These Awesome LEGO Art Sets Are Out Friday

Some really cool new LEGO Art sets are coming out in this week, and they’re up for preorder now. An Iron Man set is available now at the LEGO Store, with three additional releases to follow on Friday, August 28. Included in these is a particularly cool Star Wars: The Sith set. Unlike traditional LEGO sets, LEGO Art builds are flat, like paintings, and are meant to be displayed.

They’re set on a buildable frame, with the image made entirely of tiny pixel-like LEGO stud pieces you lay down one at a time. What makes them even cooler is that you can make multiple images from each set (though you can only make one image at a time.)

LEGO Art Sets

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For instance, LEGO Art Star Wars: The Sith comes with everything you need to make the frame, plus enough pieces to create images of Darth Vader, Kylo Ren, and Darth Maul. If you have the time, money, and inclination, you can purchase three of the same set and combine them to create a massive additional image of Darth Vader (see below).

The same goes for the LEGO Store-exclusive LEGO Art Iron Man set. It comes with everything you need to make images of Tony Stark wearing three different suits, the Mark III, the Hulkbuster Mark I, and the Mark LXXXV. Buy three copies of the Iron Man set, and you can assemble an awesome image of Iron Man that’s three panels wide.

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Buy three copies of the Star Wars set, and you can combine them to make this triple-panel image.

Also available in the series is a set featuring the Beatles that lets you make each member of the band. Finally, there’s one that lets you re-create Andy Warhol’s famous Marilyn Monroe painting, complete with the various color combinations.

Building these sets is meant to be something of a meditative experience. To that end, each one is accompanied by a “soundtrack” you can listen to as you piece together the images. The soundtrack for the Star Wars set features clips of audio interviews with people like the Lucasfilm vice president and executive creative director, as well as the creators of the designs for Darth Maul and Kylo Ren.

In fact, you don’t even have to buy the sets to listen to some of the soundtracks. LEGO has released the Star WarsIron Man, and Marilyn Monroe soundtracks on YouTube. Which leaves the obvious question: why not The Beatles?

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Chris Reed is IGN’s shopping and commerce editor. You can follow him on Twitter @_chrislreed.

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Grab This Cyberpunk Action-Puzzle Game Free On Steam

It’s been a great month for free games, and now you have the chance to catch up on a great cyberpunk-themed game while waiting for that other cyberpunk game to finally release. Magrunner: Dark Pulse is available for free on Steam until August 28, so get in quick.

Magrunner mashes up technology and Cthulian mythology for a unique setting, but it’s most well known for its Portal-inspired first-person puzzle solving. It’s been generally well reviewed, scoring a 7.5 from GameSpot and boasting an overall score of 70 at GameSpot sister site Metacritic. While the game is a good few years old now, originally releasing on PS3, PC, and Xbox 360 in 2013, it’s worth catching up on if you’re a fan of Portal-style puzzles.

“At the risk of oversimplification, Magrunner is Portal with Cthulhu, and its tale of magnetism and descents into madness make it a trip worth taking,” GameSpot’s review of the 2013 game reads. “If you’re hungry for an extra helping of Portal with a different topping, Magrunner should satisfy your appetite for a single 11-hour playthrough.”

Magrunner isn’t the only free game you can snag right now. Amazon Prime members currently have access to a whopping list of 23 free PC games, while we’ve also rounded up some of the best freebies across all platforms here.

Now Playing: Magrunner: Dark Pulse – Gameplay Trailer

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PSA: Madden NFL 21’s Deluxe And MVP Editions Are Out Now

Madden NFL 21 is now one step closer to its official release date, and the game is expanding to more users. Following the launch of a 10-hour trial on EA Play, the professional football game’s Deluxe ($80 USD) and MVP ($100 USD) editions are now available.

The key distinction here is that there are no time limits for the Deluxe and MVP editions, so you can play as much as you want.

The Deluxe and MVP editions are available across PS4, Xbox One, and PC, and you can buy them digitally through the console storefronts or on PC through EA’s site or Steam. That’s a notable change, as EA has never released a Madden game on Steam before.

Madden NFL 21’s official release date is August 28, and that’s when all versions of the game will be available for everyone. The game has big shoes to fill, as Madden NFL 20 performed exceptionally well, due in part to the COVID-19 crisis that’s keeping people at home and playing games.

Madden NFL 21 introduces a number of updates and improvements over last year’s game, while it also adds a brand-new, arcade-style backyard football mode with trick plays. For more on Madden NFL 21, check out GameSpot’s video above to see a match between two of the best teams in the NFL, the Baltimore Ravens and the Kansas City Chiefs.

You can also watch GameSpot’s interview with producer Seann Graddy to get a rundown of everything that’s new this year.

Now Playing: Madden 21 – Baltimore Ravens vs Kansas City Chiefs (Full Gameplay)

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PES 2021 Cover Will Feature Messi And Ronaldo

eFootball PES 2021 is on the horizon, which means it’s cover star reveal time. Konami’s PES 2021 is going with the same formula it used for last year’s PES 2020, with the cover seeing four of its ambassadors sharing the limelight. This year, FC Barcelona’s Lionel Messi and Juventus’ Cristiano Ronaldo will both appear together for the first time in PES history.

Neither star footballer is new to the franchise, with both Messi and Ronaldo having graced many a PES cover in their times. They will also be joined by Manchester United’s Marcus Rashford and FC Bayern’s Alphonso Davies, both of whom have been pegged as rising stars.

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eFootball PES 2021 is being sold as a “Season Update,” a cheaper and less ambitious entry in the series as Konami gets ready for a big engine change for next year–though the series has put a lot of work into expanding its club partnerships for the 2021 release.

The game is set to release on September 15, 2020 for PC, PlayStation 4, and Xbox One, with the standard edition available for $30, or one of the $35 digital-only Club Editions that will feature exclusive content for FC Barcelona, Juventus, Manchester United, FC Bayern, or Arsenal FC.

Now Playing: PES 2020: PS4 Pro Gameplay – Man United Vs. PES Legends

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Solace Dreams Remake, A Doom Total Conversion Inspired By Dark Souls, Looks Incredible

Since its release in 1993, Doom has been modded, converted, and changed into all sorts of interesting games–but few have looked quite as amazing as this one. Solace Dreams Remake, which is, as the name suggests, a remake of an earlier game called Solace Dreams, takes the Doom engine and turns it into a cross between a shooter and Dark Souls.

Yes, saying that a game is “like Dark Souls” is something of a meme now, but it actually fits here. Alpha Beta Gamer has dug into this incredible mod, explaining that it’s about a school-aged girl who travels into the dreams of her friends to try and save them from their demons.

The game has an XP and leveling system, as well as a summoning mechanic and an in-game currency. There are eight levels, and they switch visual styles and design between them. The Dark Souls inspiration comes in during the boss fights, which require precision, patience, and a mastery of the game’s systems.

You can check out an extended gameplay video from Alpha Beta Gamer below. If you don’t have time for that, though, there’s also a highlight reel gif on their Twitter account.

You can download the Solace Dreams Remake alpha here. It’s not finished yet, but it’s in good shape.

If you want to see another exciting take on Doom, check out the Playdate port, which uses the hand crank.

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Call Of Duty: Warzone Dev Has “Lots Of Ideas” For The Train

One of the most notable new additions to the Call of Duty: Warzone map recently was the freight train, which came to the game in Season 5. Players and teams can climb aboard the train to find loot, and the train has proven to be a popular place for skirmishes.

Getting the train into the game was Infinity Ward’s first step in building out additional features for it. In the future, developer Infinity Ward is looking to add more possibilities focused around the train.

“We have lots of ideas around [the train],” multiplayer director Joe Cecot told Red Bull. “We wanted to get it in there in Season Five and have it be a fun thing to interact with, where you have a lot of movie moments of vehicles chasing trains, people fighting over the train, [that sort of thing].”

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Cecot went on to tease that Infinity Ward has a “bunch of ideas around how to use the train for different games modes,” but he didn’t share any concrete details.

For his part, Raven Software creative director Amos Hodge said the developer is working on “lots of ideas to update the train in general.” Along the same lines, the studio wants to add even more “interactive elements” to keep Warzone feeling fresh.

“Everyone has so many ideas on how to make the train better, so many mechanics and game modes,” he said. “We’re definitely talking about all that stuff, reading Reddit and seeing suggestions and everyone’s just excited about it. Not only the train but we’ve been excited to get more interactive elements in the map like that, to make the map feel more alive.”

Players have discovered that the train in Warzone cannot be stopped, no matter how much stuff you put in front of it. It’s exciting to think about what Infinity Ward may do next to update the Warzone meta with something new for the train specifically.

It’s a big week for Call of Duty, as Warzone’s Season 5 Reloaded update recently came out, while Activision is expected to announce Call of Duty: Black Ops Cold War on August 26. Keep checking back with GameSpot for the latest!

Now Playing: Call Of Duty Season 5: Everything You Need To Know

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Project CARS 3 Review

Project CARS 3 is a racer so fundamentally different from its immediate forerunners it’s bordering on unrecognisable. It abandons the sim racing sensibilities and adopts a radically different driving feel and a new career mode mostly made up of snack-sized racing and driving challenges. There’s never a time when it feels like an actual sequel to Project CARS 2 – and that is disappointing.

Slightly Mad Studios hasn’t just sanded the edges off its previously stoic simulation experience; it’s smashed it to bits and reassembled it using two-thirds of the pieces, filling the gaps with stuff snapped off other racers. There are times when it appears more like a mobile spin-off, and other times where it seems like somewhat of a spiritual successor to the developer’s own pre-Project CARS racer, Shift 2: Unleashed. The upshot isn’t necessarily a bad racing game, but it’s one with a real identity crisis that’s hamstrung in a number of baffling ways compared to its excellent predecessor.

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Project CARS 3 ditches the race driver-for-hire model for a 10-tier curated experience stretching from road cars to hypercars, and race cars to faster race cars. Gone is the ability to work your way through individual championships, replaced with a shotgun spray of fairly shallow five-or-so minute events. XP is accumulated, small smatterings of cash are awarded, and boxes are checked. The end result heavily resembles 2019’s Grid and, if you’re a fan of that game’s easy-to-digest format and zippy, stylised take on motor racing, you may be content with this. There’s also an asynchronous ‘Rivals’ mode along the lines of the identically-named mode that’s been doing the rounds in Forza games for many years, and it pilfers the GT Sports approach to scheduled online racing (which, admittedly, GT Sport lifted from iRacing in the first place). That said, if you remain keen on the meaty race weekend atmosphere of Project CARS 2, you should definitely keep playing Project CARS 2.

[poilib element=”quoteBox” parameters=”excerpt=The%20end%20result%20heavily%20resembles%202019%E2%80%99s%20Grid%20and%2C%20if%20you%E2%80%99re%20a%20fan%20of%20that%20game%E2%80%99s%20easy-to-digest%20format%20and%20zippy%2C%20stylised%20take%20on%20motor%20racing%2C%20you%20may%20be%20content%20with%20this.”]The races are pretty typical of the catch-the-rabbit style of racing that works in most other arcade racers and semi-simulations; that is, sprint from last to first in a few laps. You can generally gobble up half the field by the first corner. There are a few other event types, like a block smashing event type akin to those you’d find in Dirt games, and two slightly different time trials that would be more fun if they let you spend more time lapping continuously and less time hammering through menus for another shot.

It rapidly becomes a bit of a grind, though, and the initial payouts are a little too stingy to completely support the number of cars you’re asked to continuously buy to complete specific events. Moving up and down tiers with a single car is a little inelegant, too; if your car’s not currently eligible you have to shuffle all the way back to the main menu, which is ill thought-out.

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Each event has a trio of objectives to meet in order to unlock further events, many of which are straightforward enough to be completed without really paying attention to them. Some are overtaking quotas and some are drafting challenges. Some combine drafting and overtaking, but I can never get those ones to register. Others are often related to perfecting corners, Project Gotham-style. Corners are now marked with digital indicators for entry, apex, and exit à la GT Sport, though that can be toggled off. It is arguably a better solution than conventional racing lines but the braking markers are regularly too cautious considering how effectively overpowered the braking seems.

Access to higher tiers requires a lot of completed objectives, though you can also buy your way directly into tiers with in-game cash. It borders on pointless unless you’ve also got the adequate driver level and cash to splurge on an eligible car, but with enough upgrades even entry-level cars can compete and win in the top tiers.

Tyre and Bridgestone

You can upgrade your first ride to take on the best Project CARS 3 has to offer, with performance and visual customisation featured for the first time in the series. Stuffing enough upgrades into a Tommi Mäkinen Edition Lancer that it can go toe-to-toe with a Bugatti Chiron has a certain charm to it reminiscent of the original Gran Turismo and the great many games it subsequently inspired, but it feels pretty weird in what used to be a realistic love letter to the otherwise regulated world of authentic racing. Road cars can also be turned into race cars via a race modification feature, the kind you may recall from the original Gran Turismo games (or the ‘Works Upgrade’ option in the Need for Speed Shift games).

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Upgrading cars opens up tuning options, but you need to pay in-game credits to unlock tuning slots to create new set-ups, which feels like a bizarre piece of mobile design airdropped into a PC and console game. Tuning feels pretty tangential this time around anyway; the AI can be generally thumped without any tweaking.

Visual customisation doesn’t offer the same freedom as the deep, custom livery editors available in GT Sport, the Forza series, or Need for Speed; it’s more in line with Grid or Driveclub, with pre-set patterns and decals to choose from. I will say the choice of tyres is awesome, though – I wish all racers had such an extensive selection of brand-name tyres.

Pinball Wizard

On the topic of tyres, of course, is where the rubber meets the road: Project CARS 3’s handling. It is radically different to Project CARS 2, to the point where it feels like an entirely different game. For better or for worse, Slightly Mad Studios has reinvented Project CARS as a mainstream, casual-friendly racer. Grippy up front, loose at the rear, and hard-braking, Project CARS 3 feels surprisingly like Grid on a gamepad. It’s accessible and forgiving, and you can handily out-brake the AI by overdriving into the corners and trusting the boosted braking to pull you up just in time for turn in. The simple, arcade-inspired feel is fun enough to hustle through circuits with for a while, but I’m not hooked. It’s certainly not what I was expecting and it feels like much of the nuance between the cars I tested is now gone. There’s less invisible handholding with a wheel, which requires smoother inputs and more delicate throttle to prevent spearing off track, and both wheels I tested were pleasingly plug-and-play and free of the settings nightmares that plague the likes of Assetto Corsa Competizione. However, they don’t really quite feel like the right tools for the job for what’s essentially now a quickfire couch racer.

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The AI is bizarrely uneven, too, depending on track and car combinations. On some of the point-to-point races early in the career I was pinballing off walls and still trouncing the highest-level legendary AI in low-powered road cars by mammoth margins, and being able to overtake 32 legendary AI in one lap of Hockenheim during a thunderstorm seems a bit daft. On other occasions, however, they’re capable of seemingly supernatural grip levels – overtaking around the outside like they’re on rails – and far harder to catch.

[poilib element=”quoteBox” parameters=”excerpt=On%20some%20of%20the%20point-to-point%20races%20early%20in%20the%20career%20I%20was%20pinballing%20off%20walls%20and%20still%20trouncing%20the%20highest-level%20legendary%20AI%20in%20low-powered%20road%20cars%20by%20mammoth%20margins.”]In terms of those car and track combinations, beyond a handful of inclusions and omissions, things haven’t drastically changed from Project CARS 2. The streamlined car classes, however, are a massive letdown – and some are just an absolute mess. In Project CARS 2 the car roster was divided up into a host of individual categories, grouping cars in sensible ways and ensuring you’d be facing logical competition out on track. A lot of Project CARS 3’s classes remain exclusive enough to ensure that still happens, but others are a grab-bag of mismatched metal that looks like absolute nonsense out in action. You can’t really conduct a simple modern touring car race without ’71 Escort RS1600s, ’66 Mustangs, ’99 Skyline R34s, Caterham Sevens, and a handful of World Rallycross Championship Ford Fiesta Lites turning up on the grid. The off-brand GT3 class – dubbed GT A in Project CARS 3 – now sprinkles V8 Supercars and Sesto Elementos amongst GT3 cars. The GT4 class has a bloody NASCAR Fusion in it. It is such a weird problem to have.

Sadly, it’s far from the only one. While the custom event functionality remains, it’s definitely not as fully-featured. Laps are limited to 99, so Indy 500s and Bathurst 1000s are out. Le Mans is out, and so is rallycross. Weather slots have been reduced from four race conditions to just starting weather and finishing weather, so you can’t have races that begin dry, rain, and then dry out again. That’s almost moot, however, because tyre strategy isn’t a factor anymore and there are no pit stops. Mechanical damage is out, too. Cosmetic damage still features but it regularly looks weird and awful, even when tickling the ultra settings on PC. Annoyingly, damage persists after restarts so broken windscreens stay broken even if you retry an event, and the only way to fix them is… crash again. Project CARS 3 seems to have a more saturated palette than the previous instalment, meaning colours pop more, but in terms of detail its lags some distance behind the likes of Forza or GT, and its wild weather isn’t a patch on the F1 or Dirt games.

How Tenet Pulled Off Its Time-Bending Stunts

Christopher Nolan’s latest epic Tenet plays with the idea of time, aiming to be as mind-bending as director Christopher Nolan’s earlier film Inception, but with a different conceit. In Tenet, time can flow backwards or forwards, and sometimes both at the same time. In an interview with Gizmodo Australia, star John David Washington explained how those scenes required far more than just camera trickery.

“We basically had to learn, through George Cottle, who was our stunt director and Jackson Spidell, who was our fight co-ordinator,” Washington told Gizmodo Australia. “Together, we had to learn how to fight backwards–forwards and backwards, sometimes at the same time.”

Just like how one of the film’s pivotal scenes involved crashing a real Boeing 747 into a building, all the backwards time effects also had to be perfectly physicalized by the film’s stars. “I could say every one of those punches thrown and caught–all the ducking and getting thrown into the walls backwards and forwards, that was me,” Washington said.

“So we had to learn how to catch a punch, throw a punch, block a punch, and then whatever the opposite of blocking a punch is. It was very new wave action cinema. It’s never been done before and it was exciting to know that these moves are basically… tailored for this film, specifically.”

As a movie built around its high-action scenes and epic set pieces, Tenet was built for the big-screen experience–which is a bit of a disaster in a year when most theaters have been closed due to the threat of COVID-19.

After multiple delays, Tenet is now set for a September 3 release in US theaters, after a premiere in Australia on August 26. GameSpot’s review of Tenet gave it a 9/10, saying “Tenet is a mind-bender of a movie that has action galore, characters you can for the most part connect with and understand, and a time travel story that doesn’t get bogged down in the details and just lets you enjoy the spectacle.”

Now Playing: Tenet Stars Robert Pattinson and Elizabeth Debicki Discuss Their Mysterious Characters & Favorite Games Ever

Hades Dev Supergiant Had A Break In During The June Protests

Renowned for Bastion and Transistor, San Francisco studio Supergiant is currently working on Hades–a process that’s being chronicled in the Noclip docuseries Hades: Developing Hell. The latest installment has just released and it’s a doozy, showing the Hades team navigating the pandemic, as well as break-in attempts at Supergiant’s San Francisco studio, as picked up by TheGamer.

The beginning of the documentary takes a sharp turn from showing the team celebrating Hades’ 98% positive rating for its early access Steam release, to the pandemic causing Supergiant’s offices to be shuttered with everyone transitioning to working from home.

In the June chapter of the documentary, the story takes another turn, with security camera footage showing a group of people breaking into the vacant offices during widespread protests in San Francisco. The group took off with “a lot of the [musical] instruments that we use to make the soundtracks for some of our games,” Studio Director Amir Rao described. “And a bunch of other stuff was taken, too.”

The footage shows Rao returning to the offices to film the announcement that Hades would be coming to Switch, and in the process showing off the “Mad Max barricade” that was put up in front of the office’s door to dissuade further break-ins–and there were more attempts, Rao notes.

It wasn’t just Supergiant having a tough time of 2020, of course. Noclip, which produced the documentary, also thanked followers for their patience with the latest installment. “We began production on this episode back in March not knowing what the world would look like in the future and whether any of our interviews or footage would be usable,” the Noclip comment reads. “So major thanks to Supergiant Games for being so open in interviews and for their trust in our vision.”

One more installment of Hades: Developing Hell is planned to release shortly after the game’s full launch. While there’s currently no set date for Hades’ release, it will be coming to PC and Switch before the end of 2020. The game is playable now in early access on both Steam and the Epic Games Store.

Now Playing: Hades Combat And Story Early Access Gameplay

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Halo Infinite Dev Responds To Rumors About Xbox One Version Cancellation

Halo Infinite developer 343 Industries has responded to recent rumors that claimed the studio was abandoning the Xbox One version of the sci-fi shooter and delaying the game to 2022. That’s a bunch of baloney, community manager John Junyszek said on social media.

“We’re seeing lots of fake ‘leaks’ out there, so please don’t believe everything you read,” he said on Twitter. “There are no plans to change our 2021 release or the devices and platforms we’ll be supporting. We’re building Halo Infinite to be the best it can be on each device/platform.”

Halo Infinite is in development for Xbox Series X, the standard Xbox One, and PC. Citing no evidence, people online have claimed that Halo Infinite’s Xbox One edition would be “held back” due to power of the Xbox One being less than the Series X.

Xbox boss Phil Spencer believes “held back” is a term used by people who have too much time on their hands.

“Frankly, held back is a meme that gets created by people who are too caught up in device competition,” Spencer said in an interview. “I just look at Windows. It’s almost certain if the developer is building a Windows version of their game, then the most powerful and highest fidelity version is the PC version. You can even see that with some of our first-party console games going to PC, even from our competitors, that the richest version is the PC version. Yet the PC ecosystem is the most diverse when it comes to hardware, when you think about the CPUs and GPUs from years ago that are there.”

343 recently delayed Halo Infinite from holiday 2020 to an unspecified date in 2021. The company pushed the game to next year due in part to development complications related to COVID-19 and the impact of working from home.

This is not the first rumor that 343 has responded to in recent weeks. The company also shot down speculation that Microsoft was planning to launch Halo Infinite’s multiplayer and campaign modes separately.

The multiplayer portion of the game will be free-to-play, and that could be a very big deal for the future of Halo.

Now Playing: Halo Infinite – Everything You Need To Know

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