Loki Episode 1: 15 Easter Eggs And References In The Premiere

Metroid Prime 4: What We Want At E3 2021

It’s been four years since it was first announced, and we still know very little about Metroid Prime 4, except that Nintendo completely restarted the game’s development back in January 2019. This significant hurdle explains why fans have had to wait so long for any news about the title, but it doesn’t help ease how excruciating that wait has been. With E3 2021 just around the corner now, however, there’s a chance we could finally see more of Metroid Prime 4 during the show–and if we do, here’s what we hope we’ll learn about it.

What We Know So Far

Nintendo first announced Metroid Prime 4 during its E3 2017 Nintendo Direct. At the time, all the company revealed was that the game was in development and that a brand-new team was helming the project rather than Retro Studios. While Nintendo never outright revealed which studio was working on the game, reports indicated that it was a Bandai Namco team.

Following the reveal, Nintendo remained silent about Metroid Prime 4 until January 2019, when it announced that the project hadn’t been living up to its standards and that it was completely restarting its development, this time with Retro Studios at the helm. Nintendo’s Shinya Takahashi delivered this message about the decision:

“Although this is very regrettable, we must let you know that the current development progress has not reached the standards we seek in a sequel to the Metroid Prime series. Nintendo always strives for the highest quality in our games; and in our development phase, we challenge ourselves and confront whether the game is living up to that quality on a daily basis. If we’re not satisfied with the quality, we aren’t able to deliver it to our customers with confidence, and the game will not live up to our fans’ expectations.

“From this perspective, we have determined that the current development status of [Metroid Prime 4] is very challenged, and we had to make a difficult decision as a development team. We have decided to re-examine the development structure itself and change it. Specifically, we have decided to have the producer, Kensuke Tanabe, work in trust and collaboration with the studio that developed the original Metroid Prime series, Retro Studios in the United States, and restart development from the beginning. By collaborating and developing with Retro Studios, we believe we can make this game something that will meet our fans’ expectations.

“We did not make this decision lightly. This change will essentially mean restarting development from the beginning, so the completion of the game will be delayed from our initial internal plan. We strongly recognize that this delay will come as a disappointment to the many fans who have been looking forward to the launch of Metroid Prime 4. I’d like to extend my deepest, heartfelt apologies to everyone that the launch will be delayed. It will be a long road until the next time we will be able to update you on the development progress, and development time will be extensive. However, we will continue developing the game so that when it is completed, it will stand shoulder to shoulder with the past Metroid Prime titles.”

Since then, we’ve heard nothing concrete about Metroid Prime 4 outside of occasional hirings at Retro. It remains unclear how far along the game is or even what it’s story will be.

What’s Confirmed For E3 2021

All Nintendo has confirmed thus far is that it’s airing a new Nintendo Direct broadcast on June 15, the final day of E3 2021 proper. The company says the presentation will focus “exclusively on Nintendo Switch games mostly releasing in 2021.” Considering that Metroid Prime 4 is still presumably a ways off from launch (the game’s release was still listed as “TBA” in Nintendo’s most recent earnings report), it’s up in the air if we’ll see it at E3.

What We Hope To See At E3 2021

At this point, we just want some kind of glimpse at Metroid Prime 4. Despite originally being announced four years ago now, all we’ve seen of the game thus far is a tentative logo. Any kind of gameplay footage would be a welcome sight. Previous Metroid Prime games are renowned for their gorgeous environments, and we’re eager to see Prime 4’s setting as well as any new gameplay wrinkles that Retro might be adding to the Metroid Prime formula.

If Nintendo does showcase Metroid Prime 4 during its E3 Direct, we hope the company also shares more details on the game’s story. While the original trilogy was wrapped up fairly neatly with 2007’s Metroid Prime 3: Corruption, the secret 100% ending to that game left a conspicuous loose end. After Samus departs from the planet Elysia, a ship resembling the one piloted by Sylux, one of the rival bounty hunters in Metroid Prime Hunters, could be seen tailing Samus’s ship. Will this ending play into Metroid Prime 4? Or will Retro Studios go in a different direction for the upcoming sequel?

Finally, if Metroid Prime 4 does make an appearance at E3 2021, we hope Nintendo announces some kind of release window. It seems unlikely that the game will ship this year, but it would be exciting to see even a vague “2022” window at the end of a new trailer. Metroid Prime 4 is a marquee release, and having some idea of when it will launch will make the long wait fans have endured finally feel worth it. It would also be nice if Nintendo announced a Metroid Prime Trilogy re-release for Switch as a stopgap. That would be a great way to re-experience the series before Prime 4, and it would make the wait for the new game much more bearable.

Watch live streams, videos, and more from GameSpot’s summer event. Check it out

Razer and Clearbot Are Making a Real-Life Wall-E to Clean Ocean Waste

Razer has announced that it is partnering with marine waste cleaning enterprise, Clearbot, in celebration of World Oceans Day.

This partnership will see the two companies team up to create an AI-powered drone that cleans the ocean. Clearbot, which already uses robots to clean the ocean, says its goal is to remove 100 tons of waste through 2022.

Doing so would allow its drones to collect over 1000GB of data about ocean pollution and cleanup, and Clearbot says its drones can do all this with zero emissions. Clearbot is working with Razer now to make a more efficient, marketable, and scalable AI-driven drone to further its efforts. You can see a rendering of this drone below.

Razer x Clearbot Drone Rendering, Photo Credit: Razer, Clearbot

“We are extremely happy to have the opportunity to work with a startup focused on saving the environment,” Razer Chief of Staff, Patricia Liu, said in a press release. “Clearbot’s unique AI and advanced machine learning technology will enable and empower governments and organizations around the world to broaden their sustainability efforts.”

According to the press release, approximately 11 million tons of plastics enter the ocean each year and ocean-cleaning efforts often face “difficulties with dated technology, cost, and efficiency.” This partnership between Razer and Clearbot allows the two companies to collaborate on a new ocean-cleaning drone that eliminates the difficulties similar efforts have faced in the past.

“The newly designed and fully automated robot is armed with cutting-edge AI and machine learning capabilities that can detect marine plastics within two meters in rough waters,” the release reads. “The robot can collect up to 250 kg of plastics in just one cycle, while running on solar-powered energy.”

A current Clearbot ocean-cleaning drone, Photo Credit: Clearbot

Clearbot says an onboard camera and AI algorithm detect trash and the robots collect it and bring it to shore. It works with recycling companies to get the waste sorted and recycled with the ultimate goal of making a dent in the 11 million tons of plastic that ends up in the ocean each year.

It’s important to note that Clearbot is no stranger to using AI-powered robots to further its cleaning efforts. Today’s announcement, however, represents a new collaboration with Razer to create a smarter, more efficient AI-powered drone.

“By partnering up with this game-changing startup, our design and engineering expertise has helped take Clearbot’s innovative solution to the next level with a design that’s more efficient, marketable, and scalable,” official wording on Razer’s website reads.

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There’s no word on when the Razer Clearbot AI drone will actually make its way into the ocean, but this is exciting nonetheless — it’s like an ocean-based Wall-E. For more about the ocean, check out this story about a new reef discovered in Australia that’s taller than the Empire State Building. Read about this bionic moon jellyfish created by scientists after that.

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

Warhammer Age of Sigmar: Storm Ground Review

Warhammer Age of Sigmar: Storm Ground is the definition of a game that needed more time in development. Saying that it “needs polish,” though, feels like an understatement: this turn-based tactics game is just lacking or buggy in so many areas that the places where it does stand out are overwhelmed by the lack of quality elsewhere. What promising fundamentals its simple but well-designed combat gives way to a weakly organized roguelite campaign, a frustrating grind for new stuff, bizarre inconsistencies, and a lack of diversity and balance among its units.

The world of Age of Sigmar is well-represented here: it’s a Planar Fantasy world with all kinds of outrageous, over-the-top concepts and a slurry of compound words like Stormcast and Maggotkin and Bladegheist and Realmgate and Stormvault. It takes itself entirely too seriously and is perhaps best if you can laugh at it – something Storm Ground generally understands, with pop-culture homages and puns littered among the otherwise straight-faced dialogue. It also looks good, a few shoddy textures aside, with fantastical feature design in the small, tightly controlled hex-based battle arenas. It’s even got the single thing all great Warhammer games need: An army painter.

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Storm Ground’s strongest aspect is its basic game rules. They’re simple mechanics that allow for a lot of interesting things to happen yet remain fair and predictable. Units have health, movement, armor, and damage statistics. You rarely have more than five to 10 units to command, so things never become unwieldy. Units are vulnerable to quick death, but combat is not very random: An attack always hits and deals the same amount of damage, minus the target’s armor value. If the armor value is higher than the attack’s damage, then the attack has a percentage chance to do no damage or a single point of damage based on how much higher the armor is.

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Each round you spend power to summon units, and each round your power meter refills and grows a bit longer. As the battle goes on you can summon your most expensive and powerful units, leading to a natural escalation. Unspent power becomes Aether, the currency spent to activate units’ special abilities, which presents an interesting choice during every turn: sometimes you’ll summon new units, but sometimes you won’t as you’d rather save the power to allow your current troops to use their special powers next round.

Layered on top of this simple rule set are slightly more complex ideas, most of which are delivered in the form of each unit’s unique abilities. Basic special attacks pierce armor or hit an area. Some have forced movement attacks that push or pull enemies around, like Blightkings, who have a giant tongue in their stomach. Status effects that change stats, melt armor, deal ongoing damage, shock, or penalize movement abound. None of this is particularly well-balanced, mind you, and you might find multiplayer frustratingly unfair as a result, but you can build some combos that are fun to execute.

You can build entire strategies around things like making the choice to have a strong hero with expensive powers who holds out until powerful allies arrive, or a swarm of low-level troops that nibble away at enemies. I really liked the combos present in the Maggotkin faction, which allowed me to use cheap defensive swarms to wear down enemies before my heavy-hitting back line mopped them up. 

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It’s these special abilities that mess things up for Storm Ground in that their rules are weirdly inconsistent. Pushing enemies into terrain has a negative effect, sometimes as severe as instant death, but pushing enemies into trap abilities that you yourself laid doesn’t trigger the trap. Additionally, the rules incentivize playing strangely. One mission type requires you to take and hold a position, but new waves of enemies will spawn endlessly when the previous wave is wiped out. Thus the logical approach is to take the position, kill every enemy but the lowest-damage one, and just take hits from it until you win.

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Each of the factions does feel distinct and interesting from the other, though balance is all over the place. Some units feel useless while others are vital to their team’s composition. The Stormcast Eternals are based around their commander, only able to summon reinforcements each round to their spawn area or their commander’s vicinity. In return, their individual strength is very high, with consistently well-armored units able to bully the opponent’s line. They’re also the most fleshed out faction, with the most unit variety and the largest number of interesting powers and combos to offer.

The Nighthaunts are the opposite: they’re a swarming faction that can use wisps of spirit matter to summon almost anywhere on the battlefield, but they pay for that with individually weak troops. They’re cool and interesting, but it takes a lot of playtime to grind out the new units that really empower their combos. 

The Maggotkin are something else entirely, a faction focused on spreading corrupted terrain on the battlefield and able to summon their units on it as well as proliferate free Nurgling units by consuming their own corruption. Managed well, they can form a powerful defensive wedge that eats up enemies who defy them as they creep toward victory. Unfortunately, they also feel like half a faction, with a small unit roster compared to the other two and a lack of interesting customization in items, weapons, and new powers. (The AI also has absolutely no idea how to play them.)

If most of this sounds like a lot of clever and fun design, well, it is. It’s pretty and the basics are good. Everything else, though, is not good.

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In the campaign, Storm Ground’s action itself is slow. Slow to go through dialogue, with conversations between characters lasting a minute despite only having 30 seconds of conversation. Slow to resolve, with combat animations having no fast-play option, so you’re forced to watch every movement, including frequently hanging for 10 seconds before and after an order is given—both on your turn and the AI’s turn. This is the least of the bugs that plague Storm Ground. 

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I encountered no fewer than seven activated unit abilities that crashed to desktop every time I tried to use them. Others simply didn’t work. Effect animations and unit models frequently stuck around even when the ability that triggered them was over, or the unit was dead.

It’s also just small stuff that lets Storm Ground down. There’s clearly an elaborate system of keywords behind the rules, but there’s no way to reference what those keywords are or mean—it’s in desperate need of a rulebook and tooltips and just doesn’t have them. 

Finally, though the roguelite campaign mode is nice in theory, it takes hours of grinding to unlock new powers, units, and abilities. And it is grinding – the missions are very repetitive and an overall lack of unit variety in the small faction roster means one goes much like another. Once unlocked, you can only retain a handful of them from campaign to campaign, relying on random loot to give you interesting units mid-play. Adding insult to injury, you can’t use unlocked stuff from campaigns in the multiplayer or even the single-player skirmish vs AI – which you have to be online to use. It’s a separate grind entirely to get new stuff for use in multiplayer. 

It took me 30 hours to win the campaigns on all three difficulties, and I’ll admit that I came up with some real cheesy strategies to do it. I’d conservatively estimate that it would take 100 or more hours of gameplay to unlock everything in either mode. That’s not because there’s so much interesting stuff to unlock, that’s because Age of Sigmar: Storm Ground is paced like a free-to-play mobile game. You get some cool stuff at first, but when you hit the grind wall you hit it hard.

Daily Deals: FF7 Advent Children 4K Launches at 26% Off

If you’re a fan of Final Fantasy and have had your eye on the Advent Children 4K release, it’s your lucky day. It’s now available and has launched with a tremendous 26% discount. You can still grab yourself a year of Playstation Plus at a discounted price as well, and we’ve got a very handy oven & air fryer combo item listed as well.

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12 Xbox E3 Predictions – Unlocked 498

As E3 2021 looms, it’s time for our annual E3 predictions episode! We make a dozen total predictions about what we think we’re going to see at Xbox’s E3 press conference. And then make sure to join us live for our Xbox E3 press conference pre-show, starting at 9:30am PT/12:30pm ET on Sunday, June 13!

Subscribe on any of your favorite podcast feeds, to our new YouTube channel, or grab an MP3 download of this week’s episode. For more awesome content, check out the latest episode of IGN Unfiltered, featuring an interview with Shadow Warrior 3 game director Kuba Opon on how they resurrected Shadow Warrior, his career path from programming to game directing, and much more:

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Oh, and you can be featured on Unlocked by tweeting us a video Loot Box question! Tweet your question and tag Ryan at @DMC_Ryan!

For more next-gen coverage, make sure to check out our Xbox Series X review, our Xbox Series S review, and our PS5 review.

Operation: Tango Review

Communication is key, and that’s true whether you’re in a relationship or guiding someone through defusing a bomb that’s about to send the world back to the Stone Age. Operation: Tango is an asymmetrical, co-op-only spy ’em up inspired by the likes of 2015 indie puzzler Keep Talking and Nobody Explodes and all those scenes in the Mission: Impossible movies where Simon Pegg is telling Tom Cruise which direction to run in.

With one player assuming the role of the field agent and the other the intrepid hacker running support remotely, success demands total cooperation exclusively via voice communications to negotiate its short series of high-tech infiltrations. The end result is ultimately a bit lighter on outright action than I’d anticipated – and some of the puzzles are annoyingly silly – but when Operation: Tango clicks, it’s cool and satisfying albeit short and a little shallow.

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With a cyberterrorist to catch and the core philosophy of Rob Base and D.J. E-Z Rock as your guiding star, it’s up to you and ideally your least stupid friend to negotiate your way through what’s essentially a tangled thread of puzzles where each of you will generally only ever have half the answers. Broadly speaking, the agent’s missions play out in first-person on-site and the hacker’s missions occur in a stylised virtual environment of databases and Hollywood-style software systems, but there are regular instances where the hacker will suddenly find themselves immersed in a bizarre virtual world or the agent will be required to dig through computer files and do their own hacking. (There’s probably a bit too much of the latter, but I’ll get to that in a moment.)

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The main thing to know is that Operation: Tango is overtly designed so the only way you should know what your friend is seeing is if they explain it to you, and therefore it’s very much a remote co-op experience and not a same-screen, same-couch one.

Spy Hard

Operation: Tango is at its absolute best when it really leans into core spy movie tropes like, say, when the agent needs to sneak into an empty office to boot up a particular employee’s computer to give the hacker the info they need to progress, or when the hacker is guiding the agent around deadly drones or lasers with urgent, barked instructions. A mission set on a moving train is a particular highlight, beginning with an immersive game of hide-and-seek as the agent and hacker work together to uncover an unknown mule and ending with a race against time to stop the runaway loco with the most dangerously convoluted emergency braking system ever devised.

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The puzzles can be a fraction hit-and-miss, however, and for every frantic emergency procedure or neat bit of codebreaking there’s an obtuse rhythm-matching button-bashing sequence where we literally had to pause while I retrieved a pen and paper, or an irritating moving ball puzzle where one player controls the X-axis and the other controls the Y-axis. Operation: Tango is arguably at its weakest when the required tasks get too trite and illogical within the espionage fantasy developer Clever Plays has worked hard to establish. Unfortunately, it has a bit of a habit of going from shrewdly designed brainteasers that give you and your mate just enough breadcrumbs to bust wide open and enjoy the teamwork-driven lightbulb moments they create, to stretches of time where I felt like I was mindlessly mashing buttons.

You Only Play Twice

While Operation: Tango works to separate its roles, with the agent in the thick of the action and the hacker peering into the digital abyss, there’s arguably a bit too much supplemental hacking regularly required of the agent character. As the agent doesn’t really have any combat capabilities it often feels like there are simply two hackers, only one has to walk around while the other sits. Operation: Tango would’ve benefited from more objectives where the agent was on the run through the levels with only the hacker’s guidance. This is definitely where I had the most fun playing the agent. 

It would also have been more fun were the frame rate as the agent on PS5 not so surprisingly uneven, especially given the simple and chunky visual style doesn’t seem like it should be especially taxing on such modern hardware. It wasn’t bad enough to turn me off playing but it certainly was noticeable.

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Our playthrough of the six total missions in Operation: Tango took a little under four hours. Hypothetically it’s good for at least a pair of runs as switching roles will allow you to see each mission through a different lens. That said, even though you’ll be doing different tasks, knowing what the other player is seeing because you’ve done it before spoils Operation: Tango’s special sauce. Even though the actual codes and answers to the puzzles change when replaying missions, the way you uncover the info is the same, so you’ll really just be going through the motions.

However, while it’s admittedly a fairly brief experience it’s worth noting that Operation: Tango will actually let a friend join the action with you for no additional charge; only one player needs to own it and the other can play along with them simply by downloading the free trial. (And of course it’s included in PlayStation Plus at the moment.)

Aussie Deals: 22% Rift Off Ratchet’s RRP, Cut-Price Chivalry II and More!

The verdicts are in and Ratchet & Clank: Rift Apart is well worth your bolts! We here at IGN noted that it provides “series-best action-platforming gameplay and incredible art and sound design across the board.” Secure your copy of it cheaply here today, along with Chivalry II, Dying Light 2 and more!

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Indiana Jones 5: Leaked Photo Gives First Look at Harrison Ford in Costume, Fedora And All

Since Indiana Jones 5 has officially entered production, photos are beginning to emerge from the film’s set, giving the public a glimpse at the upcoming sequel. A new photo that has begun circulating online shows Harrison Ford back in his brown jacket and fedora, as well as a face mask because of COVID-19 precautions.

The photo was published on Twitter by IJ Adventure Outpost, an Indiana Jones fan blog. The production is currently underway in the UK.

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As filming continues, new photos that hint at Indiana Jones 5’s story could potentially find their way to the public. Yesterday, IGN reported on another leaked photo from the film’s set featuring a stunt double wearing a face mask resembling a younger Harrison Ford. The Ford look-alike and World War II-era period detail seen in the pictures suggest that the movie may feature a flashback scene to a younger Indiana Jones.

Along with Ford’s return to the role, Indiana Jones 5 will feature an ensemble of franchise newcomers. Fleabag’s Phoebe Waller-Bridge and Hannibal actor Mads Mikkelsen have both been cast in the film, along with Thomas Kretschmann and Boyd Holbrook.

The Indiana Jones franchise has been dormant since 2008’s Indiana Jones and the Kingdom of the Crystal Skull, though Disney has been plotting a revival for several years now. Although series director Steven Spielberg was originally attached to the new sequel, the director left the project over script disagreements. Indiana Jones 5 is now being helmed by Logan director James Mangold.

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Indiana Jones 5 is set to hit theaters on July 29, 2022.

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J. Kim Murphy is a freelance entertainment writer.

Disney Plus Free Trial Available Now For Xbox Game Plus Ultimate Members

Xbox Game Pass Ultimate members can claim a free 30-day trial for Disney Plus available now. Announced on the Xbox Wire, the Disney Plus trial is available to be claimed and used from now until September 30. The trial is only for new Disney Plus subscribers, but members who claimed the previous Disney Plus trial from Game Pass Ultimate can claim this one as well.

The perk goes live a day before the premiere of the new Disney Plus show Loki, which starts on June 9. The first (and possibly only) season of the show will have six episodes, which will release on Wednesdays, with the finale releasing on July 14, so if you plan on using the trial to watch the show, you will need to wait until a few days after the first episode.

Now Playing: 8 Marvel Theories For WandaVision, Falcon And Winter Soldier, Loki

Another Disney Plus show currently airing is Star Wars: The Bad Batch, a spin-off of the Clone Wars. The animated series has 14 episodes in its first season, with the final one airing on July 30. The show follows the experimental clone squad, taking place directly after the Clone War ends. Check out our recommendation for shows to watch on Disney Plus in June.

The perk can be claimed via the perk gallery on Xbox, the Xbox App PC, or the Xbox Game Pass app on mobile. While a free trial seems like an odd thing to claim as a perk, Disney Plus currently does not have a free trial normally. Disney Plus is available on Amazon Fire TV, AppleTV, Chromecast, Roku, Smart TVs, mobile, desktops, and on gaming consoles like PS4, PS5, Xbox One, and the Xbox Series.

After the free trial ends, Disney Plus is $8 per month or $80 per year. The streaming service is also in the Disney bundle, which consists of Disney+ with Hulu (ad-supported) and ESPN+ for $14 a month or the same bundle, with an ad-free Hulu, for $20 a month.

Watch live streams, videos, and more from GameSpot’s summer event. Check it out