The Matrix Resurrections Trailer Breakdown: How Is Neo Alive?

Strap on your RayBans and leather jackets, because it’s finally time to reenter the Matrix. The first trailer for the long-awaited fourth film in the series is here. It’s got blue pills, red pills and martial arts galore, but we have two questions above all else. First, how are Neo and Trinity still alive? And second, what’s up with that rubber ducky?

Let’s break down this new footage and why it suggests the conflict between man and machine is taking a very different turn in 2021. Watch the video at the top of this page, or read on for the article version. And also be sure to check out everything we’ve learned from the Matrix Resurrections teaser website.

The Matrix Rebooted

The early shots show us an older yet inexplicably still living version of Keanu Reeves’ Thomas Anderson (aka – the Cyber Messiah Neo), living inside the latest version of The Matrix with only faint memories of his old life. Later in the trailer, Neo encounters Trinity at a coffee shop, and we see both of them struggling to figure out why the other seems so familiar.

The Matrix itself looks far more peaceful and futuristic than the grungy, turn of the century metropolis we saw in the older movies. Based on the ending of The Matrix Revolutions, humans and machines have formed a peace treaty and the Matrix has been rebooted to become less of a totalitarian hellscape. But if Neo himself is any indication, that doesn’t necessarily mean most humans are aware they’re living inside a simulation.

If anything, the elevator scene shows just how enthralled the average person is with technology and social media. How can anyone free their minds from the Matrix if they can’t even log off Reddit? We can probably guess what sort of social commentary director Lana Wachowski is making with this sequel.

How Are Neo and Trinity Alive?

So how are Neo and Trinity alive when we saw them both die in the climax of The Matrix Revolutions? For one thing, we don’t know if either of them still has a physical body outside of the Matrix. Is it possible Neo’s communion with the Machine intelligence somehow allowed his mind to escape into the Matrix as his body died?

This shot shows Neo with a very strange reflection in the mirror. It could suggest Neo and Trinity have both hijacked someone else’s body, just like Agent Smith and his colleagues used to do.

Speaking of which, we do see a shot of an Agent taking over a police officer’s body. Even if the new alliance between humanity and machines still exists, it seems the Matrix still needs these remorseless programs to keep the peace.

The trailer features another brief shot of someone waking up in the real world inside their pod. It’s hard to tell if this character is Neo, Trinity or someone else entirely, but perhaps we’ll learn the machines were somehow able to revive Neo’s body and plug him back in.

After all, Neo is the most thinly disguised Christ metaphor this side of Zack Snyder’s Superman. His death was always going to be followed by a resurrection.

The New Cast of The Matrix 4

The trailer introduces several of the new cast members for the sequel. Early on, we meet Neil Patrick Harris’ therapist character, who helps Thomas Anderson deal with his troubling dreams and keeps him supplied with a steady dose of memory-wiping blue pills. Those pills are called Ontolofloxin. Ontology is a branch of philosophy that deals with existence and the nature of reality. Prime Matrix material, in other words.

Later, we meet Yahya Abdul-Mateen II’s character, a man who looks and speaks an awful lot like a young Morpheus. Assuming this is Morpheus, one of the big mysteries in the sequel is why Neo’s old friend and mentor has been reborn in a new form rather than aging like Neo and Trinity have. According to The Matrix Online MMORPG, Morpheus died after the events of the original trilogy, but at this point we have no idea if Resurrections is treating the game as part of the official canon.

Echoing the original film, this Morpheus gives Neo a red pill to help awaken his mind and counteract the blue pills. His line “Time to fly” is a callback to the first movie, both the line “Mescaline, it’s the only way to fly” and the fact that Neo alone is able to transcend the physical laws of The Matrix enough to literally fly.

Morpheus also refers to, “the only reason you’re still here, why you’re still fighting.” Is this implying that Neo willingly reentered the Matrix in order to find and rescue Trinity?

We also see a new take on the iconic dojo fight between Neo and Morpheus. This time, instead of saying “I know kung fu,” Neo tells Morpheus “You don’t know me.”

The trailer also introduces Jessica Henwick’s character, another martial arts whiz who may or may not be working alongside Morpheus. At one point we can see both characters fleeing down a hallway while an Agent shoots at them.

Interestingly, Morpheus’ clothing is dominated by the color red here, whereas Henwick’s character has a distinctive blue streak in her hair. Does this mean Henwick’s character is morally opposed to pulling humans out of the Matrix? The red vs. blue motif can be seen all over the trailer, from the blue color of the therapist’s glasses to the red of Morpheus’ suit. But unlike the original trilogy, the conflict between red and blue and enlightenment vs. security may not be so clear-cut. Maybe escaping the Matrix isn’t all it’s cracked up to be, especially if the love of your life is still inside.

Late in the trailer, we also meet Jonathan Groff’s character. This man seems to be aware of the Matrix and of Neo’s past. Could he be the Architect in a new form? Possibly not, as a clip seen on WhatIsTheMatrix.com shows Groff’s character enduring the same mouth-erasing torture Neo faced in the original movie. Whomever he is, this character appears to be human.

Easter Eggs in the Resurrections Trailer

The trailer includes a handful of other Easter eggs and nods to the original movie.

Neo sees a black cat again, mirroring the scene where he learned about the true meaning of deja vu.

There are several references to Alice in Wonderland, including the use of Jefferson Airplane’s “White Rabbit” in the soundtrack and Henwick’s character sporting a rabbit tattoo.

And as for that rubber ducky that seems to be Neo’s only companion? This could be a reference to a computer programming concept known as Rubber duck debugging, where a programmer reviews their own code by explaining it, line by line, in the simplest terms possible to a rubber ducky. Don’t forget that before becoming a techno-superhero, Thomas Anderson was a computer programmer and hacker. Like Morpheus once said, no one can be told what the Matrix is, and this is a puzzle Neo has to solve for himself.

Finally, it’s worth pointing out the one thing that’s conspicuously absent in the trailer. While we see brief glimpses of the film’s many action scenes, we don’t see any slow-motion Bullet Time sequences. Are those scenes being saved for the final movie, or has even Lana Wachowski decided Bullet Time’s day is done?

That’s all we found in the new trailer. Let us know if we missed anything in the comments below! The Matrix Resurrections hits theaters and HBO Max on December 22. For more on the sequel, check out how someone’s reverse engineered the movie’s website to let you choose what teaser you watch.

Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on Twitter.

Xbox Game Pass Gets Another New Game On Day One, Football Manager 22

Xbox Game Pass is getting another new release on day one, and it’s Sega’s Football Manager 2022 for both Xbox and PC. The game launches on November 9, which is also the day Microsoft’s own Forza Horizon 5 is released (and on Xbox Game Pass as well).

Football Manager 2022 is the latest iteration of the popular football management game where players become the manager of a club and make important decisions to guide their side to success.

Football Manager 2022 comes to Game Pass in November
Football Manager 2022 comes to Game Pass in November

If you’re an Xbox Game Pass Ultimate subscriber, you also get access to Xbox Cloud Gaming, so you can play by streaming on any supported device. Progress between the Xbox version of Football Manager 2022 carries over to streaming if you decide to play that way, as well as to the PC edition through Xbox Play Anywhere.

While you have to wait a bit longer for Football Manager 2022 on Game Pass, the first of September’s new additions to the catalog are out now, including Final Fantasy XIII, Surgeon Simulator 2, and The Artful Escape. Here is the full list of September’s Game Pass titles so far.

Xbox Game Pass is a subscription-based service that grants access to a wide library of games. Individual console and PC subscriptions are available for $10 per month apiece, or as a combined Xbox Game Pass Ultimate subscription that also includes cloud gaming and Xbox Live Gold for $15 per month. The cloud gaming beta recently expanded to PC, giving PC players access to some previously console-only games.

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The Marvel Unlimited App Just Got a Major Overhaul

Marvel Comics has revealed the latest major update to the Marvel Unlimited subscription service. The Marvel Unlimited app has been relaunched, ushering in both a major technical overhaul and the debut of a brand new line of “Infinity Comics.”

According to Marvel, these Infinity Comics have been created specifically with high-resolution digital screens and the vertical, scrolling format in mind. 27 Infinity Comics are available at launch, including a brand new incarnation of the anthology series X-Men Unlimited. As with previous volumes, each issue of X-Men Unlimited will feature a different creative team and tell a standalone story with a different lead character. The first issue is written by the “Head of X” himself, Jonathan Hickman, who is also debuting the long-awaited miniseries Inferno later this month. Declan Shalvey (Moon Knight) is the artist on X-Men Unlimited #1.

Marvel is promising the Infinity Comics library will grow to over 100 comics by the end of the year. Other creators involved include Skottie Young, Dax Gordine, Alyssa Wong, Nathan Stockman, Kelly Thompson, Gerry Duggan, Lucas Werneck and Jeffo. The full list of Infinity Comics titles revealed includes:

  • X-Men Unlimited
  • Giant-Size Little Marvels
  • Captain America
  • It’s Jeff
  • Black Widow
  • Amazing Fantasy
  • Deadpool
  • Shang-Chi
  • Venom/Carnage

“The goal for Marvel Unlimited has always been to provide the best digital experience for our fans by giving them direct access to all of their favorite Marvel comics. With this relaunch, we’re bringing fans an even richer experience with Marvel stories designed in a vertical format for the first time,” said Marvel Entertainment President Dan Buckley in a statement. “Our new Infinity Comics give our creators a chance to tell stories in entirely new ways, and we’re looking forward to connecting our fans to those stories in the months to come.”

Marvel Unlimited has also been given a significant technological upgrade with this relaunch. Along with the redesigned interface and improved search functionality and app stability, users now have the option to download as many comics as they want for offline viewing (previously the downloads were limited to 12 books at a time).

“These updates and a focus on personalization will allow us to reach a new generation of Marvel fans and enhance the experience of current fans,” said Doug Vance, VP of Product and Marketing, DMED Technology. “When we redesign apps like this from the ground up, we align with business goals of our different partners and subsidiaries of The Walt Disney Company with the ultimate goal of growing our audience and digital subscriptions while also delivering an even more visually immersive experience.”

As before, Marvel Unlimited is available as either a monthly subscription ($9.99 a month) or annually ($69.99 per year for a standard subscription or $99.99 per year for the Plus tier). The service currently features roughly 29,000 Marvel books, with new releases being added as soon as three months after their original publication.

Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on Twitter.

The Matrix Resurrections Seemingly Hints At Link To Dead MMO

When the original Matrix trilogy ended back in 2003, the Wachowskis made it clear they were interested in passing the future of the franchise–and its lore–to fans through the Matrix Online MMO game. The game has long since ended, but a moment included in the first full trailer for The Matrix Resurrections appears to suggest it’s still being considered canon.

Major spoilers for the films and The Matrix Online to follow, and yes, that is actually important!

It’s a blink-and-you’ll-miss-it moment in the first Matrix Resurrections trailer, but you can very briefly see Neo’s body in a post-Revolutions moment at roughly 12 seconds. His eye is clearly burned away, as it was in the film following his encounter with Bane, and he’s being worked on by a few spider-like Sentinel machines.

“I didn’t say it would be easy, Neo. I just said it would be the truth.”

Now, what does any of this have to do with The Matrix Online?

Well, the Wachowskis didn’t want the story for The Matrix to end with the third film. Instead, the MMO acted as a continuation, and one of the major story threads involved Morpheus’ frustration that the machines had not yet returned Neo’s body. This led to him committing attacks in the Matrix, planting “code bombs” to wake up and confuse those still connected until he was ultimately (apparently) assassinated.

Based on the shot from the trailer, it appears the machines never did give back Neo’s body. This isn’t a guarantee that Lana Wachowski is treating the game as 100% canonical, but given her statements in the past, it could certainly be the case. If so, it would help to explain why Laurence Fishburne isn’t in the film, though the reason for Carrie-Anne Moss’ involvement remains a mystery, given that she died in the real world near the end of the third film. Neo did, as well, but the Oracle’s prophecy that he would one day return does seem to account for his, well, resurrection.

We’ll just have to wait and see if this is all true, of course. The Matrix Resurrections releases on December 22, both in theaters and via HBO Max’s ad-free tier.

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Sifu Preview – What Kills You Makes You Stronger

Though the game isn’t a roguelike, with its levels and encounters hand-crafted, it is a game in which you’ll be running through levels over and over again, trying to bring what you learned in your past attempts at gaining your revenge to become a more efficient fighter.

We got a pretty extensive hands-off look at Sifu, in which we learned quite a bit about how the game works and what combat will be like when players actually get their hands on it. The game is all about fighting groups of enemies, where you’ll need to rely on combos, blocking, parrying, and smart use of your environment to stay alive and get the upper hand. Improvisation and adaptation are key–but you’re still probably going to lose quite a bit.

In Sifu, you play a kung fu student whose family has been murdered, and you set out to take your revenge on the five kung fu bosses responsible. Thanks to a special amulet, if you fall in battle, you don’t die–instead, years are taken off your life, causing you to age. We didn’t see the aging mechanic in action, but Sloclap co-founder and CEO Pierre Tarno explained a lot about how it’ll work, as well as what we can expect from combat, how you’ll unlock new moves, and what you can expect as you seek your revenge and discover what it’ll cost you. The footage shown is from the previously released Sifu trailers, and any gameplay shown is from a work in progress build. Sifu is set to release on PlayStation 4, PlayStation 5, and PC on February 22.

In Sifu, Death And Aging Are Steps Toward Ultimate Kung Fu Mastery

With martial arts brawler Sifu, developer Sloclap is hoping to capture the meaning of kung fu, creating an experience of learning and mastery through practice. According to Sloclap co-founder and CEO Pierre Tarno, that means you should expect to die a lot as you brawl your way through the game. But as you do, you’ll become older, wiser, and stronger–both as a player and as a character.

Sloclap recently gave GameSpot a hands-off look at the three of Sifu’s five different levels, providing a more complete understanding of what your quest for revenge will actually play like. It’s a game that focuses heavily on executing combos, parrying incoming attacks, reading your opponent, and improvising to keep yourself from getting overwhelmed–and each death is a learning experience that makes you stronger next time.

Now Playing: Sifu Preview – What Kills You Makes You Stronger

You play a kung fu student whose family is murdered and you set out on a one-day quest for revenge against the five kung fu fighters responsible. To get to them, you have to fight through five different levels filled with each boss’s fighters.

In combat, Sifu will probably be familiar to fans of similar action games, including Sloclap’s precious martial arts title, Absolver. You execute combos through different combinations of light and heavy attacks, while also dodging, blocking, and parrying your enemies’ moves. Tarno said players should expect the game to be pretty challenging, and we got that impression from the hands-off presentation–enemies come at you fast and often in big groups, requiring you to learn how to deal with their moves, isolate fighters, and control the crowd.

You can’t just block your way to victory; you have a gauge that measures your guard strength, and as you take hits or block blows, it fills up, indicating when your guard will be broken, leaving you stunned. Enemies also have a similar gauge, and filling it leaves them open for a quick, cinematic takedown, while also replenishing some health. So there’s an incentive to play aggressively, especially because even taking a few hits can cost you dearly in health. Thanks to a special amulet that you wear, being defeated doesn’t mean you die–you just pop right back up to go on brawling. However, your age progresses significantly every time you’re killed, and if you age too much on a run, it’s game over. You’ll revisit these levels over and over, learning how to better handle them, with the goal being to finish the game without taking much of a beating.

“You’re going to want to finish the game as young as possible, because one of the themes that is related to aging is that question of the cost of revenge,” Tarno explained. “More likely than not, the first time you complete the game and beat all five enemies, you’ll be pretty old. So the character has devoted, in one day, 50 years of life in the pursuit of vengeance, and so, was it really worth it? And can you get your vengeance without spending your whole life on it?”

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We didn’t see the aging mechanic in action, but Tarno told us a bit about how it works. He said the fantasy at play is the idea of becoming a wise master, but the drawback is that getting older takes a toll on your body.

“We’re still refining design on that front, but we’re currently playing with this idea where there’s this old master thing, where your attacks are more precise, more devastating, so you do more damage, but your body is growing old so you’re slightly weaker, so you’ve got less HP,” he said. “So you do more damage but you can receive less damage, so it’s sort of a balance exercise, which should orient you toward a more aggressive playstyle as you grow older, because you can suffer less damage. That’s sort of the idea we’re going for. But you won’t have a weaker character because that would be a bit depressing, I guess, if every time you revived you’d be weaker and weaker and so have less and less chance of moving forward in the game.”

We saw a brief portion of three different locations from the game: an apartment building, a nightclub that houses a secret fight club, and a museum. Each one presents a different kind of environment to fight through, and it’s essential that you pay attention to and use your surroundings, because taking advantage of the space around you is key to staying alive. In the apartment building, you fight your way up a big central staircase, which means you can potentially throw enemies over the railing into space. If you’re close to a wall or a ledge, you can bounce an enemy’s head off it or throw them into it. Pushing someone down a flight of stairs or out a window helps you to eliminate enemies quickly, and anything from empty glass bottles to pieces of furniture can potentially be a weapon to give you the upper hand.

From the looks of things, Sifu’s combat is all about keeping control of the situation, or getting out of harm’s way quickly. At one point in the nightclub, the player was backed into a corner, so they quickly scrambled up a decorative lattice on the wall behind them to reach the floor above. At another point, the player quickly rolled over a couch to put some distance between themselves and some enemies that were surrounding them.

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“It’s the sort of Jackie Chan fantasy of putting the environment between you and your enemies,” Tarno said. In the demo, after climbing the wall, the player was then able to attack two enemies as they ran up a flight of stairs to catch up, nailing one by throwing a bottle to isolate and beat down the other.

You can also unlock different moves that let you throw enemies into one another, swap places with them, or knock them down. Unlocking those moves and working them into your combos allows you to constantly think about how to control the fight, even when facing a crowd.

The same goes for when you’re fighting enemies with weapons. Knock an enemy down, and you disarm them, so you want to be thinking about how to get enemies off their feet and out of the fight before they slash you with a machete or nail you with a baseball bat. You can then grab their weapons for yourself–although Tarno said that weapon durability is pretty low, so don’t expect to carry the same blade or metal pipe through the whole game.

Finally, fighting well builds up a resource for your character called Focus. When you’ve got enough Focus, you can briefly slow down time, allowing you to pick from a group of powerful moves that have specific effects. One move might leave an enemy stunned, while another might knock them down or do extra damage. You can also unlock moves specific to the weapons you find, like blades, to deal massive damage under the right circumstances.

It seems like Sifu will have a whole lot of options for fighting, and it might be a lot to keep track of. Tarno said the player character has around 150 different attack moves, all created with the help of a real-life Pak Mai kung fu master, and that doesn’t count the many takedown moves. But you won’t have access to every move every time you play the game, as Tarno explained. Instead, it’ll take you time to unlock various different abilities, and for a while, you’ll only have them in a specific run.

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As you rack up combos and beat enemies, you’ll earn experience points you can then spend at certain places to unlock new moves–either shrines you find in levels, which convey something like perks that only last through a given run through the game, or at your wuguan, the kung fu school you return to between levels. But while you can unlock a move during a run, you’ll lose it if you age out and die until you’ve spent enough points to unlock it permanently. That’ll give you time to figure out which abilities you like and want to use in your kung fu, and which you don’t.

That gives Sifu a bit of a roguelike flair, although Tarno clarified that the battles you’ll encounter are hand-crafted and the levels aren’t random. What’s different each time is the set of perks and moves you might have unlocked, especially as you fight and age. There are also elements of randomness as you play through a level. If you efficiently wail on a group of enemies, the one or two left standing might surrender, allowing you to avoid fighting them or even question them for information about the boss you’re chasing or what lies ahead in the level. But in the same situation, an enemy might become the “last man standing,” gaining a health boost and unlocking additional combos to become something like a miniboss. All the enemies have access to the same moves you do, so fighting these boosted characters will be a test of your knowledge and experience, and they can pop up semi-randomly.

So there are roguelike elements at play in Sifu, mixing up the play of a straightforward action game so that every run through the game isn’t exactly the same. But you’ll also be unlocking things that will persist between runs. Tarno described another element, a menu called the Detectiveboard, where you’ll gather information about each of the bosses and the levels as you play through them. The more info you have, the more paths you might unlock in a level, allowing you to access shortcuts to avoid fights. Again, the theme is mastery through practice, so you’ll replay levels over and over, learning their ins and outs and gathering info on your Detectiveboard, while also becoming a better fighter and unlocking more and more moves. It sounds like we can also expect multiple endings from Sifu; once you’ve cleared all five levels, Tarno said, you might want to reconsider your actions as you play again.

“There is that notion of runs because eventually, the objective of the game, beyond seeing the first ending, is that once you’ve tackled your vengeance, you’ll understand that the way you wreak vengeance is not compatible with the values of your clan, your family, or kung fu,” he said. “So you’re going to get your vengeance in a different way without being as violent toward the bosses, et cetera.”

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Though we only saw three brief sections of the game, it seems like all those systems will work together to make Sifu a pretty deep action experience, but one that’s excitingly cinematic. The focus on paying attention to and using the environment makes for some great improvised moments, like one in which the player battles a gang of enemies in a museum exhibit with a giant kunai-shaped pendulum–which swings around the room, nailing people and stunning them. There are also moments where the camera will shift perspective, like a hallway full of enemies that suddenly adopts a side-scrolling perspective, which Tarno said was an homage to the movie Old Boy and to classic 2D brawlers.

Tarno also said that, since this is an action game in which timing for blocks, parries, and strikes is essential, visual fidelity is something Sloclap is focused on. Expect the game to run at 60fps on both Playstation 4 and Playstation 5, Tarno said, and in 4K on PS5.

Everything we saw in the hands-off presentation makes Sifu look like an impressive, if tough and demanding, action game–one in which you’ll want to keep practicing to become a kung fu master.

Sifu is set to release on PS4, PS5, and PC on February 22.

Sifu: The First Preview

If there’s one thing that developer Sloclap has shown that they have a unique mastery over in the world of video games, it’s martial arts. If 2017’s hand-to-hand-combat-focused open-world RPG, Absolver wasn’t a convincing enough case, their upcoming beat-em-up, Sifu, certainly aims to prove that few do kung-fu better than the Paris based studio. After getting a 30-minute developer-driven demo, I’d find it hard to argue against the point.

Sifu is a game that’s obviously inspired by classic Asian martial arts movies, with its laser focus on being a single outnumbered martial artist facing off against a group of thugs and goons and scraping by not only with your skill, but also your environmental awareness and ingenuity. I know what you’re thinking: “But Mitchell, that’s like… every beat-em-up or action game.” But it’s different here, and it comes down to a couple of key things.

For one, Sifu’s martial arts combat is smooth as butter. Not only are the animations super fluid, but the way strikes flow naturally into parries, which can then transition seamlessly into grabs and throws, perfectly mimics the style of a classic kung-fu movie. Even more importantly, though, is the role that the environment plays in combat, which we’ll get to in a bit.

Sifu’s martial arts combat is smooth as butter.

On a fundamental level, Sifu’s combat very quickly brings to mind the Batman Arkham games and most specifically, Sleeping Dogs, but there are some key differences. For one, at its core is a structure meter that governs both your own and your opponents’ ability to block. By continuously landing attacks, you’ll deplete their structure meter, eventually opening them up to a takedown or execution. The same is true for you as well. Block too often, and your meter will decrease until eventually your guard is opened up. You can parry by timing a block just as an opponent strikes, which will stun and open them up for strikes or a directional throw. You can throw enemies into walls, down stairs, through guardrails, over railings, and so on and so forth, making it a vital technique. There’s also a focus gauge that allows you to slow down time and target specific body parts that each cause a different effect when hit.

There’s a ton of destructibility in play as well. In one part, the player was picked up and slammed through a partition, which then allowed him to pick up a wooden piece of it and use it as a weapon. Bottles can also be picked up and thrown, and even objects on the floor like ottomans can be kicked towards enemies to knock them off their feet. Despite it being a developer-led hands-off demonstration, the combat still managed to have a very improvised look to it, with the player having multiple options to deal with enemies at any time.

What really struck me the most about the combat, though, was how contextual and reactive everything was. By positioning himself next to a counter and luring the enemy in, the player was able to dodge a strike, and then slam the enemy’s head into the counter for a quick knockout; pieces of furniture will get destroyed as combatants get knocked through them; bad guys will either surrender as you take out their friends, or become enraged and become even more dangerous when they’re the last one left. I saw a lot of fighting over the course of the demonstration, and yet every scrap had a unique feel to it thanks to the unique placements of objects, hazards, and how the player was able to turn a bad situation around by using the environment to their advantage.

The demonstration also touched briefly upon unlockable skills and upgrades, which can be purchased from shrines, but what’s interesting is that your upgrades and skills are lost upon death, which almost moves Sifu into a roguelite territory. But I wouldn’t go that far, as the randomization elements that are key to that genre don’t seem to be present in Sifu. There is, however, that element of single-run progression versus permanent progression. Instead of spreading your points out and buying a bunch of skills to help you in your current run, you could instead opt to pool the points into one skill and work towards unlocking it as a permanent upgrade that persists on all future runs. It’s an interesting choice and I’m curious to see how else the roguelike elements manifest and develop over the course of the game.

I was impressed by virtually everything I saw of Sifu. The combat looks exquisite, the roguelite elements are intriguing, and the ways in which it brings to mind classic asian martial arts movies should be exciting to any fan of the genre. Sifu releases on February 22, 2022 for PS4/PS5 and PC.

Mitchell Saltzman is an editorial producer at IGN. You can find him on twitter @JurassicRabbit

Ubisoft Promotes 20-Year Veteran To Chief Creative Role Amid Frat House Reports

Following reports about Ubisoft’s alleged toxic, frat house culture, the French publisher has announced the appointment of a new Chief Creative Officer who will be responsible for working with the company’s studios to “include diverse perspectives and sensibilities.” However, a Ubisoft workers’ advocacy group has expressed some concerns.

Igor Manceau, a 20-year veteran at Ubisoft who most recently worked as creative director on Riders Republic, will be the new Chief Creative Officer, reporting to CEO Yves Guillemot. Manceau will also join Ubisoft’s Executive Committee.

Serge Hascoet was Ubisoft’s previous Chief Creative Officer. He was called out for abusing his significant influence over staff and encouraging a toxic work environment. Guillemot stepped into the role in the interim.

The Chief Creative Officer role is a big and important one at Ubisoft. The publisher said Manceau will be in charge of “defining and nurturing Ubisoft’s overall creative vision and guiding the creative direction of its games so that they are accessible, irresistible, and enriching for all players.”

“Manceau will work closely with stakeholders in all the company’s studios to include diverse perspectives and sensibilities that will feed the creative spirit of the group,” Ubisoft said.

Manceau will work closely with Ubisoft’s Chief Studios Operating Officer, Virginie Haas, and Chief Portfolio Officer Sandrine Caloiaro in his new role. They will work together to “organically grow Ubisoft’s owned franchises and identify opportunities to create new titles that can succeed in new or emerging game genres.”

Regarding Manceau’s own personal journey at Ubisoft, he started with the company in 1998 on the business marketing team before getting promoted to director of editorial marketing for Ubisoft’s Montreal studio in 2003. In 2006, he moved to a new team that came up with concepts for casual games and then he became a creative consultant on the Assassin’s Creed series, among others. He moved to Ubisoft Annecy in 2014 to become the creative director on Steep and held the same role for Annecy’s Riders Republic, which releases in October.

“It is a real honor for me to lead and support the passionate and incredibly talented group of people responsible for the creative direction of Ubisoft’s games,” Manceau said in a statement. “We have some of the best creative minds in the industry at Ubisoft, and I’m looking forward to partnering with them to increase our games’ focus on innovation, quality and differentiation, so that we’re continuing to deliver truly memorable, entertaining, and enriching experiences for our players.”

Guillemot said Manceau is “one of the most experienced, innovative, and well-respected creative directors at Ubisoft and in the video game industry at large.”

A Ubisoft workers’ advocacy group, A Better Ubisoft, responded to the news of Manceau getting promoted. The group said it looks forward to working with Manceau to promote change, but it also acknowledged the “shocking lack of diversity” among Ubisoft’s executive teams. “Currently, as it stands, the creative team at Ubisoft is comprised of white people who are of uniform cultural backgrounds.” You can read the full statement below.

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LEGO Super Mario 64 Playset Revealed

LEGO has revealed a new Super Mario 64 playset that takes the form of one of the game’s iconic Question Mark blocks, with a hidden secret centre.

Announced on LEGO’s website, the new playset is a fold-out version of Super Mario 64’s famous Question Mark block. When opened up, fans will find four distinct levels from the game: Peach’s Castle, Bob-omb Battlefield, Cool Cool Mountain, and Lethal Lava Trouble. The set weighs in at 2064 pieces with both the block itself and each of its levels buildable.

In addition to the various Mario stages within the set, there are also microfigures of different characters from across the game that can be placed around the set. A number of them can be seen in the playset’s official trailer, including Mario, Princess Peach, King Bob-omb, and a selection of Cool Cool Mountain’s penguins.

Pablo Gonzalez, Senior Designer at the LEGO Group spoke further about the set and why its inclusion within the wider Mario LEGO collaboration felt important to the company. “It’s difficult to imagine the Super Mario Universe without the classic game’s iconic levels full of discovery and secrets. With this amazing set, we’re building on the exciting play experience of LEGO Super Mario, both to bring a bit of nostalgia for those who played the Super Mario 64 video game, but also to introduce these wonderful levels to a whole new audience of Super Mario fans.”

The new set is the latest in a number of sets created in a partnership between Nintendo and LEGO. Previous releases in the series have included LEGO’s own take on Bowser’s iconic Airship. The collaboration also produced an interesting take on a LEGO-based co-op mode when the Luigi Starter Set launched earlier this year.

Fans will be able to get their hands on the upcoming Question Mark Block set from official LEGO retailers and the LEGO website when it releases on October 1. The set will then become available at other stores around the world in 2022. LEGO has set a recommended retail price for the set at 169.99 USD/EUR.

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