It’s been a boon for Persona 5 fans lately as developer Atlus has been consistently revealing details on the upcoming Persona 5 Royal–the definitive version of the original RPG. And the latest “Morgana Report” video outlined several new features and mechanics that the game will include. These videos are in Japanese but translations have given us further insight into what Morgana has to say about P5R’s new content.
The new partner attacks that we’ve been seeing throughout P5R’s build up have an official name now; they’re called Show Time attacks. So far, we’ve seen Show Time attacks from the duos of Haru-Morgana, Ryuji-Yusuke, Ann-Morgana, Makoto-Ryuji, and most recently Yusuke-Ann. It’s not entirely clear how you’ll initiate these extravagant, high-damage attacks, but it was hinted that their availability will be tied to developing relationships between specific characters.
Another aspect of combat that has been further explained is changes to the Baton Pass mechanic. With a high-enough Confidant level, party members in the original game could transfer their extra turn (earned from critical or weakness hits) to another member. P5R will flesh out the feature even more to make it more effective. Taking a page out of the Persona Q book, spells and attacks can be used free of HP or SP costs after a Baton Pass. Furthermore, party members will restore a small amount of HP and SP when chosen to receive the extra turn. It appears that these perks will develop through a separate social ranking system, which was briefly shown in the Morgana Report video, where the player reached Rank 3 with Ann after a game of darts.
Combat will be even more dynamic because of accessories you can equip to other party members’ personas. Depending on what you equip, characters can cast spells outside of their original moveset; for example, we see Ann using an Ice-type attack through this system. It’s another similar element from Persona Q where characters can have sub-personas and cast different spells.
Yusuke and Ann shutting it down with their Showtime attack.
Outside of combat, social activities have expanded. Some of the hangout spots in the new part of town called Kichijoji were previously teased, but the latest video shows more of what these entail. You can actually take part in the DartsLive minigame (shout out to the Yakuza games) that’s in the pool hall Penguin Sniper. There’s also a jazz bar to chill at and get a drink with the team; you can see Joker and Makoto on a date at Jazz Jin and subsequently leveling up her persona. Like previous Persona games, P5R will feature a Shrine to visit during off hours, and it seems like it’ll provided boosts to Joker’s SP. Other small addition were showcased as well, like the ability to trade in gear you don’t use in exchange for points to spend on other equipment.
We’ve been keeping up with the new, upcoming version to Persona 5; you can catch up with our breakdown of the first P5R reveal trailer and compilation of all the P5R details that have come out since. While the game is set to release on October 31, 2019 in Japan, we’ll have to wait until sometime in 2020 when P5R launches worldwide, exclusively for the PlayStation 4.
Konami has announced more release details for its retro TurboGrafx-16 Mini, including a release date and the full game library. The mini-console will include a library of 50 games, though some are repeats between their English- and Japanese-language versions. It will release on March 19, 2020.
The mini-console will be available for purchase from Amazon, and pre-orders will open as a Prime subscriber exclusive on the upcoming Amazon Prime Day, which starts on July 15. The name and design of the mini-console will be different based on territory based on its roots in the region–TurboGrafx-16 Mini in America, PC Engine Core Mini (after the Core Grafx) in Europe, and PC Engine Mini in Japan. The price is set at $100 / €89.99 RRP.
The full game line-up includes 24 TurboGrafx-16 games, and 26 PC Engine games. Each region will get roughly the same library, so English-speaking customers will get the collection of Japanese-language games too. The one exception is to the Japanese PC Engine Mini, which will Tokimeki Memorial instead of Salamander.
The libraries themselves have some crossover. Both libraries have the Neutopia games, Ys games, and Military Madness. But there are also some curious spots where the two don’t overlap. It has the Japanese version of Bonk, and then the English version of its sequel, Bonk’s Revenge. The two have different variations of Bomberman. Snatcher, one of the earliest games from Metal Gear creator Hideo Kojima, was only ever released in Japan, so this only includes that version.
Check out the full line-up below.
TG-16 Games
Air Zonk
Alien Crush
Blazing Lazers
Bomberman ‘93
Bonk’s Revenge
Cadash
Chew-Man-Fu
Dungeon Explorer
J.J. & Jeff
Lords Of Thunder
Military Madness (Nectaris)
Moto Roader
Neutopia
Neutopia II
New Adventure Island
Ninjaspirit
Parasol Stars
Power Golf
Psychosis
R-Type
Soldier Blade
Space Harrier
Victory Run
Ys Book I&II
PC Engine Games
Akumajō Dracula X Chi No Rondo (Castlevania: Rondo Of Blood)
After two years, Splatoon 2‘s final Splatfest event will take place next week, marking the end of the game’s monthly competitions. To commemorate the occasion, Nintendo is hosting Splatoon-themed events in two first-party Switch games this weekend.
First is Tetris 99‘s fifth Maximus Cup, which runs from now until 11:59 PM PT on July 15 (7:59 AM BST on July 16). Like previous Maximus Cups, this event is point-based; you’ll earn a certain number of points depending on what number you place each round, and if you manage to rack up at least 100 points before the event ends, you’ll unlock a cool Splatoon 2 theme for the game. You can see the theme in action in the video below.
In addition to Tetris 99, Super Smash Bros. Ultimate is holding a Splatoon-themed Spirit Board event this weekend, which likewise runs from July 12-15. Throughout the event, various characters from the Splatoon series will appear in the Spirit Board every hour, including the Legend-class Squid Sisters. You’ll also earn twice as many Spirit Points each time you battle one of these characters during the event.
Splatoon 2’s final Splatfest kicks off July 18 and runs for an extended 72 hours, concluding on July 21. The theme this time is an apocalyptic one, asking players to choose whether they’d like a world ruled by order or chaos. During the first 48 hours of the event, all 23 Shifty Station stages from previous Splatfests will return to the rotation, while a brand-new Shifty Station–featuring appearances by Pearl and Marina–will be featured for the final 24 hours.
Following the final Splatfest, Splatoon 2 will receive one more content update. Patch 5.0 will arrive in late July and add a Splatfest Turf War option to private battles. This mode will let you play on any of the game’s 24 Shifty Station maps and transform other stages into their nighttime versions, just as they appeared during Splatfests.
You’re probably in the middle of chasing down Bad Juju and completing your Moments of Triumph in Destiny 2. But if you need another new shiny Exotic weapon or piece of armor to hold you over as you grind for new gear, there’s good news! It’s the weekend and Xur, Agent of the Nine, has returned to the solar system with a new batch of Exotics. Here’s where to find him and what items you can buy from him right now.
Where Is Xur?
You’ll find Xur on Titan this week. Land at the Rig and head northeast toward the edge of the area. Xur is hiding in a low building near the edge of the platform; it’ll be on your left as you approach.
What Exotics Is Xur Selling?
For a weapon this week, Xur brings Hard Light, one of the most fun Exotics in Destiny 2. It’s an auto-rifle that fires powerful elemental ricochet rounds that don’t lose their effectiveness at range, and do even more damage once they bounce. Plus, you can change Hard Light’s elemental damage type at any time, making it extremely versatile.
Xur’s armor haul includes Wings of Sacred Dawn for Warlocks, a chest armor piece that can suspend you in midair when you aim down the sights; the effect lasts even longer as you land hits. Hunters can grab Gemini Jester leg armor, which disorients enemies near you when you dodge, removing their radar. Finally, Titans can grab the Helm of Saint-14 helmet, which gives overshields to allies who walk through your Ward of Dawn bubble shield. Enemies who pass through the shield are blinded, as are enemies who get too close to your Sentinel Shield while you’re guarding.
Hard Light — 29 Legendary Shards
Gemini Jester (Hunter leg armor) — 23 Legendary Shards
Helm of Saint-14 (Titan helmet) — 23 Legendary Shards
Wings of Sacred Dawn (Warlock chest armor) — 23 Legendary Shards
Beyond this, you can get a Fated Engram, which you can only buy one of per week but will decrypt into an Exotic you don’t already own. That costs a whopping 97 Legendary Shards. You can also pick up an Invitation of the Nine for nine Legendary Shards, giving you some special objectives to complete, or the Five of Swords challenge card to adjust Nightfall Strike modifiers.
Xur will stick around until the weekly reset on Tuesday, July 16, so make sure to visit him before then if you’re interested.
Amazon Prime Day 2019 is fast approaching, marking the busiest summer shopping day of the year. Prime Day itself will run from Monday, July 15 through Tuesday, July 16, but other retailers are hopping on the opportunity to challenge Amazon’s retail holiday. Target, Walmart, Ebay, and several other online retailers are all holding their own summer sales events to compete with Prime Day.
If you just can’t get enough Pops, Prime Day and the surrounding sales are a good time to stock up. GameStop’s storewide Summer Sale and Ebay’s Hot Deals For Hot Days Sale have already started, so either of those could have deals pop up before Monday starts the events in earnest. Bookmark this page to track all the Funko deals as they happen.
Amazon-exclusive Star Wars Deluxe Funko Pop – $65 at Amazon
The showpiece of this year’s Prime Day festivities is an exclusive Funko Pop. The Funko Deluxe figure features Han Solo in the cockpit of a Funko-styled Millennium Falcon. It measures 5.5 inches tall, 10.5 inches wide, and 13.25 inches long, so you’ll need some space for it. It’s a Prime Day Launch, meaning that’s when pre-orders will begin, but the actual Pop won’t ship until October 21, 2019.
As part of GameStop’s Summer Sale, which overlaps with Prime Day, the retailer is also offering a special deal on Funko Pops where you can get three for $25 on all Funko Pops that are $12 and under. If you choose three $12 figures, that’s a total savings of $11, almost getting you one figure for free. You can check out the full offering of Funkos over at GameStop.
Of course, more deals will go live when Prime Day officially kicks off on Monday (and we’ll include the best of those deals here), but in the meantime, check out some of the Pops already discounted below.
Amazon Prime Day 2019 is almost here. The online retailer’s annual summer sale officially kicks off on Monday, July 15, and it’ll offer Amazon Prime members bargains on hundreds of products, ranging from video games, consoles, VR headsets, and much more. The deals will extend into other forms of entertainment as well, including 4K UHDs, making this a good opportunity to bolster your movie library.
Prime Day may still be a couple of days away, but a handful of deals have already begun cropping up online ahead of the big shopping day, with many more to come once the sale officially begins. 4K UHDs are normally pretty pricey, so if you’re in the market for some new movies (and have the required hardware to play them), you’ll definitely want to browse this year’s selection of deals.
You can see some of Amazon’s best preliminary 4K UHD deals below. They include discounts on some recent blockbusters, as well as a few pre-orders on upcoming releases. Be sure to check back over the next couple of days, as we’ll be updating this list with more deals as they emerge.
Amazon Prime Day runs for a full 48 hours, ending at midnight Pacific Time on July 17, but that isn’t the only sale going on. Not to be outdone, many other stores, including Target, Walmart, Ebay, and all the other online retailers, are also offering discounts on a variety of video games, accessories, and other products to compete with Prime Day, so you’ve got plenty of deals to choose from.
While Phase 4 of the MCU is still largely shrouded in mystery and speculation, there has been a steady smattering of casting news revolving around one specific upcoming project: The Eternals, which so far, has reportedly nabbed big names like Angelina Jolie and Kumail Nanjiani as well as (potentially debunked) rumors of Stranger Things’ Millie Bobby Brown as unconfirmed roles in the ensemble.
But major talent aside, the question still remains: Who–and, perhaps more importantly, what–are Marvel’s Eternals? Where do they come from and how do they fit into the MCU’s current landscape? Are they the next Avengers? The next Guardians of the Galaxy? The next Asgardians? Or are something else entirely? To get to the bottom of these questions, we need to take a look into some real-life superhero history.
The once and future King
It’s impossible to disentangle the story of the Eternals from the legacy of one of comics biggest icons: Jack Kirby, the man responsible for co-creating the teams that established Marvel as we know it today like the Fantastic 4, X-Men, and Avengers. His name may not be as universally recognized as Stan Lee, but his fingerprints are all over the MCU and his ideas form the baseline DNA of our modern understanding of superheroes across the board. This is largely thanks to the fact that Kirby worked extensively on both Marvel and DC projects through most of what we know now as the Silver and Bronze ages–roughly between the early ’60s to the late ’70s.
Kirby’s relationship with both Marvel and DC is a point of some historical contention, but the long and the short of it is that during his time at either company, he was largely given carte blanche to create the stories he wanted, which he would write, draw, and edit on his own. At DC, that manifested as the Fourth World saga, a new cosmic mythology that gave us characters like Mister Miracle, Darkseid, Steppenwolf (shout out to Justice League, I guess), and Big Barda. It was left unfinished after the books involved were canceled, though the characters and the stories were eventually picked up years later by other creative teams. The cancelation prompted Kirby to pack up and return to Marvel, where he did–well, essentially the same thing. The Eternals were Kirby’s answer to the Fourth World for Marvel, and a chance to explore the same themes he began broaching over at DC in spite of his canceled books.
The themes themselves were pretty crazy. At this point in his career, Kirby was less interested in biff-bang-pow superheroics and more interested in things like high concept theology and how that would actually intersect with a world where superpowered gods walked the Earth. For the Fourth World, he took Judeo-Christian elements to make (and critique) a new, cosmic version of Heaven and Hell. For The Eternals, he went a bit more broad, cribbing from Greek, Roman, and Incan pantheons, as well as literary historical texts and epics–everything from The Odyssey to Shakespeare–to make a brand new creation myth for the Marvel Universe.
Okay, so what is the myth?
The Eternals story goes like this: The universe is populated with giant, timeless, immortal gods called Celestials who create experimental life on planets throughout the cosmos. Coincidentally, one of their experimental planets just happened to be Earth, about five million years pre-history, where they found the start of human life, conducted their experiments, and gave rise to three different “species” of humanity–humans, Eternals, and Deviants–all of which evolved over time as the Celestials observed from afar.
Humans were just regular humans, but Eternals and Deviants were special. Eternals were immortal, ageless and beautiful while Deviants were similarly timeless but monstrous and cruel. As the three species evolved together, the Eternals inadvertently became the foundation for many of humanity’s myths–the gods of various pantheons, the main characters in fables, etc–while the Deviants were driven underground to effectively become the basis for human concepts like demons or Hell.
With the Eternal/Human/Deviant trinity, Kirby was able to recontextualize the whole of human history in the Marvel Universe–but the effects were extremely localized at first. It took years, but eventually, the new creation myth was retroactively applied to characters like Thanos (yeah, that Thanos) who was revealed to be a Deviant from his home planet of Titan, the result of another Celestial experiment.
The major conflict of Eternals-focused stories is usually two-fold. They are constantly at war with the Deviants who hate both the Eternals and all of humanity, but they also struggle against the Celestials who tend to believe their experiments have shelf lives. The Celestials visit their planets in “hosts” to instigate apocalyptic events (like the biblical 40-day and 40-night flood) to hit the hard reset button on all life–something that both the Eternals and the humans tend to take issue with.
Who are the Eternals?
Honestly, there are way, way too many Eternal and Deviant characters in the Marvel universe to keep track of, so for the sake of simplicity, we’ll focus on the ones that are likely to play a big role in the MCU.
There’s Ikaris, the de facto protagonist of Kirby’s original series, and the father of Icarus, the guy with the wax wings from mythology. Ikaris is a friend of humanity and one of the major players in rallying his Eternal brothers and sisters to play a role in the world of superheroes.
Sersi is a trickster Eternal with magic abilities that can control and shape-shift atoms into new forms. She’s the basis for a whole bunch of myths and historical literature like the goddess Circe, and Penelope the wife of Odysseus to name a few.
Thena, an eternal who is “constantly mistaken” for the Greek goddess Athena, was the inspiration for the city of Athens. She had an affair with a Deviant leader named Kro which resulted in twin half-Deviant, half-Eternal children.
Other likely additions to the MCU are Zuras and Ajak who were Eternals that served to inspire and muddle Greek myths with Zuras becoming an analogy for Zeus and Ajak becoming an analogy for the hero Ajax. There’s also The Forgotten One, who was the basis of fables like Beowulf and Gilgamesh, and Druig who specialized in secrecy and espionage and worked with the K.G.B (a Black Widow tie-in, maybe?)
What does this mean for the MCU?
The short answer is: it’s almost impossible to tell. As it stands right now, outside from the existence of Thanos himself, we’ve only had one real allusion to the Eternals at all in the MCU–a throwaway line about Vormir (remember, the Soul Stone planet?) being the “center of Celestial space.”
Introducing the Eternals into the MCU means a serious chance to start doing some real archeology into the shared universe’s history–way beyond what we’ve already done with movies like Captain America: The First Avenger and Captain Marvel–but with that opportunity comes some unique challenges. Because they’re typically so tangential to the traditional superheroics, getting them to mesh in the established story will be tricky–even finding a place to back door them into the mix like Black Panther and Spider-Man via Civil War will be a careful balancing act.
However, risks aside, the Eternals mark a whole new universe of opportunity that could make the MCU seem even more expansive than it already is, and bringing the Celestial conflict into the spotlight is certainly one way to up the ante after Thanos.
The fact of the matter is, no matter what happens, the Eternals won’t be a replacement Avengers, and they’ll stand completely apart from other teams like the Guardians of the Galaxy or other mythologically inspired races like the Asgardians–which is a very cool prospect, but also an intimidating one. We’ll just have to hold on and keep our ears to the ground for more Phase 4 news before we get too deep into the guessing game.
SolSeraph is overtly inspired by the Super NES cult classic ActRaiser. If there was any shred of doubt of its roots given its mixture of action-platforming and sim-style management, that was removed when it opened with a slow spinning first-person view barrelling towards the earth–an homage to ActRaiser’s Mode-7 showpiece so specific that it virtually winks at the audience. Curiously, though, it’s some of SolSeraph’s departures from ActRaiser that let it stand on its own, for better and for worse.
SolSeraph puts you in the divine boots of Helios, the Knight of Dawn, as he helps build civilization and fight against a set of Younger Gods who each manifest as the embodiment of a natural disaster. There is a hodge-podge of religious iconography at play, and Helios looks especially angelic, but this isn’t tied to any specific faith. Instead, SolSeraph invents its own mythology, borrowing bits and pieces from world religions.
Each of the five territories consists of two distinct game types. To begin, you fight through monsters to unlock a new civilization. Each one is housed on its own environment type which presents its own set of hazards. An island nation is prone to constant flooding, for example, while the snowy northern tribe has trouble tending farms and needs to rely on livestock instead. You guide the people to manage their population and resources, like food and lumber, while also building defensive structures to fend off attacks from monsters. Then you can build a temple near one of the monster lairs, take part in another action-platforming or arena battle to clear it, and continue until you unlock the final portion that houses the Younger God boss.
This all may sound very familiar to ActRaiser fans, but the focus on defending against waves of monster attacks is actually a wild departure. SolSeraph’s approach is more akin to a tower defense game, as the waves of monsters all march on a set path toward a centralized base marked by a campfire. Defeating waves of monsters takes a variety of defensive structures, even earning its own part in the radial menu, along with the godly powers to summon lightning or dispatch a guardian. In short, it takes the formerly minor threat of monster attacks and makes it much more active and central to the experience.
On one hand, this change makes the sim portions feel that much more dynamic. Protecting your people from brutal waves of monster attacks can be much more frenetic than the relaxed, casual sensation of watching your society grow and occasionally guiding your people in the right direction. On the other hand, this approach comes at the expense of what made ActRaiser such an interesting examination of faith.
In ActRaiser, society grew on its own as you mildly steered them, and your tools were limited. You could summon an earthquake to destroy houses and encourage stronger building, but you couldn’t meticulously place each individual building on a grid. In some ways, ActRaiser functioned as a reflection on the limitations of divinity. Interactions were indirect, and the stories that played out were sometimes tragic. The people assumed it must be the will of a higher power, but in reality, you were powerless to stop some events that they had set in motion by their own free will. It’s a powerful idea that, in SolSeraph, is undermined by having such direct control over everything your civilization does.
The spirit is still there, to a point. The people pray to Helios without ever hearing an answer, so the idea is still present that they’re operating on faith and hoping some dispassionate deity will end their struggles. But this is present only in short story sequences, and it’s discordant with the mechanics of the game itself. There is no sensation that the culture is flourishing on its own. You aren’t gently guiding as much as dictating, which feels oddly out-of-step with the idea that the people have unproven faith in a higher power.
Functionally, the sim segments are relatively simplistic but often unintuitive. Monster waves come infrequently enough that it’s often easy to build up a massive arsenal of defenses before the first attack ever comes. There’s no real penalty for failure, and in fact getting a game over screen just starts the monster clock over again from zero while keeping all of your recent building changes. At the same time, it isn’t always clear where the monsters will be coming from or in what numbers. Building temples to clear monster lairs relies on meeting a threshold of “Souls,” which are gathered from defeated monsters. This can be counterintuitive in a game about a god gathering worshippers, who could also logically be counted as souls and more sensibly connect to building a worship temple. Instead, the population only matters inasmuch as it gives you bodies to assign to defensive structures and farms. There is no counter for your total number of assigned versus idle villagers, which means you may reassign them at a critical moment by accident.
The game’s other half, the action-platforming segments, can be unforgiving. The controls are rigid and monsters come from all sides, which often makes it difficult to turn quickly to take on different threats. Life comes at a premium, with very sparse health regen and a magic spell that only recharges one measly health point at a time. Checkpoints are often nowhere to be found, which is especially frustrating when you accidentally wander into an optional area with a tougher battle that grants some small permanent reward like extra Weather Magic for the sim portion.
Much more problematic in the action sequences is the interplay between the foreground and background. Helios does his battle strictly on one plane, but enemies often approach from the foreground or background. You can see them approaching, but until they reach your plane, slashing with your sword won’t touch them. The transition between untouchable and vulnerable isn’t clearly signaled, so oftentimes your best bet is to slash wildly at an approaching enemy until it takes damage–but since some of them fly diagonally towards you, this isn’t foolproof. The interplay between these areas can present a good challenge when it’s just background characters firing projectiles that you’ll need to dodge, but the tendency for enemies to cross from one plane to another just creates more frustration than it’s worth.
The Younger Gods boss characters are the exception to this rule and where the combat shines. The old-school challenge isn’t hampered by the gimmick present in normal enemy encounters. Better yet, the collection of boss designs are largely a creative mixture of different cultural traditions from around the world, and each one’s power set and attack patterns connect with the natural disasters they have represented for your people. Defeating them grants you a new power, but it’s nearly as satisfying to have defeated the personification of floods, drought, or wildfires, after watching your culture struggle with them.
SolSeraph could have hemmed slightly closer to the conventions of its clear inspiration, and it may have been better for it. The changes to the sim aspect create gameplay depth at the expense of tonal depth, and the action segments can be annoyingly clunky, especially with the unnecessary addition of enemies that are untouchable until an unclear point in time. The willingness to riff on one of the most beloved classics of an entire console era shows a remarkable amount of audacity, and it actually halfway works. It’s the half that doesn’t that makes SolSeraph such a qualified recommendation.
Assassin’s Creed Odyssey recently introduced a Story Creator mode, allowing players to build their own custom missions. Ubisoft has noticed a glut of missions intended to easily boost XP, and has announced changes to the mode to prevent farming. The studio said in an update that it is doing this to maintain the integrity of the creative mode, as well as to keep the XP farming missions from crowding out other community stories that are using the mode as intended.
“Story Creator Mode was designed to be a tool for players to let their creativity and imagination run free as they build their very own Stories to share with others, using a modified version of the tools our own designers used to develop the quests in the game,” the update states. “These exploits risk jeopardizing the overall quality, integrity, and purpose of Story Creator Mode and results in less visibility for the creative, interesting and frankly fantastic community stories that have been published.”
The post details several steps it will be implementing going forward to reduce the instances of these XP farming quests. Those include filtering XP farming quests from its automatic recommendation system, hiding any stories that are reported for exploits, sanctioning those who misuse the tool, and updating the terms of use to reflect these changes. It also says it will be implementing “further solutions” in the future with other title updates.
While some of these changes do clearly connect with improving visibility for non-farming quests, banning the quests altogether isn’t necessarily needed for that goal. It’s worth noting that Assassin’s Creed Odyssey’s steep experience ramp was one common point of criticism among reviews, including in our own. The in-game shop also offers a permanent XP boost item as a real-money purchase.
“When looking at Odyssey in the bigger picture, it can often feel like too much game for its own good,” Alessandro Fillari wrote. “There are numerous moments where the loop of exploring, completing missions, and traveling can slow the pace significantly. This is exacerbated by the expansive map, which can sometimes feel excessively big and a chore to travel through. … Several times throughout my journey, progression was somewhat exhausting, which made some of the more impactful and exciting moments in the story feel like a drag.”
For more content authored by Ubisoft itself, the final installment in the Fate of Atlantis episodic DLC trilogy is coming on July 16. That is the last piece of planned DLC that we know of for the game, which released in 2018.