Horizon Zero Dawn’s Aloy Is Headed to Genshin Impact

Guerrilla Games and MiHoYo have announced that Aloy, the lead character in Horizon Zero Dawn and the upcoming Horizon Forbidden West, will join the roster of open world RPG Genshin Impact.

Announced on Twitter (below), we got a look at how Aloy will be translated into Genshin Impact’s anime-inflected visual style, and learned that she will only be available in the game for “a limited time”. She will be a five-star character, with unique combo skills, cryo elemental abilities, and animations.

In a press release, MiHoYo explained that all PlayStation players will unlock Aloy simply by logging into the PS4 or PS5 version of the game once the game’s upcoming 2.1 version is unlocked. She will be availble to unlock from your in-game mailbox (and, once you’ve done so, she can be played in any version of the game thanks to cross-save). Players will also unlock a special 4-star bow for Aloy during this time, but no details have been added as to how.

When the game moves to version 2.2, all players above adventure rank 20 on any platform will be able to claim Aloy and the bow. While more details are yet to be revealed, it seems Aloy will only be available in Genshin Impact until version 2.2 comes to an end.

It’s not the first time Aloy’s made it into games other than her own – we also saw the character become a part of Monster Hunter World and its expansion, Iceborne, not to mention Fortnite.

Genshin Impact launched its huge 2.0 Inazuma update yesterday, adding a new city, cross-save, new PS5 features, and more.

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Arkane Studios: The Story So Far

Arkane Studios is developing two of the most fascinating upcoming video games: the time-looping assassin sim, Deathloop, and the co-op vampire slaying adventure, Redfall. Though each has the potential to be a unique experience, they both fit comfortably in the 20-year history of development studio Arkane, which has evolved and refined a deep, multi-layered approach to game design throughout its history.

The studio is best known for creating “immersive sims,” a genre characterised by its combination of RPG elements, first-person action, and interlocking gameplay systems. But Arkane takes that one step further, crafting intricate, freeform levels that offer thrilling and impactful choices at every turn. Each successive Arkane game introduces new ideas while reinforcing and refining the studio’s established formula, which has resulted in a library of memorable genre hybrids. And with Deathloop and Redfall signalling the company’s next evolutionary change, it’s the perfect time to reflect on two decades of creation.

This is the story of Arkane Studios, so far.

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Start With a Sequel

Arkane Studios was founded in 1999 in France – the city of Lyon, to be specific – by RaphaĂ«l Colantonio. The studio was born from Colantonio’s disinterest in the games his former employer, EA, had begun to focus on. He’d previously worked at EA’s French quality assurance office, tracking bugs in Origin Systems games like System Shock. But soon, EA began to shift its focus away from the games he enjoyed.

“This machine called PS1 came out and that was the beginning of a big, big shift,” said Colantonio in an interview with Polygon. “Suddenly EA didn’t like Origin. All they liked were sports games and that’s the new thing for EA — consoles, sports. ‘Don’t like it? Sorry.'”

So, with some financial help from his uncle, Colantonio set up Arkane Studios. His original ambition for the studio was to create a new sequel to 1992’s Ultima Underworld, a fantasy RPG notable for the non-linear, freeform exploration it offered players at the time. However, he was unable to secure the rights from EA without agreeing to terms that compromised his vision. So Colantonio and the small team at Arkane pivoted, breaking away from any agreement with EA and instead made Arx Fatalis.

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“I would say Arx is the game that we’ve always wanted to play here at Arkane Studios,” said Colantonio in an interview with IGN in 2000. “A first person dungeon crawler / fantasy RPG combining a real adventure, puzzle solving, lots of object and NPC interactions, immersive fights and magic.” In short, Arx Fatalis was essentially an Ultima Underworld sequel in all but name.

Like its inspiration, Arx Fatalis’ labyrinthine level design encouraged non-linear exploration, with opportunities to fight or adopt a stealthy approach. Clever use of its toolkit – consisting of medieval fantasy weapons and an elaborate rune-based magic system – could help create fun and unusual solutions to problems. These elements will likely be familiar to any player of Arkane’s library of work, but if you’ve never visited Dunwall or walked aboard Talos I, all you need to know is these core mechanics would become cornerstones of Arkane’s future portfolio, remoulded for each new project to fit unique, original worlds.

Adapt and Survive

Arkane released Arx Fatalis in 2002. It did not sell many copies, but it was well received by critics, including IGN. We praised its atmosphere and spellcasting, awarding it 8/10. Importantly, Arx Fatalis’ high quality opened a door for the then-independent Arkane to collaborate with Valve. Arkane began to craft a sequel to Arx Fatalis built in the Source engine, the technology that powered Half-Life 2, but struggled to find a publisher. A lifeline came via Ubisoft, which convinced Arkane to set the game in its Might and Magic fantasy universe. And so Arx Fatalis 2 became Dark Messiah of Might and Magic.

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Dark Messiah, released in 2006, stripped back the role-playing stats and interconnected world of the original Arx Fatalis, and instead honed in on clever combat mechanics. The Source engine’s physics system gave each attack weight; sword strikes would cleave enemies in two and send their corpse halves ragdolling across the room, while a satisfying kick could boot orcs into spike pits or off cliff edges.

Despite leaning more heavily on combat, Arkane still wanted to imbue Arx Fatalis’ level of player choice into Dark Messiah. “The main focus of the game is freedom of expression for the player,” explained Dark Messiah senior producer, Romain De Waubert De Genlis in an interview with IGN. “We really want to make sure that players don’t feel like they’re playing in a game that’s been set up by a designer and they don’t have a choice.”

That sentiment is clear in Dark Messiah, which would set the stage for Arkane’s future games. The RPG intricacies of Arx Fatalis faded in favour of greater environmental depth; what if you dropped a chandelier on those enemies, or cast an ice spell on the ground to make it slippy? It may have been a design choice that moved away from the more traditional RPG roots of the studio, but Dark Messiah showcased Arkane yet again making decisions that would define it as the immersive sim studio it is today.

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But Arkane’s evolution would, unfortunately, face a series of setbacks over the next six years. After releasing Dark Messiah, Arkane worked on three cancelled projects. The studio’s relationship with Valve led to a Half-Life game – Return to Ravelhom – but the project was eventually called off due to financial costs. Arkane then shifted to a project of its own, a first-person shooter called The Crossing in which other players could invade your solo campaign, but it struggled to find a publisher. The Crossing’s production eventually dwindled so Arkane could work with EA on a collaboration with Steven Spielberg. But that project, a road trip game called LMNO, was also eventually cancelled due to the impact of the 2008 global financial crash, leaving Arkane in a tight spot. During these tough years, the studio resorted to work-for-hire jobs on games like Call of Duty: World at War and Bioshock 2 to keep cash flowing.

With a slate of disheartening project cancellations behind them, and no project of its own in development, Arkane faced financial struggles. By this point, Arkane was made up of two studios, the original Lyon office and one in Austin, Texas, and something needed to be done to support the costs associated with both teams. Thankfully, in 2010, Bethesda Softworks approached Arkane with an idea for a stealth game set in feudal Japan. Despite being nothing more than a broad idea, it already had a name: Dishonored.

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The Modern Immersive Sim

Bethesda acquired Arkane in August 2010, and provided the funding needed to create Dishonored, which eventually moved from Japan to a fictional Victorian London-inspired setting called Dunwall. There, players would take on the role of a supernatural bodyguard/assassin named Corvo, who is framed for the murder of an Empress.

The player-choice formula dating back to Arx Fatalis and the visceral fighting from Dark Messiah returned, but with an increased emphasis on stealth. This came through Corvo’s equipment – made up of weapons, gadgets, and supernatural powers – which offered players flexibility in how they approached each mission.

“Each of the powers is kind of ambivalent, in a sense,” explained Dishonored’s executive producer, Julien Roby, in an interview with Games.on.net. “You can use Bend Time in combat to take advantage of characters, or can use Bend Time to sneak around and get placed unnoticed. So the powers can be used in both ways. Even if you buy a power for stealth it actually has lots of applications in combat.”

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That versatility was a key component of what players could do as Corvo, but every weapon and power afforded so many opportunities in part because of Dishonored’s carefully crafted levels. Notable for their verticality, these environments allowed players to climb to vantage points to scope out locations and meticulously plan their approach. A teleport skill called Blink was introduced to allow creative navigation of Dunwall’s spaces, as well as engage in hit-and-run tactics against enemies.

Dishonored also placed greater emphasis on story than previous Arkane games; player choice was not just about gameplay opportunities, but also the impact on Corvo’s story, and the tale of Dunwall itself. Every target in Dishonored could be assassinated, but they could also be non-lethally dispatched in increasingly grim ways. These moral choices fed directly back into the gameplay systems; the more players killed, the more the plague infecting the city of Dunwall spread, causing zombie-like creatures called Weepers to populate the streets.

Dishonored was released in October 2012 and exceeded Bethesda’s sales expectations. NPD reported 460,000 sales in its first month in the US, and it has gone on to sell over 3 million copies on PC alone. Naturally, with success in gaming comes the possibility for a franchise, and so Arkane set to work on creating a sequel. Dishonored 2’s creative director, Harvey Smith, said during an interview with Noclip that the team “wanted to refine all the stuff that we had done in Dishonored 1. We wanted a chance to make it bigger and richer, deeper.” And so, fundamentally, Dishonored 2 was more of the same. But Arkane found ways to offer new possibilities while still using the same template.

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Dishonored 2 is arguably Arkane’s most ambitious game, the culmination so far of the studio’s specific approach to level and combat design. That ethos is on full display in the sequel’s two stand-out levels: the Clockwork Mansion and A Crack in the Slab. The former is a huge estate patrolled by menacing clockwork soldiers, through which you must navigate and seek out your target. The mansion itself shifts and changes around you; entire segments folding away to reconfigure rooms and provide new pathways and opportunities, turning the level itself into a puzzle. A Crack in the Slab, meanwhile, takes place in a location that can be explored across different time periods, as the player instantly switches between eras at the press of a button. Vitally, beyond their flashy presentation, these levels are all about player choice, the ultimate key tenet of Arkane’s design. A Crack in the Slab allows you to use time as a navigation tool, weaving in between eras as you would rooms, while the Clockwork Mansion’s adjusting walls are entirely player controlled, and can even be subverted by slipping behind the mechanical curtains and into the metal guts of the house itself.

Dishonored 2 launched in 2016 to critical acclaim. But it struggled to replicate the original game’s success, with launch sales in the UK almost 40% lower than its predecessor according to Chart-Track. It’s a situation that Arkane continually finds itself in; critically beloved, but commercially stunted. Despite this, Arkane soldiered on. Just one year later it released Dishonored: Death of the Outsider, which, at least for now, concluded the story of the series. As a piece of DLC that eventually grew into its own game, Death of the Outsider played much like Dishonored 2, albeit with another set of bespoke supernatural powers for its protagonist, Billie Lurk. While its level design never reached the highs of Dishonored 2, its focus on fascinating, new twists to the studio’s penchant for stealth mechanics – such as the ability to disguise yourself as an NPC – provided the standalone expansion with its own identity.

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This era was a busy one for Arkane’s two studios, as 2017 also saw the release of Prey, a sci-fi game developed by Arkane’s team in Austin. Like with Dark Messiah and Dishonored, Arkane looked back to Arx Fatalis for inspiration, but in a very different way than with those projects.

Prey’s lead designer, Ricardo Bare, explained to PCGamesN that Arkane “wanted to do something that was sort of similar to Arx Fatalis. [Arx Fatalis] was a totally different setting, it was a fantasy game, but the structure is very similar to Prey. It was sort of an open structured game, not a mission-based game.”

Prey doubled down on exploration over combat, with a world design that also drew from System Shock, the game Colantonio had worked QA on back in the 1990s. And so Arx Fatalis’ sprawling subterranean dungeon became an abandoned, infected space station. Its interconnected levels created a genuine sense of functioning space that not only made its layout believable but also one that would be interesting for players; its many routes looped back and around on themselves in a manner akin to the Metroid games.

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Exploration is certainly at the heart of Prey’s design but Arkane also imbued its unique blend of player choice into how players interacted with its world. Like with Dishonored, the player had a toolkit filled with items to be used in combination with the environment in a number of creative ways. The GLOO gun, for example, could encase enemies in hardening foam but also create a staircase up to an out-of-reach platform. And like the give-and-take of Dishonored’s lethal vs. nonlethal approaches, Prey’s Neuromods system enforced long-term consequences. These brain injections granted players supernatural abilities by splicing their DNA with that of the aliens infecting the space station. But should the player become too alien, the station’s defences would identify them as an enemy and open fire. This created a balancing act between unrestrained experimentation and careful decision making.

The following year Prey received an expansion, Mooncrash, which revisited many of the key ideas of the original, but transferred Arkane’s design into a different genre: the roguelite. With death resetting all progress, exploring the interconnected locations of Mooncrash’s space base had a real sense of risk, but each new attempt at playing Mooncrash unlocked permanent upgrades and new tools. Newly unlocked playable characters allowed you to start from different locations. Over time you’d (hopefully) learn smart routes and clever uses of your tools, which would allow you to achieve Mooncrash’s ultimate goal: evacuate all five of its characters from the moon base in a single run.

The Past Informs The Future

Mooncrash’s DNA is evident in Arkane’s next game, Deathloop. While not a roguelite, its time-looping structure does embrace many of the live, die, repeat ideas seen in Mooncrash. Importantly, each run of Deathloop is designed to teach players new elements of its world and characters, while also unlocking new systemic opportunities to approach your main mission, which should ultimately make each loop different, and perhaps more fun, than the one before it.

Your ultimate goal in Deathloop is to eliminate eight targets in a single time loop, similar to Mooncrash’s evacuation goal. The execution of this objective, however, has more in common with Dishonored; one that, again, Arkane is imbuing with a mix of supernatural powers and inventive weapons to allow players to approach their victims in whatever manner they choose. It also includes a PvP invasion mechanic, in which a second player can drop into someone’s campaign and hunt them down, an idea dating all the way back to Arkane’s work on The Crossing. Deathloop may very well be the culmination of every lesson the studio has learnt so far, in both its published and cancelled games, though we’ll know for certain when Deathloop hits PS5 and PC in September.

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But Arkane has even more on the horizon: the Xbox and PC co-op adventure Redfall, the vampire-slaying game announced at E3 2021. So far, all we know is that it’s an open world co-op shooter, which at a high concept level is already treading some brand new ground for Arkane. But the studio promises its “signature gameplay” to return in Redfall, which likely means the developers are drawing on the design philosophies that date all the way back to Arx Fatalis and have been refined over the company’s last few projects.

Deathloop and Redfall may be bringing new ideas to the table, but there’s a clear lineage of Arkane’s design sensibilities and trademarks in what we know of both upcoming games. It’s a lineage that goes right back to the studio’s original inspirations; for 20 years Arkane has kept the spirit of 1990s immersive sims alive. The freedom of approach found in the likes of Ultima Underworld, System Shock, and Thief can be seen in all of Akane’s games. The studio has spent years refining the design pillars first found in those old PC games, becoming the main name in AAA development keeping those ideas alive and evolving. Arkane continually finds new ways to bring choice in combat, exploration, and story to the forefront like few other studios can. And though every new game may try new things, they all share a dedication to player expression, deep level design, and intertwined gameplay systems. That’s the Arkane way. And that’s the studio’s story so far.

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Matt Purslow is IGN’s UK News and Entertainment Writer, and Arkane aficionado.

You Can Pay $75 To Ask Reggie Fils-Aimé A Question

If you’d like to pick the brains of former Nintendo of America boss Reggie Fils-AimĂ©, you can make it happen for just $75. The Zoom meeting with the games industry legend is being organized as a fundraiser by non-profit New York Videogame Critics Circle.

The event is due to take place virtually on August 3, with a donation of $50 getting you in to watch, and a contribution of $75 guaranteeing you the chance to ask Reggie a question of your own choosing. Places are limited, with only 100 slots available for the event, likely due to the limitations of Zoom’s hosting. You can donate here to guarantee yourself a spot at the event.

Reggie has collaborated with the New York Videogame Critics Circle (NYVGCC) before, having hosted the podcast Talking Games with Reggie and Harold as a fundraiser for the non-profit with NYVGCC founder Harold Goldberg. The podcast featured numerous high-profile guests in the industry, and concluded last year with seven total episodes.

Since leaving Nintendo of America, Reggie served on the board of GameStop, though departed that role earlier this year. He has kept up his involvement in the industry, continuing to comment on issues such as representation and diversity in gaming.

Epic Games Has Bought Another Company

Epic has continued the expansion of its “metaverse” with the acquisition of Sketchfab, a platform used by creators to buy, sell, edit, and discover 3D models. Epic has bought a number of other companies in recent years, including both game studios and companies whose products are designed to support or improve game development.

“By joining forces, Epic and Sketchfab will be able to make 3D, AR and VR content more accessible and grow the creator ecosystem, which are critical to an open and interconnected Metaverse,” Epic’s statement on the acquisition reads. It’s not the first time Epic has referred to its lofty “metaverse” ambitions, with the concept coming up during the purchase of Fall Guys developer Mediatonic as well.

Now Playing: Epic Vs Apple Explained

At this point, the Sketchfab acquisition looks like good news for existing users of the site, with Epic’s involvement pushing down the prices of the platform’s services. Sketchfab has reduced its store fees for sellers to 12%, while the site’s premium account tiers have also received a shake-up. The lowest paid tier, Sketchfab Plus, is now free for all users, while existing Plus subscribers will be upgraded to Sketchfab Pro at no extra cost. Sketchfab has also now merged its business plan with its enterprise plan, with those upgrades also incurring no extra cost.

Epic Games has acquired a number of companies in recent years, with the names now under its belt including Fall Guys developer Mediatonic, Rocket League studio Psyonix, and tech companies such as photogrammetry developer Capturing Reality and Houseparty developers Life On Air.

Snake Eyes Movie Review: A Fresh Start For GI Joe On The Big Screen

When it was revealed in 2018 that the GI Joe movie franchise would be rebooted with an origin story for Snake Eyes–a character that never shows his face and never speaks, with a mysterious past–it certainly didn’t seem like a good idea. After all, traditionally movies that give backstories to characters that don’t need them have a spotty track record (Hey, Rob Zombie’s Halloween remake). With Crazy Rich Asians and A Simple Favor star Henry Golding cast in the title role and a slew of seeds planted for a new GI Joe film universe, though, Snake Eyes is better than you’d expect.

The movie dips into the character’s history, starting with childhood. After watching his father be executed, we find him again as an adult, known only as Snake Eyes, with a thirst for revenge to find the one who killed his dad. That journey leads to him training to join the Arashikage ninja clan and befriending Tommy Arashikage (Andrew Koji), who GI Joe fans will recognize as the man that eventually becomes Snake’s arch-nemesis Storm Shadow.

There will be some GI Joe purists who prefer to know nothing about Snake Eyes’ past, but it’s refreshing to see the building blocks behind the iconic masked warrior and what motivates him to not only become a master assassin but drives him toward the GI Joe unit.

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It was clear who was good and who was evil on the original GI Joe animated series. The characters always lacked depth. If Snake Eyes is any indication, this new direction for GI Joe is looking to change that–at least for some of its characters.

While the movie does a lot to tell the story of both Snake Eyes and Storm Shadow, they aren’t the only GI Joe characters that appear. Both GI Joe’s Scarlett (Samara Weaving) and Cobra second-in-command Baroness (Ăšrsula CorberĂł) get thrown into the mix. Unlike Snake Eyes and Storm Shadow, the movie doesn’t explore these two characters much. The film also explains the core of both GI Joe and Cobra, clueing Snake Eyes in to a bigger world of assassins and warriors than he could have ever expected. While the information dumps about GI Joe and Cobra aren’t as fleshed out as they could have been, it is exciting to hear that this secret war is being carried out while the world is none the wiser.

Should this franchise actually come to fruition, though, it would be more enjoyable for future films to delve deeper into characters like this movie does with Snake Eyes and Storm Shadow. Every individual Joe and member of Cobra doesn’t need their own movie, but it’s nice to have a reason to root for or against them beyond a surface-level explanation of, “Cobra are the bad guys.” The original GI Joe might have been able to get away with keeping things that simple. After a decade of MCU movies digging deep into the lore of comic book superheroes, though, you should be able to actually do the work in showing who your characters are and why the audience should care.

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Thankfully, Golding and Koji are well-suited to bring Snake Eyes and Storm Shadow to life and there’s an easy chemistry between them on-screen. The brotherhood between them is very believable. Weaving and CorberĂł, too, work well together in the scenes they share, though theirs is more of a humorous pairing. Still, the movie hints that they have a long history at odds with each other, which is something that would be fun to explore in future movies. Truthfully, there’s not a weak link in the cast, with supporting characters like Arashikage head of security Akiko (Haruka Abe) and the villainous Kenta (Takehiro Hira), among others, rounding out the story.

It’s also hard to argue how beautiful the movie is. With large chunks of it filmed on location in Japan, Snake Eyes is filled with stunning settings, whether they are ancient temples or on the streets of Tokyo. Those locations do a lot of heavy lifting when it comes to bringing the audience into the world of the film.

Of course, what most will be attracted to is the action sequences. Snake Eyes is filled with huge fight scenes, a couple of epic motorcycle chases, and a number of explosions–all the sort of thing you might expect from a GI Joe movie. And thankfully, they are very entertaining, for the most part. While the movie is practically bloodless thanks to its PG-13 rating, dozens of people are swinging swords at each other throughout the film. The choreography of these fight scenes is well done, and they look fantastic.

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Still, there is something that sticks out like a sore thumb: The “one-man army” trope is used extensively throughout the film. You’ve seen it a million times before, when a single hero (sometimes a small team of them in Snake Eyes) is suddenly confronted by a horde of nameless goons who seemingly exist only to give the hero(es) a bunch of foes to mow downIt happens so many times in Snake Eyes that it becomes comical. At one point in the film, one character looks at another as they hear a new army of baddies nearby and simply states that it sounds like 20 of them are coming. They then spring into action, taking them all out with relative ease. While Snake Eyes and Storm Shadow are, historically, some of the best-trained fighters on the planet, watching them slice and dice their way through so many low-level goons so easily seems a little strange. That said, it doesn’t make this movie any less fun, just a bit sillier

While Snake Eyes isn’t going to be the best movie you see in 2021, you’ll have a fun time sitting down to watch it in a theater. It’s filled with action, has just the right amount of nostalgia without overdoing it, and sets the stage for what could end up being an exciting series of films, should it be a success. Most importantly, though, it’s the best GI Joe movie yet, easily surpassing 2009’s underwhelming GI Joe: The Rise of Cobra and 2013’s very bad GI Joe: Retaliation. Now that Snake Eyes has set the bar, it’s up to whatever comes next to raise it.

Snake Eyes is in theaters on July 23.

Black Panther: Wakanda Forever Adds Michaela Coel to Cast

Actor Michaela Coel is joining the Marvel Cinematic Universe as part of Black Panther: Wakanda Forever, Variety reports. The film is still in early production, so details are light, including the name and details of the character Coel will be playing in the film.

Coel is receiving acclaim this year thanks to HBO’s I May Destroy You. The show is nominated for eight Primetime Emmy awards, with Coel’s name on three: Outstanding writing for a limited or anthology series or movie, outstanding lead actress in a limited or anthology series or movie, and outstanding directing for a limited or anthology series or movie.

2018’s Black Panther raked in $1.3 billion at the worldwide box office, making it one of the most successful movies ever. A sequel had already been in the works when lead Chadwick Boseman passed away in August last year after a years-long battle with colon cancer.

Since then, Marvel Studios has formally announced that Boseman’s character, King T’Challa, will not be recast. Marvel head Kevin Feige stated in December that Boseman’s “portrayal of T’Challa, the Black Panther, is iconic and transcends any iteration of the character in any other medium. And it’s for that reason that we will not recast the character. However, to honor the legacy that Chad helped us build through his portrayal of the kingdom of Wakanda, we want to continue to explore the world of Wakanda and all of the rich and varied characters introduced in the first film.”

The film is currently in production in Atlanta, and is still adding new cast, including God of War and Stargate SG-1 star Christopher Judge. Marvel Studios confirmed this spring that Black Panther: Wakanda Forever is still scheduled to release next summer, on July 8, 2022.

The Next Dune Trailer Is Coming Tomorrow

The latest trailer for Dune, Denis Villeneuve’s adaptation of the science fiction classic, is here. We got our first look at the film almost a year ago with the original trailer for the film, shown below. Legendary Pictures hasn’t announced exactly when the trailer will drop, so we’ll be waiting with our cursor hovering over the refresh button for it to arrive.

Villeneuve’s Dune is unique from previous adaptations in that instead of being a single piece of work, as with David Lynch’s Dune and the 2000 Syfy mini-series, this film only covers the first half of the first novel. Those who have seen the first 10 minutes of the film, which has been available in some IMAX theaters, have said that the footage is preceded by the text “Dune: Part One.” At the same time, neither Warner Bros. nor Villeneuve have said anything official about when a sequel is coming or if it’s even been greenlit.

Two batches of cast posters revealed by distributor Legendary Pictures give us an idea of what we can expect from the film. For example, Feyd Rautha, House Harkonnen’s answer to Paul Atreides, has not been cast and doesn’t appear in any of those images.

Director Denis Villeneuve, best known for Arrival and Blade Runner 2049, helmed Dune. The film sports a star-studded cast, including Timothée Chalamet, Rebecca Ferguson, Zendaya, Javier Bardem, Jason Momoa, Oscar Isaac, Dave Bautista, Josh Brolin, David Dastmalchian, and more.

After a handful of delays, Dune releases to theaters on October 22, 2021. In the meantime, check out all the details you may have missed in that first trailer and how the first Dune’s Paul, Kyle MacLachlan, feels about Dune hitting HBO Max.

The Witcher: Nightmare of the Wolf Anime Trailer Breakdown

You’ll have to wait until December 17 to watch Season 2 of The Witcher, but Netflix will tide you over until then with The Witcher: Nightmare of the Wolf, which releases on August 23. The anime film introduces Geralt’s mentor and adoptive father, Vesemir, who will be voiced by Theo James (Divergent and Castelvania). Kim Bodnia will also play the character in the live-action show.

While Vesemir is a grey-haired veteran by Geralt’s time, in this film he’s a young and dashing swashbuckler earning his fortune by slaying monsters… But he’s forced to confront his past and a monster that’s preying on a kingdom already dealing with political discord.

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With the first teaser trailer for the anime now out, let’s break it all down to see what adventures await us in this latest installment of The Witcher franchise, which was written by Beau DeMayo and directed by Kwang Il Han of Studio Mir, the animators of The Legend of Korra and Young Justice: Outsiders. 

You can keep scrolling for all the clues, Easter eggs, and references we found, or simply click through the following slideshow:

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Kaer Morhen

The Witchers of the School of the Wolf, including Geralt and Vesemir, train and spend their winters at the mountain fortress of Kaer Morhen. It’s a ruin by the time we see it in The Witcher Season 2, having been destroyed by a mob and a group of mages who considered Witchers to be monsters themselves. Here we see the keep in its former glory, but the ominous voiceover hints at its future fate.

Theo James’ Vesemir and a Witcher Message

Here’s Vesemir perusing the message that’s being read at the beginning of the trailer. A journal entry in The Price of Neutrality module for the original Witcher game notes that “various publications defamatory of Witchers” were responsible for inciting the attack on Kaer Morhen. Presumably this is one of them.

Gold Eyes

A close up on Vesemir shows the gold eyes that mark Witchers who have undergone the Trial of the Grasses, an extremely dangerous and painful alchemical and medical procedure that kills most potential initiates. Those who survive gain the ability to see in the dark along with enhanced senses and reflexes. They also age significantly slower than a normal person. These mutations are one of the main reasons so many people fear Witchers.

Oiled Blade

Witchers can coat their swords with oils to make them more dangerous, often tailoring them to be particularly nasty against specific types of monsters. Presumably a Witcher is coming to this kid’s defense prepared for battle.

Sign of Aard

The Witcher: Nightmare of the Wolf introduces a few new characters including Deglan (voiced by Graham McTavish of The Hobbit and Castlevania). He’s Vesemir’s mentor who claimed him based on the Law of Surprise. Here he’s using the Sign of Aard to blast a woman. She is likely actually a bruxa, a very powerful vampire with the ability to take on the guise of a dark-haired human. In The Witcher 3 expansion Blood and Wine, the Sign of Aard is the best way to kill bruxa as the telekinetic attack will knock them back and allow you to slay them with a single sword blow.

Obligatory Bathtub Scene

Apparently all Witcher stories need to show their protagonists taking a luxurious bath. We don’t make the rules.

Bloody Medallions

This appears to be an entire bag filled with bloodied Witcher medallions, the necklaces worn by all Witchers that alert them to the presence of monsters or magic nearby. It seems like besides incensing the populous through rhetoric, someone may be actively hunting the monster slayers.

Vesemir With Wanted Sign

A smug looking Vesemir poses with a sign offering a reward for a dark haired witch as people throw money at him, eager to enlist his services. The wanted woman could be the bruxa or a sorceress who’s run afoul of the locals. Either way “fear and ignorance are good business,” Vesemir says with a wink.

Vesemir and Tetra

Tetra (voiced by Lara Pulver of Sherlock and DOTA: Dragon’s Blood) is another new character. She appears to be a skilled archer who teams up with Vesemir. It’s possible she’s the “witch” he was initially after.

Wanted Posters

Geralt often struggles to find paying work, but Vesemir seems to have no such problem. Both monsters and Witchers were more common in the past, but monster populations declined as humans conquered more of the Continent. It seems this area has a werewolf problem and Vesemir is on the case.

Vesemir Fights Ghouls

Ghouls wander in packs eating corpses and living humans or livestock. They can be killed by a silver sword, but fire is one of the most effective ways to dispatch a group of them. Vesemir is looking pretty confident as he takes the monsters down with flame and blade.

Lots of Ghouls

That is a whole bunch of ghouls shambling around. Presumably that’s how the fight starts before Vesemir sets them all on fire.

Drinking a Potion

Beyond the Trial of the Grasses, Witchers also make and drink potions that can further enhance their senses, resistances, and stamina. Vesemir’s chugging one that gives him the same black and veiny eyes that Geralt sports in The Witcher.

Wraith

This appears to be some form of wraith, a ghost entirely motivated by its hatred of the living. Like ghouls, they’re often found around cemeteries, so it’s possible this is part of the same fight scene we saw earlier.

Wolf Sigil

This is the School of the Wolf symbol warping to look more like a wolf’s skull. Considering the name of the film is Nightmare of the Wolf, this could be some sort of prophetic warning of the devastation to come.

Alp

The naked woman here is an alp, a type of vampire similar to a bruxa but less powerful. She’s fighting alongside some form of draconid, reptilian monsters with bat wings that can serve as guard animals. Tetra asks Vesemir if they’re his friends and he blithely responds that the Alp is a “friend of a friend,” which could imply that they’re after his mentor Deglan, or perhaps that they’re minions of the bruxa Vesemir is hunting.

Whatever the situation is here, it’s probably not gonna end too well for those creatures facing off against Vesemir! 

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What other details did you notice in the teaser trailer for The Witcher: Nightmare of the Wolf? Let us know, and be sure to also check out our breakdown of The Witcher: Season 2 trailer!

Hearthstone United In Stormwind Card Reveal: “Rise To The Occasion” Questline Brings Back Dude Paladin

Hearthstone is going back to its World of Warcraft roots this year, first in the Horde-aligned Barrens and next in the Alliance-themed expansion, United in Stormwind. The new expansion introduces questlines, multi-step quests that pay off with a big reward. And given that this expansion is Stormwind focused, it only makes sense that the Paladin’s quest is all about marshaling the forces of the light.

The Rise to the Occasion quest rewards you for playing various 1-cost cards. Like all of the quests, the first reward is fairly minor, simply giving you a 1/4 Light’s Justice weapon. As you proceed to stage two, Pave the Way, you’ll earn an upgraded hero power that summons two Silverhand Recruits instead of just one. The final step, Avenge the Fallen, will earn you Lightborn Cariel. After you play this 5-Mana 7/7, you’ll get a dramatic +2/+2 boost to your Silver Hand Recruits for the rest of the game. This could mark the return of “Dude Paladin,” a formerly popular archtype that relies on overwhelming your opponent with tons of powered-up Silver Hand Recruits (aka dudes).

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It’s notable that the quest demands you play three different 1-cost cards in each step, which means you need nine different 1-cost cards in total. You can’t, for example, bounce a Pen Flinger back into your hand to use it in the next quest phase. Still, this questline is relatively easy to complete compared to some others we’ve seen thanks to Paladin’s many 1-cost options. First Day of School is a 1-cost spell that gives you two more 1-cost minions. If you use an Aldor Attendant to make your Libram of Wisdom cost one Mana–a very common early-game Paladin play–that’s two steps in the quest down already.

You may even be able to actually complete the quest by turn five and then play Cariel on-curve, making for a huge tempo play. Once you’ve completed the quest, your 2-Mana Hero Power will be able to generate two 3/3 Silver Hand Recruits in perpetuity.

You can pair this with other Silver Hand synergy cards as well. Lothraxion the Redeemed, a Legendary card from the Barrens expansion, will give those Silver Hand Recruits Divine Shield for the rest of the game. You can also summon the Silver Hand en masse using cards like Day at the Faire and Stand Against Darkness. Dude Paladin saw a brief re-emergence during the Forged in the Barrens meta based on some of these tools, and this new questline could be what it needs to push it to a powerful mainstay.

United in Stormwind launches on August 3. Two preorder bundles are available now–a standard bundle with 60 packs, one random Legendary, and a Lady Katrana card back for $50; and a mega bundle with 80 packs, two random Legendaries, five golden packs, the Lady Katrana Mage hero and card back, and a Ve’nari Battlegrounds Bartender cosmetic for $80.

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Aussie Deals: Battlefield 1 For Free and Discounted AAAs!

Take a minute to set up a free 30 day trial, and Amazon’s Prime Gaming service will deploy a copy of Battlefield 1 your way. While that’s going to be a tough deal to top, we think we’ve also gathered an array of must-haves for console folk, too. Quick e.g.: sports fans should pay particular attention to the exclusive kit being offered in Amazon’s FIFA 22 edition on PlayStation and Xbox…

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