Hoa Review

Opening with its red-cloaked heroine calmly floating to shore on a palm leaf canoe and the tinkling of a delicate piano melody, Hoa sustains a chilled-out vibe for almost the entirety of its two-hour duration. This simple puzzle-platformer pairs the stunning, hand-painted looks of a Studio Ghibli film with a modest set of game mechanics to create a gentle journey through nature that never wears out its welcome.

Inspired by Vietnamese mythology, Hoa’s minimalist story revolves around the titular fairy who’s sent away from her tribe as an infant after an unexplained but clearly tragic event. The adventure begins with the pint-sized Hoa’s return to her homeland, where she must use her magical powers to revitalise the terrain and its inhabitants. This nurturing of flora and fauna has satisfyingly practical effects on the gameplay; sunflowers bloom as Hoa moves near to create platforms out of petals, while rhino beetles can be beckoned closer to push heavy obstacles on her behalf.

It’s all very intuitive, to the point that Hoa thankfully has no need for an on-screen interface of any sort to obscure your view of its gorgeous world. Its puzzle design is similarly uncluttered and perhaps even a touch oversimplified, with only a couple of late-game (used loosely in a two-hour game) mechanisms perplexing enough to give me pause. As far as brainteasers go, Hoa lags a long way behind the likes of Limbo and Little Nightmares II, but that at least allowed me to relax and enjoy the serenity that comes from catching rides from flying ladybugs through a forest canopy and exploring inky underwater depths by the glowing light of a school of jellyfish.

Puzzle Peace

While there are enemies of sorts to be found in Hoa, there are no death states or damage to be suffered of any kind. Mechanical spiders can lash out at Hoa, but the worst they can do is knock her back on her heels a few paces. There are also giant creatures to encounter along the way like a moss-covered rock monster and a towering octopus. These may have been threatening bosses in a lot of other games, but here they’re friends rather than foes; the chilled-out chieftains of each habitat that task you with hunting down butterflies in exchange for clearing a path forward.

There is one action-heavy chase sequence late in the adventure, with Hoa dodging fiery blasts and making last-minute leaps along a path of heaving machinery, but it’s a cutscene designed to inject some drama into Hoa’s story rather than a tricky playable platforming section to intentionally induce stress. For the most part Hoa is like a warm bubble bath for your brain, with almost every element of its experience engineered to soothe. Hoa leaves a small shower of glowing pixie dust with each double-jump twirl, for example, while flowery vines softly knock together like wooden wind chimes when she swings on them. Hoa will warm your heart but it won’t make it beat any faster – in fact the only arrhythmic effect its beauty creates is on the occasionally stuttering framerate.

Hoa is like a warm bubble bath for your brain.

There are some standout moments in Hoa, like stumbling upon a wrestling arena full of rhino beetles or scaling a maze made out of the glistening threads of a spider’s web, but it’s the story’s climax that I found to be the most memorable. It’s here that the colour palette shifts to a stark black and white and you get to play through a series of remixed elements from the previous stages, with interesting wrinkles like mirrored landscapes and rotating environments that make the puzzle-platforming substantially more involved. The sudden surge of inventiveness in this final fifteen minute stretch made me wish that Hoa could have gone on a little longer.

If not longer, then I at least wish there were some secrets to find. Hoa earns a few movement upgrades as you progress, but despite the fact that a hovering ability allows you to reach some previously inaccessible areas off the main path, there’s nothing to find when you get there. Hoa is a mostly linear adventure, which is a shame because it’s environments are so spellbinding that I would have relished some more incentives to explore them.

Psychonauts 2 Review

It may have been 16 years since the first Psychonauts came out for us, but for Raz and his friends it’s only been a couple days. Psychonauts 2 picks up right where the 2005 original (and 2017 VR follow-up The Rhombus of Ruin) left off, and it does so in a way that feels fresh and modern while still maintaining everything that made its predecessor so special – from its strange but lovable characters to the fantastical mental worlds inside their heads. Sure, it’s brought a little bit of that clunky mid-2000s platforming along with it too, but even with a few rough edges Psychonauts 2 is pretty much everything I could have hoped for from this long-awaited sequel.

Those who understandably haven’t played a 16-year old platformer and its short VR-exclusive follow-up will have to get caught up through a charming animated recap at the start of this new adventure. It does an entertaining job of providing the important info needed to make Psychonauts 2 work well enough as a standalone story, one that explores both Raz’s family and the history of the Psychonauts as a whole far more than the specific events of Whispering Rock Psychic Summer Camp. That said, this sequel is also littered with important callbacks, exciting character reunions, fun Easter eggs, and a whole lot of juicy backstory that made it all hit harder for me as a long-time fan.

Picking up just the day after Rhombus of Ruin (itself set only a day after Psychonauts), your newly deputized 10-year-old hero Razputin Aquato arrives at the Motherlobe, the headquarters of the psychic spy organization known as the Psychonauts, to learn he hasn’t actually been made a full agent, just an intern. As such, he’s got some more training to do to truly earn his stripes, this time while running around the facilities of the Motherlobe and the wooded area surrounding it. Of course, as with the first game (and without any spoilers), things quickly escalate from there into an excellent story that’s simultaneously high-stakes and deeply personal.

Developer Double Fine has done a phenomenal job of expanding the Psychonauts universe while recapturing that signature “psychic James Bond goes to summer camp” vibe of the original. You may start off in a high-tech spy base, but it isn’t long before you’re allowed outside and given free reign to roam its lakeside exterior, hidden caves, and a nearby campground full of gorgeously stylized redwood trees. That outdoor openness means Psychonauts 2 still offers a heaping helping of Whispering Rock’s folksy feel alongside the fancier interior of the Motherlobe, but it never relies on references or nostalgia alone to impress either. And of course, all these locations are still dotted with collectibles to find, tricky side tasks to hunt down (including another item scavenger hunt), and amusing characters to talk to.

Every character is unique, well-written, and a joy to get to know.

The original’s cast of quirky campers is replaced by three slightly smaller groups here: the adult agents of the Psychonauts, the charismatic teenage members of the intern program that eventually become Raz’s friends, and the entire Aquato family camping out in the nearby woods. Every single character in Psychonauts 2 is delightfully unique, incredibly well-written and voiced, and just an absolute joy to get to know. The facial animations can occasionally look awkward and stiff outside of the more tailored cutscenes, but it’s hard to overstate how fun it is to simply explore these platforming playgrounds and talk to people.

The Aquato family, in particular, is a true highlight of this sequel, giving Raz far more depth and shining a different light on the events of the first game. The fact that Raz abandoned them to join the Psychonauts isn’t really addressed much in the original, but here you get to learn how each of his relatives feel about what happened. That could be his loving mother Donatella, who is just glad he’s safe, his older brother Dion, still bitter that Raz left them (which is fair, given it’s only been a few days), or his older sister Frazie, herself struggling with a secret spurred by his departure. Meeting all these characters and completing small activities like setting up the family circus tent with them is a treat, and the same can be said for just about everyone else Raz meets.

The real world is only half what you get to explore, however, and Psychonauts 2 manages to deliver both physically and mentally. While you aren’t diving into every brain you see (that would be rude), the real meat of the platforming and combat takes place inside the psychic worlds of many of the more troubled characters you meet. And much like the people who house them, those brains and the reflections of their owners’ psyche that they represent are wonderfully creative and consistently surprising across the board.

Levels tend to follow a bit of a formulaic structure, with most revolving around getting three of some MacGuffin before reaching a flashy boss fight with a similar three-hit pattern. That would hurt their novelty if it weren’t for the fact that their awesome art styles, top-notch music, and diverse gameplay mechanics are so different that each one is still a refreshing delight. One moment you might be playing life-size pachinko in a neon hospital casino, while the next you’re cooking anthropomorphic food in a timed gameshow, and after that you’re entering a library book and running across its words in 2D. There isn’t really a bad world among the roughly dozen or so you’ll explore, with a particular standout being a psychedelic music-themed stage where you’re accompanied by a hilarious ball of light voiced by Jack Black.

Platforming and combat are consistently fun, if still a little clunky at times.

These worlds also distinguish themselves from the originals’ mental levels by tying more directly into the story across the board. I might remember Psychonauts’s Milk Man and Bonaparte board game stages fondly, but completing those ultimately meant little more than opening a door, story-wise. In contrast, every single one of Psychonauts 2’s levels are tied not just into the psyche of their host character, but to the plot as a whole. Early on, Raz is even forced to reckon with the responsibility of being able to enter someone’s mind and change their mental state, an important conversation that the first game never really had. Moments like this got me more invested in every stage, even the goofier among them.

Both the platforming and combat have also been expanded to be deeper than those of its predecessor, and all of Raz’s animations are brimming with personality. Moving, jumping, and attacking are generally responsive and satisfying, but they can also be a little clunky at times. That might mean classic 3D platforming issues, like not quite knowing if you’ll grab that bar you’re jumping for, or little fighting idiosyncrasies such as enemies not always always responding to attacks like you’d expect. None of these irritations are so bad that I ever stopped having fun, especially since checkpoints are largely forgiving when something does go unexpectedly wrong, but Psychonauts 2 definitely doesn’t have quite the same level of polish as a fellow 2021 action-platformer like Ratchet and Clank: Rift Apart, either.

That all said, both the mental and real worlds are flush with creative jungle gyms to hop your way around. In classic Psychonauts fashion, they’re full of trapeze bars to swing from, trampolines to jump on, and rails to grind – and those are all fun to navigate whether you’re in the treetops of the real world or over the dream-like swamp of someone’s psyche. While most of the mental levels are fairly linear, Psychonauts 2 also loosens the reins occasionally too, presenting multiple paths or problems and letting you decide which order to tackle them (or potentially which to ignore, if you’re more interested in hunting for its plentiful secrets first).

Combat itself is a mix of mashy brawling and more nuanced strategy, depending on the enemies in front of you. This sequel does a great job of expanding the roster of enemies you’ll face, quickly growing past the original’s Censor baddies with flying Regrets that can be shot out the sky, goopy Doubts that will muck up your movement and need to be burned, lightning-fast Panic Attacks that have to be slowed down to be hit, and plenty more. Dodging and spamming attacks can still be effective at times, but I like that most mental adversaries have a specific ability designed to answer them, pushing me to be nimble on the battlefield and constantly swap my strategies depending on what I was fighting. It’s not trying to be Devil May Cry or anything, but that ever-increasing variety throughout the campaign certainly kept combat entertaining.

Upgrades offer some simple but satisfying Raz customization.

However, that need to change up your attacks frequently also makes one small shortcoming that tagged along from the original a little more obvious: only being able to equip four of your eventual eight psychic abilities at once, one of which is the all but essential Levitation that you’ll frequently use to sprint and hover-jump. It’s silly that Levitation isn’t always accessible, feeling less like swapping weapons in other games and more like if your basic punch took up an ability slot too. It’s not hard to pause time and change abilities on the fly, but that can get a little obnoxious in the later encounters that cleverly throw multiple enemy types at you at once.

The abilities are all good fun to use at least, with returning powers like Telekinesis being made into a more practical combat tool and impressive new options replacing the less interesting ones of the original. One of my favorite new additions was the Mental Connection ability that lets you hop between points in the air while platforming or pull enemies toward you in combat, as well as the Archetype power that creates an adorable paper version of Raz to assist him. (A cute Easter egg with the Archetype being its voice, provided by Rikki Simons to compliment Raz’s already top-notch performance from Richard Horvitz, a duo that played a similar pair as Gir and Zim, respectively, in the Nickelodeon cartoon show Invader Zim.)

Psychonauts 2 also deepens character progression in interesting but slightly uneven ways. Increasing Raz’s rank by grabbing certain collectibles will provide points you can use to improve his abilities permanently, while the Psitanium currency can be spent on equippable pins to modify them further. The rank upgrades offer a nice bit of simple but satisfying personalization to how you level Raz, giving you control of the order you unlock extras like a dodge attack for your punches or a charge shot for your PSI Blast. Meanwhile pins can grant either sillier or more unique effects, from altering the color of your Levitation ball to changing your PSI Blast from raw damage to a stun effect… assuming you can afford the ones you want.

Simply put, the economy here is a little bit out of whack. You get Psitanium slowly (and trust me, I was trying to collect it), and have to pay to upgrade how much of it you can hold, pay for pricey healing items, and constantly pay for PSI Cores to actually use the rank-increasing PSI cards you find. You can only equip three pins at a time, too, but I couldn’t afford the three pins I really wanted until pretty much the very end of the story anyway. It also feels odd that those three slots are shared between practical pins that can do things like up your damage and jokier options like making Raz dance while standing still. There are certainly cool customization choices scattered throughout this system, I just wish it were more generous so I could have taken advantage of that variety sooner.

Thankfully, the door is left wide open for the completionists who want to buy every single pin or find every last secret in a world covered in them. While completing most of the side activities and hunting down collectibles to a degree I would call “thorough but not obsessive,” it took me roughly 13 hours to reach the credits – and I still have more to find. Without spoilers, you’re given the freedom to finish up anything you might have missed after completing the main story, and some entertaining new conversations even open up with a few characters. That meant the first thing I wanted to do after beating Psychonauts 2 was keep playing.

Fan Creates an Incredible, Working Version of the Simpsons’ TV

The Simpsons’ TV set has been brought to life by way of a miniature 3D-printed replica, which imitates the titular family’s animated version.

A Twitter user brought the classic Simpsons screen to the screens of our many devices this morning by sharing a Reddit post that details the inner workings of the incredible replica, designed and printed by u/buba447. The accompanying video demonstrates the capabilities of the TV set, which “plays the first 11 seasons at random,” and has working knobs too.

The creator revealed that the TV itself and all of its parts were designed in Fusion 360 and then printed on an Ender 3 Pro. “Inside is a raspberry pi zero with a 32gb and card. The pi is connected to a 640×480 tft display,” the Redditor explained, sharing more information about the tech inside the 3D-printed model. “The pi is running Jessie Lite.”

“The episodes were all compressed specifically for the screen and loaded onto the SD card,” they added in the post, which has received more than 80,000 upvotes. “When the Pi is powered up, through the USB port on the back of the tv, it starts playing episodes at random. When [an] episode ends the next is randomly selected.”

The video shows the TV functioning, with the top knob turning the screen on and off while also muting the volume, and the turning of the bottom knob to raise and lower the volume on the episode as it plays on-screen. The creator explained that the first button has been wired up to GPIO while the second is a POT that is connected to a speaker inside the model.

If you don’t have a replica of The Simpsons TV set, then you may have to opt for a more traditional way to watch episodes of the long-running animated series. Fox has already renewed The Simpsons for seasons 33 and 34, ensuring the series will remain on the air until at least 2023 with lots of new episodes, including one with “wall-to-wall music.”

Adele Ankers is a freelance writer for IGN. Follow her on Twitter.

Twitch Streamers Organise Boycott in Protest at Hate Raids

Twitch streamers are organizing a boycott of the platform in protest at hate raids that have been affecting marginalized streamers across the site for some time now, and inaction from Twitch on preventing them.

On September 1, a number of streamers are set to go on strike across the platform in a bid to push Twitch to do more about hate raids and hate speech directed towards various marginalized streamers on the platform. The protest is being organized by streamers Rek It Raven, LuciaEverBlack, and Shineypen under the hashtag #ADayOffTwitch.

News of the protest follows the #TwitchDoBetter campaign which was originally set up by Rek It Raven to encourage Twitch to act quickly after a number of marginalized streamers were being targeted by hate raids on the platform. Whilst Twitch did announce a number of measures it is taking to better protect its streamers, including building channel-level ban evasion detection, the problem seems to be persisting on the platform. A number of streamers still seem to be on the receiving end of bots and users who inundate their streams with hateful slurs.

Since initially responding to the #TwitchDoBetter campaign on Twitter in early August, the platform has tried to reassure streamers that it is continuing to work hard to mitigate the issues. The company tweeted on August 20, “No one should have to experience malicious and hateful attacks based on who they are or what they stand for. This is not the community we want on Twitch, and we want you to know we are working hard to make Twitch a safer place for creators.”

While Twitch continues to work on its channel-level ban evasion detection and account improvements to combat hate speech and malicious behavior, the company has asked streamers to continue to report incidents the attacks in the meantime. Despite its assurances, many streamers feel that Twitch hasn’t acted effectively nor quickly enough to combat the hateful attacks being made on the platform.

A number of streamers have shown solidarity with the #ADayOffTwitch protest. Rek It Raven’s Tweet about the protest has gained over 7000 likes on Twitter, and a Discord server acting as a safe space for those hoping to speak out about hate raids has also been set up. Adventure Zone and MBMBaM cohost Travis McElroy is just one of many who have shown their support for the protest. McElroy concluded that he too would not be accessing the streaming platform on September 1.

Twitch has not confirmed a specific date for the release of its latest set of improvements that it hopes will curb hateful content on the platform. Those involved within the protest will be hoping that the increased pressure will encourage Twitch to make releasing its additional tools and providing relief for its creators a top priority.

Jared Moore is a freelance writer for IGN. You can follow him on Twitter.

Birds Of Prey Black Canary Spin-off Movie In Development For HBO Max

A movie based on the DC character Black Canary is the works. According to The Hollywood Reporter, Jurnee Smollett will reprise the role she played in last year’s movie Birds of Prey.

The Black Canary movie is in “early development” for a release on Warner’s streaming platform HBO Max. It’s being written by Misha Green, who was the showrunner and main writer on HBO’s Lovecraft Country, which also featured Smollett in the cast. Green is also set to co-write and direct the sequel to Tomb Raider. No further details about Black Canary are available so far.

Birds of Prey was released in February last year. While it was seen as a box office disappointment at the time, the pandemic and subsequent closure of theaters only a few weeks later meant that it was ultimately one of 2020’s most successful movies. Black Canary is the alter ego of Dinah Lance, a reluctant superpowered vigilante who possesses hypersonic screams.

Black Canary is one of several DC projects in development at HBO Max. It was recently reported that Cobra Kai star Xolo Maridueña will star in a Blue Beetle film, while the JJ Abrams-produced Batgirl movie recent cast In the Heights star Leslie Grace in the lead role of Barbara Gordon. The Suicide Squad spin-off show Peacemaker and the Gotham City PD series are both expected in 2022, and Abrams is also producing a Zatanna movie, which will be written by Promising Young Woman director Emerald Fennell, and a new John Constantine show.

For more, check out GameSpot’s guide to all the upcoming DC movies and shows we know about.

Astria Ascending: The First Preview

2021 has seen quite the number of quality Japanese role-playing games already, with still more to come, and based on what I’ve played, I believe that Astria Ascending should be near the top of your JRPG to-do list for this year. In an unexpected but welcoming collaboration, developer Artisan Studios has partnered with Hitoshi Sakimoto, composer of Final Fantasy XII and Vagrant Story as well as Kazushige Nojima, who has written several notable JRPGs including Final Fantasy X and Final Fantasy VII Remake. After playing the first four chapters, Astria Ascending offers a lot to look forward to even if it doesn’t do anything out of the ordinary.

Taking place in the high fantasy world of Orcanon, I found myself in the shoes of the demigods, eight powerful heroes whose job is to keep the harmony together with Ulan as the captain of the group. These warriors do not volunteer but are chosen – andwhere after three years, they move on from the world. These demigods keep the harmony in check by confronting “the noise,” cryptic enemies that attempt to disrupt the balance that the people of Orcanon try to maintain.

The peace between the various races of Orcanon is thanks to a fruit known as harmelons, but little else was learned about them. How do they keep things harmonious and what are the consequences if their protection was left unchecked?

The leader of the demigods is Ulan furnished with a shield and lance. The entire cast is diverse with different spells and abilities so even if there are two melee heavy characters in your party for example they will both stand out from one another.

Each party member begins with a beginning job giving them a set list of stats and abilities that they will be able to unlock overtime through their Ascension Trees. By using Stat Points and Orbs that are earned through battle you are able to choose different paths on which new skills or stat boosts that I wanted. The number of paths you start with however depends on the job.

As time progresses you will be able to choose between multiple jobs as your “main job” which is more or less an evolution of the job you started with.

If you’re a fan of traditional turn-based combat then Astria Ascending will have you slabbering out the mouth.

In general, the environments and animations are drop-dead gorgeous across the board despite some unnecessary detail, but its turn-based combat is where it is at its best, with each slash and blast oozing with charm.

Where Astria Ascending defines its unique battle mechanics is with its focus system. By hitting your enemy’s weakness you will gain focus points. A party member can also use their turn to focus and gain temporary points to help deal massive damage. But focus points don’t always go in your favor, as you can lose several at once if you attack an enemy who can absorb, resist, or nullify the damage type. Whether it be abilities or a melee attack, you can use up to four focus points dealing up to 200% strength.

While there are eight party members throughout your journey, only four are usable in a battle. Genre veterans know that this is relatively common when you have more party members than what is allowed in battle, but in Astria Ascending you can swap out up to your entire party if you want to in a single turn – and for good reason.

Battles are more often than not a challenge where, depending on your situation, you can see yourself in deep water even before your first turn begins, thus encouraging you to experiment with different groups of members to see which best finds you success in specific encounters.

Regardless of who is in the party or who is on the sidelines, everyone gains the same amount of experience as long as they live through the fight, so there is seemingly little to no need for grinding to keep everyone on the same level. This is the first of a few quality of life improvements that Astria Ascending brings to the table.

As a fan of the genre it is easy to forget sometimes that turn-based JRPGs are not for everyone and can take a lot of work to get into, so Astria Ascending has implemented accessibility features for those who may not be familiar with the genre to ease themselves in.

Astria Ascending has implemented accessibility features for those who may not be familiar with the genre to ease themselves in.

For instance, enemies respawning in dungeons can be disabled, difficulty can be changed on the fly, and there’s even a weakness indicator that can be turned on so you don’t have to use an ability or play the guessing game to figure out a threat’s vulnerabilities. Of course, many players will want to experience everything organically, but having the options for those who are newer or more casual with the genre to enjoy their experience in their own way is a huge win.

Despite how much I enjoy the combat, one notable omission was the lack of a turn bar displaying the order in which the field would operate. It isn’t particularly a necessity as it doesn’t hurt the gameplay’s quality, but it has been such a useful feature in many modern turn-based JRPGs of this century that it seems odd that it is absent.

Astria Ascending looks really promising, with, based on what I’ve played so far, great combat, fantastic visuals, and an interesting world to explore – but the latter is where I have my hesitations. With these heroes chosen as demigods they are guaranteed death three years later. Do any of them take issue with being chosen as a demigod? Do any of them fear the inevitable death that is coming for them? These are the types of questions that I hope are explored, but how hard will the commitment be remains to be seen.

Rainbow Six Extraction Gameplay Overview Trailer

18 Elite Operators, 12 Ever-Evolving Maps, 25 Gadgets, 13 Enemy Archetypes, A Unique Progression System, Brand New Lore, Full Cross-Play, Free Post-Launch Content, and much more to come! Tom Clancy’s Rainbow Six Extraction will be available in January 2022 on PlayStation 5, PlayStation 4, Xbox Series X | S, Xbox One, Stadia and PC.

Revisiting The Original No More Heroes

No More Heroes was released for the Nintendo Wii in 2007 in Japan and in 2008 everywhere else. The game follows Travis Touchdown, a wrestling and anime fan who wants to become the #1 ranked assassin after winning a Beam Katana in an online auction. The game never takes itself too seriously, for example, if you want to save your game you have to use the toilet to do so, and it even breaks the fourth wall sometimes.

But how is the original No More Heroes in 2021? Should you go back to it in the leadup to No More Heroes 3? Hopefully this video will help answer that question, and yes there are no spoilers for the plot of the game in this video. The original No More Heroes and its sequel got ports to Nintendo Switch and Steam making it easier than ever to try the series out.

In terms of the series as a whole, No More Heroes got an “enhanced” port to Xbox 360 and PS3 (but only PS3 outside of Japan), a sequel titled No More Heroes 2: Desperate Struggle in 2010, a Japan only mobile spin-off game, another spin-off for consoles and PC titled Travis Strikes Again: No More Heroes, and now a 3rd numbered entry titled No More Heroes 3 which is set to be released exclusively for the Nintendo Switch on August 27th, 2021. So while it’s not the most successful series in the world, it definitely wasn’t a one hit wonder.

Suda51 Breaks Down His Iconic Career | Audio Logs: https://youtu.be/JgggpKr931U

WWE 2K22 Release Window and New Gameplay Revealed During WWE SummerSlam 2021

Alongside a brand new look at gameplay, it has officially been revealed that WWE 2K22 will be released in March 2022.

Revealed during SummerSlam 2021, the new WWE 2K22 footage shows off a ton of different wrestlers in action like Roman Reigns, Finn Balor, Bobby Lashley, and Drew McIntyre. In an accompanying tweet, 2K promises new controls, stunning graphics, and a redesigned engine for this new game.

While there was no specific release date given, it was promised that fans would get more info on the game in January 2022. To help with the wait, @WWEGames revealed a couple of screenshots of Edge in-engine.

WWE 2K22 was announced at Wrestlemania 37 and will be 2K’s first WWE simulation wrestling game since the poorly received WWE 2K20.

In our review of WWE 2K20, we said, “WWE 2K19 looked like it stopped the downward trend for the series, but WWE 2K20 doubles back, breaks its ankle, and tumbles down the slope.”

2K announced the WWE 2K series would be taking a break in order to allow the team to deliver a game that is worthy of the WWE name.

To help with the lack of a WWE 2K game, 2K did release WWE 2K Battlegrounds, which we said “works as a shallow party game you play for an hour, then move on to something else, and that’s it.”

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.

A New Star Wars Comic Features an Easter Egg Honoring the Cut Human Version of Jabba the Hutt

A new Star Wars comic has an Easter Egg that honors Declan Mulholland, the actor who played the original human version of Jabba the Hutt from Star Wars: A New Hope that never made it to the big screen.

For those unfamiliar, Jabba the Hutt was originally no more than a mention in Star Wars: A New Hope and made his first on-screen appearance in Return of the Jedi. However, there was a scene shot for the original film that had Jabba confronting Han Solo after he kills Greedo. Instead of being a giant slug-like alien, the scene was shot with actor Declan Mulholland playing a human version of the crime lord in a large fur shawl. You can see the original footage of the cut scene here.

Jabba as we know him didn’t exist in 1977 as George Lucas hadn’t quite created him yet, and he was portrayed as a human gangster after Han Solo. This cut scene was added in 1997’s special edition version of A New Hope, but Mulholland was replaced with CG to keep it in line with Jabba’s appearance in Return of the Jedi.

Now, in Star Wars #16, a new comic in the War of the Bounty Hunters crossover event, a character resembling Mulholland’s Jabba the Hutt makes his brief debut. As reported by CBR.com, this unnamed character is aboard the Son-Tuul Pride War Cruiser Dark Syndicate and on his way to bid on the carbonite-frozen body of Han Solo.

In a bit of a twist, this character is a part of the Son-Tuul Pride Crime Syndicate, which is a rival gang of Jabba’s.

Despite this not actually being a human version of Jabba the Hutt, it’s a nice nod to Declan Mulholland. Unfortunately, Mulholland won’t get a chance to read the comic as he passed away in 1999, but now his legacy will forever be cemented in that galaxy far, far away.

For more on the War for the Bounty Hunters comic, check out our exclusive look at Star Wars: Crimson Reign, a story that is set to continue the one that began with War of the Bounty Hunters, and one that will “reshape the history of the Star Wars Galaxy during the Age of Rebellion.”

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.