Icarus Hands-On: DayZ Creator Has Unfinished Business With Survival Genre

“I think me and survival games have some unfinished business,” Dean Hall told me as we looked over the truly terrible, ramshackle wood hut I’d just built. We were standing beside a pristine river running through a forested valley, ringed by mountains cutting across a cloudless blue sky. This is the planet Icarus in the upcoming survival game of the same name from Hall’s studio, Rocketwerkz, although it looks more like Yosemite National Park than an alien world.

Rocketwerkz recently gave GameSpot a chance to play about an hour of an early build of Icarus with Hall, the creator of DayZ. He showed off a bunch of the game’s elements, including its tech tree, building capabilities, wildlife, and weather systems.

“I think there is an innate human understanding of the need to survive, and I think that that’s a fascinating and under-looked-at area,” Hall continued, explaining what keeps drawing him back to the survival genre. “I also think that a lot of people haven’t taken it seriously because they haven’t had the resources, and this is a real serious attempt–a long-term attempt to have an ability to build a survival platform where we can introduce different experiences while still linking you with this broad progression.”

The idea that Icarus could be a survival platform as much as a survival game is possibly the most fascinating thing about the project. Rocketwerkz’s approach to Icarus is based on game sessions, taking a page from games like Escape from Tarkov or Fortnite, rather than putting you in a persistent world where you work to survive endlessly. In Icarus, you play as a prospector who’s traveled to a new world from Earth, where special materials called “exotics” have been discovered. They’re exceedingly valuable, but the planet itself is hostile; Earth scientists attempted to terraform it to be just like their home planet, but the exotics caused the terraforming to fail. Your job is to drop from an orbital station onto the planet for set missions, in hopes of gathering the resources that might make you rich–but if you don’t make it back to your drop pod in time to leave, you’ll be left behind, which means certain doom.

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Missions drop you in for variable lengths of time–anywhere from less than an hour to days, tracked by an in-game mission clock–and you’re stuck using whatever you can on the planet to survive until it’s time to go. Since you’re playing these mission sessions, things in Icarus aren’t persistent for the most part. But that mission-based structure allows Rocketwerkz to solve a lot of the problems Hall says he first saw in the survival genre when he helped popularize it with the Arma II DayZ mod, and has continued to see since he left developer Bohemia Interactive in 2014 while the studio was developing the standalone version of DayZ.

“A lot of survival games, including DayZ, really struggle with scale,” Hall explained. “So you’re building all this awesome stuff…you build a big castle, and the castle starts to lag, and you end up with all these problems with survival, both technical in terms of performance. But in addition, the game starts to break itself, because the only way back from that is to destroy the player’s structure, but that’s a very negative thing. So what we do with Icarus is we say, ‘Okay, we’re giving you this goal. Go do these things.’ You need to build some infrastructure to support that goal, and that means that every time you play a session you’re getting new reasons to build new buildings. You don’t have to invent them, you don’t have to be like, ‘I’m going to build the most awesome looking thing here so that it gets on GameSpot, or PC Gamer,’ or whatever. You actually have real important reasons to build different kinds of structures to support your operation, particularly as you advance as a character.”

The session-based nature of the game gives Rocketwerkz opportunities to control Icarus and build its particular experience. Our hands-on time put us in a valley that Hall said was eight kilometers square, where every single tree could be cut down, every rock could be mined and broken apart, and every bush could be harvested. Some elements are procedural in a drop, Hall said, such as whether certain locations like caves are accessible or not, but the rest of the map is hand-created.

In practice, Icarus is pretty similar to other survival games, and in particular feels a bit like a first-person take on something like Valheim, but in space (Hall said he even feels like Valheim is a “cousin” to Icarus, with both games addressing similar survival experiences). As a prospector, you exhausted most of your resources just getting to Icarus, so every time you drop to the planet, you’re scrounging whatever you can to keep yourself alive. Just about everything you do, from cutting down trees to harvesting minerals that help you keep your spacesuit oxygenated, earns you experience points, which allow you to progress up Icarus’s tech tree and unlock the ability to craft more and more stuff.

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Your focus is on keeping yourself fed, hydrated, breathing, and sheltered, like in most survival games, but you don’t have to worry as much about dying–at least, not right away. Cooperative players can revive you, but even alone, my experience was that getting taken out by an animal only resulted in a short period of being rendered unconscious. The real failure state in Icarus is being left on the planet when your mission timer runs out. If that happens, you lose your character–along with any skills you’ve unlocked for them, anything they’ve built or brought down from orbit with them, and everything they’ve learned. Things you left in orbit and the “planetary” tech tree you advance by playing survive, but if your character gets left on Icarus, it’s like you’re starting over as a different person–and that person has to learn everything your previous prospector already knew.

The biome we wandered around was the Earth-like forest, which was home to raccoons, deer, wolves, and bears deposited by terraformers. Armed with only a bow, Hall and I fought off a few animals as we talked. Later, a powerful storm swept in, pelting the buildings and bridges the developers had created ahead of our session with rain and wind. The extreme weather tore off chunks of the buildings and knocked down trees, and Hall said lightning strikes could even lead to forest fires. This, he said a few times, is Icarus’s safest biome.

Hall said Rocketwerkz really wanted to emphasize the sense that it’s you–and, potentially, your friends–against the planet. Icarus, like Valheim, puts a lot of emphasis on cooperation, and while it’s possible to smash buildings with trees and wreak other destruction, at least right now, it’s all about working together.

“The cooperative side of survival has been massively neglected,” Hall said. “We just really wanted to ramp up the drama of the world. Storms, and fires, and there’s so much challenge, and just exploring, and just surviving.”

That doesn’t mean Icarus has to be wholly cooperative, though, Hall said.

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“There’s nothing stopping us having game session modes that aren’t as cooperative,” he said. “That’s a huge advantage of sessionizing this experience.”

The same is true about the possibility of more persistent drops, where players might create lasting structures. Hall said Rocketwerkz is working closely with a group of early Icarus players to determine what they might want or need out of the game. Because of the sessionized approach, Icarus can deliver a variety of experiences, he explained.

While individual drops will be divided into sessions, it sounds like Rocketwerkz’s overall view of the game is taking a similar approach, with Icarus releasing chapters over time. Hall explained three of those chapters. Chapter 1 is called “First Cohort,” sending you into the forest biome as one of the first prospectors. Later chapters can open up additional biomes and send you to other locations.

“The second [chapter] is New Frontiers, which is where they start opening up some of the more dangerous, more alien prospects,” Hall said. “This was a failed terraforming experiment, and it failed because of these exotics reacting with the enzymes they released. And so the next phase starts to open up to the areas that didn’t get properly terraformed, and finally we end up in Dangerous Horizons, where you’ll face… well, let’s just say some pretty fearsome creatures and pretty insane challenges.”

That sort of episodic approach also gives Rocketwerkz a chance to do something that might be unique among survival games: develop its story. Already, the studio has laid some of the groundwork for what the tale of Icarus might be with an eight-minute documentary style video. It catches up with a group of First Cohort prospectors some 20 years after their time on Icarus, and while it explains what the game is like and what players will face, it also crafts a tale of how Icarus was explored and some of the intrigue about what might be going on there.

“We have an incredible concept team, an incredible team in our world-building and our lore-building, with an insane amount of experience,” Hall said. “That’s been a big focus, not only to craft really interesting survival mechanics, but have you actually explore a world. And sessionizing the survival gameplay makes that a lot more straightforward for us to do, because we can give you all these new scenarios to do without breaking your world while still giving you that player story progression through your character that builds between it, and binds them like mortar binding bricks. So absolutely, there is a whole universe. And I think when you watch the in-universe documentary, it will leave no doubt in your mind that we have some pretty aggressive and ambitious plans for storytelling.”

The Suicide Squad: James Gunn Got Every Character He Asked For

James Gunn turned Marvel’s Guardians of the Galaxy from an obscure, mostly-forgotten superhero team into a billion-dollar property. That seems to have given him some cachet with Warner Bros., because Gunn says he had his pick of the litter when writing Suicide Squad.

Gunn took to Twitter on April 1st to tweet out the upcoming film’s theatrical trailer, noting that “the only joke here is on the supervillains who agreed to work for Amanda Waller.” Alongside the tweet, Gunn answered a bunch of fan questions. One of the most interesting concerns who he was able to include in the movie. Warner Bros. has typically been a picky about how much freedom creators can take with characters, particularly on the television side. For Gunn, though, that wasn’t a problem.

“Was there any DC characters they wouldn’t let you have?” asked one fan.

“No. I got every character I asked for,” Gunn replied, “even though they sometimes were like WTF?”

While The Suicide Squad will be the doomed team’s second cinematic outing, this one looks to be a few steps weirder. Most of the characters in the original you could almost take seriously. This one features Polka-Dot Man and King Shark, who are exactly what they sound like.

Gunn answered other questions, too. When asked why King Shark wears clothes but Weasel doesn’t, Gunn replied with a question of his own: “Have you ever tried to put clothes on your cat?”

He also re-emphaized that knowledge of that first film is not necessary to understand or enjoy The Suicide Squad. He also noted that the entirety of The Suicide Squad was shot in IMAX with IMAX cameras, making that the best way to see the movie in his opinion.

If you haven’t seen the latest trailer for The Suicide Squad, you can see the first “red band” trailer here, or check out that theatrical trailer, which has some new footage not seen in the first one. Make sure to check out our breakdown of that first trailer to catch every single detail. If you haven’t read up on the John Cena spin-off show, Peacemaker, Gunn is already working on it. Gunn has taken to Twitter a few times to talk about the film and share his thoughts on it. Oh, and yes, your favorite character could very well die–even if it’s Harley herself.

Now Playing: The Suicide Squad – Characters & Behind The Scenes Clip Breakdown | DC FanDome

PlatinumGames Explains Why It Scrapped World of Demons and Started Again

World of Demons is the new Apple Arcade exclusive title from PlatinumGames, the revered studio behind Bayonetta, NieR: Automata and The Wonderful 101. As the studio’s first mobile game and only their second self-published title, its production was rich with new challenges. IGN Japan spoke with PlatinumGames Studio Head Atsushi Inaba and World of Demons producer Koji Tanaka to find out more about the game and its fascinating development.

If the name World of Demons sounds familiar, that’s because the game was previously announced in April 2018 as a free-to-play title to be published by Japanese mobile game company DeNA. It has a gorgeous ukiyo-e art style that is broadly reminiscent of Hideki Kamiya’s pre-Platinum classic Okami, and tells the tale of a samurai named Onimaru who fights yokai (Japanese folklore creatures) and liberates them from the evil subjugation of Shuten Doji, the demon king who seeks to take over the world. While the basics of the concept remain the same, the game that was released yesterday on Apple Arcade is very different to the one announced in 2018 – it has been redesigned from the ground up for Apple’s subscription service.

“The graphics style, the design of the main character and the concept of including yokai inspired by traditional legends are all the same as before,” says Inaba. “Apart from that, it is a completely different game. We had the opportunity to release the game for Apple Arcade, and instead of just making a few small adjustments for the new platform, we decided to take this opportunity to rebuild the game from the ground up.

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One of the first things to go was microtransactions. As a free-to-play game, the original incarnation of World of Demons offered various ways to spend money, such as paying for better item drop rates. The game had been designed with this in mind, but Apple Arcade does not allow microtransactions at all – a condition that has undoubtedly benefited World of Demons. Don’t let the mobile platform scare you off – this is unmistakably a PlatinumGames joint, albeit one that was designed to make the most of the mobile platform.

“Obviously it’s an action game, and in that respect it’s similar to what we’ve always made,” says Tanaka. “But we were unsure whether we could create the same kind of experience on mobile – and indeed, when we tried to do that early on it didn’t feel quite right. We realized that with touch control, the way we approached things like very fine control, camera movement and so on could not be implemented in exactly the same way. It was a difficult challenge at first, but as time went on it became a fun problem to solve, so we feel like it was a successful attempt.”

Get good

World of Demons tasks the player with dispatching yokai in bite-size skirmishes that are well suited to playing on the move, but strung together in linear stages that allow for longer play sessions, with a boss battle at the end of each. As you’d expect from a Platinum title, the combat involves pulling off ever-cooler combos, rewarding split-second timing with powerful counterattacks and, of course, a grade at the end of each fight.

Tanaka explains, “What makes this a typical Platinum game is that we make it easy for an inexperienced player to understand the game through the tutorials and to easily pull off actions that look cool and are fun to do, while quickly leading them through fight after fight. So it’s easy to get into. But if you want to put in the time, there’s a lot you can do – there are multiple playable characters with unique weapons and abilities, and each one feels different to control. There’s a lot of depth but it’s easy to get into. And of course, the controls feel good, which is something we put a lot of care into.”

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World of Demons is a linear, story-driven game that offers about 10-15 hours of gameplay, but players are encouraged to explore to find hidden areas, acquire new weapons and loot items, play with different characters and try new yokai combinations, with multiple side missions available for each stage that the player can tackle in any order. Tanaka says that aiming for 100% completion will double the total play time. And then there are multiple difficulty levels to try – Tanaka describes the highest setting as “very hard to beat, unless you deal with the enemies’ attacks very carefully,” to which Inaba jokes, “That’s Platinum’s vice! I wouldn’t recommend it.”

The more than 100 yokai in the game are mostly based on supernatural creatures from Japanese folklore. The critters you encounter in the game are not inherently evil: Their will has been twisted by the evil demon Shuten Doji to serve his bidding, and as you beat each new type along your journey, you will shatter the curse and befriend them, unlocking them as a support character. You are then able to build up their stats and equip your choice of two yokai on each mission, to unleash their powers in battle.

Tanaka says that the team were inspired by the Night Parade of One Hundred Demons, which is a famous piece of Japanese folklore that depicts a horde of yokai attacking Japan. (Recently, Monster Hunter Rise’s Rampage mode was also based on the same source.) The tale’s rich setting allows for a wide variety of gameplay options as well as some eye-catching creature design. Players outside of Japan don’t need to be familiar with any of this background to enjoy the game, of course, but the team hope it will be an opportunity to introduce Japanese culture to Apple Arcade subscribers around the world.

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“Apple Arcade reaches a very wide global audience, far greater than our fan base,” says Tanaka. “It’s bigger than we could have ever imagined – so many types of people are playing on that platform. Within that, we are presenting a very traditional Japanese setting that features yokai, which are deeply ingrained in Japanese folklore. This is something that a Japanese studio like us can do well, and on top of that, PlatinumGames can add our own unique style. It was a motivating factor to know that we could present this concept to the world.”

“I’m very curious to know what the global audience will make of it,” adds Inaba. “Yokai are perceived a certain way in Japan, but overseas it might be very different. It’s the same with ninjas – our image of a ninja in Japan is different than that overseas, but ninjas have attained an iconic presence. This will be a good opportunity for us to gauge how yokai are perceived, and I think it will have an interesting effect on the way we at PlatinumGames make games.”

Arcade games

By all accounts, World of Demons seems to have been a labor of love for PlatinumGames, and one they have iterated on over time. Then, in 2019, shortly after Apple Arcade was announced, the opportunity to release the game on Apple’s subscription service encouraged the studio to knuckle down for an April 2021 release on iOS, Apple TV and Mac OS.

“Lots of us in the studio use iPhones, and iOS is a major platform in its own right,” says Inaba. “It was a challenge to also support Mac OS and Apple TV, and to design for both touch controls and controller support. But it was fun to develop for Apple devices, and it’s a platform with a lot of users.”

Inaba and Tanaka acknowledge that Android users might feel left out in the cold. Inaba likens the situation to console platform exclusivity, while Tanaka explains that the benefit of targeting one specific service was that it helped them to focus the development. The team grew from roughly 40 people to roughly 60 over the course of development, with action-game specialists coming in and out from other development teams at Platinum. It seems that for this veteran console game studio, developing for mobile was a challenge unto itself.

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“We haven’t even built up enough experience yet to tell you how publishing on mobile is different than on console,” says Inaba. “The development staff never knew what tomorrow would bring, and every day was exciting. There’s no doubt that it would be easier to release title after title on the same platforms every time, and we would build up knowhow that way. But PlatinumGames is a company that likes to try new things, and to be uncertain about what’s coming next. We were also interested in having a proper crack at the mobile game market, so this has been a good opportunity. It’s been tough, though!”

When asked for his opinion on Apple Arcade, Inaba says that he considers it a “fantastic service” and extols the virtues of a subscription service for mobile games. He adds that “the key to success on any platform is the quality of the content available on it, and in the case of Apple Arcade, I hope World of Demons can be a part of that. I hope that our game can be a catalyst to get the service into more gamers’ hands.”

Apple Arcade’s admirable stance on microtransactions seems to be another point of attraction for Inaba – games on the service are not allowed to include them at all. While World of Demons originated as a free-to-play title with in-game purchases, hewing to a more traditional form seems to be a better fit for PlatinumGames. “I think it’s OK if a game has been properly designed to accommodate microtransactions, but it’s just a different way of making games,” says Inaba. “I love that Apple is aiming to build a collection of games that are safe for kids to play, too.”

Big in China

Of course, we expect to see more mobile titles from PlatinumGames soon, in a somewhat different form. When Tencent invested an undisclosed amount of capital in PlatinumGames in 2019, part of the deal of the alliance was that Tencent would develop and publish mobile games for the Chinese market based on Platinum’s growing collection of original IP. Inaba says that no titles are yet confirmed, but that the idea is that as China’s biggest game company, Tencent will be perfectly placed to develop titles for that market so that Platinum can focus on the games they are good at making.

“We know that mobile games in China are thriving, but I don’t think we would know how to make a game for that market,” admits Inaba. “For us, we were very keen to be able to create our own IP and to publish games ourselves. For China, my hope is that we can build a situation where our business partner Tencent perhaps can make games based on that IP.”

He says that the Tencent deal has resulted in new possibilities for PlatinumGames – not only in monetary terms, but because Tencent has partners and investments all over the world, from notable publishers like Supercell and Marvelous Entertainment to industry monsters such as Riot Games and Epic Games.

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“Tencent don’t tell us what to do at all, and our creative philosophy hasn’t changed at all,” says Inaba. “Tencent doesn’t seek to aggressively control its partners or subsidies, but to encourage them to connect with each other. So our options have increased.

“Also, one thing we’re happy about is that they seem to only work with companies that are in some way unique, and it’s flattering that they view Platinum in that way.”

World of Demons is out now for iOS, Apple TV and Mac OS, exclusively on the Apple Arcade subscription service. Check out our hands-on impressions of the first chapter, and a gameplay video of the first stage.

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Daniel Robson is Chief Editor of IGN Japan.

 

10 Outriders Tips You Need To Know

Outriders is now out for Xbox Series X|S, Xbox One, PS5, PS4, PC, and Stadia. For the most part, the loot shooter/RPG hybrid is pretty straightforward, but a few of its mechanics and systems could use a bit more clarification.

In the video above, Jordan Ramée details 10 tips for how to be a better Outrider in Outriders. Some of the advice is geared towards ensuring you’re always finding the best loot, whether that’s from chests hidden throughout the planet of Enoch or from World Tier rewards. Other tips should help you make Outriders a bit more approachable in terms of difficulty–if you take the time to understand how crafting and modding works, as well as when to raise and lower your World Tier, you’ll have a much easier time making it through the game.

Outriders has managed a rather popular launch despite the assortment of server issues that are pretty much an expected part of the experience for any brand-new, online-only game at this point. So far, we’ve been enjoying it too.

In GameSpot’s Outriders review, Phil Hornshaw wrote, “[Outriders’] story is often funny but similarly intense; its combat requires you to take cover and to charge; its abilities make you phenomenally powerful but prone to overestimating yourself. If you can find the balance in Outriders, People Can Fly’s RPG-shooter finds ways to combine well-worn video game ideas into something new and fun.”

Final Fantasy 14’s First 5.5 Patch Launches April 13, New Trailer Released

The first part of Final Fantasy XIV‘s 5.5 content update will arrive on April 13, and Square Enix shared a new trailer for the patch along with other details during its latest Letter from the Producer broadcast.

Patch 5.5, titled Death Unto Dawn, is being divided up into two parts and will pave the way for the game’s big Endwalker expansion, which is slated to release this fall. Part 1 of the patch will introduce the third chapter of the game’s YoRHa: Dark Apocalypse crossover alliance raid series, The Tower at Paradigm’s Breach. It will also add new main scenario quests, as well as a new trial against the formidable Diamond Weapon.

On top of that, the first part of Patch 5.5 introduces a new main story dungeon, Paglth’an. The Save the Queen questline is also being updated with a new field area called Zadnor and an increased resistance rank cap, and there will be numerous other changes and additions to the MMO, including new PvP rewards, new mounts, job adjustments, and more. You can watch a new trailer for Patch 5.5 above and read more details here.

The PS5 version of Final Fantasy XIV will also go into open beta alongside Patch 5.5’s release. As the publisher previously confirmed, PS4 players will be able to upgrade to this version for free once the open beta period starts, and it will take advantage of the PS5’s greater horsepower by offering 4K resolution support, faster load times, 3D audio, and haptic feedback. Square Enix says the full PS5 version of Final Fantasy XIV will be available for purchase when the open beta concludes.

The publisher also shared a few more details about its upcoming Digital Fan Festival, which is set for May 14-15. On the first day of the event, Square Enix will hold a keynote revealing new information about the Endwalker expansion, as well as a developer panel and a piano concert. The following day will offer a live Letter from the broadcast as well as a concert from The Primals. You can learn more about the event on its official website.

Now Playing: FINAL FANTASY XIV Patch 5.5 Trailer – Death Unto Dawn

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Disney Rebrands Fox Television Animation To Develop New Adult Animated Shows

Disney has established a new animation studio called 20th Television Animation that’s focused on maintaining current and developing new adult animation shows.

The studio, a rebranding of the Fox Television Animation unit which was consolidated when Disney and Fox merged in 2019, will be led by veteran Fox employee Marci Proietto. 20th Television Animation will be responsible for currently airing shows like Family Guy and The Simpsons, according to Deadline.

This also means that shows produced by 20th Television, including American Dad and Bob’s Burgers, will now come out of the 20th Television Animation unit.

The team has 11 series in production right now. Alongside Hulu’s Koala Man, Solar Opposites, and the aforementioned shows, the unit is in charge of Bless The Harts, Central Park, Duncanville, The Great North, and The Prince.

Disney said 20th Television Animation also has “dozens” of additional adult animation projects in development for a range of platforms. What shows these are and where they will land has yet to be clarified.

In other Disney news, the company recently raised the prices of the Disney+ streaming service. It will now cost $8 per month to subscribe.

Falcon And The Winter Soldier Episode 3 Recap: What We Learned From “Power Broker” And What’s Coming Next

This week’s episode of The Falcon And The Winter Soldier, ominously titled “Power Broker,” had not one, but three major MCU character returns, two of them from Captain America: Civil War, and one from Black Panther. The latter was a member of the Dora Milaje, while the former were Zemo, the man partially responsible for pulling the strings that led to the collapse of the Avengers, and Sharon Carter, who was last seen giving Steve Rogers a little post-treason smooch and then, apparently, driving off into the sunset.

That last one requires some serious unpacking, so let’s handle Zemo first.

As we learned last week, Zemo’s been spending his time since Civil War in a maximum security German prison where he’s being treated with some seriously Hannibal Lecter-like care. Not for long, though–because Bucky doesn’t even bother consulting with Sam before hatching a scheme to break Zemo out and force him to help them. The gambit here is that Zemo is the only other person with HYDRA knowledge that rivals Bucky’s, so he’s their best bet at tracking down the origin of the knock-off super soldier serum, a project HYDRA had been working on for decades.

Of course, springing an international terrorist from jail doesn’t necessarily go over well at first, but all things considered the plan actually does pay off. Zemo probably shouldn’t be trusted at face value but he does provide enough intel to get them all to Madripoor and face to face with the scientist who developed the knock off serum.

Oh, and Zemo’s apparently been a Baron this whole time, meaning he’s completely filthy rich and has his own butler and private jet–just something to keep in mind.

In Madripoor, the three of them wind up inadvertently stumbling into Sharon Carter, who reveals that she was branded a traitor after Civil War and forced to go on the run, which landed her in Madripoor where she now makes a living as a dealer of stolen art. Naturally, she’s a little pissed at both Sam and Bucky who, along with every other Avenger, apparently just left her to rot after they were sprung from The Raft and began galivanting around the globe as fugitives themselves. Now, even someone with a rap sheet as extensive as Bucky’s has been pardoned and she’s still left out in the cold.

Awkward.

Sharon’s baggage gets even more complicated when, as she parts ways with the boys, she surreptitiously meets with a stranger saying that things have gotten more complicated–so it’s safe to say we definitely haven’t seen the last of her. It’s even worth noting that despite being namechecked time and time again, we still don’t actually know who the MCU’s Power Broker is, and right now, Sharon is definitely a possibility. She certainly has a list of good reasons to be mad at superheroes, and has shown plenty of aptitude for secrecy.

After their brief stopover in Madripoor, Sam, Bucky, and Zemo continue following the trail of clues to hunt down the Flag-Smashers and their store of knock-off serum, which takes them to Latvia. Unfortunately, it turns out they’ve been followed. Ayo of the Wakandan Dora Milaje is also in town, though she’s not interested in the serum–she’s here for Zemo. This makes sense, given that Zemo was the man responsible for killing King T’Chaka in his attack on the United Nations, a point that Sam brought up earlier when Bucky first decided to spring him from his cell. It’s unlikely that this is something the Wakandans are just going to let go, even if Zemo is providing useful information for the time being, so we’ll have to see how this particular conflict pans out next week. Chances are it’s going to get messy.

Things to remember:

  • Sharon and her unknown colleague apparently have some plan in the works that Bucky and Sam might be complicating.
  • Zemo is anything but redeemed, but he’s making an effort to be at least a little trustworthy. In the comics, Zemo is an on-again-off-again anti-hero with his own team of “reformed” villains, the Thunderbolts. This could be the start of their MCU development.
  • John Walker and Lamar are also still working on tracking the Flag-Smashers down, but they’re not having the best luck. John’s professional persona is starting to crack under the stress.
  • The identity and the motives of the Power Broker are still unknown.