Aussie Deals: Up to 70% off AAA Triple Packs, a Rift Apart + Black DualSense Bundle and More!

It’s savings central right now, thanks to a series of winter discounts promotions. Microsoft Store has some particularly cost-effective triple packs on offer (think: Resi and AC). Likewise, the PS Store has some choice discounts on a few recently released RPGs. All of these deals and more await you below!

Purchase Cheaply for PC

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Notable Sales for Nintendo Switch

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Exciting Offers for XO/XS

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Product Savings for PS4/PS5

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A Farewell to Memes: PBS’ Arthur Ending in 2022

After over 25 years on the air, Arthur the beloved PBS cartoon will soon come to an end, IGN has learned.

Following rumors and speculation that the show would no longer produce new episodes of the long-running children’s animated series, Carol Greenwald, Executive Producer for Arthur confirmed to IGN that after the 25 season of the show airs on TV no new episodes will be produced, but said that the show will continue to be available on PBS Kids in the near future.

“In the winter of 2022, the 25th and final season of Arthur will debut. Arthur will continue to be available on PBS KIDS for years to come,” Greenwald told IGN in an email. “Producer GBH and PBS KIDS are continuing to work together on additional Arthur content, sharing the lessons of Arthur and his friends in new ways.”

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Arthur first aired back in October 1996 and focuses on the titular character and the daily interactions he had with his friends and family.

While the show will be remembered fondly by those that grew up watching it on PBS, Arthur’s legacy will also live on in the form of the internet as various stills from the show have produced hilarious yet relatable memes.

While there are way too many Arthur memes to count, by far one of the most notable memes created is the one where Arthur is clenching his fist which is accompanied by a caption that describes someone’s frustration which became a hit in 2016.

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Taylor is the Associate Tech Editor at IGN. You can follow her on Twitter @TayNixster.

Halo Infinite Technical Preview Invites Going Out Now, More Details July 28

343 Industries has announced that the studio will go live with the fist look at Halo Infinite‘s technical preview tomorrow at 2PM PT. The multiplayer technical preview will take place this weekend, July 29 – August 1. You’ll need to register for a Halo Insider account in order for a chance to participate able to participate. However, that doesn’t guarantee you a spot during the technical preview. The studio will also go over how players get in if they’re selected.

Invites have already started to go out to the first wave of Halo Insider members, which include hundreds of thousands of people. Throughout the technical preview, 343 will be testing game & services performance metrics, such as stability, communication systems, and flighting tools at scale. Player feedback will be gathered as well regarding areas such as core gameplay, maps, modes, and user interface.

The studio is looking to test out its Battle Pass system, Challenges, and in-game Store to see how well they hold up to scale. They’ve been included for technical reasons and don’t reflect the amount of unlockable content at launch. A set amount of in-game credits (cR) will be provided to help players unlock items, but please note that anything that’s unlock during a technical preview will not carry over to the main game.

343 Industries earlier teased that the game’s multiplayer beta would start soon, and now we have confirmation. Halo Infinite is set to launch in Fall 2021 for Xbox One, Xbox Series X|S, and PC. The multiplayer portion of the game will be free-to-play when it releases this year.

GameSpot may get a commission from retail offers.

Best Games Of 2021 So Far

Why wait till the end of 2021 to celebrate some of the year’s best games? We’re halfway through, and there are already some GOTY contenders. So here’s a chance to get a look at some of our favorite games of 2021 so far, as chosen by the GameSpot staff.

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Why wait till the end of 2021 to celebrate some of the year’s best games? We’re halfway through, and there are already some GOTY contenders. So here’s a chance to get a look at some of our favorite games of 2021 so far, as chosen by the GameSpot staff.

Read more about our picks for the best games of 2021 at https://www.gamespot.com/gallery/the-best-games-of-2021-so-far/2900-3756/#1

00:22 – Ratchet & Clank: Rift Apart

00:44 – Guilty Gear Strive

01:49 – Little Nightmares II

02:38 – Resident Evil Village

03:03 – Knockout City

04:18 – Before Your Eyes

05:16 – Hitman 3

06:21 – Returnal

07:35 – Cris Tales

08:47 – Famicom Detective Club: The Missing Heir + The Girl Who Stands Behind

09:54 – Chicory: A Colorful Tale

11:06 – Persona 5 Strikers

12:44 – Nier Replicant ver.1.22474487139…

13:40 – Super Mario 3D World + Bowser’s Fury

14:48 – Monster Hunter Rise

15:50 – MLB The Show 21

Guild Wars 2: End of Dragons Gets First Look Ahead of February 2022 Release

Today, ArenaNet revealed a first look at the upcoming new expansion for Guild Wars 2: End of Dragons, along with a release window of February 2022.

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End of Dragons takes place in a region of Tyria called Cantha, which was first introduced to the universe in Guild Wars Factions but which has been closed off and isolated from the rest of the world for over 200 years due to the Jade Wind, an event that turned the surrounding areas and everything in them into solid jade.

The expansion will include a new storyline featuring the voice talents of Erika Ishii (Apex Legends), Noshir Dalal (Red Dead Redemption 2, Call of Duty Black Ops 3), Ry Chase (Fallout 76), Rina Hoshino (Pokemon: Detective Pikachu, DC Super Hero Girls), Tina Huang (Rizzoli & Isles, The Night Shift), and Sarah Sokolovic (Homeland, Big Little Lies).

It will also introduce a number of new features, including the first multiplayer mount (a Siege Turtle built for two players), new watercraft called Skiffs, the ability to fish, new elite specializations for existing professions, and new legendary weapons.

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End of Dragons is now available to pre-purchase for $29.99, and more information about the expansion is set to be revealed throughout the summer on the ArenaNet and NCSOFT Twitch and YouTube channels during regular Friday livestreams. Guild Wars 2 is free-to-play with paid expansions, and is one of IGN’s top-five favorite MMORPGs of all time.

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

Pokemon Unite’s First New Character, Gardevoir, Arrives Tomorrow

Pokemon Unite’s first new character, Gardevoir, hits the game tomorrow.

Gardevoir will be added to Pokemon Unite as a Ranged Attacker and joins the six other Ranged Attackers in the game: Pikachu, Greninja, Venusaur, Alolan Ninetales, Cramorant, and Cinderace. As for their moveset, Gardevoir’s attacks seem to center around the Pokemon’s Psychic typing found in traditional Pokemon games.

As you can see in the video above, Gardevoir arrives tomorrow, on Juluy 28, and has a wide range of moves at their disposal. There are up-close Psychic slash-like attacks, a shield bubble move of sorts (presumably defensive), and a large area-of-effect Psychic explosion. Gardevoir is also a Fairy-type Pokemon so perhaps some of their moves are more Fairy in nature rather than Psychic.

Despite the excitement that naturally comes with a new character to any game of this type, the replies to Pokemon Unite’s announcement tweet largely seem to ignore the news in favor of persistent asks of balancing, specifically in relation to Zapdos.

Some are hoping that tomorrow’s Gardevoir arrival to Pokemon Unite will come with a broader balance patch, but there’s no word on such a thing at this moment.

Gardevoir will join the roster of Pokemon Unite tomorrow and while waiting for that, check out IGN’s Pokemon Unite Wiki Guide for tips and tricks, team builds, and more. Watch this video to learn about seven things you need to know before playing Pokemon Unite and then check out this gameplay presentation for the game if you haven’t yet given Pokemon Unite a go.

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

Last Stop’s Co-Directors on Crafting Three Distinct But Connected Stories, and How Its Surprising Ending Came to Be

Virginia developer Variable State’s latest game, Last Stop, spins three different, interconnected but distinct tales of life in suburban London. The stories – Paper Dolls, Domestic Affairs, and Stranger Danger – carry the player from one genre to the next, from body-swapping comedy to noir to mystery and more, all with the undercurrent of something supernatural lurking beneath the surface.
Last Stop’s choice-based, episodic stories serve to offer different slices of life, tackling subjects large and small – though they can feel quite large for the characters – and offering charming and moving insight into the lives of its leads, John, Meena, and Donna. And while Last Stop’s overarching story goes to some unexpected places, it always keeps its urgency and drama rooted in what those characters are experiencing.

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It all amounts to a lot of moving pieces of stories not often found in games, and some surprising choices by both the developers and that players will be asked to make. IGN spoke to Last Stop’s co-directors Jonathan Burroughs, Lyndon Holland, and Terry Kenny about the process of building Last Stop’s story, its surprising ending, and more.

Building an Episodic Game With TV-like Pacing

Last Stop is episodic, but comes as a complete package – you won’t be waiting months from now to see its story conclude. And nearly every episode clocks in at the 15-20 minute range, giving the larger stories more the pacing of a season of a bingeable streaming show. Each of the three stories comprises six chapters, and players will have to complete a chapter of all three before moving on to the next (ie: finish chapter 1 of all three before you can start any story’s chapter 2). 

That structural limitation was an intention of the developers to make sure players were always engaged with not just all three stories, but of the larger threads tying them together.

“We knew we’d have these parallel stories, and we were concerned that someone would start story A, play all the way through story A to the ending, and then go to the beginning of story B,” Burroughs explained. “And because we wanted the stories to overlap and to meet at the conclusion, we thought that would spoil the story. So there needed to be this chapter structure… [and] that provided the ability to set the pace at which you experience the whole thing, for it to be more like episodes of a TV show.”

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“The idea of having six chapters per story, that wasn’t a magic number we decided,” Holland said. “We had the story written, and then we were thinking, how can we divide these stories up? And at least two of them had very clear cliffhanger beats that happen at moments.

“[These beats] definitely were a part of the fabric of the DNA of the story to begin with.”

The interconnectivity binding the stories together grew as the leads honed in on the story, though.

“[Early on], there was a desire perhaps for the stories to be self-contained, like episodes of Black Mirror. One episode doesn’t necessarily relate to the other,” Holland said. “But we changed our minds on that. We thought it’d be more interesting to not do that. Then it was…like an exercise in restriction of, we’re not going to rewrite, not going to start from scratch. We’ve got these stories, we like them. How can we thread more character details that exist in one story and thread them through the other two stories?

“For instance, characters that might be unique characters in one story became the same character,” he continued. “Meena’s rival, Amy, in Domestic Affairs, was a separate person to Jack’s friend in Paper Dolls, but we made those two people. Then that actually made the Amy character more interesting because now she’s got two sides, two different lives.”

Part of the process of figuring out how the stories related to each other was the question of each story’s timeline, and how they don’t necessarily line up with one another.

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“The stories, and this is something that we decided to not really telegraph that much, aren’t necessarily in the same timeline,” Holland explained. “We did have this whole map, a grid of where each chapter was happening on what date. And it’s still there in the game, if you look at the mobile phones and they have the date, and you can see sometimes it goes back in time, sometimes it goes forward in time.”

But because that timeline isn’t always spelled out, Holland said the team felt “it looked like we were just bringing him back to life.” And though that character’s removal from the scene was a disappointment for the team, Holland believes it served the broader story overall.

“It was just a shame because we lost that moment to find more about that character, but it was worth it in the end. I think we did get lucky that we didn’t find ourselves in more situations like that.”

Playing through each story, you’ll make dialogue choices, explore a variety of locations, and occasionally interact via quicktime events or minigames while uncovering more information about the larger plots at play. It’s often in those slice of life minigames, like cooking a meal or chucking bottles into a trash can, does Last Stop offer some of its most introspective and endearing moments.

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“Those are things that we genuinely get excited about [developing], little things like the idea of having breakfast,” Kenny said. “Before JB and Lyndon went and recorded with the voice actors, we already had a pretty good sense of who we wanted the characters to be and what we wanted them to be like. We wanted [the whole game] to be engaging, and that would have to come from the characters,” he continued, noting that many of these scenes not only allow for plot points to progress, but allowed the team to find more places to showcase new sides of the cast.

“That [throwing bottles] scene is there obviously to serve as a setup for introducing the Handsome Man, but that chat and the interaction is there because we felt it’s important that you get to know these kids before you go off on this adventure with them.”

“It wasn’t that easy to do, but it’s the kind of stuff that is really enjoyable,” Kenny explained. “…It’s not something that you get to do in video games. And it’s contrary to what you think. Doing mundane stuff, from the practicality of making it, is fun by virtue of its novelty.”

Creating Last Stop’s Last Stop

Spoilers ahead: Come back to this portion of the story once you’ve beaten Last Stop!

Last Stop’s story eventually goes to unexpected places, quite literally. The three disparate yet intertwined stories of Variable State’s episodic, choice-based adventure game come to a head in some surprising ways, paying off both the deeply personal, grounded stories of its protagonists and the more supernatural underpinning of the plot.

The three co-directors of Last Stop spoke to IGN about crafting that ending, making sure to always stay true to the characters at its core, and how the culmination’s unexpected twists came to be.

SPOILERS FOLLOW FOR LAST STOP’S ENDING (and the whole game, really. Turn back now if you don’t want to be spoiled!)

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Last Stop’s last stop is Cold Harbor, an alien world that all three protagonists – John, Meena, and Donna – find themselves venturing to through very disparate means. From the body-swapping, green-eye glowing handsome men, and more, players are aware throughout each story that something otherworldly is at play, but Cold Harbor itself, and the revelation of this alien world, is a surprise that comes in the lengthy, final chapter of Last Stop. 

But in earlier plans, players would have gotten a taste of the desert planet long before John stepped through a portal thanks to the Vape Lord, Meena was plunged through another for work, and Donna was taken there by the Handsome Man.

“For the longest time, there was a very different prologue, which I think introduced the location that the story ends up in right at the front,” Burroughs explained. “That was the first thing you’d see in the game, and introduced some of the inhabitants of that world, and some of the crisis that was going on there, and then we came back to London. I think we felt that was perhaps going to give people whiplash or be too peculiar from the outset. We were content to leave that reveal to be the epilogue that it is in the final version.”

But even with the changes to the prologue, the amount of Cold Harbor players would get to see and learn about, was a big question the developers had to tackle. 

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“At one stage, it was really going to be completely out of the blue,” Kenny said. “When we went back [to crack the ending], we felt like we had to thread it in, we had to try to get it into the story more. It made a lot more sense to do that.”

“More was added as the game developed, in the characters like the Vape Lord and in the Tube Station Stranger, this idea that there’s this community of people living in London, there’s this hidden world just out of reach within the city itself,” Burroughs said.

Players interact with these characters throughout each story, and eventually make their way to Cold Harbor, a place where the characters don’t speak the alien language, don’t know the customs of the culture they’re walking into, and generally have very little idea how to behave, other than like themselves, when there. And while Last Stop’s epilogue gives you a sense of how this world operates, it eschews any huge exposition dump to act as a Cold Harbor history course. But that doesn’t mean the co-directors didn’t think through what this world would be like.

“We had much more lore about Cold Harbor at the end, and this into how many times we rewrote the ending. I think we got bogged down in the science fiction of the alien planet that they end up at, and what that’s about, why it’s there, what the culture is, what the backstory is, who certain individuals are there,” Holland explained, noting at one point they had larger plans to focus on two characters from that world whose own story would play out and then intersect with the ending of the three Earth-based characters.

“We ultimately thought people, are they going to be invested in these three characters? That’s where you’ve spent most of your time. We tried to minimize the amount of explanation about what this place is, and just had it be more about something has happened to these people, they’ve got to get through it,” he continued.

“We became very happy once we let go of the idea of trying to explain, having to do a ‘Welcome to Cold Harbor,’ and here’s where it is in the galaxy and all that stuff. We really embraced the idea that it would just be thrust upon the characters,” Kenny said.

Holland explained how the team hoped the final version of how the prologue and epilogue play out offer players a balance between focusing on the earthly stories of these three characters with the supernatural trappings hanging around them to accentuate the mystery.

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“The prologue [in the final game] was introduced to set up this idea of this portal, after we ditched the initial prologue,” Holland said, noting the team waffled on having a prologue at all before deciding “now we do need to front-load the fact that, straight off the bat, we’re saying, this is science fiction. Okay, now we’re going to drop you in for a few hours into something that’s maybe not science fiction. But hopefully, that’s still bubbling away, so when we do try to explain why these events have happened, and it is to do with this other planet, that doesn’t totally seem like it’s just come out of nowhere, that there is some sort of setup.”

Regardless of the amount of lore, science fiction, and Cold Harbor itself made it into Last Stop, the developers wanted to ensure that the excitement of these otherworldly ideas complemented and enhanced the human drama unfolding throughout the three adventures.

“We came up with the character traumas, and then they were really dialed up to 11, or they were set in motion by the supernatural element,” Burroughs said. “In all our early conversations, the threading of those two and the balance of those two was something we were always talking about. And we were always checking ourselves to make sure one didn’t overwhelm the other, or that they didn’t depart from one another sufficiently that there’s an incongruity there.”

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Jonathon Dornbush is IGN’s Senior Features Editor. Find him on Twitter @jmdornbush.

Activision Blizzard Employees to Stage Walkout In Protest at Leadership

Activision Blizzard employees have announced that they intend to stage a walkout on Wednesday, July 28. The walkout comes in protest at the response from company leadership to a lawsuit highlighting harassment, inequality, and more within the company.

Announced in a statement of intent, employees explain that internal and external responses from Activision Blizzard after the announcement of the lawsuit have led them to “believe that our values as employees are not being accurately reflected in the words and actions of our leadership.”

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The walkout calls on the company’s leadership to work with employees on a list of demands to “improve conditions for employees at the company, especially women, and in particular women of color and transgender women, nonbinary people, and other marginalized groups.” You can read the list of demands in full below.

Taking place from 10am-2pm Pacific, an in-person walkout will congregate at the Blizzard campus main gate. A virtual walkout will take place on the same day from 9am-6pm Pacific, with employees unable to attend in-person invited to stop work and share the hashtag #ActiBlizzWalkout on social media.

Last week, the California Department of Fair Housing and Employment filed a lawsuit, which accuses Activision Blizzard of fostering a culture in which women and other marginalized groups are routinely paid and promoted less, as well as allowing for repeated cases of sexual harassment.

The walkout follows an open letter signed by hundreds of Activision Blizzard employees, calling internal responses to the recent lawsuit, “abhorrent and insulting.” Ex-Blizzard executives Mike Morhaime and Chris Metzen have written to apologise for “failing” employees at the company during their time there. As of this morning, the letter has surpassed 2600 signatures, but Activision Blizzard’s leadership has reportedly not yet responded to its content.

The walkout organizers have also thanked the wider video gaming community, calling on supporters to tweet the #ActiBlizzWalkout, and use a blue heart emoji. They also provided a list of charities to consider donating to:

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Mass Effect Legendary Edition Infographic Shows What (Mostly) Nice People We Are

A new Mass Effect: Legendary Edition infographic reveals that players are for the most part nice people, although some of the choices made are still questionable.

This new infographic reveals that most Shepards went the paragon route in terms of choice-making and it’s good to know the majority of players saved Wrex on Virmire and then went on to cure the Genophage and pardon Tali. In fact, 94% of players ensured Wrex survived on Virmire, 96% of players cured the Genophage, and 96% of players pardoned Tali. Good job, everyone.

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To get some of the basics out of the way before discussing some more…questionable choices, 68% of players went with a male Shepard and 40% of players chose the Soldier specialization. The second most popular military specilization was Vanguard at 21%. The majority of players selected Earthborn as their pre-service history and 44% of players chose Survivor as their psychological profile.

War Hero was close behind at 43%, though. The most popular squadmate in the first Mass Effect was, of course, Garrus, followed by Tali, then Liara, Wrex, Ashley, and Kaidan. Garrus remained quite popular at least through the end of Mass Effect 2, as well, as he was the squadmate most likely to survive the Suicide Mission followed by Jacob and then Grunt.

In terms Rannoch, a large majority of players — 80% — chose to achive peace. The Rachni Queen was saved by 93% of players and the same amount of players allied with the queen in Mass Effect 3. As you might expect, the 7% of players that chose not to save the Rachni Queen in Mass Effect then went on to kill the Reaper Breeder Queen, for the most part — 67% to be exact.

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Now, there’s an elephant in the room to address: 60% of players rescued Ashley on Virmire and subsequently, only 40% of players rescued Kaidan. First off, is everything ok? Secondly, is everything ok?

In terms of other questionable choices, 68% of players addressed the reporter’s questions with a punch to the face, aka the majority of Mass Effect: Legendary Edition players seemingly forgot what Assault and Battery are. Perhaps the most agreeable of all statistics revealed in this new inforgraphic, though, is that 100% of all players spent way too long looking for the last Keeper even after swearing they scanned it already. Oof.

Check out the rest of the statistics in the infographic below:

Photo Credit: EA, BioWare

If you’re still struggling to find that last Keeper, check out IGN’s Mass Effect: Legendary Edition Wiki Guide for Keeper locations, walkthroughs, tips and tricks, and more. Read about how Mass Effect nearly got a first-person Nintendo DS spin-off after that and then check out our reviews for Mass Effect 1 and Mass Effect 2 in the Legendary Edition of the trilogy.

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

Marvel Streaming Series Get Their Own LEGO Minifigs

Four Marvel Studios Original Disney Plus series are set to receive their own Lego Minifigures that fans will be able to collect after they release on September 1.

In a tweet today, Lego said that that they are “super excited” to reveal their newest range of collectable Minifigures. In total, twelve collectable characters will be available from across four Marvel Original Series: WandaVision, The Falcon and the Winter Soldier, Loki and What If…?.

Following the current release of three Marvel Studios Original series on streaming platform Disney Plus, fans will be able to collect memorable characters from those shows such as Scarlet Witch, The Falcon and everyone’s favorite variant, Sylvie, who made her TV debut in Marvel’s Loki. The Minifig collection also offers some quirky nods to their more niche TV counterparts including ‘Frog Thor’ and ‘Alligator Loki’ as well as White Vision.

With a September 1 release date, Lego’s Minifigure collection will release after the premiere of Marvel’s What If…? which is set to launch on Disney Plus on August 11. With that in mind, a number of notable characters from the upcoming show are available amongst the twelve collectables. Captain Carter, identifiable via her Union Jack shield, will be purchasable alongside caped Spider-Man and a selection of other heroes. Fans of the MCU hoping to collect all of the figures will be able to buy them from mystery bags upon release.

In other What If…? news, the animated show recently premiered its first trailer. The show, directed by Bryan Andrews, features fan-favourite characters, including Peggy Carter, T’Challa, Doctor Strange, Killmonger, Thor and more as Marvel explores what would happen if major moments from the Marvel Cinematic Universe occurred differently.

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Aside from Marvel Superheroes, Lego revealed three new LEGO Star Wars: The Mandalorian sets at LEGO Con 2021 last month. The Mandalorian sets were given an August 1 release date, and include the Imperial Light Cruiser from the season 2 finale that comes with an adorable Grogu Minifigure as well as many other notable characters from the show.

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Jared Moore is a freelance writer for IGN. You can follow him on Twitter.