running vertically down the far wall. Jump across to the ledge ahead of you, then spin around to find higher ledges behind you that can take you higher.

When you get enough height, leap across to the gray pipe running horizontally along the wall toward the rusted pipe you saw when you first entered. Follow the tunnel and you’ll enter a room where a sniper waits below, standing in the mouth of a larger rusty pipe. Kill him and jump down, go through the pipe, and use the dangling plumbing ahead to climb around the room and reach another rusty pipe, where a sniper waits. Follow that pipe to its end and you’ll see a ledge up and to your left where the feather waits.

Paracausal Feather 5: Near The Train Tracks

Near the fourth feather, find a hole in a nearby wall that lets you leap a chasm toward some rusted doors. Through one, you'll find a tunnel that sports train tracks, with the feather at the end.

The path to the last feather is right next to the fourth one. Spin around from where you found the fourth feather and look for a hole in the wall just above the rusted pipe you crossed to get here; you’ll find an Acolyte standing on the ledge there. Kill him and go through the opening to find a room with smooth concrete walls with doors set into them. You can jump across to the upper door, which is pushed in and gives you a little space to land on. From there, jump ahead and to the left to reach an open door.

Through the door, you’ll fight a couple of Taken Acolytes in a tunnel marked by train tracks on the floor. Follow the tracks to their end and turn right to find the feather sitting on the ledge next to a chasm.

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Nuts Review

Nuts makes a strong start. Its quirky concept and bold art direction are enticing, while its novel yet easily understood core mechanics and hints of mystery offer further encouragement. Unfortunately, Nuts doesn’t deliver on its early promise as it struggles to develop its best ideas. Despite a lean playing time, repetition sets in. Nuts opens brightly, but fades all too quickly.

Much of your time in Nuts is spent looking for a squirrel and, once found, predicting its next move. The Melmoth Basin Wildlife Reserve is your hunting ground, though as a field researcher you’re here only to observe the squirrels, record their movements and file your report. Equipped with a GPS, each day you venture out into the forest to place a few cameras in strategic positions before returning to your tiny caravan to play back the recorded footage and hopefully catch a glimpse of a squirrel or two.

It’s a delightful premise and the squirrels themselves are adorable, bounding down gullies, clambering up trees, or just perched on a rock, noshing on a nut. Getting footage of these antics is a matter of method and patience rather than any kind of ingenuity. Your handler will first direct you to a specific spot to set up the first camera. When you play back the recording, you need to make a mental note of where the squirrel entered or exited the frame, and then on the next day you return to reposition the cameras and track the preceding or subsequent stage of the squirrel’s journey.

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The convenient laws of nature, according to the world of Nuts, require creatures to perform the same journey every single night. So when you spy the squirrel darting across a field and disappearing around a boulder one night, the next day you know to place a camera beyond that boulder, safe in the knowledge the squirrel will repeat the trick without fail. With only three cameras at your disposal, sometimes you won’t have every angle covered and miss where the squirrel went. And sometimes you’ll overthink things and try to second-guess the squirrel, only to later realize it must have taken a different turn. In any case, you simply try again the next day, trekking back out and moving the cameras before trekking back in and watching the footage. The stakes feel very low and the work is uninspiring.

Back in the caravan, you view the collected footage on three TV screens, one for each camera. There’s a procedural pleasure to these scenes as you play, pause, and rewind the footage, scanning the screens for movement and zooming in and panning to verify a hint of a bushy tail poking above the long grass. And there’s a tactile comfort in manipulating these devices via a panel of buttons, dials, and switches, and then finally being able to hit print on the frame you need, pick up the print-out, and drop it into the fax machine to transmit to your handler.

I particularly love the attention to detail here. You have a notice board in the caravan to which you can pin documents that outline your current task as well as any printed photos you’ve taken. When your handler calls on the landline phone, you hold the receiver in one hand while still able to move about the interior, your free hand picking up objects like the fax she just sent you, and all the while the curled cable of the handset is following you around the small room.

But over the course of the handful of hours it will take to see Nuts through to the end, little of note is built from these basic elements. Tracking the squirrels becomes tiresome and repetitive: place the camera, check the footage, move the camera further down the path, check the footage, rinse and repeat. A major flaw is that there’s no creativity or dynamism to what you’re being asked to do. You’re not being asked to accumulate information, cross reference data and make deductions; you’re merely following a path and checking off boxes as you go. The couple of attempts at switching things up sadly fail to address this fundamental issue and do little other than redress the same simple mechanics in a slightly different outfit.

The striking art style meant Nuts held my attention for perhaps longer than merited by its lackluster gameplay. Employing a limited palette unique to each scene lends the various locations a distinct look that is unmistakable, memorable, and pleasingly otherworldly. The clean lines and bold colors dovetail with the mechanics to help distinguish environmental objects and make it easier to spot the movement of a squirrel.

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Providing further interest is the broader story, a tale of impending ecological disaster in the face of corporate belligerence that is not exactly surprising yet offers just enough intrigue to leave you wondering where it will end up. Told mostly through one-way phone conversations with your handler, the drama escalates nicely and serves as the guiding force behind your objectives. Where it falters is in some pacing issues caused by a hyper-efficient player–I ended up with a series of calls at one point that I suspect were intended to span several days but sounded rather silly when occurring back-to-back. But the ending is sweet and apt, even if it doesn’t strictly answer some of the wider questions you may have.

These small victories aren’t enough to shift the needle, though, and Nuts is left a frustrating, underwhelming experience. The core ideas are full of promise, but there’s no follow-through. What ought to be a cheeky, charming celebration of a delightfully furry woodland creature is instead too rote, too dry, a neat idea undone by a lack of imagination. The only thing left to say is, well… nuts to that.

God Of War PS5 vs PS4 Pro – Loading Times & Gameplay Comparison

God of War is a great game–one of our favorites of 2018. It’s a pretty good-looking exclusive for PlayStation 4 as well, so we figured that checking out the game on PS5 following the release of its new gen console upgrades was in order.

In the video above, we play through God of War on both PS4 Pro and PS5. We also do a side-by-side comparison of the game’s load times on the two different consoles, providing a clear view of just how much faster the game loads on PS5.

And speaking of loading, did you know that developer Sony Santa Monica had to pull off some exceptionally clever tricks in order to make that scene as awe-inspiring and cool-looking as it did? If you’ve played God of War, you know exactly which scene we’re talking about. On the first episode of Audio Logs, game director Cory Barlog offers his insight into how God of War’s most memorable scene was ultimately created.

If you haven’t yet played God of War, you probably want to skip that episode of Audio Logs until you do. The game is definitely worth your time–as seen in GameSpot’s God of War review, which reads: “In many ways God of War is what the series has always been. It’s a spectacular action game with epic set pieces, big-budget production values, and hard-hitting combat that grows more feverish and impressive as you progress. What may surprise you is how mature its storytelling has become. Like Kratos, God of War recalls the past while acknowledging the need to improve. Everything new it does is for the better, and everything it holds onto benefits as a result. Kratos is no longer a predictable brute. God of War is no longer an old-fashioned action series. With this reboot, it confidently walks a new path that will hopefully lead to more exciting adventures to come.”

Super Nintendo World Videos Show Off Full Mario Kart and Yoshi Rides

A new series of Super Nintendo World videos from Universal Parks News Today have given us our best look yet at the rides, merchandise, food, and so much more from the much-anticipated park coming to Universal Studios Japan.

Universal Park News Today shared 20 videos on its YouTube page, each with a focus on a different part of Super Nintendo World. While it may contain certain spoilers if you want to experience the magic of this park for yourself, we’ve gathered together all the best details from each one.

Hopefully this will help make the wait for the park to officially open a bit easier, as it was recently delayed from February 4, 2021, to a date that will be announced once Osaka Prefecture’s state of emergency due to the COVID-19 pandemic is over.

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Mario Kart: Koopa’s Challenge

As guests enter Mario Kart: Koopa’s Challenge, they walk into a rendition of Bowser’s Castle. As Mario music plays in the background, guests walk up the stairs and are greeted by a giant statue of Bowser. As they go through the ride, there are tons of Mario and Bowser-themed items that adorn the walls, as well as Mario Kart trophies that will be familiar to any who have played the games. There are in-universe advertisements and posters, as well as power-ups scattered across the queue. A van from MKTV (Mario Kart Television) even makes an appearance, which looks set up and ready to capture all the action.

One piece on the wall is the “Team Koopa Rules of the Road,” which is Team Koopas plan on how to stop Team Mario. The three rules are;

  1. Play smart.
  2. Crush Team Mario.
  3. Win the Golden Cup or else!!!!

There is also a book containing what appears to be the maps of Mario Kart, with Rainbow Road being featured, a Paper Mario diagram of a Mario Kart race, and a book titled ‘Sibling Rivalries and How to Exploit Them.’

Once guests make it to the end of the queue, they are given AR goggles that look like Mario’s hat. MKTV’s Lakitu welcomes you to the race and introduces you to the main racers from Team Koopa and Team Mario, as well as giving instructions for the ride using Mii characters. Players can collect power-ups and coins, steer, and use the power-ups by aiming their glasses at an enemy.

The actual ride itself is a bit hard to gauge, because the footage shown is through a guest’s AR glasses, so it doesn’t translate perfectly to video. However, it looks to feature all of the characters, fun, and chaos of a Mario Kart race. There are enemies that appear on screen as you travel above and below water, through the air with a glider, and you appear to collect 15-30 shells at a time that you can use against your enemies. It all culminates with a battle against Bowser, a Star power-up, and a trip down Rainbow Road.

At the end, either Team Mario or Team Koopa wins, and you can see your score and how many coins you collected during the race.

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Yoshi’s Adventure

Yoshi’s Adventure has a very colorful and artful look that is seen quite often in the Yoshi games. As you go through the queue, you see fruit and blocks that you can use your Power Band to interact with, Yoshi eggs and flowers all over the place, and so much more. Toadette even makes an appearance.

The ride itself seems to be a slower ride, most likely geared towards children, and takes you through a course that goes around Super Nintendo World. Each group of guests rides in a different color Yoshi, and it looks to give a great overview of the entire park. We also get a look at some important parts of Yoshi’s history, including a glimpse of Super Mario Galaxy 2, his time with Baby Mario and Peach, his trusty friend Poochy, baby Yoshi, Captain Toad, and more.

Walking Around Super Nintendo World

As guests walk towards Super Nintendo World in Universal Japan, they are greeted to a walkway adorned with score markers from the early games and other Mario items. The entrance of Super Nintendo World features a giant Star on the floor alongside both a pipe to enter the park and a few to take pictures in.

As you walk through the entrance pipe, it feels a bit as if you are traveling through hyperspace. As you walk out of the pipe, you arrive in the entryway of Princess Peach’s Castle, complete with shifting paintings on the wall and the stained glass portrait of her a la Super Mario 64. Mario, Luigi, Peach, and Toad were even waiting outside to greet fans and take photos.

There are so many things to take in and items from Mushroom Kingdom to find and discover like 1-Ups, Fire Flowers, Key Coins, and more. There are also Coin Boxes, Mystery Boxes, and little Mario symbols located around the park that can be interacted with a Power Band to make something special happen like an iconic sound, secret glowing 8-Bit Mario or Bowser, or more. There are also LED walls with enemies that can also be played with.

[ignvideo url=”https://www.ign.com/videos/2020/12/18/super-nintendo-world-direct-presentation”]

Music Boxes take over one of the walls in Super Nintendo World, each which light up with different colors. If you hit a few of the same colored boxes in a row, it will reward you with a classic song from Mario’s history.

Much like Disney World and Disneyland’s Hidden Mickeys, there also appears to be Hidden Pikmin all around Super Nintendo World just waiting to be found.

Ultimate Key Challenge Mini-Games are placed around Super Nintendo World, and each have a challenge guests must complete, including having to crank a wheel to defeat a Goomba, repairing a broken Key Coin on an LED screen, hitting POW blocks to make a Koopa shell hit another POW block, one that has you touching an LED screen filled with tiles to switch ? to !, and one that has you turning off a bunch of alarm clocks to not startle a Piranha plant.

Bowser Jr. Shadow Showdown

Guests can partake in the Bowser Jr. Shadow Showdown, which tasks you with swatting away virtual enemies, ducking to avoid Bullet Bills, and even collecting Fire Flowers to shoot fire at your enemies. When you play, you are looking at your shadow, and you have to physically do all the motions, not unlike Fruit Ninja on the Kinect.

What’s a bit different about this interactive experience is that you have to collect three keys around Super Nintendo World for the chance to face off against Bower Jr.

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Super Nintendo World Merchandise and Food

One of the best parts of going to a theme park is the wonderful exclusive merchandise and food you can buy, and Super Nintendo World provides both.

The 1-Up Factory is one of the stores and features a TON of Mario-themed gifts and treats. From chocolate crunch to collectible tin boxes to pins and key chains to t-shirts to figures to water bottles and cups, there appears to be something for everyone.

There are also a wide collection of plush toys, including a row of blocks with hidden 1-ups inside, wearable blankets of Mario and Yoshi, Princess Peach’s Crown, and more. You can find pretty much everything you’d expect to find in a store in Disney World or otherwise, but with a Mario twist.

Mario Motors is another store guests can visit, and it features many gifts themed after Mario Kart, including collectible cookie tins to a Mario Kart wheel filled with chocolates to keychains and pins to exclusive Mario Kart and Power-Up figures. There is even a Blue Shell plushie.

Kiniopio’s Cafe is one of the main dining spots at Super Nintendo World, and it offers a ton of delicious-looking options, most with a bit of Mario flair on them. For example, the Mario burger comes with a Mario hat on top and the Super Star Rice looks like a Star power-up. It is also a sit-down restaurant, and you can see a bunch of virtual Toads in a virtual kitchen cooking up all the food. Some of the food and drink choices include;

  • King Bowser’s Hamburger Steak with Bread or Rice
  • Fish Bone Meunière with Bread or Rice
  • Mario’s Bacon Cheeseburger
  • Luigi’s Green Curry Chicken Sandwich
  • Teriyaki Chicken and Super Star Rice
  • Chef’s Special: Omelet Rice with Shrimp and Mushroom Cream Stew
  • Yoshi’s Spinach Carbonara
  • Fire Flower Spaghetti and Meatballs
  • Piranha Plant Caprese
  • Yoshi’s Favorite Fruit and Veggie Salad
  • Mushroom Soup
  • Super Mushroom Pizza Bowl with Mushroom Tomato Sauce
  • Portobello Mushroom Pizza Topped with Bacon and Vegetables
  • Kids Hamburger Meal with Mario Figurine Pick
  • Kids Curry and Rice Meal
  • ? Block Tiramisu
  • Goal Pole Cake
  • Double Cherry Chocolate Cupcake
  • Princess Peach’s Cake
  • Super Star Lemon Squash
  • Super Star Hot Yuzu Lemonade

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Yoshi’s Snack Island is a smaller snack booth that offers guests an array of delicious treats as they explore Super Nintendo World. It has everything from a Green Shell Yakisoba Calzone to Yoshi’s Hot Apple Tea to Yoshi Melon Lassi.

Caramel Peach and Mushroom Cream popcorn can also be purchased at a Popcorn shop in the park. What’s even better is that they come in collectible containers that make a full picture when put together.

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For more on Super Nintendo World, check out 8 ways your visit to Super Nintendo World will be gamified, a look at the official website, more details on Super Nintendo World’s area map, merchandise, and cafe items, and all the exciting reveals from the Super Nintendo World Direct that was hosted by Shigeru Miyamoto.

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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.