Roguebook Review

I’ve spent a lot of my gaming time over the last five plus years duking it out against all manner of foes using the most powerful weapon of them all… cards. And in that time, two of my favourite card-based battle games have been Faeria and Slay the Spire. With Roguebook, those worlds are colliding. Well, to be more precise, developer Abrakam has brought its Faeria universe across to the roguelike deck-builder genre and created something of a (literal) storybook take on Slay the Spire. Roguebook doesn’t quite reach the same dizzying gameplay heights as that game, but it has a lot to offer, from its clever dual hero battle system and gorgeous presentation, through to its puzzle-like overworlds that are built around the premise that you’re trapped within Faeria’s lore book.

Lost in a Bad Book

One of Roguebook’s most interesting points of differentiation is its overworld exploration. Every map starts out with large swathes of blank parchment and it’s only by using brushes and ink pots that you can reveal what’s on each tile. As you paint, you’ll come across opportunities to draft more cards, to transmute existing cards, and to build up your in-battle energy reserves. You’ll discover piles of gold that can be spent at each chapter’s shop, you’ll collect relics that can potentially power up your gameplan, and you’ll stumble upon standalone events and mythical creatures. Working out how to best gather and use ink makes for an absorbing layer of overworld strategy.

Each enemy encounter, meanwhile, is an opportunity to test the cards, abilities, buffs and modifiers you’ve cobbled together so far. How well does your strategy fit together, and are you taking full advantages of the two heroes you’d chosen at the start of the run? Can you deal with multiple foes or work around status effects? And do you have enough lethality to topple enemies that steadily build their power? There’s generally a lot to keep in mind, especially as the row of relics and talents at the top of the screen gets longer and longer. These perks, after all, fundamentally inform your choice of cards to draft, as well as how to approach any given fight.

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If you have the relic Sturdy Shell, for instance, it gives the equipped hero five block each time he or she takes damage. If an enemy’s looking to attack for low damage repeatedly, then, you’ll want to end your turn with that hero at the front to basically negate the damage. With blocking taken care of, this also means you can prioritise attacking or deploying allies that turn. If you have the relic Flame of Ignus, you’ll get an extra energy orb any time a card grants you one, which means you should aggressively draft cards that do just that – as well as more expensive cards and card draw, as you know you’ll be able to take advantage of them. 

Even the cards in your deck can be modified thanks to Roguebook’s gem system. You may want to reduce a card’s cost, add card draw or perhaps always start a battle with it a particular card in hand. Cleverly utilising gems can have a massive impact on your deck’s power level and I really enjoyed looking for build-defining synergies.

There and Back Again

Roguebook’s turn-based battle system has many layers. Like Slay the Spire, you’ll spend energy to play cards, you’ll point attacks that do damage at enemies and you’ll find ways to build up block to mitigate incoming damage. More uniquely, you’ll also deploy allies into the battlefield – some of which offer up unique benefits like returning a card to hand or letting you swap hero positions, while others simply do damage at the end of every turn.

The design element I find most compelling, however, is the front and back dynamic for the two heroes. Swapping their positions is baked into many of the cards – cast one of Sharra’s Defend cards to gain block, for instance, and she’ll move to the front. Cards with Charge do the same, while cards with Retreat send the hero to the back. Swapping heroes is also regularly used to avoid position-specific debuffs and to trigger effects, while ending the turn with a particular hero at the front is a big part of the strategy as they’re the one that will take any damage.

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Some heroes utilise a specific position well too. Being at the front gives Sharra a boost to her attack power, for instance, but if she’s paired with Seifer you may want to end turns with him in the lead. Not only does he have higher native health, but any damage he takes adds to his rage meter which, when full, allows him to play a supercharged version of one of his cards.

Swapping positions is also a big part of gaining incremental resource advantages. Melee cards, for instance, cost one less when played by a hero who is leading, while Ranged cards are the same for the rear position. Weaving these discounts in while also paying attention to other keywords like Combo (which drops the cost of the Combo card by one if you play a card from the other hero first) is integral to making the most of your turns.

Hero in a Half-Shell

Each hero also has strengths, weaknesses and unique mechanics to be aware of. Sharra, for example, can generate Daggers, which are essentially zero cost damage spells. She also has plenty of strong single target attack cards and can cause ongoing bleed in enemies. Sorocco’s cards, meanwhile, are generally a little more expensive but hit harder. He’s more focused on AOE, on boosting the power of heroes and on generating block – and sometimes turning it into damage.

As mentioned, Seifer has the rage mechanic, so has cards that generate rage or take advantage of rage, as well as ways to sacrifice health and then heal back up. He can also deploy aggressive allies and then bolster their attack… or sacrifice them to save his own hide.

The last hero is Aurora, a low health, spell-casting tortoise who can summon an army of frogs, which all stack atop one another to create a single heavy-hitting ally. Many of her cards are either concerned with her health or are dual-sided. Sip is an example of both, healing for four if Aurora is damaged, but dealing four to the lead enemy if not. Sips are generated through a host of support cards, and Aurora also has plenty of card draw tools.

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Building a winning deck with cards from two distinct pools is quite fun, but Roguebook’s heroes aren’t all that mechanically interesting. I didn’t want to explore Seifer’s rage mechanic in the same way I became obsessed with orb strategies for the Defect in Slay the Spire, for instance. Many of Roguebook’s best ideas feel game-wide rather than hero-driven. Compounding this, having cards from two heroes in your deck makes aiming for a narrow strategy particularly difficult. 

You’re rewarded for having more cards in your deck too, with new talent choices unlocked at certain thresholds, and this is very much a mixed blessing. With this style of game, the more cards you draft, the more watered down your strategy will inevitably become. Deciding how large your deck should be is an interesting push and pull each run, but having rewards tied to larger decks doesn’t necessarily make Roguebook a better game.

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Run Plus Room

After you beat Roguebook once you’ll get access to New Run +. This Epilogue has 15 levels of difficulty to work through, and a whole host of modifiers to unlock – and then select – that will radically alter each run. Your lead hero might take damage each time he or she plays a card, for instance, or the back enemy may always start stealthed. It’s an interesting approach, but I found myself wishing each row was unlocked at once, as opposed to unlocking each modifier individually, as some were much more appealing to attempt than others.

The higher the Epilogue level you clear, the more Pages you’re rewarded, and these are spent on significant meta game upgrades like boosting the starting health of your heroes, adding more energy wells to each map and increasing the likelihood of rarer cards or treasures dropping. For the most part the embellishments help make you more powerful for future runs, but you may want to think twice before unlocking some of the options. Randomising the cards in your starter deck, for instance, certainly has high roll potential, but it can also leave you at a disadvantage. There’s something to be said for starting with a vanilla deck that’s reliable enough in the early game and that you then build on, while transmuting away the weaker cards over time.

New Game + represents significant endgame component, but it’s still a shame Roguebook doesn’t have anything outside of it. I’d have loved an additional palate cleanser mode, like daily challenges or the ability to create custom runs for fun in which I build my own starter deck, swap starter relics and so on.

Roguebook also has a few issues to clear up. I encountered numerous bugs in my time with the game, from cards not working as intended through to a run in which one of my hero’s starter relics simply went AWOL. I also lost a few hours progress at one point thanks to an issue with cloud save functionality. Thankfully, the game has already received a couple of significant patches, including one after the bulk of my playtime, so things are heading in the right direction.

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Aussie Deals: Up to 80% Off ACs and Other ARPGs!

There’s never been a better time to retreat to your Animus and escape from the worries of the real world. That’s why we’ve hunted down some cracking deals on some of the best modern and remastered Assassin’s Creed titles. If history isn’t your bag, we’ve also sniffed out some bargains on more fantasy-minded action RPGs as well. All this and more awaits you below!

Purchase Cheaply for PC

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Dexter: John Lithgow Clarifies His Role in the Upcoming Sequel Series

John Lithgow has clarified the nature of his involvement in Showtime’s upcoming Dexter sequel series. While it was reported that the actor’s role was small enough to only necessitate a single afternoon of shooting in Los Angeles, Lithgow still had details to share about the nature of the project and how his reprisal of the role of Arthur Mitchell, aka The Trinity Killer, factors into it.

Spoilers follow for Dexter.

Reports that Lithgow would be returning as the Trinity Killer sent some Dexter fans into a combination of excitement and confusion. Lithgow’s tenure on the original series was brief, as his character bit the bullet in the Season 4 finale. Lithgow has clarified that there are no supernatural elements to his return to the series, stating that the Trinity Killer will only be seen in flashback.

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“As all Dexter fans know, we saw the end of the Trinity Killer, so that by definition means it’s a flashback,” Lithgow told Deadline. “It was just wonderful to rejoin that gang — including Michael and Jennifer Carpenter, and Clyde Phillips.”

Lithgow also offered some insight into how the sequel series will differentiate itself from Dexter’s initial eight-season run.

“I learned that it’s completely different from [the original series]… it’s a reimagination,” Lithgow said. “They don’t take it into a different era, but it’s in a different part of the world, a different part of the country, and [has] a whole new cast of characters.”

Lithgow went on to share that he first learned of plans for a Dexter revival approximately 5 months before shooting began. Showrunner Clyde Phillips asked if he would return for a brief role in the sequel series.

“He said, ‘Can you come just to spend one day in The Berkshires?’” Lithgow said. “I said, ‘Of course I can,’ and that’s exactly what it was.”

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Lithgow’s performance on Dexter is still seen as a highlight of the series by many fans. The actor’s work drew critical acclaim, with Lithgow earning his fifth Emmy in 2010 in the category of Outstanding Guest Actor in a Drama Series.

Lithgow also scored his 13th Emmy nomination this morning for his supporting turn in HBO’s period drama series Perry Mason. The show premiered in June 2020 and has since been renewed for a second season by the network.

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J. Kim Murphy is a freelance entertainment writer.

The Next Star Trek Movie Will Be Helmed By WandaVision Director Matt Shakman

WandaVision director Matt Shakman has been tapped to direct the next installment in Paramount and Bad Robot’s Star Trek film series.

This news comes by way of Deadline, which reports that Shakman’s Star Trek movie is being fast-tracked, with production set to begin next Spring. This is especially surprising news as Star Trek 4 was reportedly canceled as of 2019, but it seems Shakman’s run on WandaVision inspired new interest in the Star Trek film franchise.

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The script for the currently untitled Star Trek movie will be written by Lindsey Beer and Geneva Robertson-Dworet. Previously, it was reported that Legion creator Noah Hawley was set to write and direct the next Star Trek sequel. Before that, The Revenant writer Mark Smith was set to write a script for the Quentin Tarantino Star Trek movie that doesn’t seem to be happening anymore.

Shakman was no stranger to directing before WandaVision — he’s directed episodes of It’s Always Sunny in Philadelphia, Game of Thrones, Fargo, and The Great — but it was the Disney Plus series that seemingly launched him to new heights. Just today, it was announced that WandaVision had picked up 23 Emmy award nominations for Disney Plus, which nabbed a total of 71 nominations.

Deadline reports that Shakman chose to direct this new Star Trek movie over “several other offers” and that Paramount’s selection as him for director was especially pushed hard by the studio’s chair, Emma Watts.

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Watts must be feeling pretty great knowing she backed a director whose Disney Plus series was nominated for nearly two dozen Emmy awards, but only time will tell what this movie turns out to be.

While waiting to learn more about this movie, catch up on all the reporting circling around the fourth Star Trek film from Paramount. In March of 2020, Simon Pegg casted doubt on the future of a fourth Star Trek movie, stating that “Star Trek movies don’t make Marvel money.” Pegg said this a year after it was reported that Star Trek 4 was canceled after its director left to direct a Game of Thrones prequel pilot.

Meanwhile, Quentin Tarantino was sharing his vision of an R-rated Star Trek movie. Unfortunately, for those curious of what that might look like on screen, the director said in 2020 that he just doesn’t think he’s “going to direct it,” despite thinking “it’s a good idea.”

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

Company Of Heroes 3 Combines RTS And Turn-Based Gameplay To Give You Full Control Of The Mediterranean Campaign

A lot of the gameplay in Company of Heroes 3 is what you’d expect. It’s the return of Relic Entertainment’s brand of World War II real-time strategy, requiring tight command of squads and vehicles that’s more about directing your soldiers to cover and executing flanking maneuvers than fast movement, tons of units, and lots of mouse clicks. What’s striking about the next entry in Relic’s long-running strategy series is that it’s basically two games in one, with a whole additional turn-based strategy game on top of the RTS. That new second half works to give you more control over the flow of the war effort–and lets you essentially create a single-player campaign of your own.

We recently spent around four hours playing an early preview build of Company of Heroes 3 on PC, which gave a look at how Relic’s return to World War II will function. It contains a lot of alterations that give you greater command of the battlefield, both squad-by-squad and on a much larger scale. The changes make Company of Heroes 3’s single-player mode feel pretty enormous, while giving you a huge amount of control over how your campaign plays out.

CoH 3 puts you in control of the Allied campaign in the Mediterranean, a portion of the war Relic says has been neglected in media over the years, and which contains a lot of lesser-known but no-less-heroic stories. Our play session had us pushing up from the coastal city of Naples in an attempt to capture the mountain cathedral stronghold of Montecassino. That campaign through coastal towns was handled on the Dynamic Campaign Map, which is reminiscent of what you might see in big turn-based titles like the Civilization series. It shows towns, roads, and your military forces almost like pieces on a game board, giving you a broad-strokes idea of how the war is playing out and operating as each side takes turns moving forces and attacking different locations.

The campaign map gives you options for how to direct the war effort according to your strategy. As you capture towns, you increase the resources at your disposal and the territory you control. Those resources can be spent on deploying different kinds of military units: Companies are your main forces and can be moved around the battlefield to engage other forces and come in varieties such as special forces groups, tank squads, and paratroopers. Detachments are smaller units such as .40-caliber machine gun squads or medic groups, and can support your companies with their specializations, like healing them or providing artillery support.

The turn-based map gives you a top-level view of everything going on in the war, allowing you to create supply lines for your troops and disrupt them for your enemy, capture airfields to bomb enemy positions, and make plans for how you want to take on tougher foes or assault important locations. You can use bombers and detachments to soften up an enemy company, for instance, and then move your own ground forces in to engage them once their power has been reduced.

Combat between smaller units happens on the campaign map, and you can even destroy groups of soldiers with smart plays in the turn-based game. But for bigger, more important, or more nuanced engagements, you’re pulled into more intimate RTS missions. These battles happen when you attack specific towns, take on side objectives, and hit important moments in the campaign, but there are also smaller “skirmish” RTS missions created any time one of your companies meets with an enemy one. It’s in these RTS missions where you’ll see more of Company of Heroes’ classic gameplay.

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This is also where a lot of the dynamism of the turn-based game starts to have serious effects on your RTS battles; you can choose when, where, and how to fight the enemy, and while you might hit certain chokepoint missions in the campaign like big historical battles, you’re not necessarily required to fight every engagement that really happened. And your choices are reflected back in the choices of the enemy–allow a company to retreat after kicking their garrison out of an airfield, for example, and you’ll be giving them time to heal up and gain experience to become a more formidable foe later on. How you choose to fight through the Mediterranean determines what battles you’ll face and what story you’ll ultimately tell.

“The distance between landing on a beach and reaching the mission objective is a heck of a lot of distance in terms of the kinds of challenges that commanders had, the kinds of things they needed to be concerned with,” lead campaign designer Andrew Denault explained in an interview with GameSpot. “And so for us, it was how can we get that, in terms of gameplay, in front of the player in an interesting way, to generate some fantastic connective tissue between missions that focuses on the players manipulation of their companies? Am I in supply? Is my company in good health? Et cetera, et cetera.”

“We wanted to widen the gameplay angle for the player, rather than seeing the gameplay experience as a linear number of missions with interesting cinematics and then pulse-pounding RTS and great action and all the cinema that the player’s accustomed to,” he said. “We wanted to expand on that and allow the player to fill in the blanks with regards to some of the narrative.”

The story of your campaign through the Mediterranean is also determined by how you approach different objectives and what you value in your campaign. As you play, you’ll be contacted by three different sub-commanders who serve as advisers, each with a different general agenda. They provide you with their own ideas and battle plans as the campaign progresses, while also bringing your attention to side missions that they think are important. The American general on your team might try to send you to take out a high-level German officer, while the OSS operative wants you to help Italian Partisans resisting German occupation on the ground.

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You won’t have the time or resources to take on all their missions, and often each one’s view of the best option to meet an objective is at odds with the others–so who you listen to and what you choose to do will shape how your campaign plays out. That’s controlled by a system Denault called the Event Director, which pays attention to your behavior and actions, logs whose advice you listen to, and makes tweaks to the campaign as it’s playing out.

So you’ll have big RTS missions like Montecassino, which is a major point in the story, but it’ll be informed by smaller missions you play along the way to do things like build a Partisan information network or capture a nearby airfield. Then, as you approach Montecassino, you’re given options based on what you’ve done. Should you bomb the position to weaken the enemy forces there? Should you fly recon to see what you’re up against, but risk a plane? Should you send in Partisans to learn about the situation, and the possibility of civilians in the area? What you do determines how the battle plays out and can influence what information you have so you can make better battlefield decisions.

“The Event Director will generate events that [the sub-commanders] will attach to and say, ‘Hey, that’s important to me. You should totally do that. You should focus on shoring up your supply lines here. You should really capture another seaport on the east coast. These partisans are in trouble. You should be focusing on supporting the partisans and the resistance effort,'” Denault said. “And so the storytelling, of course, is going to be a huge component of our missions, but a lot of the story is going to be living in the map. We’ve used this terminology in studio of a living world, and the concept that the player can be moving from mission space to mission space, triggering not only the more dynamic skirmish missions that don’t have as much story encapsulated in them. But we’re still leading up to these moments on the campaign map with these events, constantly giving the player an idea of what’s going on in the world, that the conflict wasn’t really just about these epic battles, that there were smaller stories to be told. And so I think it’s really us focusing on building up this connective tissue between the missions.”

As Denault mentioned, the journey from the beach to the objective was a long one in our preview. Fighting through occupied territory on the campaign map can be a long, arduous process, with a lot that can go wrong. Take the most obvious path toward an enemy position and you might hit landmines used to block off a road, or wander right past a hidden machine gun nest that rips into your company before you can get clear. Those strategic missteps have consequences, too–when you inevitably join an RTS mission with a damaged company, you might find your soldiers with lower health, or your squads spawn with fewer soldiers than when you’re at full strength.

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Fans of the Company of Heroes franchise will immediately recognize many of the elements of CoH 3’s RTS gameplay, though; while there are a lot of big changes to how the campaign flows to make it more dynamic, those changes are always leading to the tough infantry and vehicle battles the franchise is known for. CoH 3’s RTS gameplay draws a lot from the first Company of Heroes, with base-building and resource management requirements on most maps. You’ll want to take territory to increase your resources, so you can create more units of various types. The longer your squads stay on the battlefield, the more experienced and stronger they become. Taking cover, flanking, and using abilities and different types of units to destroy cover or level buildings is also essential for victory, and Relic has amped up the amount of destruction you can wreak on its maps. You can also use a new tactical breach-and-clear ability to send your squads in to clear out enemies garrisoned in structures to take away defensive advantages.

Even the skirmish RTS missions we played were pretty tough, punishing you for sending squads out into the open and forcing you to find creative ways to deal with enemy vehicles or entrenched forces. Adapting to changing battlefield conditions is part of the feel from past Company of Heroes games, but in CoH 3, Relic has worked to make the game a little more approachable even if you’re not a seasoned vet. Apart from the dynamic campaign map, the most obvious new change is the Tactical Pause feature, which allows you to stop the action at any time in an RTS mission. With the game paused, you can catch your breath and assess the situation, and even take a minute to queue up actions for your squads to move them around the battlefield and send them to key positions.

You don’t have to use the new pause feature, but it does give you opportunities in RTS missions to avert disaster–and it allows you to be a little smarter in your strategies. So much of Company of Heroes 3 is about outthinking and out-positioning the enemy, so the pause feature often gives you a chance to look around big mission maps and move your squads to smarter places to fight. Things can change quickly, so you still have to be on your toes, but the tactical pause gives you the opportunity to handle the battle more intelligently, especially on big maps with multiple objectives. Of course, though, there’s no tactical pause in multiplayer, so don’t expect to force other players to freeze while you figure out how to counter their Panzers.

Even over just a few hours, though, Company of Heroes 3 felt remarkably large, expansive, and adaptive. Relic says it’s designing the game with its focus on providing tools for CoH 3’s sandbox, which means that there are a lot more moving parts in the game at any given time, and that battles will feel different from one another because of all the elements that could potentially be in play. From what we’ve seen, CoH 3 captures the intensity that has made the Company of Heroes franchise popular among RTS fans, while adding a lot of new ideas that provide plenty of different, additional strategy gameplay to the mix. This feels like an enormous, dynamic strategy title, and it’ll be interesting to see just how the Mediterranean campaign plays out when we’re given full control over the war effort.

Look for Company of Heroes 3 on PC sometime in 2022.

Xbox Update Gives Parents More Control Oer Kids’ Spending

A new update for Xbox consoles is aimed at giving parents more control over their child’s spending habits. With the new update, you’ll be able to add money to your child’s account directly through the app, which they can then spend as they’d like on games or in-game items. The new settings can be adjusted through the Xbox Family Settings app on iOS and Android.

According to the Xbox blog, you can view your child’s account balance and spending history. You can also turn on an “Ask to Buy” feature that will let your kid request a purchase that they’d like, and then you can either approve (and add funds) or deny the request. The blog also suggests parents may want to integrate this system into things like a reward structure for finishing chores or doing well in school.

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The increments shown for adding money to your child’s account are $10, $15, $25, $50, $75, and $100. The family settings app also allows you to manage settings like creating child accounts, setting screen time limits, and managing who your kids can play with online.

Meanwhile, we recently got an early look at Xbox future firmware with the latest Xbox Insider update, which addresses an issue with Quick Resume among other various fixes.

Deadpool Finally Crosses Over To The MCU For Free Guy Trailer Reaction

Ryan Reynolds has released a new video of himself as Deadpool, talking about the actor’s favorite subject: Ryan Reynolds. The nearly five-minute clip has Deadpool teaming up with actor-director Taika Waititi as as Korg from Thor: Ragnarok and Avengers: Endgame doing a reaction video for Reynold’s upcoming Free Guy, which is due in theaters on August 13.

The video, which Reynolds uploaded to both Twitter and YouTube, has a teasing caption describing it as “two members of the MCYouTube react to the upcoming film Free Guy.” While this framing is certain to drive plenty of wild speculation–it’s Deadpool’s first official crossover appearance in the Marvel Cinematic Universe–it is worth tempering future rumors and speculation by stating that while Waititi and Reynolds do both star in Free Guy, they’re in completely different roles. Check out the video below to enjoy all the meta goodness, which mocks the movie’s repeated delays, tropes of movie criticism, and Disney+.

Free Guy stars Reynolds as Guy, an NPC in a violent video game who becomes aware of the world around him and breaks free of his NPC life. Waititi plays Antoine, the game’s publisher who wants to shut down the entire game due to the ensuing chaos caused by Guy no longer sticking to the script. The film also stars Jodie Comer (Killing Eve) and Joe Keery (Stranger Things).

The movie is directed by Shawn Levy (Stranger Things), and the first trailer arrived in December 2019. It will finally hit theaters on August 13.

Wheel of Time Getting a Movie Trilogy Penned By X-Men: First Class Writer

X-Men: First Class and Thor writer, Zack Stentz, has been tapped to write a script for the first movie in a new Wheel of Time trilogy.

According to The Hollywood Reporter, Stentz will write a script for the first movie of three called Age of Legends. News of this Wheel of Time trilogy comes at a time when fans of the book series are still waiting for the first season of Amazon’s Wheel of Time TV series, which has already been greenlit for a second season, to premiere.

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“I’ve been a fan of Robert Jordant’s work for many years, and it is especially his allusions to the origins and backstory of The Wheel of Time that I have always found most intriguing,” Stentz said in a statement. “I’m excited to be bringing this era Robert Jordan conceptualized to life.”

Age of Legends will be produced by Larry Mondragon and Rick Selvage of iwot productions alongside Ted Field and Justin Smith of Radar Pictures. James Leon, Eva Longoria, and Mike McGuiness are set to executive produce the movie.

A studio or distributor for the movie has not yet been decided, according to THR, but the movie is set to “complement the storylines” that will be featured in the upcoming Amazon series.

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While Age of Legends isn’t necessarily the name of a book in Robert Jordan’s fantasy series, anyone familiar with the series will recognize the title. That’s because the Age of Legends is a period of time within the lore of The Wheel of Time.

THR’s report states that the movie “will be set several millennia before the time of the books in a futuristic utopia powered by a magical force shared by men and women known as the One Power.” When an evil is released to the world, the men using the One Power begin to destroy the planet.

A small group of women fight back against this evil as the world’s last hope of survival.

While waiting for Age of Legends, check out this group photo of the Amazon Wheel of Time cast uniting for the first time and then read this story about how the series’ showrunner posted a photo of Rand al’Thor on set. Catch up on everything you need to know about Wheel of Time 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.

Company of Heroes 3 Playable Demo Available Today as Relic Wants Your Feedback During Development

Before any battle plans were even drawn up for Company of Heroes 3, Relic flew a small group of series veterans into Vancouver to get their feedback on what the next installment should be. Thus, this long-awaited sequel has been a sort of collaboration between the devs and fans since basically the very beginning. It was players they selected who voted overwhelmingly for the Mediterranean theater as the setting, and gave them detailed feedback on the playable armies to make sure they were fun on the field and felt the way both history and RTS enthusiasts felt they should.

Starting today, you can be a part of that process. Even I was raising an eyebrow when I heard Company of Heroes 3 was being announced in summer 2021 for a late 2022 release. But all that lead time is so Relic can put some unfinished slices of the campaign, skirmish, and PvP modes on our plates and collect our feedback on everything from the strategic layer to the match pacing.

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LEND LEASE

This isn’t your typical Early Access situation. You’re not going to be charged for it. Relic has kept an eye on what their sister studio Amplitude has been up to with Humankind, and we can expect something similar to their OpenDev scenarios. Each preview will be a self-contained slice focusing on a particular aspect or aspects of the final product that will be available for a limited time. The devs didn’t give us a specific roadmap, but they did say future slices might focus more on PvP than the one you can play right now.

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And what does this slice consist of? Well, it’s a fairly sizable portion of the Italian campaign that begins with capturing an airport to stop the Axis from bombing the city of Naples, and builds up to a climactic and iconic battle at the ancient abbey of Monte Cassino. In between, you’ll be sending elite sniper teams to assassinate a Nazi officer, rescuing Italian resistance fighters under siege by the Wehrmacht, and planning your campaign across a strategic map that rivals Total War in detail.

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The American and British forces will be playable. You can actually hire a mix of divisions from both nations in the same campaign, though you’ll have to pick a specific company to lead the charge in each RTS mission. Each nation has two divisions to pick from, including the U.S. Airborne – who can now actually drop behind enemy lines on the campaign map if you have air superiority – and the Indian Artillery fighting for the British, bringing some new cultures and nationalities to the fight.

GOING IN HOT

It’s a pretty sizable chunk. I had a hard time completing it in a single day the first time through, and there are enough different ways to make your way up the Road to Rome that it’s worth repeating a few times. There are some planned features that haven’t made it in yet, like the partisan units and the full integration of the character-driven story. But Relic wants our feedback on basically everything they’ve put on display so far. The campaign map, unit balancing, new features like tactical pause and breaching – check out our preview for more – you name it.

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All you need to do to get started is to head over to CompanyofHeroes.com and sign up. Optimization and graphics settings are usually one of the last things to get nailed down before a game releases, so this preview doesn’t necessarily reflect how the final game will perform on your rig of choice. As such, Relic recommends at least an Intel/AMD 4 core/8 thread CPU running at 4.00 GHz or higher, 16 GB of RAM, and a GeForce GTX 1070 or equivalent with 8GB VRAM for the ideal experience.

For more on Company of Heroes 3, check out all the ways it’s taking after Company of Heroes 1 instead of the sequel.