NFT Explained: What The New Crypto Craze Is, And What It Can Be Soon

The landscape of digital art is being upended by NFTs, or non-fungible tokens, to the point where it’s difficult not to have heard the term in passing. But what is an NFT? Why are people spending millions of dollars on JPEGs? And could it change how microtransactions in games work?

Just what is a Non-Fungible Token?

First and foremost, NFTs are intrinsically tied to the blockchain–an online ledger that is maintained by thousands of users globally through the process called mining. Transactions on the blockchain aren’t centralized, so it’s difficult (but not impossible) to edit the ledger to make fraudulent transactions. This is the same technology that powers cryptocurrencies like Bitcoin ($BTC), Dogecoin ($DOGE), and Ethereum ($ETH) around the world. NFTs exist on various blockchains, but most being sold are found on the Ethereum blockchain. Unlike the currency, however, they’re non-fungible. That means that one NFT is entirely unique from the rest, unlike the fungible Ethereum, where one coin is identical to all others, thus allowing it to be used as a currency. NFTs, then, are one-of-a-kind in a way, which can explain why they’re being used to verify purchases of digital goods. The goods themselves are specifically unique to the token (an image sold as an NFT can still find its way online for anyone to see) but the token itself is an indicator of the purchase.

So what does an NFT actually give me?

This is where things get a little strange. For example, an artist can choose to mint a piece of digital artwork with an NFT and then sell the token through multiple auction houses. The token itself does not determine who can view the artwork, but rather who holds the rights to it. There’s some grey area here, where the artist can still govern overall ownership and distribution rights, but for the most part, the owner of the NFT is technically the owner of the artwork, even if the image is hosted on Google and available for anyone to right-click and save.

Although not a perfect analogy, you can think of it as someone owning the real Mona Lisa, or a cheap copy made at a novelty gift store. Both feature the same underlying work, but only one is the “real” Mona Lisa. With physical art, there’s more to an original than just being the first of its kind, but with digital art, the difference is almost negligible. A copy of an image, a song, a gif, or anything of that kind can be shared in an unaltered state, diluting the relevance of owning a token to the original.

Wait, why are NFTs valuable then?

Those who see value in NFTs might see the potential to make a profit in the future, as the exclusivity of the token takes on a collector’s status. Others might just want the bragging rights that come with owning the only minted NFT associated with a digital asset, whether it’s accessible to everyone else or not. Although it is technically possible to mint multiple unique NFTs for the same digital asset, it seems most artists aren’t doing this to help preserve the value of the single token that is generated.

Artist Beeple's Everydays: The First 5000 Days is the first NFT sold by auction company Christie's, selling for $69 million.
Artist Beeple’s Everydays: The First 5000 Days is the first NFT sold by auction company Christie’s, selling for $69 million.

Mike Winklemann, an artist known as Beeple, started minting NFTs for his artwork last year, making several sales for thousands of dollars before reaching into the millions. His latest piece, Everydays: The First 5000 Days, was the first NFT sold by Christie’s, a major art auction house. It sold for $69 million, but if you want to save Everdays to your desktop, you can just copy the image tweeted out by Christie’s and do so. Hopefully, that gives you an idea of the difference between purchasing an NFT for an asset, and the asset itself.

Winklemann isn’t alone in the gold rush surrounding NFTs. Musician Steve Aoki sold an NFT to John Legere, the former CEO of T-Mobile, for $888,888.88. The asset was a 36-second music snippet accompanied by a gif, part of which has been shared online. For nearly a million dollars the ownership of the gif will remain on the blockchain as Legere’s, even if the full gif eventually finds its way online and is experienced by millions of other people.

This is definitely finding its way into games, isn’t it?

NFTs aren’t exactly new, and their first big use case was actually in a game. Cryptokitties, which launched in 2017, allows players to purchase NFTs for specific digital cats, which they solely own. These cats can then breed with other digital cat purchases and produce entirely new cats that can then be sold as unique NFTs of their own. This market has generated millions since its inception, with some single cats costing well over a million dollars alone. A curious glance at the website shows that many cheaper cats are simply reskins of the same designs, but the ability to own one for yourself is part of the allure.

CryptoKitties is a game about collecting and breeding weird cats, but uses Etherium and NFTs to create a marketplace for buying and selling them.
CryptoKitties is a game about collecting and breeding weird cats, but uses Etherium and NFTs to create a marketplace for buying and selling them.

If that makes you think about the possibility of NFTs to merge with cosmetic microtransactions in games like Fortnite, Overwatch, or Dota 2, I think it’s safe to bet that there is at least conversation being had over the potential around a system like that. There are already games using NFTs in novel ways, too. The Sandbox is a community-driven creative space that lets users create voxel-based assets or gaming experiences. You could say it’s similar to Roblox, outside of the fact that these gaming experiences all exist on finite virtual land that users can buy using NFTs. The tokens correlate to a piece of land where you can host game creations for other users to visit, with the value of the size and position of the land determined by simple supply and demand.

Mythical Games is planning to use both NFTs and the blockchain in its upcoming PC and console title, Blankos. The studio is designing another game driven by user-generated content, but where items such as cosmetics can be sold in finite numbers. In-game items are transferred to players using NFTs, which can then be resold on a marketplace where the value is determined by the buyers. Think of it as Steam Trading Cards and Valve’s Marketplace, except powered by blockchain transactions for items that come in finite waves.

Can an NFT be minted against anything then? That sounds dangerous

Given that an NFT can be minted for almost anything digital (Twitter’s Jack Dorsey is selling an NFT of the first tweet ever sent, for example) the ease of creating the token has helped give artists the ability to make money via a new platform. But it’s also led to a lot of abuse, which has already started dominating the conversations around NFTs. Artists are finding tokens minted against their art without their consent, letting someone else reap the benefits of a sale without any of the work. It’s also difficult to prevent this right now, given the way in which social media allows digital art of any kind to be shared. NFTs aren’t solving the root problem of copyright online, but they are giving those who would abuse it a lot of freedom to do so.

An official merchandise creator for Among Us recently stumbled upon thousands of NFT sales based on artwork from the game, none of which had been authorized by the studio. This is just a glimpse at the issue thousands of artists are facing, leading to a divide on whether NFTs are the future of digital art collection or a new problem for creators to fight against.

There’s also the environmental impact to consider, which isn’t so much tied to NFTs but rather blockchain technology. Since the blockchain is essentially a ledger maintained by users around the world, requiring computer processing power to authenticate transactions, each one takes up some unit of energy. Combined, studies are showing that the consumption of the overall system is incredibly high, with the Bitcoin blockchain consuming more electricity in a year than the whole of Argentina.

Maintaining the blockchain and facilitating all of the transactions that take place requires incredible amounts of processing power, which incurs large electricity costs. Given that electricity and its generation is still one of the biggest environmental impactors, this has brought the cost of cryptocurrencies to the environment into focus. Microsoft founder Bill Gates has said he’s appalled by the harm that cryptocurrencies present to the environment, but also notes that the push towards greener electricity could mitigate it. “If it’s green electricity and it’s not crowding out other uses, eventually, you know, maybe that’s ok,” Gates told the New York Times.

Ethereum is far more efficient than Bitcoin (one of Ethereum’s founders similarly spoke out against the energy consumption of Bitcoin), which means that it’s using less electricity overall on its blockchain than the most popular cryptocurrency on the market. That still does not make it emission-free, however, and it is no secret that popular tokens like NFTs lead to more transactions, which lead to more energy consumption. This also ties into the scarcity of hardware powerful enough for processing the blockchain, which is a big reason why you might have trouble buying a GPU or power supply for your next PC right now.

So where do NFTs go next?

That is the state of NFTs currently, and it’s bound to grow even more now that it’s reached a point of public consciousness that helped propel Bitcoin a few years ago. It’s difficult to say what the future might hold for NFTs as a tangible collector’s item, but for now it’s a bit of a minefield, where you can either sell art to an entirely new, wealthy audience or have even more work illegally stolen from you. And there is no indication of how those problems might be solved just yet.

Borderlands Exclusive: Haley Bennett Cast in Brand New Role

Haley Bennett (Hillbilly Elegy, The Devil All the Time) will play a new role in Eli Roth’s Borderlands movie, IGN has exclusively learned.

Bennett’s character is unnamed, but we know they will be “key to the past of Cate Blanchett’s character, Lilith.”

In the games, Lilith is a Siren, one of only a handful of people in the Borderlands universe to demonstrate magical abilities – it could be that Bennett’s character will be a part of her gaining or harnessing those powers.

Haley Bennett (source: Lionsgate)
Haley Bennett (source: Lionsgate)

Bennett joins the rest of the star-studded cast, which features the aforementioned Cate BlanchettJamie Lee Curtis as Dr. Tannis, Jack Black as Claptrap, Kevin Hart as an ex-soldier turned mercenary, Ariana Greenblatt as Tiny Tina, and Florian Munteanu as Tina Tina’s protector, Krieg.

Directed by Roth, produced by Avi and Ari Arad (Spider-Man: Into the Spider-Verse) and Erik Feig, and with the latest screenplay handled by Craig Mazin (Chernobyl, HBO’s The Last of Us), it also has some major Hollywood names behind the camera. To shore up the gaming connection, Gearbox CEO Randy Pitchford, and Take-Two Interactive CEO Strauss Zelnick are executive producers.

The Borderlands movie was announced in February of last year and doesn’t yet have a planned release date. Alongside his stars, Roth also wants to cast (and kill) dedicated Borderlands cosplayers. It’s one of a host of in-production movie and TV adaptations of games right now.

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Joe Skrebels is IGN’s Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to [email protected].

Nintendo’s Arms Graphic Novel Quietly Cancelled

An Arms graphic novel coming from Nintendo has seemingly been cancelled, if the author’s portfolio is anything to go off of.

Ian Flynn wrote an introductory Free Comic Book Day 2018 issue of what was set to become an entire Arms graphic novel, but as reported by Video Games Chronicle his portfolio now says the project was planned but “unfortunately canceled.” The free comic book’s cover literally reads “Graphic Novel Coming Fall 2018!” and when that Fall came without a trace of an Arms graphic novel, fans began to assume something was up.

Ian Flynn Arms Portfolio Page

Perhaps it had been delayed, but as the years passed by, the general read was that it had probably been canned. Reddit user, Dr-Richie-74, noticed that on Flynn’s portfolio page, it says the following under an Arms section: “Wrote the introductory Free Comic Book Day 2018 issue for a planned, but unfortunately canceled, graphic novel series based on the popular Nintendo fighting game franchise, ARMS.”

VGC discovered that on March 11, someone on Twitter reached out to Flynn to ask if the Arms graphic novel had been officially cancelled. Flynn said he doesn’t think he “can or should say anything in an official capacity.”

It seems there’s still no official word on whether or not this comic has been cancelled. Considering, though, that it’s been nearly three years since the free introductory comic book was released and the author behind it is calling it a cancelled project on his portfolio, it’s probably safe to assume this graphic novel is no more.

For more Arms, check out our thoughts on the game in IGN’s Arms review and then check out the official trailer for Arms fighter, Min Min, in Super Smash Bros. Ultimate. Watch this video to see how good the producer of Arms is at his own game after that.

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Wesley LeBlanc is a freelance news writer and guide maker for IGN. You can follow him on Twitter @LeBlancWes

Valheim: How One Player Bred an Army of Super Wolves

After you spend thousands of hours playing online survival games – even the newest, most popular ones like Valheim – it can be easy to become bored with the more repetitive tasks. Outside of any major quests or boss fights, you can only chop down so many trees and mine so many chunks of ore before you have to get creative.

Since Valheim offers such a vast and dynamic game world (particularly thanks to its procedurally generated maps), you can’t really ever know exactly what’s around the next corner. That’s why one intrepid survival game expert decided to test his luck against Valheim’s current final boss not with an army of like-minded friends, but with a battalion of wild, ferocious wolves.

Who Let The Wolves Out

The road to overcoming Valheim’s most powerful foe in such a unique way wasn’t necessarily an easy task, and Calvin – or Alpaca, as he’s known online – explained how his journey toward beastmaster wasn’t an intentional one.

“As for breeding the wolves, that all started as more of an accident really,” Alpaca said in a recent interview with IGN, explaining that he was still getting his bearings as a breeder when his wolf pack started to grow. “I kept my first set of wolves fed all the time. I noticed they kept multiplying over and over to the point where I had around 30 basic wolves.”

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No stranger to survival games – with thousands of hours logged in games like Day Z and Atlas – Alpaca says part of his commitment to survival games comes from a love of breeding and animal taming systems. “I am one of those annoying Perfect IV breeders when I play Pokemon,” he says, “and when I played Ark and Atlas, I spent most of my time finding perfect tames.” The troubling thing about breeding animals like wolves in Valheim, he explains, is that they’re naturally aggressive creatures. Once you’ve tamed them they won’t attack you reactively anymore, but if even simple enemies, like Greydwarves or skeletons, wander too close to a wolf’s attack range, then the wolves will pounce – even destroying any base the player has built in the way of their meal. The AI isn’t designed to “protect” a base, but they’re good at neutralizing threats that get too close.

Basic wolves don’t make a very deadly (nor efficient) traveling army for taking on Valheim’s big boss monsters, though. Corralling that many animals is tough, especially because of how sporadically they move, and Valheim isn’t built for herding dozens of creatures so framerate issues alone usually deter most people. At its core, Valheim is typically about small bands of players, not shepherding battalions of wild animals across the map. All the animals in Valheim have different tiers denoted by star rankings, and if you can find a 2-star variant they’re much, much more powerful.

“A game like this really speaks to my interests,” Alpaca says. “Due to my job, I have a lot of free time in the Winter – Valheim lets me channel that into gathering resources, building, and of course taming animals, all for the betterment of our group.”

Eventually, Alpaca had a group of 30 2-star wolves ready to take on the final boss in Valheim’s Early Access form: the colossal skeletal monster, Yagluth. Alpaca and his friend group hadn’t fought it yet and weren’t aware of what they’d need to prepare. Although all the wolves died in the battle , they got the boss down to just a sliver of health remaining before Alpaca and his friends had to join the fight and finish it off. But that first battle was just the start of Alpaca’s wolven ambitions.

Breeding Better Wolves

“I figured, with enough wolves, I could get a Yagluth kill without needing to participate at all,” he said – but he knew summoning an even more impressive army would require some additional work.

“After that attempt, I started looking into breeding methods that other people had discovered, and saw the popular ‘Boar Breeding Tower’ on YouTube,” Alpaca said. “I figured I could modify it for wolves, and after about four hours of working at it, I had a functioning wolf breeding tower.”

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The tower method is crucial to having animals in Valheim reproduce as quickly as possible. Breedingis based entirely on the amount of space in an area. So, if two fed and happy animals are near each other and their immediate vicinity isn’t occupied by cubs or other similar animals, they’ll fill that space with offspring. Which means, usually, the bottleneck to expansion is space. The tower, which has players build a ramp up to a small, square, enclosed area elevated a few meters off the ground with a small opening for babies to fall through (they’re fine, don’t worry!), solves this problem. Since the immediate vicinity is always empty after the offspring falls down the chute, they just keep making more babies. It might sound like a barbaric way of gamifying the wolf cub birthing process, but if it works it works, right?

“With the tower, you elevate your breeders so that when the wolf cubs are born, they fall to the ground,” Alpaca said. “This causes the breeders’ [area] to never exceed two wolves, so they procreate as fast as they can and indefinitely.”

The end result is what Alpaca posted on Reddit: a decisive victory for his wolf pack. They end the fight so quickly, Yagluth barely had time to finish its spawn animation. “I was very surprised with how fast they killed him to be honest,” says Alpaca, “but I couldn’t have been prouder.”

While Alpaca was certainly proud of the work his army had accomplished, he knew those wolves weren’t meant to be housepets – though it wasn’t as altruistic a decision as you might think. “Due to FPS issues with so many animals, I took them out into the middle of the island I was on and ordered them to stop following me,” he said. He keeps two back at base for breeding, just in case, but lets the majority of them roam free.

“Now, they just roam that area whenever in render distance, and when they aren’t rendered they just sit in limbo,” Alpaca says. “With the ‘normal’ amount of wolves I keep around my bases, I let them free roam the perimeter/inside the moat area to defend the base from random events and creatures.”

It’s perhaps no surprise Alpaca let them roam free, as trying to actually control such a large group of wolves that strong is no small feat. They’re capable of destroying an entire village in a matter of seconds if an enemy gets too close. He learned this lesson the hard way, after one crushing moment when over 30 wolves tore through a wall and support beam to escape an enclosure while chasing an enemy.The wolves’ ferocity resulted in the collapse of the entire fortress, demolishing half his base while he was AFK from the game and let breeding happen in the background. Eventually he had to start storing them underground in a bunker since they can’t destroy the ground itself.

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“I had a few weird things happen through all this,” Alpaca said. “I’ve had some wolves escape over our moat at our main base before, and I actually found them swimming out in the ocean somehow. To this day, I don’t know how or why they went that far out to sea, although they were probably chasing a swimming deer or something like that.”

Emergent and entirely unscripted moments like these are in large part what has contributed to Valheim’s rise as a multiplayer survival experience to both play and watch, as it’s now sold over five million copies in just a few short weeks and continues to land big audiences on Twitch. And with Valheim only at just the start of its planned Early Access journey, Alpaca and others’ breeding methods may be just the beginning of more incredible stories to come from players’ Viking adventures – though players will be hard-pressed to top a rampaging army of super-wolves.

For more on Valheim, check out our recommendations on the 11 best mods to try and our interview with the development team about the game’s creation, and let us know about your wildest exploits in the comments!

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David Jagneaux is a longtime freelance writer for IGN. Talk games with him on Twitter at @David_Jagneaux.

Skyrim, 4 Other Bethesda Games Get FPS Boost on Xbox Series X and S

You may have heard that Xbox Game Pass has now added 20 of Bethesda’s most popular games, thanks to the newly minted partnership between the companies. More good news: Some of them are getting an FPS boost courtesy of the Xbox Series X and Series S.

The Elder Scrolls: Skyrim Special Edition, Fallout 4, Fallout 76, Dishonored: Definitive Edition, and Prey are all getting the option to boost their framerate. Xbox’s Larry Hryb and Jeff Rubenstein shared the announcement and details during Friday’s recording of the official Xbox podcast.

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If for any reason you actually prefer to play the games at their original framerates, Rubenstein confirmed that players will be able to toggle the setting on their consoles. Rubenstein added that players can expect an “increase from 30 up to nearly 60 frames per second” when FPS boost is activated. The boost will require you to update your system to the latest version.

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If Xbox and Bethesda’s newly established marriage have you excited, we should be hearing more when Xbox holds an event of its own later this summer. It’s clear that Microsoft is invested in bringing Bethesda’s biggest franchises to Xbox as exclusives, with Xbox head Phil Spencer reaffirming as much this week.

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Joseph Knoop is a writer/producer for IGN.

Meteorite Piece Found in Africa Could Be From an Ancient Planet

A meteorite discovered in an Algerian desert is actually a piece of an ancient planet older than Earth itself.

The meteorite, formally known as Erg Chech 002, was discovered in May of last year in the Erg Chech desert located in Algeria, according to a report from Science Alert. Upon its discovery, scientists quickly recognized that it was different from the usual meteorite in that it had an igneous makeup, or in other words, featured a composition likely derived from solid lava or magma.

Erg Chech 002 Meteorite
Erg Chech 002

Its igneous texture indicates that Erg Chech 002 was formed by way of a volcano, which, as Science Alert points out, likely means it could have once been a piece of the crust of a protoplanet, which is the scientific term for a tiny or dwarf planet. Because of this, it was classified as an achondrite, which is quite rare. As noted by Science Alert, of thousands and thousands of meteorites discovered on Earth, only 3,179 are achondrites, according to the Meteoritical Bulletin Database.

Most achondrites are basaltic, but Erg Chech 002 is what’s known as andesite, something University of Western Brittany geochemist, Jean-Alix Barrat, discovered upon further inspection of the meteorite as noted in his research team’s report. Barrat and his team determined by examining the radioactive decay of Erg Chech 002’s aluminum and magnesium isotopes that those two elements formed in the meteorite around 4.565 billion years ago, which makes it older than our 4.54-billion-year-old Earth, as noted by Science Alert.

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This makes Erg Chech 002 the oldest magmatic rock ever analyzed, according to the research team’s report, and sheds light on how the crusts of ancient protoplanets like that where Erg Chech 002 originated were formed.

Barrat’s team compared the way Erg Chech 002 interacts with light, otherwise defined as spectral characteristics according to Science Alert, with asteroids in the Solar System and how they interact with light, but they couldn’t find any link between the two. This doesn’t necessarily indicate that Erg Chech 002 is from a different universe, but rather, that the protoplanet or type of protoplanet from which it originated from is no longer present in the Solar System.

Science Alert says it’s likely that Erg Chech 002’s home protoplanet was merged into other space rocks. The publication also notes that because of Erg Chech 002’s age and how close it is in age to Earth, other rocks from its protoplanet might have helped form our planet.

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For more science, read how researchers are learning more about how Mars may have formed and then read about a mini-moon orbiting Earth discovered by astronomers. While no signs of Krypton, errr life, were discovered on Erg Chech 002 — sorry, Superman fans — scientists have discovered possible signs of life on Venus detected as far back as 1978.

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Wesley LeBlanc is a freelance news writer and guide maker for IGN. You can follow him on Twitter @LeBlancWes

This YouTuber Bought An Exoskeleton To Wield A Buster Sword Like Cloud Strife

Allen Pan, who runs the Sufficiently Advanced YouTube channel, has published a new video showcasing how anyone can wield a giant anime sword with a little help from an exoskeleton.

In an approximately 13-minute video, Pan discusses how he achieved the ultimate goal: swinging a generic replica of Cloud Strife’s Buster Sword. To do this, he used his stimulus money to enlist a friend to build the sword. But how does someone pick up the Buster Sword, a comically large weapon that looks very heavy? A $900 Steadicam exoskeleton, that’s how.

The sword in Pan’s video, built by his friend at 3.6.9 Design, is 50 pounds. It’s not that heavy, but because of the way it’s picked up, Pan’s generic Buster Sword actually generates 150 pounds of torque, the same amount of force a car engine produces. This is where the $900 used exoskeleton comes in, to help offset the weight of the Buster Sword.

Inspired by Doug Liman’s Edge of Tomorrow, Pan modifies a passive camera-stabilizing exoskeleton with additional springs to further account for the sword’s weight. He initially wanted to wield the sword just as Cloud does but was convinced the suit wouldn’t be able to withstand the force of the sword without assistance. So he went a different route: attach a ring to the center of the blade and clip that to the exoskeleton as a means to offset the heaviness.

The result was a success. Sort of.

Pan can effectively wield the sword, no problem. He can swing the blade, smashing things like coconuts and TVs, but there’s none of the grace or flare you’d expect from an anime protagonist. To compare, Pan enlisted powerlifter Chase Lee to see if he could wield the thing. Turns out, you can wield the Buster Sword with the help of an exoskeleton or a lot of muscles.

In other Final Fantasy-related news, PlayStation Plus subscribers can download Final Fantasy VII Remake for free all month long in preparation for Final Fantasy VII Remake Intergrade, a PlayStation 5-exclusive upgrade starring Yuffie. Hit up our Final Fantasy VII Remake Intergrade preorder guide to learn about the bonuses before it drops on June 10 for PlayStation 5.

GameSpot may get a commission from retail offers.

Batman: The Court of Owls Coming to the DC Animated Universe

The world of Batman: The Animated Series continues to live on via new comic books. DC Comics has announced a follow-up to 2020’s digital-first series Batman: The Adventures Continue, and it’s bringing another major piece of comic lore into the BTAS universe.

Batman: The Adventures Continue Season II reunites the entire creative team from the first volume – writers Alan Burnett and Paul Dini, artist Ty Templeton and colorist Monica Kubina. Whereas the first series set about adding former Robin Jason Todd into BTAS continuity, the sequel focuses on a more recent addition to Batman’s rogues gallery, the Court of Owls.

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Here’s DC’s official description for the series:

Gotham City is changing. After Mayor Hill is killed by a mysterious assailant, Batman finds himself tracking down an ancient order that’s long been buried under the streets of Gotham: The Court of Owls. But what does this group have to gain from the death of Mayor Hill…and how can Deadman help the Dark Knight? Will the clues lead Batman to an ancient Gotham City legend?

The Court of Owls was first introduced in DC’s 2011 Batman comic, which revealed them to be a shadowy organization of Gotham elites that has controlled Gotham’s underworld for centuries through the use of undead assassins called Talons. The Court of Owls storyline was later loosely adapted for the 2015 animated film Batman vs. Robin. The group is also featuring in the upcoming video game Gotham Knights, which takes place in the aftermath of Batman’s apparent death.

As with the previous series, Batman: The Adventures Continue Season II will debut in digital form first, followed by print issues collecting two digital chapters each. Look for the first digital chapter to debut on DC Universe Infinite, comiXology and other digital platforms on May 6, with the first print issue following on June 1.

If you need a dose of BTAS nostalgia to tide you over until May, check out our IGN Inside Stories mini-doc about Batman Beyond:

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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.

Apex Legends Nintendo Switch Review

In a sense, Apex Legends is not the same game that we reviewed back in February 2019–the roster of playable characters has doubled to 16, three full maps are in rotation, and several different modes (including ranked) are included. There’s also a story that’s delivered weekly via map changes and comics that have built the game’s lore. Additional features have been implemented, like clubs for players to join, cross-play support, and limited-time events. On top of all that, seasonal content introduces substantial meta changes, daily/weekly challenges, and rewarding battle passes, transforming Apex Legends into something greater.

And yet, despite these adjustments, the core of Apex Legends remains intact. It’s still a squad-based battle royale that encourages teamwork with an excellent ping system, where you begin each match picking from a roster of hero characters that possess unique abilities in order to fulfill different roles in battle. The core principles that made Apex Legends work so well back when it first launched haven’t changed over two years later.

All of which is to say, Apex Legends is still really fun and worth jumping into if you haven’t yet. And now you’re able to do so on Nintendo Switch. But just because you can play Apex Legends on Switch does not mean you should. This port works, but only in the loosest sense of the term; this is the worst way to play Apex Legends.

To the credit of developer Panic Button (a studio responsible for a dozen Switch ports, including Rocket League, Doom, and Wolfenstein II: The New Colossus), I’m amazed Apex Legends works on Switch at all. This is an online multiplayer game that hosts up to 60 players in a match, each of which take place on some pretty large maps. I’ve only had one crash in my five hours with the port; it was during the character selection process, and the Switch managed to reboot the game fast enough for me to rejoin my squad just as we touched down on the ground. And if I can humble brag for a second, we still went on to win that match.

None of that changes the fact that it feels like the Switch is barely making it work. On Switch, Apex Legends targets 720p resolution while docked and 576p in handheld–numbers that closely resemble the resolutions on baseline Xbox One, which also targets 720p but can fall short. However, it’s not the same, as the Switch port seemingly manages to reach those resolutions only by compromising on graphical detail, draw distance, and the speed at which assets are loaded. So on Switch, you might see a building in the distance, but it won’t have nearly the same level of graphical detail as it would in the other versions of the game. And on top of that, though the Switch port targets 30 frames per second, you can tell that it dips below that.

That’s all a very technical, gobbledygook way of saying that Apex Legends looks muddied on Switch, whether docked or in handheld, especially in comparison to playing it on Xbox One X, PS4 Pro, Xbox Series X|S, PS5, or PC.

Now, on a surface level, this just means the Switch port is less pretty, which has no gameplay ramifications (but still makes me sad). When first turning on the game and looking down at Kings Canyon, I couldn’t help but mutter, “Look how they massacred my boy.” But in a more substantial way, these drawbacks in resolution and frame rate put you at a disadvantage when you’re fighting against someone who’s playing on any other system–because, on Switch, it’s harder to see people from farther away and it’s more difficult to discern individual bullets. In a fast-paced battle royale like Apex Legends, knowledge is power and the ability to make split-second decisions with the information you have can be paramount for success–and that’s just harder to do on Switch, which can lead to frustrating losses when you’re put into a match with Xbox, PlayStation, or PC players.

As an example, let’s look at guns. In Apex Legends, guns that typically pack the most punch are the ones with semi-automatic fire. You’re getting a slower fire rate in exchange for increased firepower, encouraging you to take your time with aiming instead of just squeezing the trigger. This gives you options: If, say, you’re carrying heavy ammo, do you want to use the M600 Spitfire and rush enemies with a flurry of bullets or rely on the 30-30 Repeater where each individual bullet can be charged if you wait a breath between shots. But on Switch, where the frame rate regularly fluctuates below 30fps, it can prove difficult to land shots with something like the 30-30 Repeater that relies on precision, because your image isn’t keeping pace to accurately track their movement and animations, making it more difficult to line up shots. This is less of a problem at close range where pinpoint precision matters less and tracking targets is easier. But at that range, automatic weapons like the Spitfire typically excel over the 30-30.

And granted, as Phil Hornshaw points out in GameSpot’s original Apex Legends review, this game’s meta does naturally skew toward close-range weapons like shotguns, so you’ll probably be regularly fighting up close anyway. But there are situations where a mid- to long-range semi-automatic weapon is preferable. On Switch, where I’m not really afforded that option, it seems like there’s an unfair advantage to anyone else in the match who’s playing on Xbox, PlayStation, or PC.

Thankfully, you can disable cross-play, but that does limit you. The pool of players you’ll be able to match with will be significantly smaller, increasing the likelihood that the game may struggle to connect you to similarly skilled players. This could mean that every so often you’ll either have a longer wait time to get into a game or you’ll quickly get matched up with players who either won’t put up a fulfilling challenge or prove to be too frustratingly good for you to take on. And of course, if your friends are already playing on other platforms, turning off cross-play means you can’t team up with them. So although disabling cross-play is an option, it isn’t a satisfying solution to the overarching problem: that the Switch just isn’t the ideal way to play Apex Legends.

You ever play with an Octane who role plays just a little too much and aggressively jump pads towards two squads that are fighting each other when it would be way smarter to just calmly wait for an ideal opening? It's me. I'm that Octane.
You ever play with an Octane who role plays just a little too much and aggressively jump pads towards two squads that are fighting each other when it would be way smarter to just calmly wait for an ideal opening? It’s me. I’m that Octane.

Given the fast-paced nature of Apex Legends’ fights, it can also be a bit of a struggle to play with the Switch’s Joy-Con controllers. Thankfully, I don’t have too much drift on my pair, but the analog sticks still proved to be a frustrating hassle for the game’s competitive demands, especially in handheld mode, which feels like a very unnatural way to play a first-person shooter. Motion control (which is enabled by default) does not help–in fact, it’s worse. You can’t achieve the level of precision you need for a competitive first-person shooter like Apex Legends by using your Switch or controller to move the camera. My enjoyment of the Switch port improved immensely once I started using a proper gamepad/controller (a PowerA Enhanced Wireless Controller in my case).

And on that note, I did have moments of fun playing Apex Legends on Switch. Panic Button has managed to take a game that I love and make it work just well enough on Nintendo’s hybrid console. I don’t want to keep playing it on Switch with its many technical concessions (nor do I want new players to be introduced to Apex Legends this way), but this port is–in its current state–a decent last resort. If your only way to play Apex Legends is on Switch, then you now have that option. Just know that you’re signing up for something less than ideal.

Now Playing: Apex Legends Nintendo Switch Video Review

Apex Legends Nintendo Switch Review

In a sense, Apex Legends is not the same game that we reviewed back in February 2019–the roster of playable characters has doubled to 16, three full maps are in rotation, and several different modes (including ranked) are included. There’s also a story that’s delivered weekly via map changes and comics that have built the game’s lore. Additional features have been implemented, like clubs for players to join, cross-play support, and limited-time events. On top of all that, seasonal content introduces substantial meta changes, daily/weekly challenges, and rewarding battle passes, transforming Apex Legends into something greater.

And yet, despite these adjustments, the core of Apex Legends remains intact. It’s still a squad-based battle royale that encourages teamwork with an excellent ping system, where you begin each match picking from a roster of hero characters that possess unique abilities in order to fulfill different roles in battle. The core principles that made Apex Legends work so well back when it first launched haven’t changed over two years later.

All of which is to say, Apex Legends is still really fun and worth jumping into if you haven’t yet. And now you’re able to do so on Nintendo Switch. But just because you can play Apex Legends on Switch does not mean you should. This port works, but only in the loosest sense of the term; this is the worst way to play Apex Legends.

To the credit of developer Panic Button (a studio responsible for a dozen Switch ports, including Rocket League, Doom, and Wolfenstein II: The New Colossus), I’m amazed Apex Legends works on Switch at all. This is an online multiplayer game that hosts up to 60 players in a match, each of which take place on some pretty large maps. I’ve only had one crash in my five hours with the port; it was during the character selection process, and the Switch managed to reboot the game fast enough for me to rejoin my squad just as we touched down on the ground. And if I can humble brag for a second, we still went on to win that match.

None of that changes the fact that it feels like the Switch is barely making it work. On Switch, Apex Legends targets 720p resolution while docked and 576p in handheld–numbers that closely resemble the resolutions on baseline Xbox One, which also targets 720p but can fall short. However, it’s not the same, as the Switch port seemingly manages to reach those resolutions only by compromising on graphical detail, draw distance, and the speed at which assets are loaded. So on Switch, you might see a building in the distance, but it won’t have nearly the same level of graphical detail as it would in the other versions of the game. And on top of that, though the Switch port targets 30 frames per second, you can tell that it dips below that.

That’s all a very technical, gobbledygook way of saying that Apex Legends looks muddied on Switch, whether docked or in handheld, especially in comparison to playing it on Xbox One X, PS4 Pro, Xbox Series X|S, PS5, or PC.

Now, on a surface level, this just means the Switch port is less pretty, which has no gameplay ramifications (but still makes me sad). When first turning on the game and looking down at Kings Canyon, I couldn’t help but mutter, “Look how they massacred my boy.” But in a more substantial way, these drawbacks in resolution and frame rate put you at a disadvantage when you’re fighting against someone who’s playing on any other system–because, on Switch, it’s harder to see people from farther away and it’s more difficult to discern individual bullets. In a fast-paced battle royale like Apex Legends, knowledge is power and the ability to make split-second decisions with the information you have can be paramount for success–and that’s just harder to do on Switch, which can lead to frustrating losses when you’re put into a match with Xbox, PlayStation, or PC players.

As an example, let’s look at guns. In Apex Legends, guns that typically pack the most punch are the ones with semi-automatic fire. You’re getting a slower fire rate in exchange for increased firepower, encouraging you to take your time with aiming instead of just squeezing the trigger. This gives you options: If, say, you’re carrying heavy ammo, do you want to use the M600 Spitfire and rush enemies with a flurry of bullets or rely on the 30-30 Repeater where each individual bullet can be charged if you wait a breath between shots. But on Switch, where the frame rate regularly fluctuates below 30fps, it can prove difficult to land shots with something like the 30-30 Repeater that relies on precision, because your image isn’t keeping pace to accurately track their movement and animations, making it more difficult to line up shots. This is less of a problem at close range where pinpoint precision matters less and tracking targets is easier. But at that range, automatic weapons like the Spitfire typically excel over the 30-30.

And granted, as Phil Hornshaw points out in GameSpot’s original Apex Legends review, this game’s meta does naturally skew toward close-range weapons like shotguns, so you’ll probably be regularly fighting up close anyway. But there are situations where a mid- to long-range semi-automatic weapon is preferable. On Switch, where I’m not really afforded that option, it seems like there’s an unfair advantage to anyone else in the match who’s playing on Xbox, PlayStation, or PC.

Thankfully, you can disable cross-play, but that does limit you. The pool of players you’ll be able to match with will be significantly smaller, increasing the likelihood that the game may struggle to connect you to similarly skilled players. This could mean that every so often you’ll either have a longer wait time to get into a game or you’ll quickly get matched up with players who either won’t put up a fulfilling challenge or prove to be too frustratingly good for you to take on. And of course, if your friends are already playing on other platforms, turning off cross-play means you can’t team up with them. So although disabling cross-play is an option, it isn’t a satisfying solution to the overarching problem: that the Switch just isn’t the ideal way to play Apex Legends.

You ever play with an Octane who role plays just a little too much and aggressively jump pads towards two squads that are fighting each other when it would be way smarter to just calmly wait for an ideal opening? It's me. I'm that Octane.
You ever play with an Octane who role plays just a little too much and aggressively jump pads towards two squads that are fighting each other when it would be way smarter to just calmly wait for an ideal opening? It’s me. I’m that Octane.

Given the fast-paced nature of Apex Legends’ fights, it can also be a bit of a struggle to play with the Switch’s Joy-Con controllers. Thankfully, I don’t have too much drift on my pair, but the analog sticks still proved to be a frustrating hassle for the game’s competitive demands, especially in handheld mode, which feels like a very unnatural way to play a first-person shooter. Motion control (which is enabled by default) does not help–in fact, it’s worse. You can’t achieve the level of precision you need for a competitive first-person shooter like Apex Legends by using your Switch or controller to move the camera. My enjoyment of the Switch port improved immensely once I started using a proper gamepad/controller (a PowerA Enhanced Wireless Controller in my case).

And on that note, I did have moments of fun playing Apex Legends on Switch. Panic Button has managed to take a game that I love and make it work just well enough on Nintendo’s hybrid console. I don’t want to keep playing it on Switch with its many technical concessions (nor do I want new players to be introduced to Apex Legends this way), but this port is–in its current state–a decent last resort. If your only way to play Apex Legends is on Switch, then you now have that option. Just know that you’re signing up for something less than ideal.

Now Playing: Apex Legends Nintendo Switch Video Review