This Is What Marvel’s What If…? Understands That the Previous MCU Shows Don’t

Warning: Full spoilers follow for Marvel’s What If…? through Episode 5.

When it comes to the Marvel Cinematic Universe’s television shows, What If…? was always the wild card of the line-up. Yes, it’s the first animated MCU offering, each episode so far is relatively self-contained outside of the unifying gimmick of The Watcher’s limited involvement, and it’s a collection of multiverse stories rather than an installment of the mainline universe canon. Those are the obvious answers. But now that we’re several episodes into the first season, a more prevailing theme is becoming clear.

It’s the first Marvel Disney+ show to actually take advantage of being a television show.

Previously, on the MCU…

With WandaVision, The Falcon and the Winter Soldier and the first season of Loki all in the bag, Marvel’s production ethos for their live-action shows has crystallized: They are making six-hour movies. This isn’t even a supposition on my part; Kari Skogland, the director of Falcon and the Winter Soldier, said as such when discussing how she and Marvel Studios President Kevin Feige approached the series: “I approached [it] like a film. From the beginning, as Kevin said, we were making a six-hour film.” It is as plain a statement of creative intent as it’s possible to make, and it’s also indicative of the pitfalls that have held these shows back from being their best selves, because they are actively fighting against the medium they’re in.

Aside from the first couple of black and white installments of WandaVision, it is remarkably difficult to distinguish the various episodes in any of these shows from one another, or to recall what specifically happens in each one. The narratives are segmented into episodes at relatively random intervals and widely differing runtimes, and this general lack of a consistent episode structure makes each one feel vague as an installment in itself. This is a recurring problem with a lot of “paced for the binge” mini-series television production in the last several years, but it’s an openly acknowledged part of the mindset for creating these shows. The episodes of MCU shows are not distinct entities because they are not designed to be. Beyond more readily apparent concerns like sluggish pacing and lack of thematic coherence, what this approach also facilitates is the shows as a whole feeling largely inconsequential.

WandaVision begins with Wanda grieving over the death of Vision, and ends with her… grieving over the death of Vision, but with a new costume and the added loss of their hypothetical children. The Falcon and the Winter Soldier was essentially a prologue to Sam Wilson accepting the mantle of Captain America, something the audience could reasonably be expected to infer happened between films after being given the shield by Steve Rogers in Avengers: Endgame. Loki is basically now in a pocket dimension with the TVA, and although the show is responsible for Kang’s arrival, he will be properly introduced (and, we can assume, adequately explained) in his first film appearance in the upcoming Ant-Man and the Wasp: Quantumania. It is as if these series are designed on purpose to be ignored if the moviegoing audience happens to not have a Disney+ account, and while that’s sound from a business perspective, it’s unsatisfying from a viewer standpoint because the shows are so defined by their MCU connectivity to the point of diluting their own core narratives.

[Episodes] are allowed to be more complete as narratives because they are not beholden to either building off of previous threads or setting up future ones in the larger franchise.

A Universe of Infinite Possibilities

In contrast, What If…? couldn’t be further from its brethren. Despite only having a handful of episodes to its name, What If…? has already cemented itself not just as the best Disney+ Marvel show so far, but the first to firmly coalesce as both a television show and an installment of the wider MCU, and it did so by not really mattering to the wider MCU. Each episode of What If…? is not only a specific entity that are (so far, anyway) only spiritually tied to each other by the show’s multiverse branding, they are also allowed to be more complete as narratives because they are not beholden to either building off of previous threads or setting up future ones in the larger franchise. That the individual episodes can even be judged against each other at all speaks to how much more distinct they are than the episodes from the live-action shows.

While the first episode is not much more than a gender-swapped remake of Captain America: The First Avenger as a way to get the ball rolling, each subsequent one has created more of a unique identity, with the T’Challa-starring second having fresh takes on an array of well-known MCU characters, and the third and fifth embracing wholly new genres as a murder mystery and zombie apocalypse story, respectively.

But none have succeeded so far as much as Episode 4, which takes place in a reality where the death of Christine Palmer was an inextricable part of Doctor Strange’s origin story. This “absolute point,” as the Ancient One calls it, is what Strange seeks to reverse, leading him down a dark path that ultimately results not just in his own moral dissolution, but also the destruction of his entire reality. As a take on the Doctor Strange mythology, it is a sibling to the film instead of a sequel, one that mirrors its live-action counterpart without needing to act as connective tissue to everything it established.

This is clear in the episode’s central conceit, which pumps up Christine Palmer’s importance to a level that doesn’t match the film’s use of the character at all. In the movie Stephen and Christine were distant exes at the time of his fateful car crash, while in the episode their romance had apparently never died out. What If…? builds on Strange’s central traits: his brilliance, his determination, and his ego, but channels them towards an inevitably tragic conclusion.

The same principle applies to Hank Pym’s chance to reconcile with his daughter being ripped away, which turns him into an Avengers serial killer in Episode 3, and Vision’s emotional dependence on Wanda causing him to betray his ideals by feeding people to her zombified form in Episode 5. As for the Doctor Strange story, it ends exactly as the story needs it to: with Strange alone, defeated, his world destroyed in exactly the manner he was told it would. It’s a brave and heartbreaking note that stands in stark opposition to Strange’s formative journey of accepting humility in his origin film.

By being the “least important” show to the wider universe, What If…? has ironically wound up being the one with the most genuine consequence.

Carlos Morales writes novels, articles and Mass Effect essays. You can follow his fixations on Twitter.

Tiny Tina’s Wonderlands Is Even More D&D-Inspired Than Assault On Dragon Keep

As a direct sequel to the Dungeons & Dragons-inspired Tiny Tina’s Assault On Dragon Keep DLC for Borderlands 2, Tiny Tina’s Wonderlands leans even further into the structure of tabletop roleplaying games for its gameplay. Wonderlands incorporates a more robust character creator, the option to multiclass, and a whole lot of other mechanics and features that D&D fans will likely recognize.

The character creator in Wonderlands represents one of the biggest departures from the structure of the Borderlands games. Wonderlands doesn’t feature established characters. Instead, you customize your own hero, including their race, physical appearance, voice, and personality.

Now Playing: Tiny Tina’s Wonderlands Gameplay Trailer | PlayStation Showcase 2021

“Your voice, your appearance, all of that is independent,” Tiny Tina’s Wonderlands senior producer Kayla Belmore told GameSpot. “You get to choose your own voice and some other fun stuff that we can’t quite dive into yet, but it goes into even your character’s personality, not just aesthetics, and it’s all independent. You could look and sound however you want within those sets of choices. We don’t really tie the player into any one thing. Not even every feature is humanoid–you can have shark fins on your head or look like an orc.”

Tiny Tina’s Wonderlands creative director Matt Cox added that the character creator is completely separate from your abilities and skills. That means there are no character-specific items in Wonderlands, either. “We want you to be able to express your visuals and your play style, the way that you want,” Cox said.

This philosophy extends into the skill trees. Wonderlands will have six distinct classes to choose from, each with their own unique skill tree–developer Gearbox Software will share more specific details about each one at a later date.

“There’s two different aspects of our character creation,” Belmore said. “One is the aesthetic piece where you can choose what you look like, and then there’s the character classes. Each character class will have abilities that our fans are accustomed to seeing, and deeper into the game, you’ll be able to have the option to multiclass.”

The ability to multiclass will, supposedly, allow for players to put together some bizarre but powerful combinations. When I asked how that would work–using the hypothetical of a player combining Borderlands 2’s Gunzerker with Borderlands 3’s Siren as a possible example–Belmore confirmed I was on the right track. She did not yet want to confirm that either class (or anything like them) would be in Wonderlands, but in terms of what players will be able to expect, that’s the idea. You have the option of taking two completely different skill sets and putting them together, which is a very tabletop RPG concept.

“You’ll choose your primary class and then later in the main story, you will be able to slot a secondary class and mix and match those two classes and skill trees–that’s your character for the campaign,” Cox added. “But once you beat the plot, you will be able to go back and respec your secondary class. So you’ll still have to stick with your primary class, but you can try a different secondary.”

Wonderlands has a more detailed character creator than Borderlands.
Wonderlands has a more detailed character creator than Borderlands.

Your ability to shape your character doesn’t end there–there’s more to do beyond the skills you’ll unlock via your primary and secondary classes. “You also have hero points to spend as well in very classic [Dungeons & Dragons] attributes,” Cox said. “And those all speak to different things like a melee attribute or a spell attribute or a skill cool-down attribute–it’s like a character sheet.”

According to Cox, you’ll be able to put hero points into your strength, dexterity, intelligence, wisdom, constitution, and attunement. These hero points are separate from the skill points that you’ll also earn throughout the game. Skill points apply to the more traditional skill trees, where you can unlock new abilities and perks. Hero points build out your character so they can more easily specialize as a specific class.

“You do have one sort of unique attribute that lives outside that list of ‘hero stats’ and that’s luck,” Belmore added. “And that is something you can affect by completing an endgame challenge. And the luckier you are–the more of this challenge you do–the better your loot chances are at higher rarity.”

This may not be a Borderlands game, but that doesn't mean Wonderlands isn't full of loot to uncover.
This may not be a Borderlands game, but that doesn’t mean Wonderlands isn’t full of loot to uncover.

But before you reach the endgame, you’ll have to overcome the main campaign of Wonderlands, and that means dealing with Tiny Tina. Wonderlands takes place immediately after Dragon Keep, so Tina is back to her rambunctious 13-year-old self as opposed to the older, slightly more adjusted 20-year-old Tina seen in Borderlands 3. As the bunker master, Tina is in control of the campaign, and so much like Dragon Keep, she’ll step in to set the scene, crack jokes, or roleplay, akin to a D&D dungeon master.

“That’s one of the great things about Tina: that chaotic energy,” Belmore said. “It lends itself so well to the idea of a tabletop RPG where you have this unhinged bunker master. And she absolutely will shape the world in the way that she sees fit, which has huge effects on everything. The story itself is not reactive. It’s like [Tiny Tina’s Assault On Dragon Keep] where it’s just Tina playing out the plot line.”

Some of that plotline will now take on a third-person perspective, another departure from the Borderlands’ formula, which always plays out–in both gameplay and cutscenes–in first-person. When travelling from place to place, Wonderlands will pan out to a tabletop view, where you’ll see yourself (and your allies if playing co-op) as miniatures.

While exploring the Overworld, the game will shift to third-person.

“We call it the Overworld,” Belmore said. “So one of the ways you can explore the greater world is through this pulled back, third-person view. We have a fairly linear main plot, with tons of side missions. In addition, with some exploration, you can find these five optional maps that–if you’re a tabletop RPG nerd–act like modules. So they are connected to the main story, but they are also their own standalone plots.”

“You can have dynamic encounters,” Cox added. “So you can have a little enemy pop up and then you’ll get transported seamlessly into first-person combat where you do a small fight, get your loot, and pop back out to further explore the entire Overworld. So Overworld really just acts like–compared to previous games we’ve done–as the big zone that connects all of the experiences.”

“And the customization you choose actually shows up in your bobble head character as well,” Belmore excitedly said.

In spite of these departures from the formula that Gearbox has established with the Borderlands franchise, both Cox and Belmore said that, fundamentally, Wonderlands plays like a Borderlands game. This is still a loot shooter, though Gearbox has taken steps to improve upon Borderlands’ formula.

“We wanted to make sure that we embraced the strength of what we do best, and that looter shooter loop is going to feel very, very familiar to fans of our games,” Cox said. “But instead of being preoccupied with how many guns are in the game, our focus is more on the diversity of types of fantasy weapons that you can have. So it’s really more about the breadth of fantasy gear, rather than ensuring a high tick mark on how many guns we have.”

Sometimes all you need to beat a giant magical skeleton is a really cool gun.

He continued: “We still have our procedurally generated loot, so you’ll definitely see different parts on the melee weapons and different abilities for spell books. But it’s more about the new types of gear that you can combine into a meaningful experience so you can play how you want to play.”

“And even some things about the guns have changed,” Belmore added. “You’ll see different firing mechanics than you have in previous titles and the addition of crossbows and magic based-barrels, which are definitely a little bit different from what we’ve done before.”

Movement during combat has also evolved to better incorporate Wonderlands’ spellcasting and melee attacking into Borderlands’ existing shooter mechanics. The faster movement of Borderlands 3 returns, as does that games’ slide, ground pound, and clamber mechanics. Wonderlands goes a step further, adding a new melee-focused movement mechanic.

“If you’re just out of melee range when you melee attack, you will glide into your enemy,” Cox said. “It’s like an auto glide. So you can sprint and slide like in Borderlands 3, and then if you melee at the end of your slide within the right distance of an enemy, you can continue gliding straight into the enemy and close the distance in a really fun way.”

“It’s as satisfying as it looks,” Belmore added.

During our conversation, I also pressed Belmore and Cox for additional details about Wonderlands’ story and narrative themes, as well as the game’s endgame content. Both promised that players will have more detailed looks at these aspects of Wonderlands ahead of its launch, which is fast approaching.

Tiny Tina’s Wonderlands is scheduled to release for Xbox Series X|S, Xbox One, PS5, PS4, and PC on March 25.

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Oxenfree Is Getting Updates Five Years After Launch Tied to Oxenfree II

If longtime fans of Oxenfree have thought about jumping back into the adventure on PC before Oxenfree II’s release next year, they might be surprised to find some radio transmissions they didn’t find the first time around. And if you’re one of those players, don’t worry – you’re not forgetting some key story beats or realizing you missed some important conversations. Five years after its release, Night School Studio has periodically been updating its acclaimed, original choice-driven narrative with a series of new audio teases that directly tie into the villains of Oxenfree II.

It’s an ambitious gambit, but absolutely befitting of Oxenfree’s paranormal, meta-story. The villains of the upcoming sequel are so powerful, or messing with forces that are, that they’re literally changing the fabric of the original’s world and appearing, at least audibly, where they once weren’t. Night School Studio has dipped into fourth-wall-breaking territory before, but to find out more about this exciting undertaking, I spoke with members of the Night School team about why they decided to bridge the games like this, how it prepares players for the sequel, and more.

Some details may be considered spoilers for Oxenfree II, so turn back if you don’t want to know any details about the sequel ahead of its launch. Otherwise, watch the new video below for more on Oxenfree’s updates and how they set up the villains of Oxenfree II.

What Oxenfree’s Updates Hint at in Oxenfree II

A couple of updates to the Steam version of Oxenfree have already gone live, and fans have been piecing together what these radio broadcasts might be leading toward. And as perceptive fans may have already realized, these broadcasts are offering insight into the world of the sequel’s villains, a collective group known as Parentage. These broadcasts offer players who discover them a bit of characterization and background for these characters, while also showing how significant a force they might be if their actions are reverberating through the original game.

It’s a startling approach, but one that the developers felt was absolutely natural to the world they’ve created and are now building upon.

“The rules of the world, and the rules of the universe, allows things that happen in the future to reverberate into the past, and vice-versa,” Studio Lead Writer Adam Hines told IGN.

“We wanted to make sure that we went deeper with it [than other ARGs], and made sure to honor the Night School pillars of really strong characters, really compelling dialogue, and nice and scary as well,” Writer Adam Esquenazi Douglas added.

In that sense, as Douglas explained, the radio updates being added for players to discover are aimed to feel like a complete story themselves, with a beginning, middle, and end that should satisfy those who discover them all, while also offering depth to what’s to come in the sequel. And the team is highly aware of the challenges that come with telling such a story, in such a peculiar way, namely in not wanting to spoil the experience of the sequel, and in producing a story in this series of transmissions that not all Oxenfree II players may experience.

“We’re always very cautious about spoilers and not wanting to ruin the mystery aspect. That’s such a big chunk of why people play these types of games is being able to really dig in as much as they want,” Hines said. “We landed in a really good spot of giving hints of intent, and giving hints that someone is really intentionally trying to push their way into what Alex and her friends unwittingly stumbled into in Oxenfree 1, and got stuck in and had to deal with. Now, with Oxenfree II, we’re dealing with a group that is very specifically and intentionally trying to uncover and discover this stuff. And, poke at it and see what you can do with portals, time, and space.

“Of course it’s all going to go horribly wrong. So, we get to see hints of that through these radio updates,” Hines continued. “This is giving you a sense of who the quote-unquote bad guys are going to be for Oxenfree II. And, then also when you start to play Oxenfree II, and start to push up against these characters and meet them, if you’ve done the radio update journey from Oxenfree 1, hopefully that will feel like you already have a sense of how they got to where they are.”

“Introducing the antagonists in an interesting way…instead of having a trailer just focused on them. Why not let you hear them doing their dirty work in the first game?”

“There was never a clear antagonist [in Oxenfree 1],” Studio Director Sean Krankel elaborated. “We’re dropping you into this weird mystery island, and you’re going to have to unravel it. And, we didn’t think we could do that again this time, frankly. And, so introducing the antagonists in an interesting way just felt like a compelling, cool thing to do instead of having a trailer just focused on them. Why not let you hear them doing their dirty work in the first game?”

That sets the table for players exploring these audio logs to have some fascinating insight into Parentage ahead of Oxenfree II, but Night School was also very cognizant that not every player who jumps into the sequel may have discovered or even heard these radio additions. In that sense the team worked hard to make something rewarding for players, both in the act of discovering it and what it entailed, but also something that, should you miss out on this bit of worldbuilding, won’t hamper a player’s experience of the sequel.

Hearing the Future

As these updates are sound-based radio transmissions, they tie into a common element of Oxenfree – its evocative sound design. So much of Oxenfree’s mood-setting came through audio, whether it be the voice acting, the glitchy sound effects of its supernatural-meets-real-world story, or the memorable score by Composer Andy Rohrmann, aka scntfc. And as Rohrmann explains, these radio updates provide further ways for him to not only play with what he’s done before, but tie it into Oxenfree’s world in fascinating ways.

“Some [ways the score is integrated] are just kind of fun musical tricks. But, there’s also ideas of music that might show up in the radio plays is actual [Oxenfree] score. But we’re using it diegetically in this instance. So…they break a lot of these concepts of ‘What is the game,'” Rohrmann explained.

These radio plays, and the connective tissue that then gives the two games, also gave Rohrmann a unique opportunity to work with the first game’s soundtrack in a way that not only let the new music be in dialogue with that first score, but also speak to the wider themes at play.

“There’s actually time looping, and the way these narrative threads are structured, makes it almost make too much sense to go back and rework something,” he said. “I’m not saying it’s less work, but, it’s a great opportunity to essentially remix my own work in relevant ways.”

Though Rohrmann did not, of course, want to spoil what work he may be doing with this ARG or ahead of the sequel that could lead to Oxenfree II clues, he did point to an ARG moment in the past that gives an indication of what may come.

“I’ll give one more example just because this may be relevant in the future. We seeded ARG elements six months before Oxenfree one came out, which was a song I said, “Oh, here’s a song from this game. You can listen to it if you want.’ It had morse coding. People have since realized that the melody was playing morse code. They would have been onto something six months before the game came out, but, obviously nobody knew who it was. So, it sat dormant until the week of the game coming out. Then, people thought ‘Oh, that’s morse code.’

“The foundation [of Oxenfree] is already begging to be messed with, to be meta and strange.”

“Once I discovered [that people realized this], I could change it because front-facing on band camp, you can’t tell if a file has changed. And, so we got to play with this idea of time in the real world; ‘I went there yesterday, and then I downloaded it today, and it’s different.’

And Rohrmann’s work may be more relevant to Oxenfree than some fans may realize.

“Andy really has been so much of the foundation of the more mind-bendy aspects of the game. In the first one, everything from his actual recording process, which was super analog. He literally broadcast himself, recorded the broadcast, and then put them on a reel and stretched it out and broke it up. All that stuff leads into the design. The tape reels from the first game, dealing with time loops, all that Andy heavily influenced,” Krankel said.

“The foundation [of Oxenfree] is already begging to be messed with, to be meta and strange,” Krankel continued. “Audio and radio broadcasts being the foundation of how you interact with that has meant that Andy has been more than a composer. He is really like a designer on this project and was on the first one as well.”

Is Talking About It Spoiling the ARG?

Night School has a history with ARG’s and Oxenfree, the original of which actually involved real-world locations, but tried their best to play up the mystery of it. And the funny thing about ARGs for fictional stories is where the creators draw the line. To acknowledge an ARG is going on breaks some of the fun that comes from imagining a story bleeding into our world. Then again, actually addressing it helps bring awareness, more curiosity, and, ultimately, more chances for fans to collaborate and work on piecing everything together. And, frankly, it’s cool when a story can be told in such a unique way like this.

“With the first game, it was important to be secretive about it because the world was being introduced to these characters and this lore. And, we also just didn’t think anybody was looking at us. If anything, they were looking at the game,” Krankel said. “Any ARG components a few years ago, we wanted them under this shroud of secrecy. But, as we’ve moved forward, and as we’re building out this next team, the way that we look at it is there can be multiple touchpoints that tell a singular story.”

“As much effort as goes into the game’s story, is going into this story, and it’s all intended to be one singular piece of work. It just so happens that part of it isn’t in Oxenfree II. Before we cared about being top secret about everything, now we want everybody to know it’s out there, and see it and feel it.”

“We’ve been trying to strike a delicate balance between wanting to give enough that you want to know more. But, not too much that it feels like the apple has gone rotten,” Hines added.

“This is great because now it’s not so much waiting for a puzzle so people can rush to solve it [like in other ARGs]. It’s more a story, and it’s more narrative,” Rohrmann said.

And Night School very knowingly made this interwoven story with the idea that fans would dissect every element of it, and hope that process will be as rewarding as it was coming up with how to implement it.

“One of the great things about our fan base is that no matter what we put out they will pick it apart to the atoms, just to figure out what we’re going for,” Douglas said. “And, we wrote a lot of this content specifically with them in mind. So, whenever a sentence stops halfway through and you really want that sentence to finish. That’s why we did it. It’s because of you.”

“There are still things out there that we’ve already dropped, that had yet to be discovered,” Rohrmann said. “We’ve already seeded mysteries and things. So, it’s been really fun to take those ideas and integrate them into a game that came out five years ago. I mean, that’s so cool. How often does that happen?”

Oxenfree II is headed to PC, PS4, PS5, and Nintendo Switch in 2022. Oxenfree’s new updates are currently only available via the Steam version of the original game.

Jonathon Dornbush is IGN’s Senior Features Editor, PlayStation Lead, and host of Podcast Beyond! He’s the proud dog father of a BOY named Loki. Talk to him on Twitter @jmdornbush.

WWE’s 17 Absolute Worst Characters And Gimmicks In Wrestling History

Epic v. Apple: Court Says Apple’s 30% Sales Cut Is Unjustified

Even though a US Court today ruled that Apple was not a monopoly and did not violate antitrust laws in the Epic v. Apple suit, it didn’t have kind things to say about Apple’s 30% take rate on in-app purchases.

In its final order, the court goes over the numerous arguments from the case, at one point addressing the fact that Apple takes a 30% cut of all purchases occurring in apps published on its store. Though the 30% rate has been common in the game and app industries for years, in recent times platforms such as Steam, Microsoft, and Epic itself have opted to take less, while Apple has dug in its heels.

This was brought as evidence against Apple, with Epic suggesting that its hold on the market and insistence on 30% ultimately drove prices up for consumers. Apple argued that not only was 30% was an industry standard, but that developers get a commensurate value from the App Store to make up for the cut.

But the judge disagreed, calling the take “unjustified.”

“One…developers could decide to stay on the App Store to benefit from the services that Apple provides,” the ruling reads. “Absent competition, however, it is impossible to say that Apple’s 30% commission reflects the fair market value of its services. Indeed, at least a few developers testified that they considered Apple’s rate to be too high for the services provided. Two, Apple has provided no evidence that the rate it charges bears any quantifiable relation to the services provided. To the contrary, Apple started with a proposition, that proposition revealed itself to be incredibly profitable and there appears to be no market forces to test the proposition or motivate a change.”

Basically, the judge is saying that the 30% rate Apple takes is impossible to determine the value of, because there isn’t enough competition to suggest otherwise. Furthermore, it doesn’t seem like anything Apple does for developers has any relation to the money they take from in-app purchases.

The court went further, pointing out that the justification for a 30% rate could be determined if a third-party store put pressure on the company to innovate and provide features to developers it had previously neglected. But with competition currently held back, there’s just no way to tell.

But, again, the ruling doesn’t call Apple a monopoly — just “anticompetitive.” It has a share of the mobile gaming market between 52% and 57% that it battles with Google for, making for a “mostly duopolistic” ecosystem that Apple has “considerable market power” within.

And that, the court concludes, may soon turn into a monopoly if its market share keeps going up, competition doesn’t step up its game, or Epic or someone else brings a better antitrust case to court next time.

“The evidence does suggest that Apple is near the precipice of substantial market power, or monopoly power, with its considerable market share. Apple is only saved by the fact that its share is not higher, that competitors from related submarkets are making inroads into the mobile gaming submarket [Nintendo Switch], and, perhaps, because plaintiff did not focus on this topic.”

Overall, most of the ruling was in favor of Apple, though Epic won a specific battle with an injunction forcing Apple to allow developers to link to outside payment options within their apps (though this still doesn’t let them add direct payment that bypasses the App Store’s systems). Tim Sweeney has said that as a result of this, he will not be bringing Fortnite back to to the App Store until direct payment is permitted.

Epic first brought this suit to Apple following Apple’s removal of Fortnite from its App Store last year after Epic incorporated the ability to skirt Apple’s payment system, thus avoiding Apple’s 30% platform fee. We’ve since seen plenty of similar challenges to Apple’s walled garden, including proposed legislation that would solidify the ability for developers to use their own payment systems, as well as continued pushback on Apple from other developers frustrated by its policies. We’ve also learned a lot from the suit, including the ways in which Epic weaponized its fans against Apple and the general confusion the court system experienced when faced with, well, video game nonsense.

Sadly, we’re still not sure (legally, anyway) exactly what a video game is.

Rebekah Valentine is a news reporter for IGN. You can find her on Twitter @duckvalentine.

Mad Max Furiosa Delayed By A Year

Mad Max Furiosa will be delayed by a year–arriving in theaters in 2024 instead of 2023, according to Deadline. No reason was cited for the shift in dates, but a production delay is not unexpected since the world is still in the throes of a pandemic.

Mad Max Furiosa is a prequel to Mad Max Fury Road and will explore the backstory of Furiosa, a fearsome character who betrays Immortan Joe in order to free his five wives. Anya Taylor-Joy–known for her role as Beth Harmon in the surprise Netflix Original hit Queen’s Gambit–will still star as the younger Furiosa.

Now Playing: Mad Max – Video Review

Chris Hemsworth and Yahya Abdul-Mateen II are also part of the cast lineup. Charlize Theron, who played Furiosa in Fury Road, will not make an appearance in the standalone prequel.

Director George Miller teased previously that Furiosa will take place over a much longer time span as compared to the relatively contained Fury Road. “This is a saga; it happens over many years, so there’s a lot of different elements to it. But that’s all I should say,” he commented.

Miller also revealed the casting process behind appointing Taylor-Joy as the main lead. He saw her act for the first time in the upcoming movie Last Night in Soho and thought her performance was interesting. During her audition, he asked Taylor-Joy to perform the “mad as hell” speech from 1976’s Network and was impressed by her ability to incorporate his simple notes and produce a better subsequent performance.

In other Fury Road news, if you’re looking for a sweet new ride, Fury Road Mad Max cars are up for auction. The vehicles have a starting bid of $1, but no doubt the price will reach astronomical heights once the auction starts. Bidding begins on September 26 and will be livestreamed.

Best PlayStation Network Games: Top 25 PSN Games For PS4 And PS5

PlayStation Network games come in all shapes and sizes. From the meditative exploration of Gone Home and What Remains of Edith Finch to the frantic multiplayer fun of Fall Guys: Ultimate Knockout and Rocket League, downloadable games can basically be anything. Though you won’t find any big AAA open-world or live service games on this list, the breadth of experiences offered on the PlayStation Store has never been wider. There’s something for everyone, and our list of the best PlayStation Network games takes all ages and skill levels into account.

The list below includes shooters, roguelikes, platformers, puzzle games, adventure games, sports games, RPGs, and more. But if you don’t see what you’re looking for here, be sure to check out our lists of the best PS5 games, the best split-screen PS4 games, and the best PS4 games.

Iron Banter – This Week In Destiny 2: Trials Of Osiris, The Anti-Traveler, And The Definitive Destiny

Just about every week brings something new to Destiny 2, whether it’s story beats, new activities, or interesting new combinations of elements that let players devastate each other in the Crucible. Iron Banter is our weekly look at what’s going on in the world of Destiny and a rundown of what’s drawing our attention across the solar system.

When Destiny 2 finally gained cross-save capabilities back in 2019, I was finally able to stop playing the game on PlayStation 4–where I’d been since the first day of Destiny–and hop over to PC, where my serious Destiny friends resided. That was around the time I also started to take the PvP aspect of Destiny 2 semi-seriously, and while I know that I’ll never be a great Crucible contender (I’m too damn old at this point and completely unwilling to put in practice time to improve), I’ve really enjoyed a stepped-up focus on the competitive aspect of the game.

That’s why the best news this week is Destiny 2’s new take on the Trials of Osiris. Sure, Savathun and Mara Sov said some more really cryptic, downright unsettling stuff about the threats we’re dealing with next year in Destiny 2, but it’s the Trials that are dominating my thoughts as we head into the third weekend of the Season of the Lost.

Trip To The Litehouse

I’ve always liked the concept of the Trials of Osiris, just like all the aspirational and endgame content in Destiny 2. Its requirement that you go “flawless” and win seven tough matches in a row, unlocking some of the game’s best rewards, is the kind of extra-special, cool experience that I associate alone with this game. For the people really invested in Destiny 2, this, like raids, is something that pays off your time in the game and your excitement for it with a one-of-a-kind gaming experience.

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But in practice, Trials has always been, at best, a pain in the ass for the vast majority of us Guardians. It’s an event that has traditionally been prohibitive for all but the very best players. Top-tier streamers, pro gamers, and all-around especially good Guardians have dominated the Trials, stomping on us lesser mortals every weekend. And that creates a feedback loop. No matter how sweaty I get, I’m not getting to the Lighthouse; it’s something I had to come to expect. So, for the most part, I quit playing Trials–and other players react like I do. The pool of Trials initiates gets smaller and smaller as it gets more and more frustrating a mode to take on, and that means you’re more and more likely to run into only the people who hang around: the best people. That increases the frustration, driving more players out. And so Trials became a playground for the absolute elite, a section of the game that was a waste of time for the rest of us.

Recent adjustments to Trials, which include dishing out rewards with weekly bounties and at different win tiers, have mitigated the frustration a bit. My team and I can at least reliably make our way to three or five wins before we bottom out, so we get something. But it still always felt like Trials was a mode where the rich get richer and the poor merely present themselves to make a broken, bloody staircase of Guardian corpses for the Flawless players to climb to more fun rewards.

With the new changes to the Trials of Osiris in Season of the Lost, everything is different–at least on paper. As of this writing, I won’t have had time to jump into the new Trials mode and actually try it out. But the list of alterations Bungie has made seem excellent. New matchmaking, new opportunities for solo play, new reward tiers, new Passages that no longer count losses; all of it means that the vast majority of Destiny 2 players have a reason to get into the mode again. The more the player pool expands, the more each of us regular Joe Crucible contenders actually has a shot at the Lighthouse, as we dilute the pool of ludicrously good folks with our mediocrity. That means the mode will be more fun for us to play, and we’ll be facing each other more of the time.

And overall, that’s great. Trials is a cool idea, but not if it drastically locks out most of the player base. And it doesn’t need to sacrifice what makes it special and super-tough–you still have to rack up seven wins with no losses to make it to the Lighthouse–to be something that everyone can enjoy. I’m hoping the changes work as well as it sounds like they should, and I’m hoping that a big influx of more players into the mode will actually mean that, sometimes, a miracle Flawless will happen. But if not, I’m content to at least pick up all the armor and a few nice great guns for my trouble.

Discovering The Darkness Daddy

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This week’s story content sent us to the Shattered Realm take on the moon, the excellently named Ruins of Wrath. The radio dialogue between Petra, Mara Sov, and Ikora this week, along with our visit to Savathun, continually pivots around a central idea: Xivu Arath answers to somebody else.

This is something that’s been swirling in the background since, like, Shadowkeep. Every time we’ve talked with the Darkness–be it in the Moon pyramid, on Io during the Season of Arrivals, on Europa as we gathered Stasis powers, and so on–there’s been the implication that there is a real, specific “entity” somewhere in the distance that we haven’t officially met yet. The Black Fleet of pyramid ships is some kind of manifestation of that creature, but pointedly, we discovered during Arrivals and afterward that those ships are empty. There’s no one inside to fight. The Black Fleet isn’t a one-to-one Darkness equivalent to the Traveler, it’s something else, and the Presage mission is all about how Calus was trying to make contact with this entity directly. As Osiris-as-Savathun says during that mission, the Darkness and the entity are separate things. (Meylin Games on YouTube has a good breakdown of the Presage clues.)

We haven’t seen whatever the entity is yet. But it sounds like that’s where we’re imminently headed.

It makes sense that, since we’re driving towards the eventual end of this Light and Darkness story arc in the next couple of years, that Bungie is starting to lean harder into establishing that villain in a practical sense. It also feels like this further adds to speculation a lot of people in the community have (including me) that Savathun might be antagonistic in The Witch Queen expansion, but not serve as its actual antagonist. We’re starting to lay down what the Darkness actually is so we can gear up to fight it.

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Okay, so what’s interesting about this is what was said about this Darkness entity, which I’ve been calling the Anti-Traveler just to give it a clearer name (Darkness Daddy also works). An ongoing thread this season is the apparent unification of Darkness forces that previously weren’t pals: the Taken and the Hive often work together, but now we’re seeing them also work with the Scorn, which is a new development. The Taken also previously were controlled by Savathun by way of Quria, but we (supposedly) killed Quria in the Season of the Splicer, and it seems the remaining Taken are now working for Xivu Arath. Finally, dialogue this week mentioned that Oryx, the Taken King, did not invent the Taken–he basically borrowed the power to create Taken creatures from the Darkness. Someone else, presumably, is actually in control of the Taken and has been loaning those creatures, and the ability to zap sentient beings into another dimension to turn them into whatever the Taken are, to characters such as Oryx and Quria.

That adds another degree of formidable to the Anti-Traveler and suggests the Taken will be the major antagonist force as we near the end of the saga. It also calls into question how the Hive’s powers work, or will work, especially after Savathun breaks free of her worm. And if you ask me, it provides more evidence for the theory that Savathun gets her Light from the Traveler.

So Bungie is currently teasing a badder antagonist than we’ve seen before, something on the level of the god-like Traveler, and is filling in the details of its abilities. But over and above that, we have what Savathun said last week, about something more than the conflict between the Light and Darkness. The characters and story here are spinning out, seemingly, two things we need to be worried about in the future. First, there’s the Anti-Traveler, the immediate Darkness threat that’s been building since the post-credits scene of Destiny 2. But second, there’s whatever Savathun was referring to–whether that’s the overall concept of Destiny 2 as a game itself, or a level of existence beyond the paracausal entities messing with us right now. But it sounds like more hints at what we could see of Destiny 2 once we’re past the last announced expansion, The Final Shape.

Anyway, the Anti-Traveler is coming. Wonder if it’ll look like those statues we’ve seen around the game so far, and what might be hidden under that black cloth on its head.

Oh, one last thing! Last week in the lore on the new Iron Banner armor, Saladin gives a passing thought to Savathun’s Song, that “viral chant” we’ve heard characters including Shaxx, Crow, Eris, and Lakshmi-2 singing, for a start. Just something that hasn’t come up in a while that seems like it might be super-relevant to the ongoing conversations we’re having with the Hive god of deceit.

Destiny’s Final Shape

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After Bungie’s Witch Queen showcase at the start of the Season of the Lost, I got to sit down and have a conversation with Destiny 2’s game director, Joe Blackburn, and its general manager, Justin Truman. We discussed a bunch of things both present and future in Destiny 2, including what they’re drawing on for inspiration with The Witch Queen, what playing against Hive Guardians will feel like, and how the developer is working to make more of Destiny 2 feel like its iconic content, such as raids and dungeons, and less like other first-person shooters.

There’s more from the conversation I’ll be publishing soon, but to start with, Blackburn and Truman’s explanations of what Bungie wants The Witch Queen to be like are compelling. Specifically, Blackburn said the team wants more of Destiny 2 in general to be more like the game’s best parts–missions such as Presage, as well as activities such as the dungeons and raids. The plan with The Witch Queen in particular is to make “the definitive Destiny campaign,” he said, which sounds pretty intriguing.

You can read the first of these pieces from the interview with Blackburn and Truman here, and I’ll hopefully have more from that conversation–maybe the entire conversation itself–in the coming days as well.

One thing I didn’t get a chance to talk about with Bungie was the 30th Anniversary celebration event the developer is putting out later this year. It has some specific meme intensity that I can’t ignore–a dungeon based on the Loot Cave from Destiny 1 (an element that is both hilarious and traumatic for me from the early days of covering the game) and the return of Gjallarhorn, Destiny’s most iconic gun. Darryn Bonthuys took a look at what makes the Gjallarhorn so special, which is a good primer for those Destiny fans who missed out on the gun back in the day. You might also want to dig into the lore about Gjallarhorn a bit in places like Ishtar Collective, as it’s one of those items that really feels like essential “Guardian history.”

That’s it for the Destiny stuff that’s buzzing in my brain this week. If there’s anything I missed, feel free to share it in the comments below.

Google Stadia Game Director Leaves to Join Google Cloud

Google Stadia director for games Jack Buser has left the company to work for Google Cloud. Buser will head up Cloud’s gaming arm as the new Director of Global Gaming Solutions, according to a new report from ZDNet.

Buser will begin his tenure at Cloud on September 13, where he’ll report directly to Google Cloud Vice President of Industry Solutions Lori Mitchell-Keller.

“Jack’s hire illustrates Google Cloud’s continued investment into our global, customer-first gaming strategy, and his five years at Google will help open doors for broader strategic partnerships with customers across YouTube, Stadia, and more,” Mitchell-Keller said in a statement to ZDNet. “Jack brings 20 years of experience within the industry as well as a unique blend of business and technical knowledge to further expand our ability to serve gaming customers.”

News of Buser’s departure from Stadia comes just a few months after Stadia’s Head of Product John Justice left the company, which happened just two days before it was revealed that six key Stadia staff members had left the company to join Haven Entertainment Studios.

Buser’s departure follows a string of departures likely spurred on by Stadia shutting down its internal game studios back in February, which reportedly happened in part because of the Microsoft-Bethesda acquisition that happened earlier this year.

However, other reports cite additional development details and issues, such as “tens of millions” spent on AAA ports, as major reasons for the closure of Stadia’s internal studios.

A Google spokesperson told IGN in a statement, “Gaming is an incredibly important vertical at Google and we’re seeing huge momentum across all products and services. Jack’s new role will allow us to better bring customers the best of Google across our Cloud services, Stadia, YouTube, and more. Stadia continues to be led by its GM Phil Harrison, and Stadia’s business development and partner management teams will continue to be led by Michael Abbattista, who took over the role in 2020.”

Buser’s departure points further to Stadia’s overall pivot to marketing itself as a platform for third-party companies to use as a cloud gaming platform, rather than an actual house for game development. Buser’s Stadia role was likely more aligned to the Stadia of old — the Stadia interested in developing its own games and becoming a platform not unlike PlayStation, Xbox, and the like — so his departure isn’t all that surprising, as noted by ZDNet.

A Cloud spokesperson told the publication that the company “sees incredible momentum across all industries, and gaming is one of the key verticals we are investing in.” It seems Buser will help lead Cloud’s charge into gaming.

Google says Buser’s hire will help the company develop new relationships with game publishers and developers while also connecting players to Google’s wider suite of services. It also says that Buser’s departure from Stadia will actually help Stadia because it will give Buser the chance to create more partnerships and product opportunities across Stadia and Cloud.

For more about Stadia, read about how the service finally has a search bar and then read about how Xbox Series X|S consoles are getting an updated browser that can play games via Google Stadia. Check out this story about how Google, Id, and Bungie are the subjects of a Stadia lawsuit after that.

Wesley LeBlanc is a freelance news writer and guide maker for IGN. You can follow him on Twitter @LeBlancWes.