Author: Trafficblast
Madden NFL 21 Will Remove Washington Redskins’ Team Name and Logo
EA confirmed the change to Kotaku, and also stated that the disc version will still feature the former name and logo, as the game is already preparing for its imminent release on August 25, 2020. However, as soon as players connect to the internet, the update will take place.
“We are pleased to see Washington’s decision to change their team name and visual identity,” EA said in a statement to Kotaku. “We are quickly working to update Madden NFL 21 to feature a generic Washington team, while we await final word on the updated team name and logo design.”
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Following release, EA will continue to update other parts of the game that feature the Redskins, including commentary, stadium art, crowed gear, etc. Obviously, once a new name and logo is chosen for Washington D.C.’s team, that will be included as well.
“Changes to the name and logo will come via title updates that will download automatically,” the EA rep explained. “The first changes will be available to our EA Access players and will include audio/commentary updates; motion graphics and presentation updates; stadium art, environments, crowd gear and signage updates; and uniform updates. Players may continue to see some outdated Washington references in other areas of the game at launch, but we are committed to removing all of those from the game in additional title updates coming shortly after launch.”
Madden NFL 21, as previously mentioned, will be released on PlayStation 4, Xbox One, and PC on August 25, 2020. Those who own Madden NFL 21 on PS4 and Xbox One will be able to upgrade to the equivalent PlayStation 5 and Xbox Series X version for free when they become available, until the release of Madden NFL 22.
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Adam Bankhurst is a news writer for IGN who applauds the decision and also says SUPER BOWL BROWNS. You can follow him on Twitter @AdamBankhurst and on Twitch.
Find Everything in Ghost of Tsushima with Our Interactive Map
Here’s Why Ghost Of Tsushima Doesn’t Have A Lock-On Mechanic
Ghost of Tsushima has no lock-on mechanic, encouraging players to remain in the middle of a fight as opposed to keeping all enemies in front of them, so as to keep an eye on all possible threats. In an interview with Ghost of Tsushima narrative director Nate Fox, I asked him why Sucker Punch chose to not include a lock-on mechanic.
“Well working on the combat, we watched samurai films, which are of course an inspiration for the feeling of this game,” Fox answered. “And the fighters in those movies will often have to switch their attention very fluidly from one incoming foe to another. So the combat is built around dealing with a variety of enemies, a group of them.”
Though you will face other foes, you will primarily fight against Mongols in Ghost of Tsushima. “We tried to give [the Mongols] a feeling of being like a wolf pack that would surround you,” Fox said. “And only through skill, could you fend them off as they came at you from all sides. If we had a lock-on you wouldn’t have been able to move as quickly between the different opponents as they came in at you.”
Fox likens Ghost of Tsushima’s combat to a dance where you weave “between [Mongol] swords as they move through space.” Had Ghost of Tsushima incorporated a lock-on mechanic, Fox deposits it would have been more difficult for players to improvise and respond to numerous, simultaneous threats. As is, Ghost of Tsushima’s combat asks you to attack, block, parry, and dodge–the lack of a lock-on mechanic means you don’t have to consider it when enemies are surrounding you.
In GameSpot’s Ghost of Tsushima review, Edmond Tran writes, “The game hits a lot of fantastic cinematic highs, and those ultimately lift it above the trappings of its familiar open-world quest design and all the innate weaknesses that come with it–but those imperfections and dull edges are definitely still there. Ghost of Tsushima is at its best when you’re riding your horse and taking in the beautiful world on your own terms, armed with a sword and a screenshot button, allowing the environmental cues and your own curiosity to guide you. It’s not quite a Criterion classic, but a lot of the time it sure looks like one.”
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In Ghost Of Tsushima, Being Stealthy Will Change The Weather
In Ghost of Tsushima, protagonist Jin’s actions will actually influence the weather–and we don’t mean when he plays his flute, which does allow you to switch between sunny, foggy, rainy, and storms. No, how you choose to fight the Mongols will change the weather as well.
In an interview with Ghost of Tsushima narrative director Nate Fox, he told me, “The game is definitely scripted to provide more storms as you do things which are extremely Ghost driven.”
It’s a rather clever feature. Jin is an unrelenting force of nature in Ghost of Tsushima, abandoning his identity to embrace the symbolic power of the Ghost in order to defeat the Mongols via means that lack honor. At the start of the game, you’ll likely defeat most enemies with the tools of the samurai as they’ll be all you have access to. But as encounters increase in difficulty and you unlock new Ghost skills, the game naturally encourages you to adopt a more stealth-focused approach.
As you stop using the skills of the samurai and begin relying on those of the Ghost, the in-game world will change to match your playstyle–transforming the gentle breezes that the enemy Mongols first encounter upon invading the island into a constant bombardment of terrifying winds, booming thunder, and flashes of lightning. Because it will be storming more often, areas will naturally be darker too, which further sells the idea of Jin dishonorably engaging his opponents when they can’t see him.
In my playthrough of Ghost of Tsushima, I pretty much abandoned any semblance of honor about halfway through Act II and just started being stealthy in every combat encounter. By the start of Act III, I basically had constant storms, save for when I was doing one of the Tales that take place during specific weather conditions.
In GameSpot’s Ghost of Tsushima review, Edmond Tran writes, “The game hits a lot of fantastic cinematic highs, and those ultimately lift it above the trappings of its familiar open-world quest design and all the innate weaknesses that come with it–but those imperfections and dull edges are definitely still there. Ghost of Tsushima is at its best when you’re riding your horse and taking in the beautiful world on your own terms, armed with a sword and a screenshot button, allowing the environmental cues and your own curiosity to guide you. It’s not quite a Criterion classic, but a lot of the time it sure looks like one.”
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Ghost Of Tsushima Hidden Trophy Guide: How To Get Platinum
Warning! Information about one of these hidden Trophies is a spoiler for a story beat toward the end of Act 2 of Ghost of Tsushima’s main quest line. We’ve left it at the bottom of this list and blocked out key info to help you remain unspoiled, but we recommend you proceed with caution if you don’t want to know anything about what might happen.
You’ll earn a whole bunch of Trophies as you explore the world of Ghost of Tsushima, and if you’re the kind of completionist who likes to unlock everything, you’ll find plenty to seek out in the game. But in addition to Trophies unlocked for completing story missions and discovering locations that upgrade your abilities, there are also several tougher-to-get hidden Trophies that require extra effort.
Ghost of Tsushima’s hidden Trophies can be tough to find and unlock–some of them are the hardest to get in the game. The good news is, we’ve unlocked them all and earned the coveted Platinum Trophy in Ghost of Tsushima, and solved every puzzle along the way. Here’s a rundown of every hidden Trophy in the game and what it takes to unlock them.
We’ve got a whole lot more coverage to help you fight off the Mongols. Check out our Ghost of Tsushima guide roundup for our full walkthrough, collectibles guides, hot springs locations, side missions rundown, combat tips, and more.
Ghost Of Tsushima Hidden Trophies
The Headstrong Thief
This hidden Trophy unlocks when you complete all of the Yuna’s Tales missions. Yuna’s set of tales is actually pretty small, so this one’s the easiest of the character tale Trophies to unlock.
The Unbending Archer
Find and complete all nine of Sensei Ishikawa’s Tales to unlock this one. You’ll need to progress into Act 3 to unlock them all, but it’s recommended that you complete them around the time they become available, to better develop the characters who appear in the main quest.
The Vengeful Warrior
Find and complete all of Lady Masako’s Tales to get this hidden Trophy. There are nine in total, but the last few won’t unlock until you reach Act 3 in the main quest.
The Warrior Monk
Complete all of Norio’s Tales to get this Trophy. You’ll meet him early in Act 2, but like the other characters, the conclusion of his story arc requires you to reach Act 3 to unlock it.
Monochrome Masters

To get the Monochrome Masters Trophy, you’ll need to locate two specific merchants: the White Dye Merchant and the Black Dye Merchant. These specific clothing makers are the only ones who deal in those colors, and each can only be found in one place on the island. Look for the White Dye Merchant in Izuhara, west of Wanderer’s Pass on top of a mountain. The Black Dye Merchant is in Toyotama, slightly southwest of Urashima’s Village, in a cave. Our Black and White Dye Merchant guide will make finding them easy. Use flowers to buy one dye from each merchant to get the Trophy–what you purchase is up to you.
Den of Thieves
The Den of Thieves Trophy will unlock as part of the story in Act 2 when you locate the town of Umugi Cove. That said, you’ll still have to expend some effort to uncover the town, which is in the southwest corner of Toyotama. Umugi is hidden in a gorge, and the pathway into it is somewhat maze-like. As you approach from the north, you’ll enter some twisting pathways through the gorge. Watch for red flowers along the path: if the flowers are lining the sides of the path, you’re going in the right direction. If the flowers cross the path as if to create a wall, they’re telling you you’re going the wrong way.
Honor the Unseen
In addition to Shinto Shrines and Inari Shrines scattered around Tsushima Island, there are several “hidden altars” throughout the game as well. These are often marked by signs with a bowing silhouette on them, indicating that you should bow before them–and if it really is a hidden altar, bowing will trigger an interesting effect. Bowing at 10 hidden altars unlocks the Honor the Unseen Trophy. You’ll find them at statues, in cemeteries, at Shinto Shrines, at Pillars of Honor, and in random locations in fields and on the banks of rivers. You’ll find lots of them incidentally as you explore, but if you need a few to close out the Trophy, check out our Hidden Altars guide.
Lost and Found

This Trophy requires you to locate a Pillar of Honor, one of the collectible locations scattered around the game world. Each Pillar also includes a sword kit, allowing you to customize your katana and tanto sheaths. There are lots of Pillars around the island and it’s not tough to find them, but if you want a quick and easy one to trigger the Trophy, head to the north end of Izuhara into Kaneda Inlet to find one on the beach there.
Have A Nice Fall
This combat Trophy is unlocked by killing an enemy with fall damage–which pretty much means knocking them off a cliff. Early in the game, however, it’s not especially obvious how to knock enemies off cliffs. The trick is to unlock some key upgrades to Jin’s character. You want either the Shoulder Charge upgrade in the Evasion tree under Samurai abilities, or the Strengthened Typhoon Kick upgrade in the Wind Stance tree. Both give you the ability to send enemies flying, and once you have one, it’s just a matter of finding a conveniently placed Mongol in a high location to unlock the Trophy.
Witness Protection
This is also a Trophy that unlocks a little later in the game. As you build your legend as the Ghost of Tsushima, you’ll start to incorporate fighting styles and tactics that have a chance of inflicting a debuff on enemies called Terrify. Basically, when an enemy soldier sees you kill one of his compatriots, there’s a chance he might become frightened, stumbling to the ground, backing away, or even fleeing the battle entirely. To get this Trophy, watch for a Terrified enemy to make a run for it, then shoot him with an arrow before he can escape. The Concentration upgrade in the Ghost skill tree makes it pretty easy.
Cooper Clan Cosplayer

This is low-key the most difficult Trophy to unlock in the game, especially if you don’t know exactly what it’s asking you to do. This is Sucker Punch creating an Easter egg referencing its Sly Cooper franchise. You unlock this Trophy by dressing up like Sly and his Cooper Clan ancestors, which means finding three key items in the world and equipping them at the same time.
To unlock the Trophy, you need to equip three things: Gosaku’s Armor, which you’ll earn by completing the Unbreakable Gosaku Mythic Tale (you’ll also need to purchase the Ocean’s Guardian armor dye from a merchant); the Crooked Kama Headband, a vanity item hidden atop Jogaku Temple in Kamiagata; and the Sly Tanuki Sword Kit, which you can find at a Pillar of Honor on the Kin, on the cliffs off its eastern point, in Kamiagata. Check out our full Cooper Clan Cosplayer guide for more details on how to find all the gear necessary for the Trophy. Our Mythic Tales guide will help you get Gosaku’s Armor, along with the rest of the best items in the game.
Dirge of the Fallen Forge
This Trophy is a story spoiler, so if you haven’t completed reached the Fate of Tsushima tale in Act 2, stop reading now.
To unlock this Trophy, you need to find enough Singing Crickets to unlock the Lament of the Storm song for your flute. After that, complete the main quest tale A Reckoning in Blood. Afterward, visit Taka’s Grave, on the east side of Yarikawa in Toyotama, just east of Yarikawa Stronghold. Play the flute song there to unlock the Trophy.
Play the Lament of the Storm at a friend’s grave (Taka’s grave in Act 2)
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Ooblets Early Access Review – They’re Breakdance Fighting
Editor’s note: This review evaluates Ooblets based on its early access state. We plan on reviewing Ooblets again once it gets a full release.
Ooblets is a charming little game, which is immediately apparent upon booting it up. You’re greeted with a loading screen that lets you know the game is taking the time to “delete negative reviews” and “make you wait” before getting blasted with an onslaught of bright colors and an adorable soundtrack that you can really groove to. I’ve seen firsthand what this game can do to people: My roommate sashays to the beat whenever he walks by my door while I’m playing. I’d make fun of him for it if I didn’t catch myself doing the exact same thing.
Ooblets maintains its cutesy tongue-in-cheek humor and visuals all throughout. The catchy soundtrack never lets up either, firmly establishing Ooblets as another one of those relaxing life simulator games that will assuredly take an embarrassing amount of hours from my life by the time it’s done with me. It’s not locked up inside during quarantine with me; I’m very much locked up inside with it. Which isn’t to say the game doesn’t have its problems–I’ve run into more than a few throughout my 15 hours with it–but there’s definitely an enjoyable gameplay loop here.











Right off the bat, Ooblets doesn’t do many favors for itself, though, as the game’s character creator isn’t very diverse. There are no options for changing facial features–my character just looks like a dark-skinned white person–and hair options are extremely limited. You can at least unlock new hairstyles, but it’s weird that all of the options that you’d normally associate with people of color (like an afro or sari headwrap) need to be bought with in-game currency, and you’ll likely not have enough to do so for your first few days. So if you’re a person of color and you want your character to look like you, you’ll just have to role-play as a dark-skinned white person until you can raise enough money to get the hair that looks like yours. It’s upsetting to see the initial character creator geared away from people of color. I’m happy the options are at least there, but it’s a hollow sense of joy seeing that the game demands I pay to appear like me, while most white players will likely be able to capture their likeness from the get-go.
However, after that initial disappointment, I did enjoy what Ooblets has to offer. Ooblets is divided into three core gameplay loops: dance battles, farm and home management, and quests. All three revolve around the titular ooblets. Ooblets (as in the creatures) are small, sentient beings that love to dance. Some are plant-like in nature while others are more robotic, and just as many are styled after real-like animals. The game never really establishes what they are or where they came from–much like Pokemon in the Pokemon games, ooblets are just creatures native to the world of Ooblets.
You’re given an ooblet at the start of your adventure, and you use it (along with the others you grow on your farm–we’ll get to that later) in Ooblets’ card-based dance battles. Ooblets’ combat is a very approachable system that’s almost comically easy in the beginning. The dance battles are far more enjoyable once your ooblets have leveled up a few times and you’ve unlocked new cards, as both wild ooblets and your fellow ooblet trainers will start going after you with a bit more aggressiveness once you’ve grown stronger. This, in turn, encourages you to be a bit more strategic in which ooblets you keep on your team and which cards you use in combat. It never becomes hard enough to become stressful, though, and in my 15 hours with the game, I’ve only lost once.
In Ooblets, you’ll always have the same collection of general cards that are key for winning. These are cards that are always in your deck, regardless of which ooblets you pick to have on your team. As fights are dance battles, you compete by playing cards that make your ooblets perform different dance moves. These dances can have several different effects, such as raising your overall score, stealing points from your opponent, increasing how many cards you can play a turn, or stunning your foe and causing them to skip their turn. The strength of these cards is dependent on hype and fluster–the former increases their overall effect and the latter decreases it–both of which can be adjusted with certain cards. As you only have a certain amount of power to expend each turn and different cards have different power levels, you have to weigh whether to raise your score, lower your opponent’s, buff yourself, nerf your foe, or some combination of those four strategies. It’s a worthwhile system of risk vs reward once the battles start getting harder, especially when each ooblet’s unique deck-building abilities come into play.

As each ooblet adds a different assortment of cards specific to them to your overall deck, there is a welcome level of strategy in regards to which ooblets you pair with one another in battle. As I began to learn what each ooblet brought to the table, my strategies satisfyingly evolved to be more efficient. I especially liked pairing my starter robotic key-looking ooblet, Sidekey (which I nicknamed Klefki for no discernable reason) with a tree stump-looking ooblet I acquired, Lumpstump (which I nicknamed Phantump–shut up, it’s clever). Sidekeys can acquire cards that are good for helping teammates use their cards multiple times, and as Lumpstumps level up, they get cards that exponentially increase the number of points you can gain in a turn the more often you use them. The two are a powerhouse match, and I shuffle them into my deck in every fight that requires I use at least two ooblets.
But Ooblets is about more than dance battles. Farming and home management are where the game really leans into its relaxing rhythm of checking off tasks. When you first start Ooblets, your house is a decrepit shack in a field that’s full of weeds, fallen trees, and rocks. With enough resources, you can fix up your place, expand it, and fill it out with new furniture, wallpaper, and flooring. You can transform your miserable-looking field into a fully-functioning farm as well. In the beginning, all you can do is clear up your yard, plant seeds, and heft a watering can back-and-forth from a nearby faucet. But by purchasing their blueprints and finding the materials to craft them, you can construct different types of sprinklers to keep your crops hydrated automatically. You can also build little coops for all your excess ooblets that you’re not using in your party, and the creatures will thank you for building them homes by caring for your farm while you’re away.
It’s a nice symbiotic relationship–whether you’re fighting or farming, you’re always growing.
Bettering your home and farm is a slow process. Your character has a limited amount of energy per in-game day, which they expend by doing things–whether that’s clearing brush or planting seeds. You can recover a bit of energy by napping, but you lose precious hours in your day by doing so. It’s far more effective to eat desserts or drink coffee, which you likely won’t be able to at the start of your playthrough because you just won’t have the resources for crafting them. I spent a lot of my initial in-game days in ooblet dance battles as opposed to farming, as clearing something as small as a three-by-three space, fertilizing the nine plots, planting the nine seeds, and watering each one would almost leave my character exhausted. It’s a frustrating way to begin, and I wouldn’t blame someone for lacking the stubbornness to make it over that initial hump. But clearing it is an immensely satisfying reward–I’ll sometimes stop playing just to gaze at my nearly autonomous farm in self-adulation, even if it’s the hard work of my unpaid ooblet workforce that’s making me hundreds, sometimes thousands a day.
There is a bit of a connection between dance battles and farming. Defeating a wild ooblet in battle allows you to ask them for their seed, which they’ll happily fart into your hand. You then take this seed back to your farm in order to grow the ooblet you defeated, allowing you to add them to your team or put them to work on your farm. In this way, the two systems feed into one another. Winning fights allows you to grow your workforce and make you a better farmer, and growing new partners unlocks new combat strategies for you. It’s a nice symbiotic relationship–whether you’re fighting or farming, you’re always growing. Unfortunately, the same really can’t be said for Ooblet’s third gameplay loop, quests.

Quests are where you’ll find Ooblets’ very thin story. As the new face in town, you volunteer to help the mayor with different tasks in exchange for your starting shed and farm. Most require you to collect a specific resource or craft certain types of food. Much like farming, it’s repetitive work. But unlike farming, there’s little in the way of satisfaction for completing your tasks. Finish the four or so things that the mayor has tasked you to do that week, and you’ll just unlock more busywork. The only substantial reward you get is for completing the quest to fix Gimble’s hot air balloon, as it unlocks a new area for you to travel to. This quest also unlocks somewhat of a main questline for Ooblets, which is to fix all the Oobnet Towers around the island in order to reconnect the internet.
I can appreciate a mayor who wants good Wi-Fi for her people, but the game doesn’t provide a very compelling reason to pursue her mission. There’s just no substance to that story. And to complete these quests, the mayor or other townsfolk typically ask you to give them something you’ve grown or crafted. Quests are, admittedly, a good outlet for farming and fighting–you can toss all your excess crops and materials at them–but they still feel a bit disjointed in that you don’t gain anything for completing them that you can then funnel into the other two gameplay loops.
Of the five areas in the game–Badgetown, Mamoonia, the Wildlands, Nullwhere, and Port Forward–you can only go to the first two as Ooblets is in early access, so the storyline to fix all the towers abruptly stops right when you’re getting into it. I’ve run into quite a few bugs as well. I’ve walked into buildings only to see the occupants’ feet dangling in midair as their heads are seemingly attached to the ceiling–which gave me quite the fright the first time I saw it as I was suddenly sure that I had just walked into a mass of hangings and Ooblets’ story was about to take a more morbid murder-mystery turn. There have been far more frustrating issues as well, such as the world not loading during area transitions or gameplay just freezing mid-combat. In these instances, I’ve had to close Ooblets and restart the game, which has caused me to lose progress if the autosave didn’t swoop in before the bug happened.

Additionally, as there are only two available areas and one of them is a fairly linear location that you only have to visit once or twice, there’s not much to see or do once you’ve actually gotten into the swing of things and are ready to tackle bigger challenges. I’m desperately yearning for a change of scenery that provides more than the hub-like Badgetown and pretty much one-and-done Mamoonia. What’s here is a good taste of Ooblets’ overall experience, but that’s all it is right now–a taste.
Despite being in early access, Ooblets has a well-established identity. It’s a charming-looking game with characters and items with names that are all cheeky puns, and its relaxing gameplay loops leave you feeling good because you’re bettering the living conditions of both yourself and the townsfolk. It’s a very positive game, and I’ll no doubt lose a lot more time to it once it leaves early access. In its current form, it’s got some annoying bugs, and since it’s not finished, there’s not much reason to stick around once you’ve accomplished the initial set of tasks that the mayor sets out for you. But what’s there is already a pretty substantial game. The card-based dance battles are adorable, it’s fun to build new decks and try out different strategies, and there’s such a deep satisfaction in transforming your modest beginnings into a beautiful farm. I want there to be more, but what’s already here is pretty good.
Ghost Of Tsushima Sly Cooper Easter Egg: How To Unlock The Toughest Trophy
Ghost of Tsushima is a pretty forgiving game in terms of Trophies, all things considered. Despite there being a ton of collectibles, most Trophies don’t require you to find all of them–only the most important ones that usually have a direct impact on gameplay. There are a few hidden Trophies that require you to explore the game a little more, but they’re usually not too tough to figure out. And then there’s the game’s toughest challenge: the Cooper Clan Cosplayer Trophy.
This hidden Trophy gives you very little to go on if you check it in the Ghost of Tsushima Trophy list. It suggests you need to “dress up as a legendary thief.” The name of the Trophy and its description are references to Sucker Punch’s Sly Cooper franchise, in which players take on the role of a heist-pulling raccoon–but figuring out exactly what you need Jin to wear in order to conjure up Sly Cooper’s classic yellow-and-blue costume can be tough.
Luckily, we’ve found literally everything in Ghost of Tsushima: every piece of armor, every piece of vanity gear, and every sword kit. We’ve hit 100% completion in the game and even unlocked the Platinum Trophy, and we figured out how to earn the Cooper Clan Cosplayer Trophy. Here’s exactly what you need to wear to unlock it and how to find all the pieces.
We’ve got a whole lot more coverage to help you find everything in Tsushima. Check out our Ghost of Tsushima guide roundup for our full walkthrough, collectibles guides, hot springs locations, side missions rundown, combat tips, and more.
Cooper Clan Cosplayer Trophy – What You Need
There are three pieces of you need Jin to wear to unlock the Cooper Clan Cosplayer Trophy: Gosaku’s Armor, the Crooked Kama Headband, and the Sly Tanuki Sword Kit. You’ll also need to find 10 flowers to buy the Ocean’s Guardian armor dye for Gosaku’s armor, which is blue and yellow. What mask Jin wears doesn’t matter; neither does the color customization for your half-bow or longbow.
You’ll have to trek across most of Tsushima to find all three pieces you need, however, and two of them won’t be available until you push the main story to Act 3.
Gosaku’s Armor
You’ll get Gosaku’s Armor as part of a Mythic Tale: The Unbreakable Gosaku, which unlocks very early in Act 2. You’ll find the singer who explains the tale in Akashima Village in Toyotama. To unlock the armor, you need to gather six keys, which are in the care of farmers at five Mongol-occupied farmsteads (marked by a plant icon on the map). Four of them are in Izuhara: Ohama Fishing Village and Aoi Village in Tsutsu; Kuta Farmstead in Ariake; and Yagata Farmstead in Kashine. The last two are in Toyotama: Iijima Farmstead in Umugi and Koshimizu Farmstead in Kushi.

With all six keys in hand, head to Akashima’s Old Togo Rice Fields, near Fort Ito and Akashima Light House. On the east side of the area is a mountain–look for a stone door you can enter at the bottom to find a climbing path that will take you to where Gosaku’s Armor rests at the top.

Once you have the armor, visit any merchant in a town and purchase the Ocean’s Guardian armor dye for the armor.
Crooked Kama Head Band
The second part of the costume is a reference to Sly Cooper’s iconic hook-shaped weapon, the kama. It’s found on a headband, a piece of Vanity Gear you can find as a collectible in the world. To get it, you’ll have to progress to Act 3 in the main story of Ghost of Tsushima, so you can get access to Jogaku Temple.

When you reach the temple, look for the tall pagoda outside the walls of the rest of the area. Standing just beneath it, you should be able to jump up near the corners of the pagoda and throw up your iron hook to climb the building. Proceed to the top and check the back side (the one furthest from the lake) to find an arrow with the headband hanging from it.

Sly Tanuki Sword Kit
Your last piece of gear requires you to find a Pillar of Honor in an out-of-the-way place in Kamiagata, once you’ve started Act 3. Head to the east coast of Kin and look for a peninsula jutting out from the island. You’ll find it east of Trapper’s House and Northeast of Iwai Village.

You’ll need to do some climbing over rocks and cliffs to get out to a snowy lookout over the ocean to find the Pillar. Claim its sword kit, the aptly named “Sly Tanuki.”
The Sly Cooper Look
Equip all the required pieces and you’ll unlock the Cooper Clan Cosplayer Trophy. Here’s what it’ll all look like:

There are more hidden Trophies in Ghost of Tsushima that require a little searching to unlock. While none of them are quite as tough to figure out without help as the Cooper Clan Cosplayer Trophy, they might also give you pause. Use our Ghost of Tsushima Hidden Trophy Guide to find them all and grab that Platinum.
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Madden 21 Will Not Include The Washington Redskins’ Old Name And Logo
Madden 21 will not include the Washington Redskins’ name and logo, according to Kotaku. Instead, the game will feature the generically named Washington team until a new team and logo are announced by the NFL.
This change is being made to the game at the last minute, as the Washington-based football team only dropped the Redskins name recently. The team has not announced a new name yet, forcing EA to leave the Madden 21 team nameless.
“We are pleased to see Washington’s decision to change their team name and visual identity,” an EA spokesperson said. “We are quickly working to update Madden NFL 21 to feature a generic Washington team, while we await final word on the updated team name and logo design.”
With Madden 21 launching on August 25, the removal of the old team name and logo will come as an automatic title update to the game when players first connect to online services. The developer is working towards removing all references to the old team name, but there might be some still left in the game on launch day.
“The first changes will be available to our EA Access players and will include audio/commentary updates; motion graphics and presentation updates; stadium art, environments, crowd gear and signage updates; and uniform updates,” the spokesperson said. “Players may continue to see some outdated Washington references in other areas of the game at launch, but we are committed to removing all of those from the game in additional title updates coming shortly after launch.”
Madden 21 will be available on Xbox One, PS4, and PC on August 25, with next-gen versions available on the Xbox Series X and PS5 at a later date. You can learn about the game and its pre-order bonuses in our Madden NFL 21 pre-order guide.
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