Diablo Immortal’s Alpha Has Been a Blast… But Isn’t Without Its Problems

Diablo Immortal’s closed alpha has been running for more than six weeks now, and has given us an extensive look at what Blizzard and NetEase’s mobile interpretation of Diablo is all about. The good news is that Diablo has transitioned across to mobile seamlessly in many areas – the touch screen controls are intuitive to use, the combat feels meaty and the presentation is suitably moody. On the other hand, once I hit the closed alpha’s level cap and began working my way through the game’s Paragon system, some aspects of Immortal – as it currently stands – started to worry me.

These concerns are: whether the itemisation system has enough staying power, the role real money may play and how being free-to-play has impacted Immortal’s design, and how wide the appeal of the endgame content will be. It’s a work-in-progress, of course, and so many things will almost certainly change, but even so, this is a big chunk of the game so it’s worth analysing how things currently work.

Before we dig into the points above a bit more, a quick overview of what’s in the closed alpha. The classes represented are Barbarian, Wizard, Demon Hunter, Monk and – new for this hands-on – Crusader, which was my class of choice. Where the final game will have a level cap of 60, the alpha goes up to 55, but as mentioned also includes Immortal’s take on Diablo III’s Paragon system, which allows players to continue sculpting their character beyond the max level. The journey to hit that level cap saw me roam far and wide across Sanctuary, venturing into countless dungeons and otherworldly rifts, taking on bounties, partnering up with other players to fight bosses, and enjoying the ever-escalating power afforded by steadily improving my gear and skills.

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As I said in my last hands-on impressions, the moment to moment action is excellent – Immortal already looks, sounds and feels like an authentic, modern Diablo game, even on touch screen. All the controls are within easy reach, monitoring cool-downs is simple and while I’m not a fan of virtual analogue sticks and buttons in general, there’s clear upside here. Immortal has something of a twin stick shooter vibe to it at times, as you’re moving your character with one hand and aiming skills with the other. It’s a clear point of differentiation from playing Diablo on PC and opens up options for every class.

Socket To ‘Em

My journey has largely been a lot of fun, but once I hit the point at which there was no new story content to work through and all the low level gear upgrades had been taken care of, the demands made by Immortal in order to make significant character progression really started to ratchet up. Grinding for loot has always been a big part of Diablo, of course, but here there are other factors that come into play when discussing itemisation, and in particular, socketing.

For those of you that aren’t familiar with those terms – itemisation just means the gear you equip, of which a character in Diablo Immortal has six primary slots (head, torso, shoulders, lower body, main hand and off-hand), six secondary slots (neck, waist, two rings, feet and hands) and one charm. Primary and secondary items can all be ranked up by blacksmiths, and these ranks can even be transferred to new items as you find and equip them. 

Secondary items are on the left, primary in the middle, with the charm above.

Socketing, meanwhile, refers to the gems you place in each item. Primary items can only be socketed with Legendary Gems – a new gem category for Immortal: one per item. Legendary Gems can have powerful effects, such as boosting attack speed, gaining health with every kill or having the chance to call down chain lightning with every attack. Secondary items, meanwhile, are socketed with regular gems, and each item can have up to three slots. Regular gems aren’t as flashy, but can still confer some important bonuses – boosting your damage output, life total, armour total or armour penetration, to name a few. Like items, gems can also be ranked up.

We’ll talk more about gems (and charms) shortly, but first, let’s get stuck into Immortal’s gear more generally. As you’d expect, items drop in a range of rarities. Secondary items top out at rare, whereas primary items extend to legendary rarity. Unlike other Diablo games, there are no item sets – that is, gear that goes together and gives the player a bonus if they have it all equipped. Instead, items are designed to be mix and match, and legendary items in particular are intended to be build-around, as each has an “inscription” that alters a particular class skill. 

Examples of a couple of inscriptions on main hand weapons.

Take the Crusader’s Draw & Quarter – activating this skill sees your character hop onto an ethereal horse and drag enemies behind it on chains. It’s a great way to corral mobs into one spot for a burst of AOE damage. Much like skill runes in Diablo III, however, this skill doesn’t have to stay this way. Unlike Diablo III’s system, skills are modified through legendary items. So in the case of Draw & Quarter, I wound up with three legendary pieces of gear that all modified this skill in different ways. When all were equipped I was able to leave a fiery trail behind my steed, instead of dragging enemies along. I also had a chance to trigger a series of bombardments down on nearby enemies. And finally, I had a modifier that extended how long I could actually ride around burning and bombarding enemies, meaning I could sweep back and forth across lines of enemies for longer.

The system means that every legendary item you pick up – at least for a while – changes your play style. It encourages you to equip skills that you weren’t using, and the inscriptions also change how each skill functions within your arsenal. There’s a massive difference between throwing your shield and having it explode on contact, for instance, and throwing your shield and having it bounce between enemies. Early on it was fun picking up my first few legendary items and reworking my equipped skills to take advantage of them, but by the time all my primary items were legendary it started to be more like a limitation, as I felt disincentivised to experiment with other skills.

Diablo III’s skill runes system was extremely flexible – likely too flexible for some – but I enjoyed steadily unlocking more and more skill modifications as I progressed, opening up wider and wider play styles and encouraging experimentation. Immortal takes the series in the opposite direction, and while I did shift up my approach to combat a number of times over the dozens of hours I spent playing the alpha… that’s still only a number of times across dozens of hours. I also came across the same drops with the same inscriptions a lot, which made them feel more like a commodity than something truly special. It also meant, well, I had no new gameplay choice to make. Hopefully we’ve only seen a small slice of the inscriptions that will be in the game on release.

Characters can have one primary attack and four other skills equipped at a time.

Ranks, a Lot

Now, let’s come back to gems. Diablo II fans will be familiar with the gems that go on secondary gear, as they come in a variety of colours, each of which boosts a certain stat. Aquamarine, for instance, adds armour, whereas tourmaline boosts damage. Gems start out as rank 1 (think of this like “chipped” gems in Diablo II) and then by combining three rank 1 gems you can create a rank 2 (“flawed”) gem. Three of those then make a rank 3 (“regular”) and so on up to rank 5. Beyond that an Echo Crystal is required to further boost gems. Sockets for gems are colour-coded, so you can only put a “blue” type gem (aquamarine or sapphire) into a blue socket. This means that later on you’ll have to weigh up whether an item with better base stats is actually better if its socketing options don’t work as well for your play style as your current item.

One way or another, it’s a long grind to rank up your gems. This is just as much the case – only more so – for Legendary Gems, which are slotted to primary gear. The system is somewhat similar, as upgrading Legendary Gems requires additional copies of the Legendary Gem you want to upgrade, as well as other Legendary Gems that “provide power” and get used up in the process. The whole prospect of ranking up your Legendary Gems feels labyrinthine – there are so many paths to it with so many currencies to negotiate. 

The resources required to rank gems up grow and grow.

The best option for guaranteeing random Legendary Gem drops is spending Legendary Crests to run Elder Rifts (short, procedurally generated dungeon with random modifiers). Legendary Crests are earnt in-game (or purchased using Honor) but can also be bought with Eternal Orbs, which are purchased with real-world money. 

Other options for obtaining Legendary Gems include buying them from the player-driven market, which trades in Platinum. This can be acquired in game, but is also obtained with real-world money via Eternal Orbs. The Fading Ember trader also sells Legendary Gems, but only accepts Fading Embers, which are harvested from Elder Rifts, so again – you’ll need Legendary Crests. Specific Legendary Gems also occasionally show up on the free Battle Pass track.

Attempting to craft specific Legendary Gems is an option, but each requires a different set of runes. You can roll for runes through Elder Rift drops, buy them from the market or craft them with Embers. The overall resource requirements for ranking up Legendary Gems is extensive, and the many overlapping elements really seem at odds with Immortal’s super accessible approach to combat and initial itemisation.

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It all feels a bit too much like a typical game in the mobile, free-to-play space. I’m not a fan of the school of design where you’re juggling multiple currencies and interlocking systems that make things needlessly convoluted… and kind of opaque from the perspective of judging value – especially with real money in the mix. Mind you, Diablo Immortal’s true value proposition is not something we can accurately judge yet, as closed alpha participants aren’t engaging with the rewards system and economy the way players will be on final release.

There are a couple of parts to that statement. Firstly, in the closed alpha players are given 500 Eternal Orbs every day. This is not the standard daily log-in reward (which is a separate, far more modest system) and instead seems to be a way to simulate having real-world money in the ecosystem, as there’s no option to spend actual cash in the closed alpha. So each player gets orbs that they can trade for Platinum, which can then be spent at the market on Legendary Gems, runes, Skill Stones and other non-item objects. Orbs or Platinum can also be used to purchase Legendary Crests. Both of these tie directly into character progression.

In the closed alpha I’ve been able to go and simply buy a bunch of Legendary Gems in order to rank up my socketed gems without too much thought beyond, “Boy, it sure does a take a lot of Legendary Gems to rank a single Legendary Gem up a bit.” But if I was paying for those Eternal Orbs I might balk at the prospect of needing, like, eight Legendary Gems to gain a single rank on one of my socketed gems. In part it will come down to how much Eternal Orbs cost, but to be honest, I don’t really like the rank up mechanics and the ever-escalating resources required in the first place. It’s not out of line with what other games do, and I assume is designed to give players something to aim towards over months, but it feels punishing to me, particularly in the face of a very obvious real money shortcut.

The game has quite an appetite for Legendary Gems.

I like the charms system even less. These late game items drop at rank 1, which means they have one random “skill bonus” – which can be any skill from any class. Once you find one that has a skill you use, you can then rank the charm up by salvaging other charms. Each rank it gains adds another random skill from a random class. More often than not you’ll get to rank 5 – the max rank – and still only have one skill out of five that’s useful to your character. No matter, you can re-roll those useless skills using Skill Stones, which are created using rank 5 charms you don’t want to keep. 

Each Skill Stone can re-roll one skill on your charm, but the process is random, so if you have one useful skill on your Skill Stone, there’s only a one in five chance it will be that skill that transfers to the charm. Four out of five times you just flush time and resources down the drain. The point of the system is to be something players work at over a long time, and the mechanic itself is not new to the Diablo series – Diablo III had low chance re-rolls too. It’s not uncommon in the MMO space, either, but it still feels extremely unsatisfying to me. And, of course, the elephant in the room is the fact that you could always buy Skill Stones from the market using actual money.

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To Market To Market

As I said in the intro, Diablo Immortal is a work-in-progress and will definitely see changes – possibly significant ones – but at this stage I’m uneasy about having build-enhancing elements that are attainable with real-world money in a game that has an endgame that is all about teams of players vying for supremacy in a range of activities including direct PVP. (We’ll discuss the endgame shortly if you’re not familiar with it.) 

The player-driven market, for instance, is based on supply and demand, so the best Legendary Gems, Skill Stones and so on, could wind up being insanely expensive compared to the most common or least in demand ones. That’s already the case for Legendary Gems in the closed alpha. There’s potentially no end to the amount of money someone could spend in Diablo Immortal to rank up their gems and charm and that doesn’t sit well with me. Ranking up items, by comparison, is almost completely gameplay driven – you go out, you get loot, you salvage the items you don’t want and you spend those materials (plus gold) to rank up your items. Everyone is on the same footing with that system.

These Legendary Gems cost 30-40 times more than those in least demand.

I’d like to see sweeping changes made to how real money factors into Diablo Immortal. A good middle ground solution would be to reduce the ways in which players can spend actual money in Diablo Immortal to minimise the impact it has on character development and power. Keeping the paid track on the Battle Pass is probably fine, for instance, as that would be a flat cost and everyone would wind up with very similar rewards. Other than that real money should be used to purchase cosmetics only. Surely if that stuff is cool enough the most engaged players will still buy it?

Another – perhaps complementary – solution would be to make Diablo Immortal free-to-start, then charge for additional zones or the like. I’d happily pay to unlock more content in this game if that was the model, and the team could then strip out some of the interlocking systems and currencies, and integrate gems and the ranking process into the game in a different way. As it currently stands, I reached a point of drastically diminishing returns, where the work required to make character progress didn’t feel at all worthwhile. I’d love to be able to stay engaged at that point… instead of either leaving the game or starting afresh with a new class.

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I mentioned earlier there are a couple of things about this closed alpha that makes it hard to judge what kind of value the final game may offer. Free Eternal Orbs was the first one, but the second is that the paid Battle Pass track is locked off. Perhaps if the rewards on that track are generous enough, the resources required to upgrade gems or run Elder Rifts wouldn’t feel so bad. Immortal would still have the issue of being able to pay to augment your character for PVP, however.

The Protectors of Sanctuary… and Everyone Else

The endgame PVP element was actually one of the main things the development team wanted to get data on from this closed alpha. More broadly, they wanted to see how the recently revealed Immortals vs Shadows dynamic plays out. In this system, a group of players attain the status of Immortals and must then defend that title against, well, anyone else on the server who wants to try and work to take them down.

In Diablo Immortal you start out as an adventurer, but you can then choose to join the Shadows during certain windows of time. This gives you access to a literally underground organisation complete with escalating challenges to take on, quests that are a bit more involved than the usual bounties, and the promise of stealing from the Immortals and perhaps facing off against them. As you rank up as a Shadow you boost your character’s power, which is a pretty good incentive to take part, and you can also create or join a Dark House. These are essentially sub-guilds, and all compete with one another to be at the top of the Dark Houses leaderboard. Eventually, the top Dark Houses can send their strongest players to try and defeat the current Immortals. If they do so, the leading Dark House then becomes the new Immortals and everyone else is reset to the rank of adventurer.

Ranking up as a Shadow has clear benefits.

This “Cycle of Strife,” as it’s known, can turn quite quickly, as the reign of the current Immortals only lasts as long as they can defend themselves. And while it may be frustrating to lose progress as a Shadow, the consolation prize is a server-wide celebration with daily rewards and several visible acknowledgements that there’s a new group of Immortals in power.

The Immortals vs Shadows system will probably be great for the most dedicated players on a server, but my interactions with it weren’t particularly meaningful. I became a Shadow twice, but it didn’t change much. I just added in Shadow events and activities alongside my usual bounties, rifts and the like. They brought more variety, certainly, but I felt quite disconnected from the intended purpose of the Immortals versus Shadows set-up, as I’m not someone who is ever going to have the time to be in contention as a top player in a top Dark House. That’s fine, but I’m just not sure what endgame content will keep me engaged. Here’s hoping there’s more in the works for “casually hardcore” players like myself.

So where does all this leave Diablo Immortal? Well, despite my concerns, it still shows an enormous amount of promise, and I enjoyed the majority of my time with it, so I’m hopeful that the team can make some key changes and ensure that this is another classic entry in a classic series.

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Cam Shea is an IGN veteran based in Sydney, Australia. He’s happiest when he’s making content about Breath of the Wild.

The Case of the Vanishing Switch Pro – NVC 564

It’s the final show before E3! This week on NVC, guest host Kat Bailey and the rest of the NVC panel discuss the highly-rumored Switch Pro announcement that has not yet come to fruition. Plus, hear about Nintendo’s recent firmware update that was abruptly pulled down, our thoughts on Game Builder Garage, and a whole lot more.

NVC is available on your preferred platforms!

You can also Download NVC 564 Directly Here

You can listen to NVC on your preferred platform every Thursday at 3pm PT/6pm ET. Have a question for Question Block? Write to us at [email protected] and we may pick your question! Also, make sure to join the Nintendo Voice Chat Podcast Forums on Facebook. We’re all pretty active there and often pull Question Block questions and comments straight from the community.

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Logan Plant is the Production Assistant for NVC. You can find him on Twitter at @LoganJPlant.

How Long To Beat Final Fantasy 7 Remake Intergrade’s Intermission?

Final Fantasy VII Remake finally has its PlayStation 5 upgrade with Intergrade, and along with the graphical boost and new photo mode, it also packs a new episode in the game’s story. Centering on Yuffie Kisaragi, a Final Fantasy VII character who hadn’t yet appeared in the Remake, the new Intermission episode fills in some gaps in the middle of Remake’s story, while showing what other members of the FF7 team were up to during the game.

The Intergrade addition spans two new chapters and includes its own new Trophies and some side content. But how long is it to finish? If you’re expecting a substantial addition, you might be disappointed–we managed to knock out Yuffie’s episode in a little over six hours, which included doing most of the side content the DLC has to offer. If you’re sticking to the critical path, you can probably expect to finish it in about five hours; maybe a little more or less, depending on your proficiency with Yuffie’s unique brand of combat.

For players who want to finish everything the DLC has to offer, though, you can probably squeeze quite a bit more time out of the DLC. In addition to the main story across the two chapters, you’ll also find several minigame-type experiences that will challenge your combat prowess and tactical skills. Those include a new version of Whack-A-Box, the box-smashing minigame in Remake, and a new virtual reality battle from Chadley, the kid in the Sector 7 Slums who trades summon materia for successful battles against the summoned creatures. You’ll also be able to fight new battles in the Combat Simulator found in Shinra Tower, if you’re looking for more challenges.

In addition to challenges that are mostly combat-oriented, the largest new addition to FF7 Remake is Fort Condor, a board game you play with various other characters in the DLC’s first chapter. Fort Condor is kind of a mix between Magic: The Gathering and chess, in which you and an opponent each summon characters to fight one another, in hopes of destroying your opponent’s three towers to win the game. You’ll find additional game boards and pieces throughout the DLC to up your Fort Condor game, and you can play against seven different opponents, with each one more difficult than the last.

As with Remake, you can also play Intermission on Hard Mode, which ups the challenge significantly for combat, as well as Fort Condor. Maxing out the DLC’s side content and playing it through on Hard Mode will likely add three to four hours to your total.

So if you just take the critical path through Intergrade’s Intermission episode, expect to spend around five hours on it. If you complete the side content, combat challenges, and Fort Condor matches, you’ll likely bump that up to seven to eight hours. And finally, maxing out the DLC with a Hard Mode playthrough and more Fort Condor should drive it up to around 10 or 12 hours.

If you’re jumping into Final Fantasy VII Remake Intergrade, whether returning to Remake or taking it on for the first time, check out our extensive FF7 Remake guides, walkthroughs, and tips rundowns to help you get absolutely everything you can out of it.

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This Week’s GTA Online Update Offers Bonus Rewards For Vehicle Cargo And CEO Missions

For the next two weeks in Grand Theft Auto Online, players can earn extra rewards for completing vehicle cargo missions. Now through June 23, you can earn double cash and RP for vehicle cargo missions, plus a bonus of $250,000 for five boosted vehicles and an additional $250,000 for 10 total vehicles. The bonus cash will hit players’ bank accounts starting June 30.

The next two weeks in GTA Online are focused on Import/Export, offering double rewards for all VIP/CEO work, as well as double salary for all associates and bodyguards. The PvP mode Extraction is offering triple rewards for all participants. Players can also enjoy executive perks, like free drinks at the Diamond Casino Bar and the Music Locker. Plus, CEOs can waive the cost of changing their assistant and the renaming of their organization.

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In addition to the bonus rewards, there are plenty of discounts and free items for players to snag. The big prize on the Luck Wheel in the Diamond Casino and Resort this week is the Overflod Entity XF. Players who log in during the next two weeks will receive the Vinewood Boulevard Radio T-shirt for free.

There are also discounts on a selection of vehicles, plus executive offices and related renovations are half off. Players can also pick up a vehicle warehouse for 30% off. Here are all the vehicles discounted for the next two weeks in GTA Online:

  • Pfister 811 – 40% discount
  • Benefactor Stirling GT – 40% discount
  • Dewbauchee Seven-70 – 40% discount
  • B-11 Strikeforce – 35% discount
  • Buckingham Volatus -35% discount

Prime Gaming members can get an additional $100,000 for logging into GTA Online anytime this week. Members also get an exclusive 70% discount on the Buckingham Valkyrie and an 80% discount on the Dinka Sugoi.

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

Xbox’s Free Play Days Continues With 3 New Xbox Titles You Can Play For Free This Weekend

Xbox’s Free Play Days continues with three fresh games Xbox Live Gold and Game Pass subscribers can download and play this weekend at no additional cost. Whereas last week’s focus was on all things Warhammer, you’ll be able to test out Fallout 76, Ark: Survival Evolved, and Football Manager 2021 and pick them up at a pretty steep discount if you find them to your liking now through Sunday, June 13. As an added bonus–and perhaps because Microsoft knows you all are simply too busy keeping up with all our E3 coverage this weekend to give it your full attention–Xbox is extending the amount of time players can try out Fallout 76 until Wednesday, June 16 at 9 AM PT.

Both Fallout 76 and Ark: Survival Evolved offer players unique single-player and multiplayer experiences. In Fallout 76, players can build bases and explore the wastelands with a party of up to three other players, leveling your character up in true RPG fashion as you go.

In Ark: Survival Evolved, you take on the role of a survivor on a mysterious island who must hunt, craft, and create self-sustaining home in order to survive. Oh, and also you can raise and ride dinosaurs.

Lastly, in the management simulation game Football Manager 2021, “you can take your favorite club to the top or lead a nation to glory in an international tournament that you’ll no doubt be watching this summer.”

Each one of these titles can be downloaded through Xbox’s Free Play Days hub, or by navigating to the Subscriptions tab in the Xbox Store on your console.

Xbox Free Play Days Deals (June 10-13):

  • Fallout 76 (extended to June 16)
  • Ark: Survival Evolved
  • Football Manager 2021

For more great games to play on Xbox, be sure to take a look at our lists of the best Xbox One games of all time and the best Xbox Series X games available so far. If you’re a Game Pass subscriber, check out the best games available with Xbox Game Pass right now. Lastly, if you’re not yet signed up for Game Pass, you should know you can pick up three months of the service for $1 right now.

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

Universal Orlando’s VelociCoaster Connects Jurassic World And Jurassic Park

When construction began in early 2019 at the Jurassic World area within Universal Studios Orlando’s Islands of Adventure theme park, nobody was quite sure what was going on. After all, Universal Studios Hollywood had completely re-themed its Jurassic Park area to match the new series of films. That wasn’t to be the case for Islands of Adventure, though. Instead, the new VelociCoaster attraction preserves the iconic land, while connecting it to the modern franchise.

“It’s amazing that here at Islands of Adventure you can experience both Jurassic Park and Jurassic World, especially knowing where the future of the Jurassic World franchise is going,” Universal Orlando Resort show producer Shelby Honea told GameSpot. “The filmmakers really see it as one big timeline. That was something that [Jurassic World director] Colin [Trevorrow] and [producer] Frank [Marshall] really emphasized to us. They don’t see it as Jurassic Park or Jurassic World, they see it as Jurassic.”

With that in mind, Universal’s creative team built a roller coaster that feels like it was pulled right out of the Jurassic World films and found a way to integrate it into the existing Jurassic Park area without overpowering it or taking away from the iconic sights fans of the area care about most–namely the Discovery Center that’s based on the one from the first Jurassic Park film and can be seen from around Islands of Adventure.

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“We studied really extensively this park, the sightlines,” Honea explained. “We wanted to make sure that we were preserving a really iconic element, which was the view [of the Discovery Center] across the lagoon.”

Now, when guests arrive, they’ll still be greeted by the unique building, but find the VelociCoaster wrapped around it, rocketing guests through a pretty intense experience. After all, as Universal Orlando Resort art director Gregory Hall put it to GameSpot in simple terms, “You have to have dinosaurs on your dinosaur ride.”

Granted, the VelociCoaster is packed with plenty of terrifying roller coaster thrills–including a 140-foot top hat drop, a barrel roll close to the lagoon they call the Mosasaurus roll after the aquatic dinosaur in Jurassic World, and plenty of other chances to get flipped upside down and feel weightless as you blaze through at up to 70 miles per hour. What sets it apart, though, is the story baked into it and the sheer amount of dinosaur-centric thrills that the creative team refers to as the “teeth” of the experience.

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The attraction features an original story set just prior to the first Jurassic World movie. “We found this really fun spot and the filmmakers were so awesome in letting us play around with this and have fun with it,” Honea said. “We know there’s the gyrosphere ride, there’s all these great attractions at Jurassic World. But we also know that Claire (Bryce Dallas Howard) is under a lot of pressure to add more teeth. So we know the Indominus Rex is having some challenges. It ate its sister, it needs a bigger wall. As a kind of interim step to get more teeth in the park, she greenlit a coaster to go into the Velociraptor paddock. She’s very proud, she thinks this will look great to the shareholders, and Owen (Chris Pratt)–who you see in the attraction–is not into it one bit.”

Who can blame him? Not only does sending a roller coaster through a Velociraptor paddock seem incredibly dangerous, it’s also a public relations nightmare waiting to happen. All it takes is one lost arm. However, for Hall, it gave the team the opportunity to do something that’s not been seen in the movies.

“We came to the realization that the Raptors have never been on public display in the films,” he said. “In the films, they’ve escaped. But what does that look like when you know guests are in the park and they see the Raptors in there in the Raptor paddock?”

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And as guests in this park, you will get that chance to not only come face-to-face with them in the line queue with the use of animatronics–which you can see above–but be chased by them throughout the ride. “The intensity gets more and more intimidating as you go through the queue,” Hall teased. “In the queue you see the coaster flying through the building at 70 miles per hour with Raptors chasing it. Who else could do that?”

So while the Jurassic Park experience may be preserved at Islands of Adventure–including the fact that it’s one of the last two places you can still experience the original Jurassic Park: The Ride–the area has evolved to embrace the present and future of the franchise.

The Jurassic World VelociCoaster is open now at Universal Orlando’s Islands of Adventure.

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Verizon E3 Keynote Stream: How To Watch

Verizon is holding its first E3 keynote this year and will focus on how 5G impacts gaming. You could expect discussions of speed, latency, the capacity of the 5G network for game developers, and how 5G affects esports. It wouldn’t be surprising if Verizon emphasized mobile games in its show.

However, there is speculation that Verizon could highlight the cloud gaming service called Verizon Gaming it’s reportedly developing. According to The Verge, Verizon Gaming was in its alpha testing phase back in 2019 and was running on the Nvidia Shield. Verizon has yet to acknowledge Verizon Gaming publicly.

Verizon E3 Keynote 2021 Stream Stream Start Time

The livestream event is set for June 14 at 9 PM PT/12 PM ET. Chief marketing officer Diego Scotti and chief product development officer Nicki Palmer will host the show. Game studios Team Liquid, Dignitas, and Riot Games will join the presentation as well. Viewers should expect a handful of announcements from those studios.

How To Watch Verizon E3 Keynote 2021 Stream

Verizon posted on its site that the event will stream on E3’s YouTube and Twitch channels.

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

Hideo Kojima is ‘Rethinking His Creative Process’ In Wake of COVID-19 Pandemic

Metal Gear and Death Stranding director Hideo Kojima has been rethinking his creative process in the wake of the COVID-19 pandemic, the developer said during Thursday’s Summer of Games event.

In an interview with Geoff Keighley, Kojima touched on how his usual process for coming up with a video game idea — namely, trying to predict what the far-off future will look like and wrapping it in the context of entertainment — doesn’t feel quite right since the world went into lockdown.

“In the past, about creating things, I was always thinking about what could happen in society in 5, 10, or 20 years,” Kojima said. “It was like predicting the future and adding the entertainment essence. And that’s how I always created. But this time, [the pandemic] came much too soon. The reality came much too soon, especially on Death Stranding. So I’ve changed how I think and create now.”

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One can’t blame Kojima for making the comparison. Death Stranding, which was released in November 2019, is set in a post-apocalyptic America in which remaining survivors either live in walled-off cities or hunker down in isolated homesteads.

The main character Sam Bridges (played by Norman Reedus) works as a courier, crossing vast swaths of land to deliver packages. Less than six months later, COVID-19 would force countless people to take shelter in their homes and avoid in-person interaction with others.

Kojima’s past work on the Metal Gear Solid franchise has been lauded for their depiction of the increasing robotization and corporatization of military warfare, among other themes.

“But since the era is catching up so quickly, it’s not really just fiction anymore,” Kojima said. “So I’ve been re-thinking my creative process. I guess all creators are thinking the same way. It’s almost similar to what happened after 9/11, considering which direction we should go as entertainment. I think that this is a big assignment for us.”

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When asked about his next project, Kojima declined to offer details, but said “it won’t be like the past, it won’t be one step at a time.”

Kojima did however announce Death Stranding: Director’s Cut, coming to PS5, though a release date has not been revealed. Fans got to see a brief teaser trailer of Norman Reedus’ character climbing in and out of a cardboard box Metal Gear Solid-style, but as for what’s different in the Director’s Cut, we’ll have to wait until Kojima’s full reveal of the game, which he says is “weeks away.”

Don’t forget to check out everything else shown at Geoff Keighley’s Summer of Games kickoff event, including a gameplay reveal for Elden Ring and more.

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Joseph Knoop is a writer/producer/MEME for IGN.

Star Wars: Andor Reportedly Set to Include Return of Forest Whitaker as Saw Gerrera

Few details have been announced about Disney Plus’ upcoming Cassian Andor prequel series since it was confirmed in December. Diego Luna will star in the show, reprising his Rogue One: A Star Wars Story role as the titular Rebel agent. Now, it seems that the actor will be joined by one of his co-stars from the 2016 spin-off. Forest Whitaker will reprise his Rogue One role as the resistance fighter Saw Gerrera in the Andor series, per The Playlist.

Whitaker’s involvement in the series was revealed by Star Wars: Andor cast member Stellan Skarsgård during an interview with Swedish radio station Sveriges Radio. The actor revealed that he had shot a scene opposite Whitaker, confirming rumors that Whitaker had been seen on the show’s set.

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Star Wars: Andor will take place five years before the events of Rogue One, exploring the history of Andor’s operations in the Rebel Alliance. Saw Gerrera was first seen in the animated series Star Wars: The Clone Wars and later appeared in Star Wars: Rebels. Rogue One’s portrayal of Gerrera hinted at a falling-out between the character and the Rebel Alliance due to his more radical methods of resistance.

So far, Luna and Whitaker are the only two Rogue One cast members attached to the upcoming prequel series. Alan Tudyk confirmed that he would not reprise his role as the wise-cracking droid K-2SO in January.

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Alongside Luna, Whitaker, and Skarsgård, Star Wars: Andor will also star Adria Arjona, Fiona Shaw, Denise Gough, Kyle Soller, and Genevieve O’Reilly. The production is being led by showrunner Tony Gilroy, who co-wrote and oversaw reshoots on Rogue One. The twelve-episode series is to premiere on Disney Plus sometime in 2022.

In our review of Rogue One: A Star Wars Story, IGN gave the film a 9, saying it offered “a remarkable recreation of the original Star Wars’ world, while exploring the universe from a different, edgier perspective.”

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J. Kim Murphy is a freelance entertainment writer.