Author: Trafficblast
Hulu’s Helstrom: Season 1 Review
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Even in a year marked by a frustrating lack of new MCU content, it’s difficult to muster much enthusiasm for Helstrom. What was originally billed as the beginning of a new shared, small screen Marvel universe – one focused on Marvel’s supernatural heroes as opposed to Netflix’s gritty street vigilantes – is now merely a standalone project with no tangible connection to the larger MCU. Helstrom is a relic of an older Marvel TV, before the days when Kevin Feige assumed direct control and big-budget Disney+ series with clear MCU ties became the order of the day. All of this is to say that if you’re hoping Helstrom will give you a badly needed Marvel fix, you’re better off waiting a couple more months for WandaVision.
Helstrom revolves mainly around siblings Daimon (Tom Austen) and Ana Helstrom (Sydney Lemmon), a highly dysfunctional duo who grew up with a demonic serial killer for a father. As adults, both Daimon and Ana do their best to harness their latent supernatural powers to rid the world of their father’s ilk, even as their demon-possessed mother Victoria (Elizabeth Marvel) rots in a psychiatric institute. Other major players in Season 1 include the occult-fighting Henry (Robert Wisdom), wide-eyed Vatican prodigy Gabriella Rossetti (Ariana Guerra) and devoutly religious psychiatrist/mother figure Louise Hastings (June Carryl).
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At this point, fans of the source material may be confused at just how loosely Helstrom seems to borrow from said source material. Daimon and Ana (or Satanna, as she’s normally known) have a decades-long history in Marvel’s comics. But not unlike Fox and Netflix’s Lucifer, many of the more outlandish and fantastical trappings of the comics have been toned down in favor of a smaller, more approachable and ultimately safer adaptation. But whereas Lucifer still has its charms (thanks in no small part to Tom Ellis’ charming portrayal of Mr. Morningstar), Helstrom has very little to show for its grounded approach to these larger-than-life characters.
The series captures very little of what makes either Helstrom sibling compelling. It tries to be a quiet, understated superhero show starring two characters who are normally anything but. You don’t call yourself “Son of Satan” and stomp around New York City bare-chested in a red cape because you’re trying to keep a low profile. Despite dealing with the supernatural and demons, Helstrom is a weirdly unambitious series with very small stakes. If anything, it plays more like a pitch for another Exorcist TV series that was retrofitted to become a Marvel adaptation instead. The fact that Daimon and Ana have superhuman powers often comes across as an afterthought.
Even at a relatively lean 10 episodes, Season 1 is a slog. The plot is both predictable and laden with all the familiar exorcism tropes. Season 1 is a slow burn that never achieves much in the way of dramatic payoff. Nor does the series manage to establish many compelling characters along the way. Daimon himself is surprisingly dull for a guy with demon blood and a lifetime of daddy issues to work through. Again, a far cry from the flamboyant spellcaster of the comics. Ana is somewhat more compelling – given her arrogant demeanor and unusual ways of relieving stress – but she always comes across as a lower priority for the series than her brother. The supporting cast, meanwhile, are uniformly generic and two-dimensional. Season 1 does a poor job of encouraging us to actually care about these characters and their struggles, and so there’s little weight to some of the more dramatic developments late in the season. That’s all too apparent in the closing moments of the finale.
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For the most part, the problem is more with the quality of the writing and direction than the actors themselves. After all, the main cast includes veterans of such modern classics as The Wire, Succession and Homeland. There just isn’t a great deal to work with here in terms of dialogue or dramatic moments. Lemmon is given a little more room than the others to stretch out and have fun, but again, the series never hones in on Ana as much as it should.
Though ostensibly set within the MCU, Helstrom certainly doesn’t feel like it belongs alongside those movies and shows. The show is relentlessly humorless and self-serious when a little bit of that classic MCU banter would do the show a world of good. Nor is it successful in exploring the opposite end of the tonal spectrum and recapturing the magic of shows like Daredevil and Jessica Jones. For all the demonic possessions afoot, it doesn’t even function as a decent horror series. It has little sense of visual style, to boot. Though primarily set in San Francisco and Oregon, the series was filmed in Vancouver. Accordingly, it has the look of a forgotten CW series more than an MCU spinoff.
Other than those occasional fun moments with Ana and her assistant Chris (Alain Uy), the music is the only area where Helstrom ever really distinguishes itself. The traditional orchestral score is solid enough, but the use of classic doo-wop tunes and other inspired needle drops from the likes of Peter Gabriel and Nick Drake further elevates the series’ sound. It’s a shame that same quirky sense of personality isn’t apparent anywhere else.
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All the Green Lanterns in the HBO Max Series
Let’s take a look at the Lanterns who will be lighting up the screen when the Green Lantern series comes to HBO Max.
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What Is the Green Lantern Corps?
The Green Lanterns are a group of enforcers handpicked by the ancient and powerful Guardians of the Universe. They formed the Green Lantern Corps as a peacekeeping force whose protection extends across the far reaches of the universe. Each member is granted a glowing green power ring that transforms the bearer’s willpower and imagination into energy and hard light.
Over 7,000 Green Lanterns protect the thousands of worlds under their purview. The Corps itself is based on the planet Oa and its members are assigned to sectors across the galaxies. Earth’s Sector 2814 is a rarity with more than two Lanterns patrolling its stars. In the comics, six humans have officially joined the Corps in defense of Sector 2814: Hal Jordan, Guy Gardner, John Stewart, Kyle Rayner, Simon Baz, and Jessica Cruz.
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Every Lantern takes the following oath:
In brightest day, in blackest night, no evil shall escape my sight. Let those who worship evil’s might beware my power, Green Lantern’s light!
Alan Scott
Alan Scott is the oldest character on this list and one of the most intriguing. The original Green Lantern to wield the ring on Earth, Alan Scott made his debut in 1940 in All-American Comics #16. The railroad engineer miraculously escaped a train wreck by grasping a strange, glowing lantern. He was instructed by the spirit inside to create a ring, and with the incredible powers it granted he became the first Green Lantern.
Even among a group as diverse as the Green Lanterns, Scott stands out as a unique part of their ranks. His bright costume was a delightful arrangement of green, red, purple, and yellow, complete with a mask and flowing cape. He wasn’t a formal member of the Green Lantern Corps and stayed decidedly Earthbound in his early adventures. The abilities of Scott’s ring, which was mystically powered by a green lantern fashioned from a mysterious meteorite, were unable to affect anything made of wood or plant-based materials.
In more recent comic storylines, Scott is an out gay man, and the upcoming television series won’t shy away from that aspect of his character.
Guy Gardner
Guy Gardner is instantly recognizable with his bowl-cut red hair and a fiery temper to match. His first appearance in the pages of Green Lantern comics was in 1968, but he didn’t find his footing as a hotheaded hero until many years later.
When Abin Sur crashed on Earth, his Green Lantern ring identified two possible successors: Hal Jordan and Guy Gardner. Originally, Jordan sought out Gardner as a potential back-up and the two struck up a friendship. In a revised New 52 origin, the two Lanterns met on the planet Oa and were assigned to protect the same sector. Gardner would go on to become a valued member of the Green Lantern Corps, although his stubborn attitude was often at odds with his trainer Kilowog and the rest of the Corps.
His overwhelming anger often proves to be his undoing, but Gardner has showed time and again that he is a loyal friend and hero worthy of the Green Lantern’s light.
Jessica Cruz
When DC Comics’ Rebirth continuity kicked off in 2016, Earth had two new Green Lanterns added to its ranks: Simon Baz and Jessica Cruz. Cruz seemed an unlikely choice for the Corps, suffering from debilitating PTSD and panic attacks after she saw her friends murdered by criminals. As her body was taken over by a fear-based power ring attracted to her crushing anxiety, she fought against its overpowering influence and eventually won. A Green Lantern ring was offered to Cruz for her formidable bravery.
Veteran Green Lantern Hal Jordan, recognizing the potential of both Cruz and Baz, fused their ring power batteries together to forge their partnership. Cruz continued to be challenged by her anxiety even as she fought alongside her fellow rookie against threats big and small. The two wary partners gradually overcame their differences and even became valuable members of the Justice League.
Cruz bears a glowing mark of the Green Lantern on her right eye.
Kilowog
The massively muscled Kilowog is a Bolovax member of the Green Lantern Corps and one of its most instrumental team players. He first appeared in 1986’s Green Lantern Corps #201 as the guardian of Sector 674 and quickly became known as the Corps’ rookie trainer. He taught new recruits how to master their power rings, often bellowing his nickname for all of them, “Poozer!”
Kilowog’s home planet of Bolovax Vik and its people were destroyed during the Crisis on Infinite Earths. The Lantern persevered, but their absence left a huge hole in his heart. His found family in the Green Lantern Corps meant more to him than ever afterward.
As a Bolovax, Kilowog has naturally superhuman levels of strength and durability. He was also a gifted scientist before he joined the ranks of the Green Lantern Corps.
Simon Baz
While Simon Baz made his first appearance as a cameo in another comic book, it was 2012’s Green Lantern #0 and its attention-grabbing cover that revealed his full story. The brash Baz was another seemingly unlikely candidate for the Green Lanterns, proving once again that bravery and willpower come in many forms. Baz was an automotive engineer before he lost his job and turned to illegal street racing and stealing cars. Taken into custody on a false terrorism charge, the Green Lantern ring selected him as he faced off against his violent interrogators.
The malfunctioning ring, seeking a new recruit after the disappearance of Hal Jordan, didn’t give Baz much guidance as a new Lantern. In time Baz was mentored by Green Lantern B’dg (and later Jordan). Baz would go on to join the Justice League with fellow Lantern rookie Jessica Cruz.
Unwilling to trust in his ring’s finite power, Baz carried a gun until Batman persuaded him to give it up and trust in himself. He’s also unique among the Lanterns with his ability to heal others’ injuries as well as see the future.
Sinestro
Thaal Sinestro was both one of the Green Lantern Corps’ biggest heroes and its worst enemies. His first appearance was in 1961’s Green Lantern #7.
A Green Lantern from the planet Korugar, Sinestro took Sector 1417 under his protection, but his harsh approach made him more of a tyrant than a guardian. While Sinestro was hailed for keeping his sector extraordinarily safe, Hal Jordan discovered he had conquered his own planet to do so. The Guardians learned the truth and Sinestro was banished from the Green Lantern Corps’ ranks.
Sinestro would go on to form the Sinestro Corps and the Yellow Lanterns, brandishing the yellow energy of fear. He and Hal Jordan remained bitter enemies and clashed time and time again. Whether he’ll be a trusted member of the Corps or already an enemy of the universe’s guardians in the upcoming television series remains to be seen, but Sinestro’s presence alone is intriguing.
But What About Hal Jordan, John Stewart, and Kyle Rayner?
Of all the Green Lanterns HBO has revealed will be in the series, there are three very notable names missing. Hal Jordan, John Stewart, and Kyle Rayner, usually the headliners in Green Lantern comics, are nowhere to be found. Will these three venerable heroes be a part of the story? Or does fate (and HBO Max) have something else in store for them?
Considering that we’re already seeing a strategy of Warner Bros. and HBO Max pairing their film and TV properties (The Batman is getting a Gotham PD series while The Suicide Squad will have a Peacekeeper show), don’t rule out a Green Lantern movie connecting to this series eventually!
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Kelly Knox is a freelance entertainment writer in Seattle, WA who writes for Star Wars, DC Comics, and more. Her first book, Marvel Monsters, comes out in 2021 from DK Books.
Spider-Man 3’s First Look Is Reportedly Coming in 2020
As reported by Murphy’s Multiverse, Camila Pacheco, the executive marketing director of Sony Pictures Entertainment in Brazil, told “attendees that the film had already started production and that we would get our first look at the film this December 2020.”
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Pacheco, who was said to also be wearing a Spider-Man shirt for this event, “alternated between the words preview and teaser trailer when discussing the project,” and she also confirmed that Spider-Man 3’s December 17, 2021 release date is still what the studio is planning for.
There have been many reports coming in recently regarding Spider-Man 3, including that Jamie Foxx’s Electro from The Amazing Spider-Man 2 is set to join the Marvel Cinematic Universe with this upcoming film. It is unclear if he will be playing the same character or a different variation, but Foxx did mention in a now deleted Instagram post that he “won’t be blue in this one.”
Additionally, another report says that Benedict Cumberbatch’s Doctor Strange will also be joining the cast of Spider-Man 3 and will take on a “mentor role” for Holland’s Spider-Man.
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For more on Spider-Man 3, read out take on whether or not Doctor Strange joining Spider-Man 3 means the MCU could be adapting a controversial Marvel Comics story and if he and Jamie Foxx’s Electro will bring the Spider-Verse to this new movie.
IGN has reached out to Sony Pictures for a comment but has not heard back as of this writing.
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Have a tip for us? Want to discuss a possible story? Please send an email to [email protected].
Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.
Daily Deals: Save on an LG Ultrawide Monitor, LG 4K OLED and More
Deals for October 17
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We Played Dirt 5 on Xbox Series X
PS5 vs Xbox Series X Launch Lineup Comparsion
Destiny 2’s PS5 and Xbox Series X/S Upgrades Will Arrive in December 2020
Bungie detailed all the features owners of these new systems can expect on December 8, including 4K for PS5 and Xbox Series X (1080p on Xbox Series S), 60FPS framerate, and a field of view slider. It was also reiterated that the next-gen upgrade for all consoles will be free.
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Bungie has also noted that this is the first time it is offering Field of View customization on consoles, and the goal is to enable a FOV range similar to that on PC. Also, while loading the game and inspecting character inventory will be much quicker, “some load times are dependent on networking and matchmaking. So, loading activities still takes time while you search for opponents.”
Additionally, Xbox Series X/S players will only be able to play with Xbox One players, while PS5 players will only be able to play with PS4 players.
Destiny 2’s latest expansion, Beyond Light, will be released on November 10, and is the first chapter in a new trilogy of expansion for Destiny 2 that will also include 2021’s The Witch Queen and 2022’s Lightfall.
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Have a tip for us? Want to discuss a possible story? Please send an email to [email protected].
Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.
Star Wars Jedi: Fallen Order: Cal Kestis’ Lightsaber Headed to Galaxy’s Edge
Cal’s lightsaber won with 40.79% of the votes, beating out Qui-Gon Jinn (19.56%), Anakin Skywalker (12.37%), Lord Corvax (11.41%), Kanan Jarrus (9.85%), and Ezra Bridger (6.02%).
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Cal’s lightsaber will be available later next year and will be the first lightsaber offered at Dok’s to have originated from a video game, and joins other classic sabers inspired by such iconic heroes and villains as Luke Skywalker, Rey, Darth Vader, and more.
While it may be a little while until you can purchase Cal’s lightsaber, Ahsoka Tano’s lightsabers from Star Wars: The Clone Wars and Count Dooku’s curved handle will be available at Star Wars: Galaxy’s Edge this fall.
Star Wars Jedi: Fallen Order was released in 2019 and, in our review, we said “It’s been ages since we got a great single-player Star Wars action game, but Jedi: Fallen Order makes up for a lot of lost time. A strong cast sells a dark story while keeping things fun and loyal to Star Wars lore, and fast, challenging combat mixes with energetic platforming, decent puzzles, and diverse locations to explore for an all-around amazing game.”
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For more on Star Wars, check out our review of Star Wars: Sqaudrons and a (brief) history of Star Wars games.
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Have a tip for us? Want to discuss a possible story? Please send an email to [email protected].
Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.
Hades Changes What It Means To Be A Roguelike
Megaera, one of Hades‘ earliest bosses, stood before me for the first time. I had done a handful of runs through the underworldly roguelike but had never made it far. I was determined to change that with this run. I used all of my focus to dash, dodge, and dance around her until both our health bars were nearly depleted. I made one final swing to finish her off. Finally, I had won.
The high of victory wouldn’t last long though–I died shortly after that boss fight and returned to the House of Hades. But I was surprised to find Megaera waiting for me in the lounge.
“The next time we fight, you better finish me off,” she said in an encounter I hadn’t experienced before. I’d run into similar situations in other roguelikes, where I fought a new boss in Slay the Spire or Dead Cells, but had never been rewarded for failing.
“Roguelikes are categorized by their punishing difficulty. It’s like a source of pride,” Hades writer and game designer Greg Kasavin told GameSpot. “We don’t think that’s integral, though; the thrill comes from the idea that the game can surprise you over and over again.”

Hades is still difficult, but its core systems are built around moving forward. You’ll still encounter new story beats, items, and other changes if you keep losing. It’s a departure from the design choices that the genre is known for, as Supergiant Games wanted to bring the “thrilling” surprises that roguelikes are known for and make them available to more players.
A few weeks after the fantasy-meets-basketball adventure Pyre shipped in July 2017, the team at Supergiant Games came together to brainstorm what they wanted from their next game. Development on the studio’s previous games, Bastion, Transistor, and Pyre, had been messy and difficult because the studio didn’t plan those projects well. They were developed in stride around central themes–a process that put strain on the small team.
“Our pre-production can be so frustrating because it takes so long to find an idea that gels. We wanted to make an early access game that would force us to have a playable game sooner,” Kasavin said, adding that this was the first time the team wrote up a summary pitch for one of their games. “We then decided on a roguelike to encourage replayability. You don’t see many narrative-driven games in early access.”
“We know that designing things on paper can barely mean anything. When the rubber meets the road, that’s when the real stuff happens.”
Supergiant Games Creative Director Greg Kasavin
Kasavin and other members of the team had been playing roguelikes like Risk of Rain and card battler roguelike hybrid Slay the Spire, marveling at how deep the gameplay systems were in those games. They wanted to create something similar: a game that players could play over and over again and still experience something new with each session.
“There is a ton of variety in the deck-building mechanics in Slay the Spire,” he said. “Each character has a fundamentally different play style on top of all the other play styles you can use by building your deck. Trying to manage the randomness is really compelling.”
In Slay the Spire, you build your deck as you progress through the game’s three spires, choosing new cards as you defeat enemies and open chests. There are certain strategies, like going for cards that apply poison to enemies, that players focus on because of their effectiveness. There’s no guarantee players can get the necessary cards to make those builds feasible, though. You may have to adapt and change your plan midway through a run, depending on the cards or relics you find.
“On one hand, you might push towards a certain build, but the randomness is going to fight against you. That decision-making part of roguelikes is super interesting,” Kasavin said. “Difficulty has nothing to do with any of that.”
Roguelikes are historically difficult. Games like FTL, The Binding of Isaac, and Spelunky popularized a genre where players would need to spend dozens of hours just to get good enough to to finish a run that can be completed in one sitting. Kasavin wanted players to spend dozens of hours playing Hades, but he wanted to reward them during that time.
With every return to the House of Hades, players will hear new dialogue from characters like Achilles and Hades; unlock new weapons, areas in the hub world, and upgrades; and learn more about the game’s overarching story. Progress and narrative advancement isn’t tied to winning like it is in many other roguelikes.
Hades isn’t easy, of course. It has similar content that gives players who want an increased challenge a grind that’s akin to Spelunky or Slay the Spire. The difference is that everything else in the game, the different weapons and intriguing intra-Olympus relationships, become available to all players much sooner than they might in similar titles.

Hades was a complete change from how Supergiant Games usually approaches its projects. Outside putting more time into pre-production, the studio rejected one of its longstanding practices of building each game from scratch.
“We wanted to make games that had their own unique identity and that meant not using ideas from previous games in our new projects,” Kasavin said. “They all have ideas that make them what they are.”
Bastion’s evolving hub world, Transistor’s deep skill system, and Pyre’s branching story and NPC dialogue options all make those games unique. Their defining elements all also find a home in Hades. The evolving hub turned into the House of Hades, the skill system transformed into the boons that each god gives protoganist Zagreus, and the NPC dialogue system became one of the most vibrant parts of a trip through the Temple of Styx.
“We didn’t realize why we were making it so hard on ourselves,” Kasavin said.
It’s part of the reason why Hades feels so polished–it’s a summation of everything the studio had worked on for the last decade-plus. The narrative that framed Greek gods as a dysfunctional family was the glue that brought it all together.

One of the motivators behind changing the way Supergiant Games approached development was growth. The studio added eight people in the lead-up to Hades after struggling to develop Pyre with only a staff of 12. The team wanted to find a way to continue making games they were passionate about without development starting with nothing but a “hazy idea.”
The new people they hired included platform engineers, technical designers, and similar roles that could help streamline how the team made their games. Bringing on these developers, several of whom helped the game launch on Nintendo Switch (something the studio has been unable to do with Pyre), meant they had to shore up how they approached their projects.
“We didn’t realize why we were making it so hard on ourselves.”
Supergiant Games Creative Director Greg Kasavin
“This new process did have a stink of creative bankruptcy, that’s why we avoided it in the past,” Kasavin said of planning Hades development before creating a prototype. “We know that designing things on paper can barely mean anything. When the rubber meets the road, that’s when the real stuff happens.”
The main goal with this new process was to start sooner, and it worked. It usually takes Supergiant Games around three years to finish a game, which is also how long it took to finish Hades. But this time, the team was far more organized–allowing them to constantly record dialogue during that same three-year period.
Many players have been along for the ride since Hades launched in early access in 2018, and those players are still experiencing new story beats after playing it for more than a hundred hours. That’s only possibly thanks to that three year stretch of recording sessions. It’s why every character feels alive each time you speak to them.
“Another challenge is what happens when the story runs out, what will players do then,” Kasavin said, laughing and adding that the game isn’t endless. “Hopefully they go away before the story runs out.”
Disclaimer: Greg Kasavin is the former executive editor of GameSpot.