Ghost Of Tsushima: Director’s Cut Story Trailer Reveals A New Mongol Threat

Ghost of Tsushima’s upcoming Director’s Cut will add a bunch of new content for PS4 and PS5 players, with the big draw being an entirely new campaign set on Iki Island. As for why protagonist Jin Sakai is venturing to this new location, that comes down to the samurai hunting down a mysterious Mongol tribe that has gained a foothold on the island, which is led by a shaman named Ankhsar Khatun. Known as “the Eagle” to her followers, the remnant Mongol forces once again represent a threat to Tsushima and the rest of Japan.

In a PS Blog post, developer Sucker Punch explained that Sakai won’t just be taking on new adventures while exploring the island, but he’ll also be forced to face old fears and unearth deeply buried traumas that are related to his clan’s dark history. Iki is described as a wild and lawless land of raiders and criminals by Sucker Punch, and Sakai will once again have to form new alliances with unlikely partners if he wants to stop the Eagle and her followers.

“With everything that has happened this past year, it’s no accident we also wanted to tell a story of healing,” Sucker Punch senior writer Patrick Downs added. “And we felt this would pose a unique and compelling challenge for Jin. We all suffer wounds, from the humblest farmer to the mightiest jito. Wounds from the past that we carry with us. And the thing about a wound is that you can’t fight it, or stealth your way around it. Ghost weapons and samurai techniques won’t help you. A wound can only be healed.”

Other features coming to Ghost of Tsushima: Director’s Cut on PS5 include Japanese lip sync powered by the console’s ability to render cinematics in real time, 4K resolution options, 60fps mode, 3D audio enhancements, and DualSense controller enhancements. On both PS4 and PS5, there’ll also be new photo mode additions, more accessibility options, and the ability to activate a target lock-on function while in combat.

Pricing on the Director’s Cut comes in various tiers though, as accessing the new story content and upgrades on PS4 will cost $20, while a direct upgrade from the PS4 version of the game to PS5 will set you back $30 when it arrives on August 20.

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Ubisoft’s Tom Clancy Mash-Up Game Elite Squad Is Shutting Down

Ubisoft has announced that its Tom Clancy mash-up mobile game, Elite Squad, is to be shut down this October.

Revealed on the Elite Squad website in a blog post entitled “The Story Ends”, Ubisoft said “It is with a great deal of sadness that we are announcing we will no longer be releasing new content for Elite Squad.”

A new update, released today, will be the final content drop for Elite Squad. On October 4, the servers will be shut down for good, bringing the game’s life to an end.

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“This was not an easy decision, but after exploring multiple options with our teams, we came to the conclusion that it was no longer sustainable,” explained the blog post.

Tom Clancy’s Elite Squad was released in August 2020, after being announced back at E3 2019. The crossover game includes characters from Splinter Cell, Rainbow Six, Ghost Recon, and The Division, and had gameplay based on the ideal of putting together a super team of operatives.

This isn’t the end of Tom Clancy crossover games, though. Ubisoft recently announced XDefiant, a free-to-play multiplayer shooter for PC and console that included factions from Splinter Cell, The Division, and Ghost Recon.

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Matt Purslow is IGN’s UK News and Entertainment Writer.

Dwayne Johnson Says He “Laughed Hard” When He Read Vin Diesel’s Feud Comments

Dwayne Johnson has responded to recent comments from his Fast & the Furious co-star Vin Diesel about their notorious feud. The two stars publicly fell out during the production of The Fate of the Furious in 2016.

Last month, Diesel suggested that he used “tough love” to help Johnson play the character Hobbs, and that’s what’s led to the breakdown in their relationship. In a new interview with The Hollywood Reporter to promote his new movie Jungle Cruise, Johnson was asked what he thought about Diesel’s comments.

Now Playing: The Fate of the Furious – Trailer 2

“I laughed and I laughed hard,” he said. “I think everyone had a laugh at that. And I’ll leave it at that. And that I’ve wished them well. I wish them well on Fast 9. And I wish them the best of luck on Fast 10 and Fast 11 and the rest of the Fast & Furious movies they do that will be without me.”

Emily Blunt, who was also being interviewed about Jungle Cruise, weighed in on the issue too and delivered an amusingly sarcastic response to Diesel’s comments. “Just thank God he was there,” she said. “Thank God. He carried you through that.”

Diesel had stated that Hobbs was a “tough character to embody,” and that it “took a lot of work” to get Johnson to play him as Diesel wanted. “As a producer to say, Okay, we’re going to take Dwayne Johnson, who’s associated with wrestling, and we’re going to force this cinematic world, audience members, to regard his character as someone that they don’t know,” he said. “That’s something that I’m proud of, that aesthetic. That took a lot of work. We had to get there and sometimes, at that time, I could give a lot of tough love.”

The feud became public when Johnson posted to Instagram about the professionalism of the Fate of the Furious crew and his female co-stars while stating some of the men were “candy asses” who didn’t act like “true professionals.” It was subsequently reported that his issues were with Diesel, with Johnson later confirming that they shot very few scenes together. Nevertheless, a post that Johnson made in 2019 seemed to suggest that the pair had mended their relationship, after the success of the Fast & the Furious spin-off Hobbs and Shaw.

Jungle Cruise hits theaters and Disney+ Premium Access on July 28. Johnson also recently finished shooting the DC movie Black Adam, which will be released in July 2022.

Capture The Magic Of Going Back To The Future With This Flux Capacitor Lego Kit

Do you have anyone in your life who obsesses over Back to the Future, who has all the collectibles and loves finding Easter eggs in the 1985 classic? Well, if you’re looking to thrill them this summer, the Flux Capacitor with Animated LED lights is a great option. Right now, you can get this piece of movie history for only $55–that’s 15% off the normal price.

Coming in a kit with everything included (except the plutonium), you get 18 genuine Lego bricks, a pre-assembled circuit board, a battery pack with a power switch, and assembly instructions. You can create your own unique Flux Capacitor with a dazzling light display that belongs in any Back to the Future fan’s collection. This piece is sure to dazzle your friends with the vibrant, moving lights and design pulled right from Doc Brown’s own notes.

Whether it’s for a kid just getting into BTTF or an adult who remembers seeing Marty putz around the 1950s on screen for the first time, this Lego device will spark the imagination and bring fun to any collection. The ease of putting it together means that you’ll have no problem bringing your children in on the fun and introducing them to an iconic movie.

The thrills of the DeLorean are assured, even without lightning, with this Flux Capacitor kit. One Amazon reviewer wrote, “Got this for my husband who is a big Back to the Future fan. He loves it. Was fairly easy to put together…Great little Flux Capacitor!”

Just three AAA batteries and some time assembling the parts, and you won’t even have to go 88 miles per hour to activate this flux capacitor. Only $55 and this piece of movie history is yours. Just be sure not to mess with the timeline!

Price subject to change

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Aliens: Fireteam Elite Captures The 1986 Film — And Goes Beyond It

The quintessential Aliens experience is the feeling that everything is falling apart.

That’s exactly what Aliens: Fireteam Elite is going for. First, you head into a xenomorph-infested facility, confident in the firepower you’re carrying to get you through any situation. Then, slowly, you find yourself more and more overwhelmed as you fight through swarms of aliens. A lurking creature leaps out from around a corner, pinning one of your teammates to the floor and ripping into them before you’re able to blast it with a shotgun. Medpacks run out. Your ammo reserves are depleted.

Now Playing: Aliens: Fireteam Elite Final Preview

Now, at the end of one of the game’s missions, you’re standing in front of an elevator, knowing that when you call it, the room is going to fill with vicious creatures that want to tear you apart–and they’re not going to stop coming until you’re dead. You’ve refilled your ammo from a conveniently placed crate, but the sentry guns and mines you’ve placed feel like they’ll only slow the swarm down. No amount of superior firepower is going to be enough; all you’ve really got are your teammates to watch your back, and the hope that you can hold out long enough to make a break for it when your escape finally arrives.

In the eight or so hours of Aliens: Fireteam Elite we played in a preview build, this feeling came up again and again. It’s the aspect of James Cameron’s 1986 movie, Aliens, that most games based on the film struggle to capture, or miss altogether: the fact that the badass Colonial Marines lose. They spend most of the movie slowly getting picked off, setting up doomed defenses, and running for their lives. Fireteam Elite distills that sensation into a cooperative third-person shooter, one in which, regardless of how well-equipped you are, you’re going to find yourself starting to sweat as threats close in from all sides.

You and up to two other players create your own Marines in Fireteam Elite, who are then dispatched to investigate a Weyland-Yutani mining operation that has gone dark (play alone, and the other two spots on your team are filled by AI-controlled combat synthetics named Alpha and Beta). At launch, the game takes place over four three-chapter campaigns, with each chapter lasting around 20 to 25 minutes. The overall feel of Fireteam Elite is similar to Left 4 Dead, with you and your teammates moving through an area and trying to accomplish objectives while constantly being attacked by waves of enemies. Often, you’ll have to stop in a room and defend a position, or carefully listen for xenomorphs that have set up ambushes around corners or in hallways, waiting for you to arrive.

Our preview let us play through the first two campaigns of the game, and it was impressive how deep Aliens: Fireteam Elite digs into the franchise’s vast lore to dredge up a variety of threats–and ways to deal with them. As you discover in the first campaign, the faceless but perennially evil Weyland-Yutani Corporation has uncovered something on the surface of planet LV-895, and they’ve used it to start experiments to mutate xenomorphs. That quickly creates a situation in which you’re faced with a host of deadly new kinds of aliens that haven’t appeared in the films before.

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While it’s long been established in the world of Aliens that xenomorphs change appearance and ability based on the hosts from which they’re born–an alien that rips free from the chest of a human is more human-like, while one that comes from a dog will scrabble around on all fours, for example–Fireteam Elite quickly throws creatures at you that will spit acid from a distance, rush forward to explode, or hide on ceilings and in corners to leap out and pin you to the ground. Add in some of the tougher variations from other games, like the smart and human-like drone or the lethal, well-armored warrior, and you have lots of different xenomorphs to deal with that require you to quickly change your focus as a team to put down the most pressing threats, all while a room fills with more and more sleek monsters.

You have lots of options to fight back, however. Iconic Aliens weapons such as the pulse rifle, smart gun, flamethrower, and pump-action shotgun are at your disposal. Your loadout in a given mission is determined by the class you choose at its start: Gunners will remind players of rank-and-file Marines like Hicks with their pulse rifles and backup shotguns; Demolishers carry smart guns that can rip through hordes quickly; Technicians rely on close-quarters guns but carry a sentry gun that can be deployed over and over again; and Docs get a pulse rifle but give up a stronger secondary weapon in favor of a deployable item that can heal teammates.

Each class has its own perks and abilities that make coordinating with your team important. They all have special abilities that come with cooldown timers, which can buff the entire team at key moments. Gunners can use their Overclock ability to make everyone fire and reload more quickly, while Demolishers can knock back groups of swarming enemies while gaining a damage boost, Technicians’ sentry guns convey a defense buff to anyone nearby, and Docs can boost everyone’s reload and movement speed. There are also a host of consumables you can buy between missions or find in crates at key moments, which give you tactical options for defending positions with special ammo types, as well as the aforementioned mines and sentry guns.

The further we got into Fireteam Elite, the more our squad had to work together to find better strategies for survival. The first campaign sends you into an orbital refinery called Katanga in search of a survivor, which is not unlike the one towed by the Nostromo in the 1979 film Alien, and is absolutely overrun with xenomorphs thanks to Weyland-Yutani meddling. By the end of the campaign, you’re escorting the survivor out, working to keep him alive along with yourself and your team as you run for a dropship under constant alien threat.

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In the second campaign, you head down to the planet’s surface, where you start to uncover what the Company has found. Here, Fireteam Elite starts to bridge with the newer Alien films, Prometheus and Alien: Covenant, as you explore vast caverns created by Prometheus’ progenitor race, the white-skinned Engineers.

Weyland-Yutani gets serious about protecting what it has found on LV-895, and in the second campaign, a variety of synthetic soldiers join the fray alongside aliens. These included gun-wielding combat synths and the engineering-focused Working Joes of Alien: Isolation, illustrating the ways that Fireteam Elite is drawing from all corners of the franchise to fill out its world. Here, Fireteam Elite changes up its combat significantly. While you either stand your ground or constantly relocate to fight the mostly close-range aliens, the synth soldiers carry guns, turning Fireteam Elite into a cover shooter. But the game also mixes threats together and even has the aliens fighting the synths, so your strategy has to constantly change based on what’s trying to kill you–and if you’re smart, you’ll find ways to let your enemies kill each other.

It’s clear throughout Fireteam Elite that developer Cold Iron Studios has a full command of the Alien universe, and its combination of elements makes the world of the Colonial Marines feel much more fleshed out than a lot of its other Aliens material–including some of the films. Collectible lore items fill in background elements like the political situation between the Colonial Marines’ government, the United Americas, and corporations like Weyland-Yutani. The game also works in deep cuts such as the Union of Progressive Peoples, the Soviet bloc successor faction that first appeared in author William Gibson’s unproduced Alien 3 screenplay. And the campaign hints that there’s a lot more going on with the inclusion of the Engineers, even though our preview didn’t allow us to uncover more of their secrets.

The ability to go deeper into the story and world of Aliens pairs with a strategic focus that broadens as you play. Leveling up your Marine unlocks more equipment to try, allowing you to swap weapons and add attachments that make your guns more effective and provide bonuses that align with specific playstyles. As the gunner, you’ll get a burst rifle that can swap into the pulse rifle slot, for example, or a submachine gun that can take the place of the shotgun. A magazine upgrade for your pulse rifle can increase your ammo stock, but it might also make the gun reload faster when fully empty or fire with more stability, and you’ll need to pick which upgrades work best for you.

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Along with new gear, you’ll also unlock perks to apply to your classes, many of which can be mixed and matched between those classes to allow for continual customization. It’s an expansive system that we only saw a glimpse of, but it seems like it could potentially offer a lot of different ways to use each of the game’s four base classes.

It’s also possible to customize the missions you play using Challenge Cards you can earn along the way, which add modifiers that sometimes make things easier, but mostly increase difficulty. The cards add complications to the situation, such as increasing the damage you take, restricting your available weapons, adding glitches to your motion tracker, or reducing the effectiveness of your guns if you don’t land headshots. Fighting through those drawbacks earns you big boosts to your experience point gains if you’re successful on a mission. Coupled with the game’s internal artificial intelligence, which changes what kinds of enemies you’ll face and where you’ll run into them, it’s a system that seems like it can help vary Fireteam Elite’s missions in some big ways.

The question that might determine Aliens: Fireteam Elite’s fate is whether it can consistently provide fun replay experiences, though. The four campaigns offered at launch seem like they’ll give players a ton of variety to work through, but the formula will need to provide incentives to keep you playing. And while Fireteam Elite created some really harrowing moments for our group over several hours of play, it did feel like it fell into a bit of a repetitive pattern of moving from place to place and setting up defensive positions over and over. That said, we only saw two sets of missions, and across those two sets, Fireteam Elite provided a bunch of different enemies and challenges to deal with–and the story suggests things will only get more intense further on.

So it’ll be interesting to see how Fireteam Elite keeps players engaged long-term. With unlockable weapons, attachments, perks, and cosmetic items, there are at least a lot of ways to continually customize your character, and things to chase along the way. Fireteam Elite is already poised to draw the most from the Aliens franchise of any game before it, and it seems to be in a unique position to tell an expansive, evolving Aliens story through a live-service game approach. For Alien fans, that’s a pretty exciting prospect, and our early look at Fireteam Elite suggests there’s a lot that Cold Iron Studios can draw on to continue to throw threats at Colonial Marines that’ll have them endlessly fighting for their lives.

Aliens: Fireteam Elite – The Final Preview

As I take my first trepidatious steps into the Katanga refinery, hair-raising hisses courtesy of its xenomorph residents echo throughout the steel corridors. A frightening greeting, for sure, but close encounters of the chest-bursting kind come with the job when you’re a Marine in Aliens: Fireteam Elite. This three-player co-op third-person shooter from developer Cold Iron Studios sets its sights on being the de facto galactic bug-hunting simulator that Aliens fans have wanted for nearly four decades. And after playing a near-final build full of superb firefights with wonderfully grotesque alien breeds, I’m optimistic that the silver screen’s seminal interspecies war is finally getting the glorious game adaptation it rightly deserves.

Set 23 years after James Cameron’s 1986 film, Aliens: Fireteam Elite follows a battalion of Colonial Marines investigating a distress call from the planetary colony LV-895. It seems everyone’s favorite parasitic species is running amok again, and I was one of the poor sods sent in on extermination duty. Plot details beyond this rough outline were noticeably sparse, lacking even lore dumps via notes or computer terminals. I could only play through the opening chapter’s first couple missions, though, so it’s likely that most of the story was hidden away until the full release. Given that everything iconic about the film was here in stunning detail, from Vietnam War-like decoration of Marine armor down to the pulse rifle’s iconic electric chug, I’m hopeful the story will receive the same meticulously loving treatment.

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What Aliens: Fireteam Elite unquestionably captures the essence of from its namesake is tense, close-quarters shootouts with swarms of xenomorph. These acid-fueled uglies will flood into rooms like a tidal wave of gnashing teeth and tail-whips until there’s no breathing room left, meaning you’ll need a steady trigger finger and crafty strategies to gain any ground. Of course, mowing them down with a pulse rifle or smartgun is a reliable first line of defense, and witnessing their exoskeletons rip-apart into gooey chunks is a guilty pleasure of mine — but careless brute force will only get you so far. Everybody within a fireteam must synergize their special class abilities when things get hairy. Coupling the technician’s stun grenades with a rocket barrage from the demolisher’s shoulder cannon, for example, became the immensely satisfying one-two xeno-toppling punch between a teammate and me. One that got plenty of use as wall-to-wall infestations were common inside the Katanga’s darkest depths.

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My only concern with Aliens: Fireteam Elite’s combat is how finicky and mobility-limiting the cover system can be. Doorways often require needlessly frame-perfect camera alignments for you to hug them while others don’t, not to mention sticking yourself to a piece of cover is a bad call when the overwhelming majority of enemies sprint towards you to get within melee range. Sure, there’s the spitter xenomorphs that hock corrosive loogies from a distance, but I’ve yet to get hit by one. Though with several yet-to-be-seen xenomorph types and synthetic androids still to come, it’s a safe bet that more of them will make hiding behind cover a viable tactic.

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That’s a wager I’m confident in winning, too, because every breed of xenomorph thus far has distinct roles during missions. Take the ever so opportunistic drones that opt for quick hit-and-runs on anyone foolish enough to stroll off on their own. Once you’re in firing range, they’ve usually already darted back into the ventilation system — saving its skin while taking a hefty chunk of the victim’s health with them. Or prowlers, fearsome tackle artists that are particularly fond of pinning Marines to the ground at the least convenient times. Whenever I didn’t bother checking behind a corner, this crimson-shaded menace was eager to punish my negligence.

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Even runners, which are all-purpose cannon fodder xenomorphs, are slippery when their numbers seem endless — complementing the more challenging breeds marvelously when you hyperfocus on one over the other. That overarching theme sets Aliens: Fireteam Elite apart from other games based on the series. Each breed’s quirk plays off its kin well, making the hive itself (and your worst nightmares) come alive.

By the time my team and I made it through the whole of Katanga, Aliens: Fireteam Elite mostly won me over. Mostly. The marine’s weaponry and class toolkits harmonize with the xenomorph’s adaptive nature excellently, which got me plenty excited, despite the cover system being less than helpful and the sparse story beats leaving too much to the imagination. Either way, though, I’m stoked to play more when it comes out next month.

Aliens: Fireteam Elite Final Preview

The essential feeling of the movie Aliens is that everything is falling apart.

And that’s exactly what Aliens: Fireteam Elite is going for. You start out a confident Marine as you head into a xenomorph-infested facility, but slowly, you find yourself more and more overwhelmed as you fight through swarms of aliens. As ammo and medpacks get lower in key moments, you start to get a bit worried.

Then, at the end of the mission, you’re stuck standing in front of an elevator, knowing that as soon as you hit the button to call it and make your escape, the aliens will come for you. Even with full ammo and defensive tools like sentry guns and mines, you’re about to be in a fight for your life.

It’s the aspect of Aliens, the 1986 James Cameron movie that most games based on the film struggle to capture, or miss altogether. In the movie, the Colonial Marines lose. They spend most of their time getting picked off, trying to defend against overwhelming odds, and running for their lives. In the eight or so hours of Aliens: Fireteam Elite we played in a preview build, the game did a pretty good job of distilling that sensation into a cooperative third-person shooter. No matter how well-equipped you are, you’re going to find yourself starting to sweat as threats close in from all sides.

Turner & Hooch Series Premiere Review – “Forever and a Dog”

Turner & Hooch premieres Wednesday, July 21 on Disney+.

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Disney’s new Turner & Hooch series is a charming follow-up to the original 1989 film, featuring Josh Peck (Drake & Josh, The Wackness) as the son of Tom Hanks’ cop character and a new rambunctious, order-destroying hound ready to sloppily sniff out all the clues that evade local law enforcement.

The new Turner & Hooch carries the tone of the perfectly agreeable film, a pleasing balance of comedy, action, and heart — though maybe it’s a little too similar for those familiar with the original. So much of the first episode, “Forever and a Dog,” acts as a retread of the beats from the movie, to the point where sometimes it feels like little more than a gussied-up Turner & Hooch rewatch.

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A legacy sequel allows for reboot elements to occur — as Peck’s pristine routine-loving US Marshal Scott Turner Jr. (yup) gets saddled with a giant dog who throws his life into chaos and disaster — while still tethering to the story to, well, let’s face it, Tom Hanks. Even though Hanks’ Scott Turner Sr. acts as (off-screen) connective tissue, the show kills off the character, and leaves no opportunity for a Hanks cameo (unless he recorded a tape for Scott Jr.). It feels like a strange door to close, though maybe it was ultimately easier than having to forever mention Scott Sr. and never see him.

There are some elements that just hit differently in the modern age, and not necessarily in a good way. Watching a person’s apartment and personal belongings get absolutely wrecked for the sake of comedy is sometimes jarring, as is the notion of giving someone a dog that they do not want and are not equipped to care for. What was once a silly gimmick for a buddy cop movie now just feels wildly irresponsible and potentially harmful. It’s not a show-breaker, but it’s poor form for all adults involved, regardless of this new Hooch-type dog (named Hooch, naturally) being willed to Scott Jr. by his dad.

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Because of this, it feels like Turner & Hooch’s best material might be ahead of it. After this premiere episode that sets up the human/dog dynamic while heavily leaning on a decades-old movie and its sort of wonky, antiquated ideas of cops and doggos, hopefully Turner & Hooch can tell stories on its own terms. It will always play as a continuation (Reginald VelJohnson is set to return and Sheila Kelley now plays the role Mare Winningham once played), but it still has the freedom to free itself from elements that don’t quite work now. Even the villain in this first chapter is a callback, in a way, to the baddie from the film.

Creator Matt Nix (Burn Notice, The Gifted) infuses Turner & Hooch nicely with the “blue sky” programming tone from his Characters Welcome USA days, providing a few chuckles, a groovy car chase (though I think some innocent people may have died?), clear stakes, a solid ensemble, and an overall sense of friendliness. Carra Patterson plays Scott’s partner and mentor, providing another less-put-together foil for our mild-mannered and rule-abiding hero to bounce off of. Patterson’s pregnant Marshall Baxter represents a person who’s willing to invite both love and something disruptive into her life, which are two avenues Scott has sort of closed himself off to. Nikita and Agent Carter’s Lyndsy Fonseca, as Scott’s sister, also represents this to a degree. In fact, everyone around Scott is someone more willing to confront clutter and confusion.

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And even though the “will they/won’t they” love interest established in this first episode draws parallels to Hanks’ Scott falling for a veterinarian, Vanessa Lengies’ Erica, a dog trainer, feels like a good pairing for Scott since her job, specifically, is to bring the upheaval to order. Peck himself makes for a good leading man, as his comedy past serves him well here. The series overall isn’t looking to break any molds, but the further it gets from the roadmap of the film, the better chance it has of an uptick.
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The LEGO Seinfeld Set Is Now Available

It’s here: the great nineties sitcom Seinfeld has been immortalized in a LEGO set. The set depicts the comedian’s iconic apartment, as well as the stage where Jerry tells standup jokes to kick off and close most episodes. It’s available now exclusively at the LEGO Store for $79.99.

The one caveat is that, for now, it’s only available to VIP members. This is an easy problem to fix, as anyone with a LEGO Store account can become a VIP member just by clicking a button or two. It’s free. If you don’t want to jump through those meager hoops, you can wait until the set is available for non-VIP members on August 1.

LEGO Ideas Seinfeld

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Designed for ages 18 and up, this set is comprised of 1,326 pieces and comes with five minifigures. You get Jerry, Elaine, George, Kramer, and Newman. The bulk of the set is Jerry’s apartment, complete with his computer room, kitchen, and a bit of the hallway with the door to Kramer’s apartment.

Like the Friends LEGO sets, this one has lots of fun details from the show. There’s a Superman magnet on the fridge, along with a menu for Monk’s Cafe, where they frequently get coffee. The computer has an internet browser open to the website for Vandelay Industries.

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Each minifig is holding an appropriate item, often from a particularly memorable episode. For instance, Elaine has a goldfish in a bag, a reference to the parking garage episode. George has a loaf of marble rye and a fishing pole. Kramer has a pretzel and his coffee table book of coffee tables. You even get one of George Costanza’s boudoir photos to hang on the wall.

Again, this set is only available to VIP members for now. It will open up to everyone on August 1, but there’s no reason not to sign up for the VIP program. If you do sign up for the program, you’ll start accruing VIP points for each LEGO Store purchase. These can be redeemed for various prizes and other things. You also get early access to certain sets (like this Seinfeld one) and are eligible for various other benefits. 

The set is part of the LEGO Ideas line, in which anyone can submit build ideas for LEGO to consider making if they receive 10,000 votes from the community.

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Chris Reed is a commerce editor for IGN. You can follow him on Twitter @_chrislreed.