I grew up on RPGs with turn-based battles, but I don’t play them much anymore. Too often, they’re designed for quantity over quality, leading to long strings of fights you can grind through on auto-pilot. It’s ironic, then, that Star Renegades, which applies the run-based roguelite structure of games like Into the Breach and Dead Cells to a gauntlet of turn-based RPG battles you repeat over and over again, would find a way to reinvigorate them. Tactically taxing and demanding in every moment, Star Renegades makes every turn feel like a new crossroads where the fate of the world (or at least your playthrough) hangs in the balance. Whether it elicits ecstasy or agony, it’s always exciting.
The “run” in Star Renegades is a truncated RPG quest. Your party, which begins as a trio and maxes out as a group of six, repels a multiverse-conquering invasion force. Taking a cue from Into The Breach, failing in Star Renegades prompts you to send a robot messenger to the next dimension so it can prepare to defend itself. On the journey, you move your party around world maps, level up, equip weapons and armor, learn bits and pieces about your heroes’ backstories, and, of course, fight.
Star Renegades’ RPG trappings allow its pixel art aesthetic to shine. In moving back and forth from world map to combat screen, you get to see the vibrant, colorful sci-fi world from both a bird’s-eye and ground-level view. With little room for actual narrative, so much of Star Renegades’ world and characters is conveyed through its look and feel.
Though it looks like an RPG, Star Renegades is a strategy game at heart. Every move is a tactical consideration. In combat, it’s often a matter of timing. Every turn translates to a 30-second window of time; each character has a range of attacks that take different amounts of time to complete. You can see how everyone’s moves–yours and your enemies’–will play out on a large bar at the top of the screen.
There’s a huge incentive to make sure all of your fighters attack first–enough that you’ll change your plans to be the quicker on the draw. Most attacks will also stagger their target, pushing them back on their timeline. If you push them back far enough, they won’t attack at all. Landing an attack on an enemy before they attack also causes it to “crit,” doing extra damage, staggering more, and often adding other effects. For example: One character, Senya, has a light attack that bypasses enemies’ armor and shields when it lands first. There’s a limit to how many times you can push a turn back before an enemy performs their attack, but a full turn of breathing room gives you plenty of time to do a lot of damage, so it’s worth planning around.
Keeping enemies from fighting back is also important for your long-term prospects. Every character has two life bars: health and shields. Shields regenerate after every battle, but you can only restore health on special occasions every few fights. So, more than a traditional RPG, there’s a strong push and pull between inflicting as much damage as possible and preventing any attack that might make a lasting impact.
Each of the nine characters has a unique moveset and naturally falls into a class. Their skillsets offer enough variety that you’ll find they take on specific roles depending on what combination of fighters you amass in your party. The roster isn’t as malleable as I wanted it to be, though. I found some groups to be much more viable than others, and some specific characters, like Maryadi, the “Aegis” tank, to be more or less irreplaceable. Still, there is room for experimentation and improvisation in how you combine your team’s skills, which gives you the tools you need to strategize.
It’s a lot to consider, especially when you start adding in additional considerations like elemental damage bonuses, buffs and debuffs, and other modifiers. The game diagrams how things will play out in the planning phase: The timeline shifts to reflect when an enemy will attack once you lock in a plan to stagger them. You can see arrows indicating which character or characters each fighter will hit, and highlighting someone will show how much health and shields they stand to lose. These visualizations, while helpful, can get distracting when you have a full party, though. Where many roguelites create a learning curve around muscle memory and reaction time, you build up your skill in Star Renegades by learning its many systems and how to take advantage of them.
Star Renegades captured on PC
That understanding applies just as much outside of combat. Between fights, you navigate your party around a series of board-game-like maps, not unlike the world map in an RPG. You have a limited number of moves on each map: Three sets of three moves, which are broken up by opportunities to “camp” where your party can heal and/or apply buffs for the next set of fights, and punctuated by challenging boss fights. The map clearly shows what enemies you’ll have to fight on each square and what your rewards will be for success, giving you the ability to pick a path based on what you stand to lose and gain. As with combat, there are short- and long-term considerations. You can avoid tough challenges and cruise to the boss with full health; if you do that, though, you won’t level up or get the best possible gear. If you manage to beat the boss, which is never a given, you probably won’t be able to keep up with the enemies on the next map. The only real choice, once you’re comfortable with the systems, is to take the hardest path and play well.
The biggest oversight in Star Renegades, as with most games that rely heavily on procedural generation, is that playing perfectly may not be enough. The maps, enemy placements, and rewards are randomized on every run, so you may not always get all the tools you need to succeed on any given attempt. Sometimes it’ll be obvious, like when you show up to a new world underleveled despite fighting the hardest enemies possible the round before. Other times, it’ll be more subtle, like when you reach a boss and find that certain members of your squad aren’t as capable of handling the specific challenges it imposes. It never feels great to end a run thinking you were doomed from the start.
Star Renegades captured on PC
Getting saddled with a bad run stings more in Star Renegades than other roguelites because the runs are quite long, so you invest a lot of time and energy into each playthrough. My full playthroughs up through the final boss lasted between five and seven hours apiece. That’s a lot of time to sink down the drain because of a bad roll of the dice. You steadily earn the two persistent currencies, which you use to unlock new characters and equipment, so there are incentives for playing out each run. But with only a handful of characters to buy, and only a chance of finding your new gear on subsequent runs, they are small comfort when you come off a tough beat.
And yet, I never felt apprehensive about starting over. Even with seemingly forced failures, every run I took in Star Renegades felt like a step in the right direction. Every day, on every run, I learned more about how the systems worked. I got better at picking the right gear so my characters would grow the skills that best suited my needs. Even without progress, I felt like I was getting more out of the experience.
No matter how many hours I spent in Star Renegades, every run, every battle, every turn felt like a new captivating puzzle to solve. In my experience, roguelites lose their luster when the runs start to feel the same no matter how you change things up. Even after playing for dozens of hours and having seen the vast majority of what there is to see, I never lost interest in picking apart each battle to dismantle an opponent for a turn, then another one, and another until the battle is finished. The satisfying feeling of living in the moment and conquering it never gets old.
This story originally appeared on GameSpot sister site TV Guide.
It’s been one hell of a journey over 15 years, but we’ve reached the end of filming on Supernatural. On Thursday, Sept. 10, which marked the show’s final day of shooting, the cast and crew flooded social media with memories and special tributes to honor their time with the series. If you thought you’d finally come to grips with saying goodbye, these sentimental messages might be the thing to undo all of that.
Jared Padalecki, who plays Sam Winchester, delivered a heartfelt post that may or may not have sent us into an emotional spiral. “I write this as I head to my last day of #Supernatural… My last day with #SamWinchester,” he wrote, noting he’d have more to say later. “Obviously, my head is spinning and my emotions are stratospheric, but there’s still a bit of time left on the clock. Thank y’all SO MUCH for the incredible amount of love and support that’s been headed our way, in these final hours. It’s definitely been felt.”
Creator Eric Kripke reminisced on the first scene shot for Supernatural. Both he and Jim Beaver, who plays Bobby Singer, honored late producer and director Kim Manners in their posts.
So it’s here. Last day of principal photography on Supernatural, my home for 15 years. Getting ready to go to work on it for the final time. Deep feelings. Very deep. I love these people. Okay. Let’s go kick it in the ass one last time. pic.twitter.com/oRlalucX3h
On Wednesday, Jensen Ackles, aka Dean Winchester, posted a short video bidding farewell to the Men of Letters Bunker, which had been the Winchesters’ home for the last few years.
Misha Collins, who plays Castiel, touched on the show’s impact on his life.
Meanwhile, Ruth Connell, who plays Rowena, wrote, “We’ll meet again, don’t know where, don’t know when.”
And Felicia Day, who plays Charlie, remembered eight years of portraying the character.
Jake Abel, who plays the Winchesters’ half-brother Adam, referenced the show’s unofficial theme, “Carry On Wayward Son” by Kansas, in his tribute.
Rob Benedict, who plays Chuck, aka God, wished his Supernatural cohorts well on the last day of filming.
Briana Buckmaster, aka the lovable sheriff Donna Hanscum, shared this photo:
Richard Speight Jr., who plays the Trickster, aka the archangel Gabriel, opened up about his incredible journey on the show.
My son Steve when I did my 1st episode of #Supernatural in 2007 & today on the show’s last day of shooting. What a long & amazing ride. From janitor to director, I’ll never have another experience like I’ve had on this show. Or a better TV family. Cheers to you all. ❤️ #SPNFamilypic.twitter.com/zOR5nEPzZs
Samantha Smith, who plays Sam and Dean’s mother, Mary Winchester, shared a photo of the show’s massive cast and crew.
Julie McNiven, who plays the fallen angel Anna Milton, congratulated everyone involved in the series.
Producer/director Jim Michaels shared a few touching photos from the set.
You showrunner Sera Gamble, who served as a producer on Supernatural from 2007-2012, sent love to her former cast and crewmates.
James Patrick Stuart, who plays the Leviathan leader Dick Roman, called the experience a privilege.
Sebastian Roché, who plays Balthazar, paid tribute to his time on the show while joking about a reboot with Jensen Ackles, Jared Padalecki, and Misha Collins’ kids.
Kim Rhodes, who plays beloved sheriff Jody Mills, honored her time on the series by sharing sentimental photos and videos.
After going in hiatus amid COVID-19, production on the show’s remaining two episodes resumed on Tuesday, Aug 18. According to Ackles, those final episodes will give fans different kinds of closure.
“Episode 19 feels kind of like the season finale and Episode 20 feels like the series finale. It’s kind of a double whammy,” Ackles previously said. “There have been some adjustments made from the scripts that we were going to shoot in March to the scripts that we’re going to shoot now. We’ve had to accommodate a pandemic.”
The remaining episodes will find a reinvigorated Team Free Will working to stop Chuck (Rob Benedict) from delivering his diabolical ending, in which at least one Winchester dies. Expect plenty of familiar faces to drop by, including Charlie (Felicia Day) and Adam (Jake Abel), as we approach the end.
Supernatural returns Thursday, Oct. 8 at 8/7c on the CW. The series finale is set to air on Thursday, Nov. 19 at 9/8.
Riders Republic, a new extreme sports game, was revealed during the latest Ubisoft Forward event, alongside a release date, trailer, and deeper peek at gameplay. You can also preorder Riders Republic now, so you have your copy reserved for launch. There are a number of different editions and platforms it’s available for, each offering different tiers of content–and if you preorder, you’ll get a special content pack full of bunny-themed cosmetics.
The release date for Riders Republic is set for February 25. Even though that’s after the launch of the PS5 and Xbox Series X, Ubisoft is offering free upgrades from the PS4 and Xbox One versions to their respective next-gen versions. This means if you decide to hold off on buying the new consoles this year, you can pick one up sometime down the line and still play the improved version of Riders Republic for free.
Riders Republic’s downhill playground features an open world made of seven different regions, all of which which take inspiration from US national parks. You’ll be able to use a variety of bikes, skis, snowboards, and wingsuits to race, trick, and explore this world. It boasts 50-person multiplayer as well, so you’ll be able to bomb down hills with a lot of your friends.
Riders Republic preorder bonuses
All Riders Republic preorders come with the Bunny Pack, which features a number of cosmetic items. If you preorder, you can pretty up your snowboard with the Rainbow Snowboard paint, throw on the Cute Bunny outfit, and wear the Blue Bunny head.
The Riders Republic standard edition comes with the Bunny Pack (if you preorder) and the base game, allowing you to purchase any DLC at a later date. You can also preorder digitally on PS4, Xbox One, and PC.
The Riders Republic Gold edition comes with the base game and Year One pass, which will feature additional post-game content released over the course of a year. Unfortunately, we don’t know what that content will be as of yet. Preordering the Gold edition also snags you the Bunny Pack. You can also preorder digitally on PS4, Xbox One, and PC.
The Riders Republic Ultimate edition is only available digitally. It comes with the base game, Year One pass, and the Ultimate Pack as well as the preorder-exclusive Bunny Pack. The Ultimate Pack includes the Cosmic Pack, the Rainbow Pack, the Neon Pack, and the Skull’n Style Pack. It’s unclear what exactly you’ll be getting with each pack, but from the promotional image, it looks like players can expect outfits and cosmetics resembling an astronaut and unicorn as well as some skull- and neon-themed gear. In addition to all that, you’ll also get 20 Helicopter Tickets–unfortunately, it’s still unclear what exactly these do.
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Prince of Persia: The Sands of Time Remake is being developed by Ubisoft’s Pune and Mumbai studios. While Ubisoft is keeping the foundation of the fan-favorite original, there will be numerous improvements besides just the much-improved graphics to make it more modern. For instance, Ubisoft has added a targeting system for combat and more acrobatic movement for the Prince. You’ll also be able to unlock the original 1992 version of Prince of Persia and play it from the main menu.
The classic franchise has remained dormant since 2008’s Prince of Persia reboot, but Ubisoft has chosen arguably the best game in the series to remake and perhaps inject newfound interest in the action-platforming series. It earned a 9/10 in our original Prince of Persia: The Sands of Time review published in 2003.
If you preorder Prince of Persia: The Sands of Time Remake for PS4 or Xbox One, you’ll get a free next-gen upgrade (PS4 to PS5, Xbox One to Xbox Series X). Though Ubisoft hasn’t officially confirmed a Nintendo Switch version, GameStop is selling preorders for the remake on Switch–though it doesn’t have a firm release date. Prince of Persia: The Sands of Time Remake will cost $40 on PS4, Xbox One, and PC, and preorder listings are starting to trickle in.
Prince of Persia: The Sands of Time Remake Preorder Bonuses
Those who preorder Prince of Persia: The Sands of Time Remake will get the Origins Set. The bundle comes with the five swords and daggers from the original game, a classic filter that can be toggled on or off, and the Prince’s original outfit.
Prince of Persia: The Sands of Time Remake is available to preorder in both physical and digital editions for $40. GameStop has the PS4, Xbox One, and Nintendo Switch physical editions available for preorder, while PC users can snag a digital copy at the Ubisoft Store (opens with Uplay client). It’s important to note that while a Switch version is available to preorder, Ubisoft hasn’t confirmed it, and GameStop doesn’t have an exact release date listed.
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Marvel’s Avengers is the Incredible Hulk of video games. The rage-filled Avenger and his scientist alter-ego are the same person and yet wholly different from one another, and Avengers is similarly split between two, sometimes diametrically opposed, personalities. One is a single-player story campaign that can be emotional and thoughtful, tuned to bring you into the shoes of Earth’s Mightiest Heroes, while also spending time with them as people. The other is a multiplayer-focused live game full of huge levels where you punch all manner of enemies, without many worries as to why. Both sides work in their own way, but they never quite mesh, leaving Marvel’s Avengers a somewhat confused, haphazard game–but a fun one, despite all its inner turmoil.
Like the Hulk’s mild-mannered counterpart, Bruce Banner, the single-player story campaign of Marvel’s Avengers makes a strong first impression with its more thoughtful approach. It’s set in its own alternate Marvel Comics universe where the superheroes that make up the Avengers–Captain America, Iron Man, Black Widow, the Hulk, and Thor–are famous and beloved. You start the game as Kamala Khan, a young girl who’s a huge fan of the heroes, when she attends an Avengers celebration called A-Day in San Francisco. Soon, Kamala will become a superhero in her own right, following a terrorist attack and a tragedy that causes the Avengers to disband and spreads superpowers throughout a segment of the population. And while you’ll spend time as each of the titular team, the single-player portion of Marvel’s Avengers is really Kamala’s story, and it works because she provides it a moral and emotional heart.
But this is a superhero game, and that means there are supervillains–and they need punching. The core of Marvel’s Avengers is an action-RPG brawler, with you playing a range of characters that deliver beat-downs to Marvel creeps such as Abomination, Taskmaster, and MODOK, as well as their many robotic and human minions. You’re treated to a host of moves, which include light and heavy melee strikes, ranged attacks, hero-specific special abilities that have cooldown timers, and extra abilities triggered by using Intrinsic Energy, a resource that generally builds up over time and allows you to activate boosts for damage or defense. Combat in Marvel’s Avengers is about stringing together combos and abilities based on the enemies you’re facing, with various threats demanding that you kick them into the air to juggle them, break their shields with heavy attacks, or dodge and parry their incoming blows to defeat them.
The fighting feels akin to Marvel’s Spider-Man or the Batman: Arkham games, although the fighting in Marvel’s Avengers adds spins of its own. The longer you play and the more moves you unlock by leveling up a hero, the more options you get in a fight. Avengers has a large and varied roster of enemies, and the further you get into the game, the more often you’re made to consider how best to use your combos and superpowers to take down baddies, instead of relying on random button-mashing.
You start as Kamala on her journey to become Ms. Marvel, while she works to find and reunite the Avengers. The heroes are needed to take on the threat of AIM–a technology company that produces killer robots and seeks to imprison and “cure” anyone who displays superhuman abilities. Before long, you’re playing as each of the characters in turn as the story explores the Avengers’ emotional turmoil from their failure on A-Day and the five years that have passed since.
The strength of Marvel’s Avengers is that while every character is stamped out of the same template–melee attacks, a ranged option, special abilities, and Intrinsic Energy–they all play very differently from one another. Iron Man is more of a ranged sniper than a melee brawler, for instance, and is easily laid low if the fighting gets too hot around him. Hulk, meanwhile, gains his Intrinsic Energy from dealing and receiving damage, so you’re incentivized to wade straight into combat and smash as much as possible. Kamala gets a damage boost from using her Intrinsic Energy and unlocks additional moves that excel at knocking back and controlling groups of enemies, while Black Widow is a juggler who focuses on dishing out damage and is best at moving quickly around the battlefield to put down specific threats.
The Avengers are all different enough from one another that playing each of them can feel like hopping into a separate game, and it’s this variety that helps keep Marvel’s Avengers interesting–especially as you get into its multiplayer-focused live game portion. In the campaign, all those characters allow you to explore different thematic levels that play to each of the Avengers’ strengths, but it also causes the story to feel more disjointed. There’s enough difference in the characters that jumping from Kamala to Hulk to Iron Man over the course of a few levels is less empowering than it is disorienting. There’s a lot to know about each character, and handling each effectively takes practice and effort. Though the game dishes out character-specific tutorials, they pop up late and are optional. There’s not really an elegant way for the game to onboard you with each of the characters, so the single-player campaign starts to feel like more of an extended tutorial to get you ready for the live game.
However, the story is an engaging one, with Marvel’s Avengers digging into the character-specific conflicts that added depth to the Marvel Cinematic Universe’s take on the Avengers. It largely focuses on the relationship between the exuberant Kamala and the reluctant Banner, who’s fallen into depression and despair in the years after A-Day. In Banner, Kamala finds a superhero mentor who helps her come to grips with who she is becoming thanks to her new powers, while Kamala helps give Banner the strength to step off the sidelines when he has the ability to change the world. The relationship between Kamala and Banner, and its twisted reflection in villains George Tarleton and Monica Rappaccini, is what makes the campaign of Marvel’s Avengers work, and the time spent developing its characters makes them worth investing in.
Not everybody in the story gets an equal amount of attention, though. Iron Man’s conflict with Banner and how it affects Kamala are key elements, but Black Widow, Thor, and Captain America (who is killed during the events of A-Day) are largely ignored. In practice, the 10- to 14-hour campaign feels like it shortchanges some of the heroes to make room to cram in the Hulk side of Marvel’s Avengers: the expansive, multiplayer-focused live game.
While many of the missions you play in the single-player campaign are focused on a single hero or maybe a pair of them, by about the halfway point, they start to get combined with forays into the multiplayer offerings of Marvel’s Avengers. These are missions of various sizes that you usually take on with a team of four superheroes, either controlled by other players or filled in with AI-controlled versions of the Avengers you’ve been ranking up and customizing throughout the game. Some of these missions are single encounters in locales like AIM facilities, where you do the sorts of activities you see in other live games–fighting off waves of enemies, defending a specific spot for a set amount of time, destroying a bunch of objects such as power generators, and taking down boss characters. In the bigger, more expansive levels, missions often have multiple steps as well as optional side objectives, such as solving simple puzzles to unlock doors or locating and killing a tough enemy.
Playing with other humans especially, it’s possible to find synergies between the characters’ capabilities and their strengths and weaknesses. Iron Man and Black Widow are great at tangling up a tough enemy while Ms. Marvel and Hulk clear the crowds that fill in around them, for instance. Working together in a fight makes for some cool moments, and even with a team of AI characters, the bigger, tougher battles of Marvel’s Avengers get pretty exciting as you smartly deploy your superpowers or get assistance from one of the other heroes.
The trouble is, couched within the story campaign, these missions stand out as being a lot less focused. All the levels, even the biggest ones, are pretty homogeneous since they need to support all different characters equally. That turns them into little more than big fighting arenas that don’t play to any particular strengths. They also do a lot to kill the pace of the campaign, cutting back on character moments so you can run around big chunks of the Utah Badlands or the Pacific Northwest forest, opening up chests and fighting random battles. Marvel’s Avengers has all the trappings of a live game like Destiny 2 or The Division, with its social spaces, shopkeepers, faction vendors, and daily activities. The explanations for all these things are wedged in the middle of the campaign and, like the multiplayer missions, feel at odds with what the story is trying to deliver in its exploration of its characters.
Once the campaign wraps up, you’re left with just the multiplayer-focused side, which runs on continually throwing more challenging missions at you and gating those missions with gear requirements. All those treasure chests you open throughout Marvel’s Avengers provide items for a loot system, in which you outfit your characters with equipment that has various stats on it. The overall average of your stats determines your Power Level, which has more granular stats that determine the damage you dish out or absorb. Power also dictates which missions you can handle and how tough they are.
Like other live games, the loot chase is supposed to be the engine that drives your continued engagement–the chance at better, more powerful stuff is the reason to tune in every day or every week with your friends. On this front, Marvel’s Avengers flounders a bit. Just about every piece of gear you’ll find has interesting perks that can change the way you fight, offering advantages like defense against enemies with freeze weapons or allowing you to shrink or poison enemies as you pummel them. But it’s only at the very top of the loot grind, as you near the cap of 150 Power, that you might actually start to bother looking at the gear you’re using and what it does. Up until then, even items with good perks will get replaced in short order, since you’ll continually pick up new gear with higher Power numbers as you play. Gear also doesn’t affect how your character looks, which makes it feel even less consequential.
The good news is that the loot chase isn’t much of a loot grind. You can tear through levels at a pretty consistent clip, which keeps you from ever feeling like you’re gated from content you want to play and forced to play stuff you don’t. In the end, there’s a fairly huge swathe of activities you can take on, with varying lengths, objective types, and difficulty levels. If you want a quick 10-minute experience, you’ll have that option; if you’d rather dig in for 30 minutes or an hour, there are larger levels that can keep you busy. And the tougher they are, the more skill they demand from you in combat, and tapping into that depth is where the game excels.
But like the Hulk himself, it all feels a bit chaotic and unfocused. The loot grind is ever-present but largely not something you really need to pay much attention to. Despite a lot of objective options, all the levels are relatively similar and pretty repetitive, sending you to a lot of copied locations like AIM labs or taking place on the same couple of big chunks of desert or forest. And when four heroes are wailing on the same big boss or giant robot, you lose a lot of the nuance of dodging, parrying, and constantly considering your attack options because it’s hard to see through the confusion.
Still, Marvel’s Avengers does manage to scratch that live game itch, just like it scratches the itch for an emotional superhero story, and when its combat comes together, it can be very fun. Adventuring through the game with the different characters creates a ton of variety, which helps keep fighting a lot of the same enemies in a lot of the same environments feeling fresh. There’s a lot to master for any given character, and with six on offer in the base game and more coming, experimenting with each one is a solid draw.
The endgame does a great job of drip-feeding you additional activities as well, with each new level unlocking a newer, tougher one to go with a bunch of character-specific challenges to wrap up. The late-game Hive levels are essentially just five or six smaller missions stacked together and yet make for some very tough and varied fights and activities, especially at high difficulties. Fighting with human teammates especially can be a very good time. Whether you’re on voice chat with friends or just picking up random teammates through the game’s matchmaking, it feels good to find opportunities to help each other and work together to defeat tough foes you’d struggle facing alone. But the AI is good enough, on the whole, that you can play Avengers by yourself and stay engaged.
After 50 hours with Avengers, I’m still interested in taking on tougher combat challenges and leveling up the rest of the characters–and I’m excited to see what developer Crystal Dynamics has in store with its take on four-player “raid” content, which is coming to the game later. There’s also a lot of potential for expansions on the story side with additional characters coming to the game post-launch. They represent an opportunity for more intimate, character-driven episodes that tap into the best stuff in Marvel’s Avengers, which would be a lot more enticing than just new characters to take through the same multiplayer missions.
That interest has been marred along the way by technical snafus, though, especially of late. There were points throughout Marvel’s Avengers when bugs popped up to break dialogue, disable interaction prompts, or load in too many copies of heroes for a mission. I’ve had issues where no enemies spawn during battles, or where a checkpoint doesn’t trigger and a mission can’t advance. Most of the problems are minor inconveniences, and some seem to have lessened since a patch was released with the wide launch of Marvel’s Avengers.
In the last few days, however, my game has suffered crashes and freezes often when I’ve played, seemingly with no cause. Though other GameSpot staff aren’t reporting the same problems, posts on Reddit and Steam forums suggest I’m not alone in having major problems with the game. Sometimes I can play through a whole mission or two and even get a couple hours out of a play session, but other times, I’ll get trapped on the start menu or see the game seize up repeatedly over a short period. Usually, the solution is a full restart of my computer, and attempting to fix the issue by downgrading graphics settings and hunting down new GPU drivers haven’t alleviated the problem at all. I’ve managed to put in a lot of hours into Marvel’s Avengers over the last week or so, but in the last few days as I’ve worked through the endgame, these problems have rendered the game unplayable at times.
On the whole, I’ve enjoyed my time with Marvel’s Avengers, and if Crystal Dynamics can deal with the technical issues plaguing the game, I’m looking forward to spending time mastering the combat styles of all the characters and exploring the expansions of its story the live game has set up. At times, Marvel’s Avengers struggles to unify a thoughtful story focus with a more momentum-based, action-heavy live game system–but both have their good qualities. As with Bruce Banner and the Hulk, it’ll be worth sticking with Marvel’s Avengers to see how it might reconcile the two halves of its personality in the future to make something even better.
A 4K-capable television may be necessary to take advantage of the enhanced visuals. But whether you have the latest TV or not, the game will upscale to 4K and 120 FPS on both next-gen systems. This will make the game a smoother, more visually arresting experience–a necessity when playing Rainbow Six Siege, which requires highly precise, twitch-based coordination. Ubisoft also confirmed that the next-gen upgrade will be free of charge so long as you have the digital version of Rainbow Six Siege.
In addition to announcing the visual enhancement, Ubisoft announced that Rainbow Six Siege’s Shadow Legacy update is now live. The update adds Splinter Cell‘s Sam Fisher as the operator nicknamed Zero, as well as new gadgets and an overhauled ping system, among other things.
Developed by the team behind Assassin’s Creed Odyssey, Immortals Fenyx Rising is scheduled to release on December 3. The game was previously known as Gods & Monsters, which, yeah, is quite the name change.
Now look, I love the new name. I’m happy for the change to such an unusual combination of words. Google is an unholy beast that I repeatedly try and fail to understand–it’s hard to come up with that perfect headline that accurately advertises what my article is going to be about, catches the eye of a reader who’s looking through a sea of search results, and is promoted thanks to Google’s ever-changing parameters of ideal search terms. So it helps when I’m writing about something that doesn’t have a name that’s already similar to something else. And do you know how many games, books, movies, and TV series already have some variation of “gods and monsters” in their title? Far more than “immortals fenyx rising,” that’s for sure.
But, my very specific use case aside, there’s still the question of why Ubisoft made the change in the first place. The developer probably doesn’t care about my Google-related woes. So after playing through a two-hour demo of Immortals Fenyx Rising, I sat down with game director Scott Phillips to ask him about the new name. Turns out, Immortals Fenyx Rising represents a shift in narrative focus that occurred over the past year.
“At the end of 2019, we got the chance to have more time with the game,” Phillips told me. “So all the directors, all the team, we got together, played through the entire game, looked at, ‘Okay, what do we want to do narratively? What do we want to do visually, artistically? And what do we want to do gameplay wise?’ So as we developed that, as we figured out where we wanted to go, narratively, one of the things we wanted to do was put a bigger emphasis on Fenyx and Fenyx’s journey through this adventure, and Fenyx’s interaction with the gods, and the gods as sort of this meta context of the unreliable narrators on top of it. And so we really wanted to make that the centerpiece of the game.”
As the centerpiece for the game, Fenyx is presented as more than a blank slate protagonist. I didn’t get to see much of who they are in the demo, but Phillips filled me in on their backstory and motivations.
“Early on in the game and the adventure, as Prometheus is telling the story of Fenyx, Fenyx is on a ship full of soldiers coming from Margolis,” Phillips said. “They’re shipwrecked. They’re lost on the coast of this Golden Isle, this mysterious island, and early on Fenyx encounters Hermes, one of the Greek gods. And Hermes conjures this prophecy that says that Fenyx will be the only person that can save the Greek gods from the destruction of Typhon, their ultimate enemy.”
He continued: “Fenyx goes on a journey and I don’t want to spoil too much, but essentially Fenyx starts off as what’s called a sword bearer–sort of the lowest rung of soldiers who really just carry gear rather than being a big warrior. But throughout the course of this game, Fenyx begins to accept this prophecy and has his or her own challenges with how they come to terms with being this hero, and how the gods see Fenyx as this hero. Initially [the gods] are sort of doubtful, saying, ‘Oh, this is a human. How can they possibly help us?’ But obviously Fenyx will, through the course of the journey, prove their worth.”
The entirety of Immortals Fenyx Rising is narrated by Zeus and Prometheus, both of whom add a bit of tongue-in-cheek humor to the game.
Not one to pass up on the obvious, I did ask if Fenyx’s name (which is pronounced like “phoenix”) has any bearing on this prophecy and thus the plot of the game. Do they gain the ability to rise from the dead? Is Fenyx the reincarnated form of a god? Though he did laugh, Phillips wasn’t able to answer my question. All he said was: “That’s something I wouldn’t want to get into in terms of spoiler-y territory, but something like that would make sense.” So I feel like there could be something there, but I don’t know for sure. Guess we’ll have to wait and see.
Phillips was far more forthcoming in terms of how players will be able to customize Fenyx. Similar to Eivor in Ubisoft’s upcoming Assassin’s Creed Valhalla, Fenyx can be played as either male or female. You get a bit more agency in how they look, though, being able to choose Fenyx’s body type, voice, facial hair, as well as skin, eye, and hair color. You can get pretty creative with it too–Phillips threw out blue and green skin colors as an example.
Fenyx is yours to customize when it comes to their gender, physical appearance, and armor.
You won’t be stuck with your choices at the start either; Fenyx Rising allows you to adjust Fenyx’s appearance whenever you want. “You’ll be able to re-customize your look in the Barber Chair of the Gods, where you’ll get to change your full look,” Phillips said. “Hermes gives you a nice little explanation of what [the chair] is used for–it’s for how the gods transformed themselves to look like other things when they rip their skin off, and change the way they look. So, he sort of introduces it in this lighthearted, but also a bit grotesque way of how you’re customizing yourself.”
He continued: “So Fenyx is definitely a presence in the narrative herself or himself, since it’s a fully customizable player character. You will interact with multiple gods throughout the course of the game. There are NPCs in the world, but they’re limited. And they’re not necessarily a part of your main quest. This is a story really about Fenyx, and the gods, and their connection. So while Prometheus and Zeus provide the overall context and the narrative–this is a story being told by Prometheus to Zeus–you will journey as Fenyx through this. And then these two contexts do meet at a later point in the game, and really connect and wrap things together.”
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For Immortals Fenyx Rising (the new name for Gods & Monsters), Ubisoft is aiming to tell a story that doesn’t have you exploring the world in a linear manner. Coming off the heels of Assassin’s Creed Odyssey, the team behind Fenyx Rising wants the player to have agency in how they explore the world, choosing where to go and when to do so right from the start of the game.
“I would say this is quite a bit different from Assassin’s Creed Odyssey,” Immortals Fenyx Rising game director Scott Phillips told me. “We present the entire world to the player. We give them their main quests right from the beginning, and let them go free. We didn’t want to level restrict. We didn’t want to guide you through the world as we did on Odyssey, where we sort of said, ‘Okay, go to Argolis, and then go to Phocis, and then go to this other area.’ We wanted to be much more like, ‘Here’s four giant regions. Here’s four gods you need to go save. Go for it, and figure out how you want to approach that.'”
Frankly, it all feels very reminiscent of The Legend of Zelda: Breath of the Wild. With only a general idea of where you need to go, it’s largely up to you in how you get there. Protagonist Fenyx can climb practically anything, sprint, tame wild horses for fast transportation, and jump from cliffs and glide. The only thing limiting your progress is your stamina, which you can improve by completing combat and puzzle challenges hidden in small tombs scattered across the map. Nothing is revealed to you until you actually see it, so you can’t just climb a tower and get a bunch of markers added to your map in traditional Ubisoft open-world style.
“It’s a bit of a different mechanic for us,” Phillips admitted. “It’s more on the player to explore the world and to find these things rather than us necessarily, on the game side, pushing them to the player. We wanted to push them to the player in a more visual way, because we have this fantastical mythological setting. We’re able to call out more often with visuals, using distinct, non-realistic places to create interest. Like for instance, in Hephaestus’ region, you might’ve seen, or nearby actually, there’s a giant snake or a dragon skeleton. So that’s the sort of thing where it’s a really interesting, unique thing that you’re going to see in the distance. And when you go there, you’re going to find multiple things to do. And that’s the sort of loop that we wanted, where you see an interesting thing from a high point, and then you go and explore there, and you’re going to find something fun to do.”
Each of the four regions you explore present different types of topography, encouraging you to explore in new ways and regularly return to old areas with the new skills and strategies you develop as the game goes on. “Aphrodite’s region tends to be the flatter area, for example,” Phillips said. “And Hephaestus’ region tends to be one of the more vertical areas, because it has these sort of caverns or areas down below closer to the underworld.”
He continued: “It’s really up to [the players], but the challenge will come from not being able to get to every place right from the beginning. So while you do have the base set of tools to go everywhere, there are some limitations–certain skills you might need, certain places you can’t get too early on with the stamina you have. So we wanted to have ‘comeback later moments’ in the combat, the puzzles, and in the exploration across the entire world.”
As mentioned before, Fenyx Rising won’t restrict your progress through your level. Instead, each region has different types of mythological creatures that scale to your level. So, for example, if you struggle against a certain monster’s attack pattern, you can decide to come back to its home region later, without worry that you’ll return and just steamroll through the monster. You might have new attacks and abilities that make the monster easier to deal with, but you’ll still have a satisfying challenge to overcome because enemy attack damage and health scale to you. Likewise, those who are skilled enough to keep pressing onwards can do just that and the game will reward your skill by allowing you to keep going.
You’re free to explore the world at your own pace–you’re really only limited by your stamina, which may make it difficult to glide or climb over certain obstacles.
“We consciously made the decision not to put, ‘This is a level 10 quest,’ or, ‘This is a level 10 location. You’re only level five, so don’t try it,'” Phillips said. “We wanted it to be more uncertain in a way. We wanted it to be something that the player needs to sort of develop their own mental map of like, ‘Okay, what is too difficult? Can I climb that? I’m not totally sure. Can I fight that enemy? Well, maybe, but in this group of enemies, I’m not totally sure.’ But then we also wanted to have legendary enemies, things that you can take on right from the beginning, but you might run into some trouble, suggesting that maybe you should try again later.”
Phillips did add that there are hard locks in the game, but that they’re “few and far between.” Most of them are endgame challenges, requiring you to have unlocked specific abilities in order to complete. So there are a few points on the map that you’ll be able to reach, but you might not be able to access the location if you don’t have specific abilities. You’ll have to make a mental note to come back later. According to Phillips, these endgame challenges are optional, designed for “those players that really want to push themselves.”
Immortals Fenyx Rising has a few truly fun puzzles that will really test your mental fortitude.
But regardless of how your journey unfolds, Ubisoft wants to stress that Fenyx Rising allows you to shape your own story and make your own adventure based on what you want to do, where you want to go, and how you want to get there. “Whichever region you go to first, it’s all open to you,” Phillips said. “You can go wherever you want and the game will respond to that.”
Immortals Fenyx Rising is scheduled to launch on December 3.
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In the second part of The Fate of Atlantis, Kassandra visits the Underworld and temporarily works for Hades. During the DLC, you have the chance to meet most of the NPCs that died based on your decisions in the campaign. You also get a mission from Hades to help him recruit four Greek champions, and by recruit, he really means find and defeat. He sends you after Achilles, Agamemnon, Herakles, and Perseus.
In Fenyx Rising, antagonist Typhon has recruited four Greek champions to his cause and he will send them after you when you cause too much trouble. Think along the same lines as raising your wanted level in Grand Theft Auto, only instead of cops coming after you, it’s angry Greek warriors. And this isn’t one of those, “Okay, I’ll just quickly defeat them when they show up and move on.” These warriors are supposedly very tough and they’ll chase you. It’s like some sick twist that after dooming some of these people in Odyssey, they’re now coming after you in this game.
“There are four legendary fallen heroes of ancient Greece that had been corrupted by Typhon,” Immortals Fenyx Rising game director Scott Phillips told me. “Each of these heroes is assigned an area to protect by Typhon. And as you do things against Typhon in that area, these guys will appear. Typhon will get angry, and will change the entire tone of the world. These guys will appear in front of you and start to hunt you if you try and run away. But we wanted to make it that their appearance is a big and scary moment.”
He continued: “These are four very tough enemies. They will keep coming back to fight you until you’ve figured out the way to defeat them. You have to find their lairs. You have to defeat them in the underworld in order to fully get rid of them. But that’s a really, really tough challenge. So we wanted there to be a dynamic feeling to some of the enemies that will go out of their way to hunt you, rather than it being just solely you’ll go out and crush Typhon. We wanted it to feel like Typhon is trying to fight you as well.”
I don’t know the identities of all four warriors. All I know is that Achilles is one of them because I apparently stirred up enough trouble to attract his attention during my two-hour preview session with the game. Typhon caused the sky to go all red, fire balls fell from the sky, and a booming voice announced that I was now being hunted. It was kind of nerve racking–enough so that I just immediately booked it out of there without looking back.
I like the idea of facing off against four memorable Greek warriors but instead of hunting them down, they’re after me. It adds this additional consideration you have to worry about early on, but it’s a goal to strive for–you’re trying to reach and then surpass the strength of these bounty hunters on your tail. Whether I’ll actually be brave enough to stand my ground next time remains to be seen, of course. Immortals Fenyx Rising is scheduled to release on December 3.
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The two actors who help bring Fenyx to life are Elana Dunkelman and Tyrone Savage. Dunkelman voiced Alannah Ryan in Odyssey–one of Layla’s allies in the present day who’s teased as a possible modern day descendant of Assassin’s Creed Rogue protagonist Shay Patrick Cormac. Savage is the voice behind Alkibiades, the dude who basically tries to sex it up with Kassandra practically every single time they meet.
In Fenyx Rising, Fenyx is a sword bearer–the lowest of the low in the tier of soldiers. While travelling with a group of fellow soldiers, they become shipwrecked on the coast of a mysterious island. It’s here that Fenyx meets Hermes, who tells Fenyx that they are prophesied to save the Greek gods from their ultimate enemy, the titan Typhon.
“Throughout the course of this game, Fenyx begins to accept this prophecy and has his or her own challenges with how they come to terms with being this hero, and how the gods see Fenyx as this hero,” Immortals Fenyx Rising game director Scott Phillips told me. “Initially [the gods] are sort of doubtful, saying, ‘Oh, this is a human. How can they possibly help us?’ But obviously Fenyx will, through the course of the journey, prove their worth.”
Immortals Fenyx Rising is scheduled to release on December 3.
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