Borderlands 3 News For PAX Online Teased By Gearbox

PAX Online, a virtual event replacing both PAX Australia and PAX West due to the ongoing coronavirus pandemic, is set to go live from September 12-20. For the event’s first day, Borderlands 3 creator Gearbox Software has teased some sort of announcement related to the Borderlands franchise.

Starting on September 12 at 12:45 PM PT / 3:45 PM ET, Gearbox will unveil “what’s coming next” in Borderlands and from its publishing division, Gearbox Publishing. It’s unclear how long the broadcast, titled the Gearbox Digital Showcase, will last or what specific announcements will be made. In either case, you can watch the presentation on Gearbox’s official Twitch and YouTube channels.

Before the Gearbox Digital Showcase goes live, though, the company will launch Borderlands 3’s next DLC on September 10. Titled Psycho Krieg and the Fantastic Fustercluck, the new DLC will also increase the level cap again, add more mini-events leading up to its launch, and introduce new gear, among other things.

In other Borderlands 3 news, Gearbox has partnered with Direct Relief, an international humanitarian organization, to provide aid to workers responding to COVID-19 by giving away in-game masks whenever you donate $5 or more through Gearbox’s merch site.

Now Playing: Borderlands 3 Bounty Of Blood DLC Is A Slightly Serious Revenge Western

GameSpot may get a commission from retail offers.

Pokemon Go September 2020 Field Research List

September is here, and a lot is happening in Pokemon Go this month. On top of all the September events taking place over the next few weeks, new Field Research tasks are now live in the game, along with a new Research Breakthrough encounter: Alolan Raichu.

Each time you achieve a Research Breakthrough in September 2020, you’ll get a chance to catch Alolan Raichu. There’s a possibility this Raichu could be Shiny as well, giving you another incentive to complete as much Field Research as you can this month.

While you’ll receive one bonus Field Research task in the game each day, Field Research is typically obtained from PokeStops. There’s no limit to how many tasks you can do daily, but you’ll receive one stamp for the first task that you complete each day. Once you amass seven stamps, you’ll achieve a Research Breakthrough, leading to the aforementioned encounter with Alolan Raichu.

The Field Research tasks you receive will be randomly drawn from a larger pool, which is refreshed at the start of every month. You can see September’s Field Research tasks as well as their potential rewards, as compiled by The Silph Road, below.

Beyond the new Field Research tasks, there are many events to look forward to in Pokemon Go this month, including Mega September–three weeks of activities that revolve around Mega Evolutions. A handful of Legendary Pokemon are also returning to Raids this month, while September’s Community Day takes place on September 20 and features Porygon.

Pokemon Go September 2020 Field Research

Catching Tasks

Field Research Task Rewards
Catch 3 Pokemon with Weather boost Slowpoke encounter
Catch 5 Pokemon with Weather boost Poliwag or Vulpix encounter; 200 Stardust, 3 Razz Berries, 1 Pinap Berry, or 5 Poke Balls
Catch 10 Pokemon with Weather boost 500 Stardust, 6 Razz Berries, 2 Pinap Berries, or 5 Great Balls
Catch 3 Psychic-type Pokemon Abra encounter
Catch 10 Pokemon Magikarp encounter; 200 Stardust, 3 Razz Berries, 1 Pinap Berry, or 5 Poke Balls
Catch 10 Normal-type Pokemon 500 Stardust, 6 Razz Berries, 2 Pinap Berries, or 5 Great Balls
Use 5 Berries to help catch Pokemon Exeggcute encounter; 500 Stardust, 6 Razz Berries, 2 Pinap Berries, or 5 Great Balls
Catch a Dragon-type Pokemon Dratini encounter; 1,500 Stardust, 3 Rare Candies, 2 Gold Razz Berries, or 10 Ultra Balls
Catch a Ditto 1,500 Stardust, 3 Rare Candies, 2 Gold Razz Berries, or 10 Ultra Balls

Battling Tasks

Field Research Tasks Rewards
Win a Raid Bronzor encounter
Win 5 Raids Aerodactyl encounter
Win a level 3 or higher Raid Kabuto or Omanyte encounter
Defeat 2 Team Go Rocket Grunts Drowzee encounter

Throwing Tasks

Field Research Task Rewards
Make 3 Great throws Gastly, Anorith, or Lileep encounter; 200 Stardust, 3 Razz Berries, 1 Pinap Berry, or 5 Poke Balls
Make 5 Nice throws Voltorb encounter; 200 Stardust, 3 Razz Berries, 1 Pinap Berry, or 5 Poke Balls
Make 3 Nice throws in a row 500 Stardust, 2 Pinap Berries, 5 Great Balls, or 2 Ultra Balls
Make 3 Great throws in a row Onix encounter; 1,000 Stardust, 1 Rare Candy, 9 Razz Berries, 3 Pinap Berries, 10 Poke Balls, or 5 Ultra Balls
Make 3 Great curveball throws 1,000 Stardust, 1 Rare Candy, 9 Razz Berries, 3 Pinap Berries, 10 Poke Balls, or 5 Ultra Balls
Make 3 Great curveball throws in a row 1,500 Stardust, 3 Rare Candies, 2 Gold Razz Berries, or 10 Ultra Balls
Make 5 Great curveball throws in a row Spinda encounter
Make an Excellent throw 500 Stardust, 2 Pinap Berries, 5 Great Balls, or 2 Ultra Balls
Make 3 Excellent throws in a row Larvitar encounter
Make 5 curveball throws in a row 500 Stardust, 6 Razz Berries, 2 Pinap Berries, or 5 Great Balls
Make 2 Nice curveball throws in a row 200 Stardust, 3 Razz Berries, 1 Pinap Berry, or 5 Poke Balls

Hatching Tasks

Field Research Task Rewards
Hatch an Egg Beldum encounter

Misc. Tasks

Field Research Task Rewards
Transfer 3 Pokemon Baltoy encounter
Trade a Pokemon Ralts encounter
Evolve a Pokemon Eevee or Wobbuffet encounter
Power up Pokemon 5 times Bulbasaur, Charmander, or Squirtle encounter
Send 3 Gifts to friends Woobat encounter
Spin 10 PokeStops or Gyms 200 Stardust, 3 Razz Berries, 1 Pinap Berry, or 5 Poke Balls

Buddy Tasks

Field Research Task Rewards
Earn 5 Hearts with your Buddy 3 Silver Pinap Berries
Give your Buddy 3 treats Natu encounter

GameSpot may get a commission from retail offers.

Kingdom Hearts: Melody of Memory Preorders Are Live

It’s been a busy year or so for the Kingdom Hearts franchise, with the long-awaited Kingdom Hearts 3 finally releasing in 2019 and a follow-up expansion arriving earlier this year. The story will continue with Kingdom Hearts: Melody of Memory on November 13 for PS4, Xbox One, and Nintendo Switch. The rhythm-action game is available to preorder now at multiple retailers.

Kingdom Hearts is essentially getting the Theatrhythm Final Fantasy treatment in Melody of Memory. You move along an on-rails track and execute timing-based moves to the rhythm of beloved Kingdom Hearts and Disney tunes. All told, there will be more than 140 songs from the series, and gameplay takes place across Disney worlds such as Agrabah and Atlantica as well notable series locales like Twilight Town.

You’ll get to play as more than 20 different characters from the Kingdom Hearts series, including Sora, Donald, Goofy, Roxas, Aladdin, and Mulan. And even though this is a spinoff, Melody of Memory will tell Kairi’s story after the events of Kingdom Hearts III. You can play the levels solo or with a friend in co-op mode.

Outside of the story mode, Melody of Memory will have an online battle mode, and the Nintendo Switch version will support up to eight-player local multiplayer in its Free-For-All mode.

Kingdom Hearts: Melody of Memory preorders are live in both physical and digital formats. Check out the details below.

Kingdom Hearts: Melody of Memory Preorder Bonus

At this time, the only preorder bonus for Kingdom Hearts: Melody of Memory is exclusive to the PlayStation Store. You’ll get a Melody of Memory PlayStation theme–which unlocks at launch–by purchasing a digital edition for PS4.

GameSpot may get a commission from retail offers.

Scavengers Mixes a Bit of Everything for Something Totally New

This is the second time I’ve played Scavengers, the third-person PvEvP “co-opetition” shooter from Midwinter Entertainment, led by Halo veterans Josh Holmes and Mary Olson. The first time, I came away very impressed with the mix of gameplay on offer. In its most basic form, Scavengers is a more evolved version of Halo’s Warzone Firefight – building off of its large-scale player-versus-player-versus-enemy formula with a fleshed-out world, a lot more players, and crafting elements. This second play session over a year later showed off a few smart design improvements and left me even more convinced that Scavengers could be exactly what players burned out on either battle royale games or traditional arena shooters are looking for, because it’s a refreshing mix of both.

The biggest and most obvious change is the sheer scale of the game now. Scavengers is up to 60 players per match – in 20 teams of three – which has necessitated an upscale of the frozen, post-apocalyptic Earth play spaces as well. You’ll now battle in a nine square kilometer tundra (with occasional storms that necessitate you keeping yourself warm to survive), and there are more AI foes to contend with as well. In my experience, it felt pretty good – not too big or too small. We saw other groups of players around that we needed to keep an eye out for, but as we weren’t looking for a fight, we had enough distance that we weren’t forced to duke it out with them. Though we were nevertheless close enough that we most definitely could’ve if we’d wanted to.

[widget path=”global/article/imagegallery” parameters=”albumSlug=scavengers-september-2020-screenshots&captions=true”]

And you just might want to, in fact. Another new addition to Scavengers since I last played it is the ability to bank resources. See, the whole goal of the match is to, yes, scavenge as many resources as possible and bring them back to Mother, the AI that runs the orbiting ship the remnants of humanity live aboard after an ice comet brought the Scourge, a virus that’s mutated many of Earth’s remaining fauna. In a convenient narrative twist, Mother has a bit of a competitive and sadistic streak, and so she sends competing teams down to see who can gather the most resources from the snow and ice storm-ravaged surface; there’s only one dropship, so you’d better be on it when it leaves. But you can now bank those resources at select upload points in the world, meaning you won’t lose everything if another team beats you down and takes what you have.

Those are the pieces of the PvPvE experience: you’ve got to watch out for Scourge-infected humans just as much as you do fellow non-infected competitors – not to mention bears and wolves – all the while gathering materials to upgrade your class weapon or craft items like grenades or armor. And by the way, there are eight player classes who each have custom weapons and special abilities.

[ignvideo url=”https://www.ign.com/videos/2020/09/02/scavengers-official-gameplay-trailer”]

I wasn’t able to bank any of our team’s resources in my match – nor was I able to get a vehicle, which is another addition to Scavengers during the past year – but we did make it to the dropship at the end of the match after clearing out some Scourge bases, sliding down snowy hills we encountered in order to move a bit faster. And that end-of-match dropship moment has changed too. Instead of just being an exit door, essentially, it’s now its own combat space, offering teams one last relatively close-quarters chance to duke it out for one last crack at upping your resource count to try and win the match.

We didn’t win, but we placed respectably. More importantly, I am now even more intrigued by and interested in Scavengers. It’s part co-op shooter, part survival, and part battle royale, and I’m incredibly impressed by it so far. It heads into closed beta near the end of the year before its Early Access release in early 2021.

[poilib element=”accentDivider”]

Ryan McCaffrey is IGN’s Executive Editor of Previews. Follow him on Twitter at @DMC_Ryan, catch him on Unlocked, and drop-ship him Taylor Ham sandwiches from New Jersey whenever possible.

No Man’s Sky Developer Hello Games Working on New, Large-Scale Project

No Man’s Sky developer Hello Games has a portion of its team working on a “huge, ambitious” new project.

In an interview with Polygon, studio founder Sean Murray explained that Hello Games is now made up of 26 people. 3 have been working on new “Hello Games short” The Last Campfire, with the remaining 23 split between working on new updates for No Man’s Sky, and a brand new project, which Murray calls “a huge, ambitious game like No Man’s Sky.” He also made clear that it isn’t a sequel.

[ignvideo url=”https://www.ign.com/videos/2018/08/18/sean-murray-on-the-present-past-and-future-of-no-mans-sky”]

Practically nothing is known about the new game, but Hello Games confirmed to IGN that it is “very early” in development. Murray is seemingly unsure about how much to discuss the game in advance, after No Man’s Sky’s controversial release (and eventual redemption):

“I think about it a lot and I don’t know where I come down on it,” he told Polygon. “There is a really positive thing about talking about your game a lot. Where you get people interested in it who wouldn’t have played it otherwise. […] But I look back, having done a lot of different press opportunities and things like that. And I reckon about half of what we did — and a lot of where we had problems, I think, where we were naive — we didn’t really need to do and we would have had the same level of success, you know?”

It seems like we’ll have quite a wait for the new game, but Hello Games isn’t done with No Man’s Sky, with the developer telling IGN there was “plenty” more to come from the space exploration sandbox. The Last Campfire was released last week, and it seems likely that we’ll see other Hello Games shorts – designed with a similar creative impetus as Pixar’s shorts – come in future too.

[widget path=”global/article/imagegallery” parameters=”albumSlug=no-mans-sky-new-multiplayer-screenshots&captions=true”]

[poilib element=”accentDivider”]

Joe Skrebels is IGN’s Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to [email protected].

Rebel Galaxy Outlaw Heads To More Platforms After Epic Games Store Exclusivity Ends

Developer Double Damage Games has announced that Rebel Galaxy Outlaw is launching on PlayStation 4, Xbox One, Nintendo Switch, and Steam on September 22. The action-packed space combat sim was previously an Epic Games Store exclusive, but it’s now making its way to other platforms.

If you were unaware, Rebel Galaxy Outlaw is a prequel to 2015’s Rebel Galaxy. While the first game cast you as the commander of a powerful star destroyer with combat akin to Assassin’s Creed IV: Black Flag‘s naval skirmishes, Outlaw drops you straight into the cockpit of a nimble spaceship piloted by outlaw and smuggler, Juno Markev.

There’s a full single-player story campaign for you to play through, but you’re also free to tread off the beaten path to meet and befriend a cast of sketchy characters, gamble some of your hard-earned cash and equipment at the local watering hole, or simply cruise around the vastness of space listening to over 21 hours of Subspace Radio.

The blue-collar Americana-infused space combat sim earned a score of 8/10 in GameSpot’s Rebel Galaxy Outlaw review. “There is a lot to do in Rebel Galaxy Outlaw,” said critic James Swinbanks. “So much so that it’s easy to lose yourself among the myriad of activities beyond flying around and shooting things. Juno is a great character despite her sometimes jarring movements, as are much of the rest of the charming cast. The combat is fast, frenetic and consistently challenging, although that challenge can sometimes feel impossible without stepping back and grinding out some progress elsewhere, which quickly gets frustrating. Thankfully the core of the game–its combat, trading, and space flight–are all superb and had me launching into the stars for many hours of galactic trading and explosive firefights.”

You can pick up Rebel Galaxy Outlaw for $30 USD when it launches later this month.

Now Playing: Rebel Galaxy Outlaw – 16 Minutes Of Gameplay | PAX West 2018

GameSpot may get a commission from retail offers.

Nolan’s The Dark Knight Rises Fails Politically, But Succeeds Emotionally

As Tenet continues its release in international markets, we’re taking a look back at filmmaker Christopher Nolan’s entire feature-length filmography, exploring each of his films one day at a time. Today we continue with his eighth feature, and his final Batman movie, The Dark Knight Rises.

Full spoilers for The Dark Knight Rises follow.

[poilib element=”accentDivider”]

The story in Christopher Nolan’s much awaited third Batman film often misses the mark. And yet, the way that story is told ranks amongst some of his finest visual filmmaking. Ranging from enormous to intimate, The Dark Knight Rises was Nolan’s seventh and final collaboration with cinematographer Wally Pfister, and was the last time all the Nolan regulars — from Pfister, to editor Lee Smith, to composer Hans Zimmer — would work in tandem. The result is a film that, despite not always coalescing, contains enough incisive parts to create a fascinating, powerful whole.

In our latest deep-dive into Nolan’s work, we look at how The Dark Knight Rises became one of Hollywood’s best-looking blockbusters in a decade defined by CGI bloat, in addition to exploring the movie’s underserved ensemble and its major failings as a piece of political filmmaking. It’s big, bold, bizarre, and feels born of Nolan’s worst creative instincts, as well as his very best.

[ignvideo url=”https://www.ign.com/videos/2012/05/01/the-dark-knight-rises-trailer-3″]

Occupy Gotham

The Dark Knight Rises often pays lip service to the era’s looming politics, a socio-economic boiling pot waiting to spill over. It taps into the same wellspring of post-Recession frustrations as Occupy Wall Street — the film was nearing the end of production when the movement began — though it seems content with merely using those anxieties as a colourful backdrop (at times literally; it even filmed at the New York Stock Exchange while Occupy was in full swing just a few blocks away).

By refusing to investigate its tale of inequality and revolution, the film approaches its themes from a wrongheaded vantage.

As a follow-up to The Dark Knight, Gotham’s descent into city-wide chaos plays like The Joker’s promise fulfilled. However, four years earlier, when the series’ concerns were questions of global security, The Joker represented abstract fears of modern terrorism and the resultant moral failings in opposing it. His target was society’s ethical foundations, and his goal was to prove that even the most upstanding citizens could be corrupted by fear. In The Dark Knight Rises, Bane (Tom Hardy) positions himself as a revolutionary who gives the poor the means to overthrow the rich, and who frees those imprisoned under the “Dent Act,” a crime bill that appears to grant the police expanded powers but doesn’t fix infrastructural problems. The relationship between these two premises is unfortunate at best, conflating Bane’s social upheaval with the city’s moral rot.

Scenes of Gotham’s downtrodden displacing its wealthiest unfold as part of Bane’s master plan, which upends the city’s traditional law and order. As the poor and homeless throw the affluent out onto the streets, convening kangaroo courts for their sentencing, the film’s narrative POV sides not with the impoverished, but with the citizens in most danger from this upheaval: the police, and the well-to-do board members of Wayne Enterprises. In The Dark Knight Rises, the poor cause pandemonium, while the powerful form Gotham’s apparent moral and infrastructural backbone.

The film’s major mouthpieces against these dominant structures are a villain and an anti-hero, Bane and Catwoman/Selina Kyle (Anne Hathaway) respectively. While the former’s outlook is all but revealed to be a sham, the latter’s seeming anti-capitalist leanings — “You’re all going to wonder how you ever thought you could live so large and leave so little for the rest of us” — slip away entirely during the revolt. Not only does she disapprove of the communal redistribution of wealth (which the film frames only as stealing people’s homes), she ends up eloping with a billionaire; an easy fix to her predicament.

[poilib element=”quoteBox” parameters=”excerpt=In%20The%20Dark%20Knight%20Rises%2C%20the%20poor%20cause%20pandemonium%2C%20while%20the%20powerful%20form%20Gotham%E2%80%99s%20apparent%20moral%20and%20infrastructural%20backbone.”]

Like Bane, the film doesn’t seem to believe in much when it comes to its economic setting. It exploits vague conservative fears of economic justice and the redistribution of means (not to mention, fears of “vaguely foreign” terrorists), but no one in the film, either for or against this revolution, ever espouses a coherent ideology. Characters occasionally quip about Gotham stockbrokers concentrating money at the top, while Officer John Blake (Joseph Gordon-Levitt) and the boys at his former youth home mention the lack of job opportunities. But the people who suffer the most onscreen economic hardship are, in fact, billionaires like Bruce Wayne (Christian Bale) and those in charge of running his company, who are eventually forced into hiding. Little narrative attention is paid to the film’s actual questions of economic downturn — during Bane’s revolution, or after it.

No matter what issues its characters occasionally vocalize, the film eventually falls back on the heroism of its “good capitalist” (as Slavoj Žižek calls him), a hero who seeks mostly to restore Gotham’s unequal status quo. The film’s final scenes, set to a narration from “A Tale of Two Cities,” show us the legacy Bruce Wayne leaves behind after Batman’s apparent demise. It’s Dickensian in one specific way (he turns his mansion into an orphanage), but for a trilogy that began with addressing inequality on a ground level — we have seen Gotham’s streets, and the hardship of its poorest, as far back as Batman Begins — this resolution is a cosmetic fix at best. By the end of The Dark Knight Rises, the police are back in charge, those who sided with Bane are locked up once again, and the city’s orphans, who now have a large house to hide out in, still don’t have any job prospects. (At least Bane gave them work in the sewers!)

More broadly, the film hints at vague political concepts that feel like remnants of a hasty first draft. Eight years after The Dark Knight, the “Dent Act” has helped clean up Gotham’s streets, though what powers it provided police to do so, and why revealing the murders Dent committed would undo its effects, remains a mystery. These aren’t mere background details. They’re the film’s central premise, both logistically — it’s the first time in the series Gotham is rid of organized crime — and thematically, since Commissioner Gordon (Gary Oldman) wrestles with the Act’s apparent deception, and Batman has been able to give up his mantle, albeit temporarily.

Batman (Christian Bale) and Catwoman (Anne Hathaway) in The Dark Knight Rises.
Batman (Christian Bale) and Catwoman (Anne Hathaway) in The Dark Knight Rises.

However, while this glue binding the plot tends to wear thin, the stories of Gordon and Batman are perhaps the film’s strongest suits, especially as they relate to the trilogy as a whole. If nothing else, The Dark Knight Rises makes for a worthy sequel to both prior Batman entries in how it wraps up the story arcs of these pre-existing characters, both of whom make perfect thematic additions to Nolan’s repertoire.

Batman, Gordon and “Virtuous” Lies

The final scenes of Batman Begins set up a Caped Crusader who, unlike his comic counterpart — an ink-and-pencil IP in print for perpetuity — seemed destined to give up being Batman. Finding a better alternative to vigilante crimefighting was part of Bruce’s journey in The Dark Knight, and The Dark Knight Rises is even bookended by him having hung up his cowl. The interim is populated by a quintessentially Nolan tale of lies and self-delusion.

Bruce’s story, when divorced from larger concerns of Gotham’s social strata, is particularly potent. That disconnect is undoubtedly a failing of the series’ political promises, but in isolation Bruce’s arc proves to be a moving closing chapter, doing what no other Batman story has been able to do in the character’s eight-decade history: It gives Batman a happy ending.

It’s been eight years since the death of Rachel Dawes, and like other Nolan protagonists before him, Bruce hasn’t been able to heal despite the passage of time. His Batcave and ornate mansion have now been rebuilt; he’s back to square one, trapped in amber and wasting away physically, while ignoring even the little good he could still put out in the world (the boys home he sponsored no longer receives funding). Of course, Bruce’s predicament is, in part, a result of Alfred (Michael Caine) lying to him by burning Rachel’s letter in the previous film, in which she confessed her decision to marry Harvey Dent.

Alfred admitting to this deception drives a wedge between them. This development is, in microcosm, a sign of the many release valves yet to be turned, in a film whose very premise is built on deception. While many prior Nolan works feature characters lying for an apparent greater good, those lies are often revealed toward the end of each story. Being a sequel, this is Nolan’s first film in which the ripple effects of those lies can be felt from the very beginning, and thus, those effects form an integral part of the story.

[ignvideo url=”https://www.ign.com/videos/2020/07/02/a-brief-history-of-time-in-christopher-nolan-movies”]

Gary Oldman, for instance, embodies this entire theme. He wears it on Gordon’s face from the get-go, turning the corrosive impact of his deceptions silently inward. Even his movements feel stilted and weighed down. His pained performance reaches its apex when Bane finally reveals the truth about Dent — reading a speech Gordon wrote himself — in a scene where Gordon angrily attempts to justify his lies to Officer Blake. Through Gordon’s eye-contact alone (or lack thereof), we know exactly how he feels about his shameful decision. It’s perhaps the most nuanced performance in the trilogy, dramatizing what even the film’s own plot mechanics often fail to: that wrestling with these “virtuous” lies can be a lonely, soul-wrenching affair.

The reckoning for Bruce’s deceptions comes in the form of Miranda Tate (Marion Cotillard), who reveals herself to be the daughter of Ra’s al Ghul (Liam Neeson). Miranda, aka Talia, helps tie up one particular loose end which had been silently eating at the trilogy’s foundations. Bruce’s journey in Batman Begins (a film in which refusing to kill one’s enemies is a major theme) climaxes with his bizarre declaration to Ra’s, mere moments before the cult leader falls to his death: “I won’t kill you,” Bruce tells him, “but I don’t have to save you.” In practice, there’s little difference.

Neither Begins nor its immediate sequel ever confronts this moral self-deception. If anything The Dark Knight skips forward to Batman having a much more solid moral code, which prevents him from using lethal force. Talia fulfilling her father’s mission, while exacting revenge on Bruce for his death, is the impact of this moral failing finally coming full circle. However, this reckoning works better on paper than it does in execution. Talia herself doesn’t have much of an impact on the story — another two-dimensional Nolan femme fatale, she’s neither intriguing as a romantic interest, nor does she have enough screen time or narrative weight to render her “twist” particularly shocking.

Despite being a worthy conclusion to Batman and Gordon’s stories, The Dark Knight Rises is an ensemble piece, and it does little for newcomers like Bane, Selina Kyle and John Blake who, while well-rounded in isolation, remain disconnected from many of the film’s larger goings-on.

Villains and Sidekicks on Thematically Rocky Ground

The film begins with a plane heist reminiscent of The Dark Knight’s “Skyhook” scene, painting Bane as a dark mirror to Bruce Wayne. He is Batman’s equal and opposite, a member of the League of Shadows and spiritual successor to Bruce’s former mentor, Ra’s al Ghul. Though instead of turning against the extremist leader, as Bruce once did, Bane leans further toward the League’s fanatical outlook. More pertinently, where Batman contends with the emotional pain of seeing his parents gunned down, Bane exists in a state of constant physical agony — the reason for his sedative mask, which resembles skeletal hands prying open his jaw. In some other world, this could’ve been Batman.

bane-the-dark-knight-rises-hardy
Tom Hardy as Bane.

Tom Hardy is physically imposing in the role. He’s usually shot from below, making his mere 5-foot-7-inch frame feel colossal, even in silhouette, though he eschews traditional notions of the gruff and growling comic book villain. His voice is often goofy and high-pitched — even childlike — and his subtle head-shakes, like when he gives Gotham “back to [the people]” make him seem almost playful. He’s a predator luring his prey with a false sense of comfort, welcoming his followers with outstretched arms before flying into a fury of full-bodied punches. However, despite Hardy’s dedication to this gonzo portrayal, Bane’s actual outlook and fanaticism feel watered down, when they ought to feel like the film’s thematic backbone (as The Joker’s did in The Dark Knight).

That Bane is secretly acting out of protective love for Talia makes him all the more complex. His final scenes reveal the beating heart beneath the beast, but the film leaves the looming question of his true beliefs unanswered and unsatisfying. His plan involves extended chaos, and instilling Gotham with hope for survival before blowing it up anyway, but this sadism doesn’t gel with his supposedly pragmatic motives.

Bane is confronted with a plea of “This is a stock exchange! There’s no money you can steal.” To which he responds: “Then why are you people here?” It’s a tongue-in-cheek indictment of Gotham’s elite, in the vein of Ra’s’ own plans from Batman Begins. But while Ra’s wanted to destroy Gotham for its decadence and rampant inequality, he also hoped it would rebuild itself anew. Bane and Talia’s methods, involving a nuclear bomb, don’t mix with this apparent altruism inherited from Ra’s, but they aren’t replaced with a coherent alternative either. Bane’s plan serves a mostly recursive plot function; at best, it’s a vehicle for Batman to swoop in and save the day after some time away.

With Gotham’s revolution revealed to be a false flag, Batman has little reason to address the deep-seated social and economic malaise unearthed by Bane. Remove the nuclear bomb from the equation, and the story begins to have real potential — Bane’s motives become less about destruction and more about actual upheaval — but in doing so the film also loses its ticking clock and the urgency of its climactic action. In the end, these are more vital to the film at hand, and that’s a problem.

[poilib element=”quoteBox” parameters=”excerpt=Despite%20its%20often%20thematically%20rocky%20ground%2C%20The%20Dark%20Knight%20Rises%20is%20awash%20with%20stellar%20technical%20work%20behind%20the%20camera.”]

Selina Kyle, on the other hand, does occasionally espouse a thematically-appropriate outlook, in that she nominally disapproves of Gotham’s status quo. Hathaway plays the duplicitous Kyle with aplomb; where Gordon embodies the emotional impact of deception, Kyle embodies the act of deception itself, slipping smoothly and self-assuredly between varying states of emotional truth. It’s a magnetic performance, but Kyle is also the equal and opposite of Inception’s Ariadne, a woman who was all plot function and zero personality. In contrast, Kyle may very well be the most layered woman and the best-written femme fatale in Nolan’s filmography (a shallow list, admittedly), but excising her from the film would also have little impact on how its story plays out.

A character with a more intrinsic connection to the film’s themes is Joseph Gordon-Levitt’s “Robin” John Blake. He’s a combination of the comics’ three key Robin sidekicks — eventual cop Dick Grayson, angsty orphan Jason Todd (whose father was gunned down by organized crime), and Tim Drake, who deduces Batman’s identity — and he eventually takes up Batman’s mantle. Blake arrives at this point by following a similar trajectory to Batman and Gordon in the series (and to characters in other Nolan films like Insomnia and Dunkirk) in that he slowly begins to lose faith in the structures meant to protect people.

When Blake leads a rescue mission by ferrying orphans across a bridge, he’s fired upon by fellow officers acting under orders, shattering his belief in the badge he once wore proudly. In the hopeless moments that follow, he watches Batman save the day by flying the nuclear device to safety; inspired, he opts instead for the altruistic lie of masked vigilantism in the film’s closing moments. His conversations with Bruce throughout the film all build to this decision, as he’s made to understand the mask not only as a symbol, but as a pragmatic deception meant to protect those he loves. He’s fully functional from both a plot and story standpoint — a low bar, but one the film doesn’t often clear.

And yet, despite its often thematically rocky ground, The Dark Knight Rises is awash with stellar technical work behind the camera.

Saved by Great Filmmaking

IMAX cameras, which run 70mm film sideways, offer a much larger frame than traditional 35mm. The Dark Knight was the first narrative feature to be shot on IMAX in any capacity; about 28 minutes of its action scenes were filmed this way, but The Dark Knight Rises features 72 minutes of IMAX footage, and not just for its action.

[ignvideo url=”https://www.ign.com/videos/2012/07/07/the-dark-knight-rises-making-of-featurette”]

While the expanded (or “taller”) 4:3 frame offers a gigantic canvas — on which thousands of extras charge into battle, like an epic from the silent era — Nolan also deploys the format with more subtlety this time around, often for intimate closeups. Batman’s quiet contemplation as he flies away from Gotham takes up the entire enormity of the IMAX screen, trapping us within his moment of resignation, while Bruce Wayne waking up to an empty mansion after Alfred’s departure emphasises the haunting emptiness of this space, in all directions. What is normally a tool for visual spectacle is used to highlight Bruce’s utter isolation; video essayist Patrick Willems theorizes that the format made Nolan a better filmmaker.

Every department in the film’s making seems to be functioning at its optimum. Nolan and Pfister not only use the IMAX canvas to its fullest, but use the movement of the camera to capture the sheer magnitude of the film’s unfolding plot. Most of Nolan’s work employs a steady shoulder-mount, or at most, a camera tracking sideways or forward ever-so-slightly. In The Dark Knight Rises, he occasionally returns to the much more kinetic, free-flowing approach of his debut feature, Following, albeit on a much grander scale.

When explosions begin to engulf Gotham, the camera pushes forward overhead; Nolan’s favoured establishing shot, of a city approached by helicopter, now functions as a harbinger of doom. It captures not only mood and architecture, as it often does in his work, but the sheer scale of the destruction, with bombs going off in circular formation around Gotham Stadium (and around the island itself, as its bridges collapse one by one).

Once we return to the ground alongside Blake, he rushes to protect Gordon, and another establishing shot typical of Nolan is amped up as well: the way he follows characters into a room, in a medium shot filmed from the rear, so we can enter alongside them. Here, the push of the camera, as it tracks Blake, begins to accelerate with each new cut. It sprints forward, faster and faster through streets and doorways, charging deeper into darkened interiors as the scene reaches its climax.

Where Nolan once used these techniques to calmly establish space — following characters from a safe distance, and steadily approaching towering structures — he now uses them to disorient, suddenly placing us within a newer, more dangerous, more unpredictable status quo, injecting otherwise tranquil moments with adrenaline.

[widget path=”global/article/imagegallery” parameters=”albumSlug=the-25-greatest-batman-graphic-novels-of-all-time&captions=true”]

When Bane begins to explain his master plan, editor Lee Smith takes us forward in time with brief glimpses into Gotham’s descent. The camera shakes as people are ripped from their homes — a feature of the IMAX camera’s mechanical gate weave, a side-to-side shudder most visible on giant screens — as if the film itself was trembling in fear of revolution. The story’s politics are still backward, but their portrayal is no doubt effective. It feels nothing if not momentous, throwing us right in the middle of a profound and unprecedented sea change.

This beginning of Gotham’s plummet is scored by booming horns from composer Hans Zimmer — one of his many high watermarks throughout the film. The way he captures the bombast of Bane and the League of Shadows, despite their lack of thematic clarity, elevates them to the level of dramatic opera (for instance, in the perpetually rising, chant-heavy opening track “Gotham’s Reckoning”). While the music in Batman Begins was controlled and melodic, Zimmer created Bane’s theme by having his western orchestra sit on the floor and bang and pluck at their instruments free-hand in a drum-circle, as if letting loose through tribal tradition, throwing off the shackles and rigid structures of western civilization.

Zimmer’s other compositions are more subtle. His Catwoman suite, “Mind if I Cut in?” is as smooth, mysterious and alluring as the character herself, while the track “Why Do We Fall?” carries Bruce Wayne seamlessly from his ultimate despair — failing to escape the pit — to his rousing moment of victory, transitioning seamlessly to Zimmer’s and James Newton Howard’s themes from Batman Begins, as Bruce emerges reborn. The music helps bring the story full circle.

A film is, of course, much more than its individual parts, but so many of its shots, scenes and concepts in isolation feature career-best work. The costume design, by Lindy Hemming, imbues Bane with a sense of regality through the high collar of his bomber jacket alone, and the sound editing and effects, by Michael Babcock, Richard King and Michael Mitchell, provide a living, breathing feel to Nolan’s acoustic assaults. Gunshots and vehicles roar (often sampled from animal sounds) as they tear through the night, while music-less fight scenes feel visceral; every blow sounds like crunching bone.

Production designer Nathan Crowley, who’s served on every one of Nolan’s films since Insomnia, is vital to the film’s back half. Every vehicle, every surface and every street begins to have a worn-down, lived-in quality when the timeline jumps forward to the dead of winter, after Gotham has been under siege for several months. The snow never seems lily white or freshly fallen; rather, it looks like ash, as if we’re walking through the ruins of a burned down city.

Escaping the pit in The Dark Knight Rises.
Escaping the pit in The Dark Knight Rises.

When we cut to the prison pit — modeled by Crowley off the Chand Baori well in Rajasthan, India — its stair-like formations, which lead nowhere, speak to the very nature of the prison and Bane’s emotional torture, like constant reminders of an upward trajectory without the possibility of escape. It’s also the location of the film’s most vital scene.

Escaping the Pit

Of the many lies wrestled with in the film, the weaponization of hope, as a false promise, is embodied by the prison well. After Bane breaks Batman’s body and tosses him in the pit, he dangles the hope of escape in front of him like a toy. The gaping maw of this prison, and the high contrast with which its cells are lit, dramatizes a familiar Nolan/Pfister aesthetic: the idea of light invading and reflecting off darkened spaces. Here, the light is an embodiment of salvation, just out of reach.

Wrestling with hope as a double-edged sword also gives way to Nolan’s M.O. of powerful bursts of memory. When Bruce fails to climb out of the pit, he’s left dangling by the rope that was his safety net, conjuring a flashback (in the form of footage from Batman Begins) of his father rappelling down a well to save him. “Why do we fall?” asks the elder Wayne, his question echoing like a fleeting dream as Bruce finally awakens. It’s as if we’re meant to fill in the gap ourselves, with the series’ familiar retort: “So we can learn to pick ourselves up.”

This pit is both an adaptation of the comics’ Peña Duro — the hellish Caribbean prison Bane was born into — and the Lazarus Pit, a supernatural wellspring from which dead characters emerge reborn. The Lazarus Pit is often associated with Ra’s al Ghul who, in the comics, is an immortal warrior. The Ra’s of the movies, who died in Batman Begins, confronts Bruce in the form of a hallucination, and reveals the film’s take on immortality: legacy, in the form of a living descendant. This idea also echoes Ra’s’ own words in Batman Begins about embodying an idea and becoming “more than just a man.” By the end of the film, not only does Batman, the vigilante, achieve a form of immortality through his own successor (Blake), but as a symbol, he transcends flesh and blood, painting his burning insignia on the side of a bridge to rally Gotham’s citizens.

The film’s version of the Pit being framed from below, like the boarded up well from Bruce’s childhood, is especially apt. Not only does Bruce emerge from this prison reborn, having embraced his fears rather than keeping them at bay, but in doing so he finally leaves the childhood well as a psychological space too — a prison of fear which has so tormented him for decades.

[ignvideo url=”https://www.ign.com/videos/batman-year-one-the-r-rated-reboot-that-almost-was-ft-frank-miller”]

In Batman Begins, a key scene involves Bruce standing up amidst a swarm of bats after travelling deeper into the well, burying his fears in another moment of self-delusion. When Bruce attempts to escape the prison without a safety net years later, a similar swarm appears and engulfs him from all sides. Instead of standing up and keeping his emotions at bay, he continues to cower, embracing fear — of bats, of death, and of failure — as an intrinsic part of himself. “How can you move faster than possible,” a fellow prisoner asks him, “fight longer than possible, without the most powerful impulse of the spirit?” Fear, after all, was Bruce’s impetus for becoming Batman in the first place.

Unlike the Bruce Wayne at the beginning of the film, this Bruce Wayne — a man left physically and spiritually shattered — has found a way to heal through time itself, connecting with memories in the form of images from previous films as he changes the nature of one scene in particular. This time, he’s able to escape the well on his own. This time, he learns to pick himself up.

Despite the film’s numerous overarching flaws, this story at its core — of a man fighting to stay alive, emerging victorious despite not “fixing” what he believed broken within himself — resonates on a deeper level. The Dark Knight Rises may not always “click” intellectually, but it delivers some of the most rousing emotional highs of Nolan’s career. And, in a series about abstract symbols transcending the literal, that might just be enough.

[ignvideo url=”https://www.ign.com/videos/2018/07/17/the-dark-knight-things-you-didnt-know-cinefix”]

[poilib element=”accentDivider”]

Siddhant Adlakha is a filmmaker and film critic based in Mumbai and New York. You can follow him on Twitter at @SiddhantAdlakha.

Gunman Clive Creator’s Next Game Is A Switch Beat ‘Em Up Called Super Punch Patrol

Super Punch Patrol is the latest game from Gunman Clive creator Bertil Hörberg. The Swedish designer is known for taking retro video game experiences and imbuing them with modern touches, particularly when it comes to their unique art design, and Super Punch Patrol is no exception.

With a title that immediately invokes the SNES generation, it’s no surprise that Hörberg’s latest mirrors the classic beat ’em ups of that era. The premise is a familiar one for the genre, too. Set in the far-flung future of 202X, crime and violence dominate the streets of Gravy City as an evil crime syndicate called E.C.S. rules the city and controls much of the government and police force, with only a handful of officers unsullied by corruption. Police Chief Anders Punch and two of his most trusted officers, Nils and Selma Snyting, take matters into their own hands and set out to defeat the evil syndicate using only their fists.

Playing as police officers with the sole task of beating up people on the street isn’t the most appealing idea in the current climate, but putting real-world issues aside, there’s no denying that Super Punch Patrol’s sketch-like art style is stunning to look at. The game features three playable characters and can also be played in two-player local co-op.

Hörberg developed the game over the course of a few months while in isolation due to the COIVD-19 pandemic. You won’t have to wait very long until you can play it either, as Super Punch Patrol launches on September 17 for Nintendo Switch.

GameSpot may get a commission from retail offers.

Here’s A Collection Of Free PlayStation-Themed Backgrounds For Your Next Zoom Meeting

Working from home is the new normal due to the COVID-19 global pandemic, but thanks to advances in internet technology and software that bridges the gap between people, communication is easier than ever before. Conferencing programs such as Microsoft Teams and Zoom have risen up to become some of the most popular software that allows for large groups of people to chat to each other from the comfort of their own home, but it can be boring seeing the same setting behind you in each call.

That’s not too much of a problem though, as those programs do allow for users to create a virtual background that can be used to liven up their surroundings. Sony has thrown its hat into the ring, and has released a collection of background images from several of its first-party games including Sucker Punch’s Ghost of Tsushima, Naughty Dog’s The Last of Us, and plenty more.

Plus, they make for some soothing PC desktop wallpapers as well, in case you’re looking for a change of pace. You can click on any of the images below to get them in their full resolution and convince your co-workers that you’ve just landed in feudal Japan or escaped the planet to join Ratchet and Clank in their next adventure.

Concrete Genie

Concrete Genie
Concrete Genie
Gallery image 1Gallery image 2Gallery image 3Gallery image 4

Ghost of Tsushima

Ghost of Tsushima
Ghost of Tsushima
Gallery image 1Gallery image 2Gallery image 3

Days Gone

Days Gone
Gallery image 1Gallery image 2Gallery image 3

Death Stranding

Death Stranding
Gallery image 1Gallery image 2Gallery image 3Gallery image 4

Dreams

Dreams
Gallery image 1Gallery image 2

God of War

God of War
Gallery image 1Gallery image 2

Gran Turismo

Gran Turismo
Gallery image 1Gallery image 2

Horizon: Zero Dawn

Horizon Zero Dawn
Gallery image 1Gallery image 2Gallery image 3

InFAMOUS: Second Son

InFAMOUS: Second Son

Little Big Planet

Little Big Planet
Gallery image 1Gallery image 2Gallery image 3Gallery image 4

MLB The Show

MLB The Show
Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5

Ratchet & Clank

Ratchet & Clank
Gallery image 1Gallery image 2

Shadow of the Colossus

Shadow of the Colossus
Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5

The Last of Us

The Last of Us

Uncharted 4: A Thief’s End

Uncharted 4: A Thief’s End

Zombie Army 4: Dead War Has Two New Seasons On The Way

Undead shooter Zombie Army 4: Dead War has two more seasons of content on the way. Developer Rebellion announced the news in its latest Development Update, outlining a rough plan for the next year’s worth of undead Nazi slaying.

The game’s second season–which is being developed in collaboration with Flix Interactive–will kick off later this year on PlayStation 4, Xbox One, PC, and Stadia. Season three is due to follow sometime in 2021, and both seasons will feature new campaign missions, character skins, weapons, and more, including both free and premium content.

Rebellion isn’t done with season one yet either. A free horde map titled Zoo is available to download now, while you can also purchase a crossbow pistol bundle separately or as part of the game’s season pass.

The latest Development Update also comes with a few interesting statistics. Since its launch back on February 4, Rebellion says Zombie Army 4 players have slaughtered two billion undead Nazis, including 50 million Hitler clones during the campaign’s finale.

GameSpot may get a commission from retail offers.