Call of Duty: Modern Warfare 2 Actually Teased Piccadilly Circus Attack Years Prior

2019’s Call of Duty: Modern Warfare, effectively a reboot of the Modern Warfare storyline that began in 2007, features an explosive early mission set in London’s Piccadilly Circus, a major traffic and pedestrian intersection. It’s essentially 2019’s Modern Warfare’s equivalent of the No Russian mission, a particularly violent stretch in which innocent civilians are caught in a massive terrorist attack. Well, it turns out that the events of Piccadilly Circus weren’t so unexpected, as a newspaper from Modern Warfare 2 actually described the event.

As shown in a Reddit post from user “NuclearFPS,” (as reported by Eurogamer), a newspaper clipping with the headline “Makarov Vows Revenge in Taped Message” and a picture of Picadilly Circus can be seen in mission 15 of Modern Warfare 2, “Loose Ends.” In the mission, you’re launching an attack on the house of villain Vladimir Makarov on the Georgia-Russian border, finding a wealth of intel on Makarov’s activities around the globe.

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The text of the newspaper clipping directly mentions a bombing in Piccadilly Circus. The clipping also details a statement from Makarov following the bombing, claiming the attack is revenge for “eliminating [Modern Warfare 1 antagonist] Imran Zakhaev.”

Another newspaper nearby continues the description of events.

“The explosion at Piccadilly Circus was heard for miles in every direction,” the paper reads. “Ryan Lastimosa, a tourist from the US, was watching the Changing of the Guard less than a mile away at Buckingham Palace when he heard a ‘loud boom’. ‘The ground shook so hard that we were practically thrown to the ground.’ 59 injuries from falling debris alone were reported in the vicinity of the palace. Royal Marines stationed around the area responded in conjunction with local police, but no suspects were apprehended. The death toll continues to rise, as emergency workers dig through the rubble with the current count at 407. ‘The quantity of explosives was substantial but conventional in nature,’ said a spokesperson for Interpol. ‘The question is one of logistics – we are working on that at the moment. The transport of such a large quantity would have been prohibitive in that area.’ Some have speculated that Makarov used a modified subway car in London’s Underground packed with explosives, set to detonate on arrival at the heavily trafficked station in the heart of London.”

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While it directly mentions the Piccadilly bombing, the newspaper clip kind of messes with the established Call of Duty: Modern Warfare (2019) timeline, as Zakhaev is shown to be alive and well by the end of the latest game’s campaign when it’s revealed that the events are effectively a prequel. It’s easy to imagine Infinity Ward likely combed through the three previous Modern Warfare games for narrative beats to help tie 2019’s Call of Duty back to its predecessors, albeit with some significant changes.

There’s also the fact that 2019 COD’s Piccadilly attack was carried out by terrorists driving vans filled with explosives, while Modern Warfare 2’s newspapers say Makarov used a train tunnel. Regardless, fans wondering whether or not Activision and Infinity Ward will folllow the exact same campaign narrative as previous Modern Warfare games or spice things up have one more thing to theorize about now.

In other Call of Duty news, to the surprise of no one, the FPS franchise claimed seven out of 10 spots of the highest selling games of the decade, according to the NPD. You can also still buy Modern Warfare’s “Outback Relief” pack to help raise money for Australia wildfire relief efforts.

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Joseph Knoop is a writer/producer for IGN.

Rise of Skywalker Art Book Reveals Abandoned Plotlines and Characters

Star Wars: The Rise of Skywalker Spoilers below:

It appears that images from the official Star Wars: Rise of Skywalker art book have been uploaded to Twitter, and there are some similarities to the rumored Colin Treverrow “Duel of the Fates” screenplay.

As first reported by Polygon, a “Reylo” fan account, @JadoreReyBen, has uploaded various pictures to Twitter of what appears to be a non-English edition of The Art of Star Wars: The Rise of Skywalker, an art book that won’t be released in America until March 31.

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Pictures include various images of “Dark Rey”, including one where she is standing next to a throne that Kylo Ren is sitting on. There’s also an alien with multiple arms that bears resemblance to a character described in the leaked screenplay. A Reddit post detailing the leak describes the character, named Tor Valum, as a 7,000 year old Lovecraftian, “spindly” alien. The character is supposedly the mentor to Palpatine and was going to train Kylo Ren in the film. Take a look.

If you’re still a tad confused by the images above, read everything we know about Colin Treverrow’s alleged Star Wars Episode 9 script.

The Rise of Skywalker has just passed $1 billion in ticket sales. It may be a blockbuster, but Disney’s Frozen II ended up as the biggest movie of the season. The animated sequel has amassed $1.37 billion at the box office. They are just two of 46 movies that have reached the billion dollar distinction.

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For more Star Wars news, check out Taika Waititi’s response to the rumor he has been approached about making his own Star Wars movie.

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Petey Oneto is a freelance writer for IGN who saw Star Wars Episode IX in 4D and has no intention of seeing another 4D movie for a very, very long time.

The Rock Comments On the Passing of His Father, Rocky Johnson

Dwayne “The Rock” Johnson took to Instagram to pay tribute to his late WWE Hall of Famer father, Rocky Johnson, who passed away last Wednesday at the age of 75 from natural causes.

Rocky Johnson had a decades-spanning career in the wrestling business, mostly during the industry’s territory days, and, with partner Tony Atlas, became one half of the first-ever African American tag team champions. Below is The Rock’s beautiful message to his father. Click the image to see the full video posted, which shows a pre-teen Dwayne Johnson sitting front row and watching his father wrestle.

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Click the image to see the full video!

Johnson ends his tribute with “You lived a very full, very hard, barrier breaking life and left it all in the ring. I love you dad and I’ll always be your proud and grateful son. Go rest high.”

According to the Tampa Bay Times, Johnson died from a blood clot that had traveled from his leg into his lung. Johnson’s friend, and former wrestler, Brian Blair related the news.

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Matt Fowler is a writer for IGN and a member of the Television Critics Association. Follow him on Twitter at @TheMattFowler and Facebook at Facebook.com/MattBFowler.

Frog Detective Is The Hero We Need In 2020

After a busy year of video games, the slower pace of January is a great time for us to go back and play some of the cool, smaller titles that we might have passed over while trying to keep up with the big blockbusters of the end of the year. In this article, we take a look at the wonderfully charming Frog Detective 2: The Case of the Invisible Wizard, as well as two fiendish puzzle games for those who like a little more (well, a lot more) challenge: Superliminal and Kine.

In retrospect, 2019 was actually pretty rich for the indie scene, and it’s nice to see some of the games we’d previously mentioned in this column making it to a few best-of lists around the internet–if you missed them, you can go back and check out our takes on Eliza, A Short Hike, and Anodyne 2, as well as Mutazione, Wilmot’s Warehouse, and Fit For A King. Don’t sleep on these super cool games!


Frog Detective 2: The Case of the Invisible Wizard

I feel like we could do with a bit more wholesomeness right about now. The second and, if the unexpected post-credits scene is accurate, evidently not the last in the Frog Detective Investigations series offers a welcome respite from the bleak realities of raging bushfires, corporate greed, and bellicose presidents. It’s a world without crime, after all, despite the confusingly-named Frog Detective Crime Solving Agency.

It’s also a world where the kind folk of Warlock Woods come together to throw a welcome parade to their devastatingly shy new neighbour, and reluctantly call in the services of the titular frog detective when they discover the parade preparations have been trashed. Everyone in Warlock Woods is just so damn nice… well, except for Victor perhaps, but he’s only a little grumpy because he’s so hungry. Still, they’re a friendly lot, a close-knit community of talking animals who have refreshingly progressive views on how to receive a complete stranger into their small town.

Actual detective work is light on the ground. You cannot leave your office to travel to the town without first collecting your trusty magnifying glass, but it’s a red herring really, and utterly useless for the task at hand. Instead, you’re best served by chatting with the townsfolk and making gentle enquiries as to their whereabouts on the night in question. There are some trifling puzzles to overcome to push the story forward, but for the most part, you’re here to enjoy the witty dialogue and revel in the whimsical nature of it all.

Be warned: this is a short game, as the Steam page makes very clear. In a sense, it’s almost a perfectly formed one, and best played in one sitting over the course of about an hour. The writing is sharp, the banter between the animals silly yet crammed full of genuinely smart and laugh out loud exchanges. It’s goofy without slipping into wackiness, and facetious without sliding into sarcasm. Hitting on a tone that’s just the right mix of playful and good-natured, Frog Detective 2 delivers a delightfully mischievous mystery to solve.

It’s like: LA Noire spent a Night in the Woods in the Animal Crossing village

Get Frog Detective 2: The Case of the Invisible Wizard on Steam and Itch.io


Kine

A musical trio featuring drums, accordion, and trombone may not suggest ear-catching potential, but when the three are asked to jam in this pop-jazz puzzler it’s hard to resist toe-tapping along to the beat.

Kine presents a series of discrete spatial puzzles that sprawl out across a kind of big band infused cityscape. Aesthetically it screams–well, rather shuffles and struts–early 20th century New York, all bright lights and big beats and Broadway. Each puzzle takes place on a small grid and you must maneuver your musical instrument, whether it’s drum, trombone, or accordion, across the grid to a goal square.

The catch is that the block-shaped instruments can only be moved by rolling them on their side, a task that’s made trickier through the devious gaps in the floor and pillars that block the obvious path. Each instrument has different dimensions and movement mechanics to consider too–the accordion, for example, can extend either vertically or horizontally, changing its shape on the fly and thus the squares of the grid its now eligible to roll onto. The L-shaped trombone is even more complex. It can be reconfigured along two axes and is prone to find its movement impeded by the increasing number of obstructions around the grid.

The difficulty ramps up gently as you’re introduced to the three instruments in turn. Later levels become fiendishly fraught when the trio finally comes together and you’re required to switch between them to solve the puzzle. Moving the drums just so to create a new platform for the accordion to land on which in turn will open up a route for the trombone, and so on. These later levels encourage you to visualise the shape of the board several moves in advance, which is exhausting in the moment but thrilling to solve.

I had to take breaks after every few levels when my head was too cluttered with geometry. The compulsive, looping jazz soundtrack kept me returning, though, driving me forward onto the next puzzle grid of musical gymnastics with its percussive momentum.

It’s like: Stephen’s Sausage Roll by way of Cadence of Hyrule and Jazzpunk

Get Kine on the Epic Game Store and digitally on PlayStation 4, Xbox One, and Nintendo Switch.


Superliminal

Superliminal is a puzzle game about how we see the world, and how much your perspective on the world matters. And it really wants you to understand that its core mechanic is also a metaphor for the infinite ways we collectively see the world. We’ve all got our own perspective, but wouldn’t it be good if we could see things from another vantage point? Maybe a change of perspective might, you know, change some perspectives.

That core mechanic initially sees you able to pick up certain objects and alter their size depending on how they’re set back down into the environment. Walk real close to a tiny ball so it appears large, then pick it up and suddenly it’ll be enormous when you look up and drop it in the middle of a room. Conversely, grab something large from a distance and it’ll shrink in your hands, letting you set down a miniature version. It’s a startling effect the first time you see it, and that sense of wonder–that feeling you’re performing some kind of illicit dark magic every time you pick something up–only dissipates slightly over the course of the game.

Other mechanics are added to your puzzle-solving repertoire, letting you utilise negative space to your advantage or allowing the seemingly infinite replication of interactable objects, among others. Some of these additions are more successful than others, and while they do extend the palette of puzzle types, it’s that core “is it big or is it small?” conceit that conjures the most satisfying conundrums to crack, especially the second-to-last series of challenges that take the core idea and twist it back in on itself in an unexpectedly giddying manner.

The denouement to this Portal-esque series of puzzle chambers is a little anticlimactic in terms of its difficulty, though it never fails to throw up fascinating new environments that you’ll want to thoroughly explore. And it’s here where the “how about a new perspective?” narrative metaphor becomes laboured to a point verging on parody, though the earnestness of its all-too-obvious message did make me feel bad for rolling my eyes.

Don’t let the clumsy theme deter you, Superliminal remains an inventive and eye-opening puzzle game throughout.

It’s like: Portal enrolled at the Stanley Parable and brought a bag of Photoshop tricks.

Get Superliminal on the Epic Game Store.

Tokyo Mirage Sessions #FE Encore Beginner’s Tips: Fast Money, Leveling, And More

Ninja Reacts to Getting His Own Skin in Fortnite

Update: The Fortnite Ninja skin officially went live in the Item Shop on January 17, a day later than expected. The skin will cost players 1,500 V-Bucks which comes out to around $15.

You can see Ninja’s reaction to his skin going live in the tweet below.

 

Tyler “Ninja” Blevins announced on Twitter that he will be getting his very own Fortnite skin. Styled with blue hair and a blue outfit with his logo on it, Epic Games says the cosmetic is designed to bring the “artistic vision, personality, and attitude” of the popular streamer to Battle Royale.

The skin was initially discovered by data miners minutes before the announcement took place. The encrypted files were uploaded as part of the new 11.4 patch and of course, data miners discovered the files were in fact skins themed after Ninja.

The Ninja Fortnite skin set includes:

  • Ninja outfit
  • Ninja’s Edge Back Bling
  • Ninja Emote: a victory dance called the ‘Pon Pon’
  • Dual Katanas Pickaxe

If you’re wondering how you can grab this limited edition skin, check out our guide below.

How Do I Get the Ninja Skin in Fortnite?

To pick up the Ninja skin, you’ll have to wait for the cosmetic to go live as it isn’t currently available in the Item Shop. You’ll be able to pick it up starting tomorrow, January 16 at the following times:

  • 4pm PST
  • 7pm EST
  • 12am GMT

The Ninja skin is only available for a limited time, however, and availability will end once it’s taken down. The Ninja skin will be removed from the Item Shop 3 days later on January 19 at the following times:

  • 5pm PT
  • 8pm ET
  • 1am GMT

To get the skin, make sure to log in between those days and times and purchase it. Ninja also provided a code — NINJA — that players can use when they purchase it.

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The Ninja partnership is part of a new Icon series where Epic Games collaborates with musicians, artists, movies, fashion, and more to bring themed experiences to Fortnite. Past collaborations included Marshmello and Major Lazer. Epic Games also confirmed YouTube creators Loserfruit and The Grefg are future Icon series collaborations.

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First Castlevania Season 3 Image Revealed, Shows Off New Characters

Netflix has revealed the first image for the anticipated third season of Castlevania, its original animated series based on the acclaimed video game franchise of the same name. If you’re looking for a first look at what to expect from Season 3, look at the header image of the show’s Twitter account–or just keep scrolling, we’ve embedded it below.

The new header image features four characters. Of the four, only one is immediately recognizable–Carmilla, the secondary antagonist of Castlevania Season 2 and a recurring boss from the video game series. The other three are brand-new, never-before-seen characters. The image offers no hint as to the allegiance of the three new characters, though spotlighting them at all implies that they’ll feature prominently in some capacity to the storyline of Season 3.

Carmilla is the one on the far right--the remaining three haven't been seen in the Castlevania series as of yet.Carmilla is the one on the far right–the remaining three haven’t been seen in the Castlevania series as of yet.

Not much is yet known about Castlevania Season 3. Netflix confirmed a Season 3 would be made almost immediately after the debut of Season 2, adding that director Sam Deats, writer/executive producer Warren Ellis, and executive producers Adi Shankar, Fred Seibert, and Kevin Kolde would return. Season 3 is scheduled to consist of 10 episodes.

In a description for Season 3, Netflix writes, “Trevor Belmont, last survivor of his house, is no longer alone, and he and his misfit comrades race to find a way to save humanity from extinction at the hands of the grief-maddened Dracula and his sinister vampire war council.”

Castlevania is one of Netflix’s expanding library of anime exclusives alongside acclaimed hits like Aggretsuko, Devilman Crybaby, and Violet Evergarden.

How the World of Dragon Ball Z: Kakarot Replicates the Show

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Trails Of Cold Steel III Is Coming To PC With Enhancements In March

During a livestream for a PAX South panel, publisher NIS America announced that it is bringing the third entry in the cult-hit Japanese RPG series Trails Of Cold Steel to PC. Fully titled, The Legend Of Heroes: Trails Of Cold Steel III, it originally released on PS4 in September 2017 for Japan and October 2019 in the West, and a Switch version is due later this year. However, those who are looking to continue the Cold Steel saga on PC can do so on March 23, 2020.

Cold Steel III continues the story of main character Rean Schwarzer and friends from Class VII navigating tense political drama and the terrors of war as they grow into young adults and take on new roles in life. The series incorporates story elements from the Trails In The Sky series (and other Japan-only entries) as all these games take place in the same universe.

When it comes to this version in particular, Cold Steel III gets the enhancements that came with the previous two games on PC. This includes native 4K support, ultrawide 21:9 support, an uncapped framerate, and a bunch of graphics options. Another important inclusion is turbo mode, which lets you fast forward 2x, 4x, or 6x the game’s speed at any point.

For more on the series, be sure to read our in-depth interview with developer Falcom’s president Toshihiro Kondo about Trails Of Cold Steel and how it fits into the larger RPG landscape. If you’re looking to take the game on the go later this year, you can check out our Cold Steel III gameplay on Nintendo Switch. Trails Of Cold Steel IV closes out the series, and while it’s been out in Japan since 2018, there’s currently no word on a Western release.

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Ubisoft Wants To Make Its Games More Unique, Restructuring Editorial Team

Ubisoft has announced it plans to change-up the structure of its editorial team–the group of individuals largely responsible for the design and story direction for all of the company’s games. By changing how the group is organized, Ubisoft hopes to better differentiate its games from one another.

“We are reinforcing our editorial team to be more agile and better accompany our development teams around the world as they create the best gaming experiences for players,” Ubisoft said, according to VGC. For context, in the past, the 100-or-so group of designers and producers that comprised the editorial team were the leading influence behind the similar design in Ubisoft games: open-world with lots of side quests, multiplayer or online in-game elements, and storylines themed around real-world issues, according to VGC’s report.

“In the previous system that editorial had, there were often the ideas of just one or two people getting put into every game,” an anonymous source told VGC. “That’s why you tended to see such similarity, because it’s the same taste and opinion being replicated.”

Granted, these design philosophies have been the basis for some of Ubisoft’s recent successes, such as Watch Dogs 2 and Assassin’s Creed: Odyssey. However, as 2019 made abundantly clear, using a design that’s worked before for all of your franchises does not mean they’ll all be successful. Ubisoft reported disappointing sales numbers for both The Division 2 and Ghost Recon Breakpoint–later implying one of Breakpoint’s most significant flaws was that it was too similar to The Division 2. “While many of our titles are strongly differentiated, we need to ensure this is the case for all of them,” Ubisoft CEO Yves Guillemot said in a conference call.

Following the reveal of the disappointing sales numbers, Ubisoft announced that it would be delaying Watch Dogs: Legion, Rainbow Six Quarantine, and Gods & Monsters so as to ensure that they all launch with the right amount of polish and are distinct–both from each other and what came before them.

Under the new set-up, Ubisoft chief creative officer Serge Hascoet will no longer solely lead editorial. Instead, he will simply oversee the group while seven vice presidents each lead individual teams within editorial that are devoted to one franchise. Under this new system, Ubisoft is hoping that all of its franchises will evolve in different ways, creating a more distinct feel for each.

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