Fights In Tight Spaces Early Access Review

If the fights in John Wick were choreographed by the plays you made with a deck of cards, you’d get Fights in Tight Spaces. The roguelite deck-builder puts you in increasingly cramped and intricate spaces, challenging you with figuring out an efficient and safe way to punch, kick, and outsmart every enemy stuffed in there with you. It’s a fascinating mix of recognizable genres that produces something distinct and satisfyingly complex, even in its Early Access state.

Fights in Tight Spaces currently features the core loop of the game spread out across five stages, each their own unique enemies, rewards, and final boss fights. You have four styles of play to choose from, with decks of moves focused on counter-attacking, all-out assault, or combinations of the two. Each run is unique, too, shaped by the small decisions you make regarding what routes to take in each stage. These influence what rewards you might get out of each fight, what vendors you’ll have access to, and what random events you can happen upon. Die, however, and everything resets, without any persistence between runs to make the next one any easier.

Each themed stage is littered with levels you need to complete, with the namesake of the game coming to fruition in their design. Each level plays out across a tile-based grid, with enemies randomly placed throughout. You use cards to initiate actions–moving to adjacent tiles, attacking enemies, or more complex combinations of the two–with action points restricting how many cards you can play per turn. These are densely-packed grids, sometimes as small as 4×6 battle arenas that make just avoiding attacks a delicate dance. Like other tactical games like Into the Breach, you have to use every tile to your advantage. Enemies prepare attacks should you come within range at any point during your turn, and will execute them regardless of whether you leave that space by the end. This means turns aren’t solely about using your limited action points to dole out damage, but also trying to position other foes in the line of fire of their comrades.

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Your actions are determined by a hand of cards you’re dealt at the start of each turn, with your entire hand being reshuffled when it ends. This prevents you from keeping cards that you might foresee as useful in the future and, quite literally, forces you to work with the hand that you’re dealt. Actions can range from simple tile movements to flying kicks that knock enemies back or smooth shuffles that let you slink around an enemy blocking your path. Cards also feature unique modifiers, like stunning enemies or forcing a foe to face you once you’ve struck. Some cards also influence a separate momentum counter that is required for some attacks, with most strikes adding to it while tile movements subtract from the same tally.

There’s a lot more to consider than just the damage you deal when playing a card, and it’s initially overwhelming to try and understand how each one works in tandem with the others. The tutorial is also brief, exposing you to each mechanic individually but not fully exploring complex scenarios that might better show off their synergy. You discover this through each run, but it can be annoying to suffer through bad moves because you missed out on a single effect on a card stacked with them. The dozens of tooltips do help you sift through all the information during your turns, but the limited tutorial leaves you with an overwhelming amount of stuff to learn in runs that punish very small mistakes.

This is especially true when you start experimenting with cards that require more complex prerequisites to use, such as a devastating kick that requires a wall behind you to kick off of or grapples that can be used on specific enemies. Markers on the tiles give you a clear indication of where you can initiate a move, but not enough information at times to help you understand why you might not be able to use it. This can be frustrating as you’re piecing together a string of moves from the cards you have, only to have your entire plan fall apart because it’s not evident why you can’t pull off the final finishing touch.

Thankfully this doesn’t extend to the UI used to inform you of enemy attacks, which becomes important as foes and their attacks become more varied. While they start with simple ranged attacks and single-tile melee swings, new enemies eventually introduce area-of-effect attacks, dangerous rushes that can close the already limited space, and harmful stuns that can quickly have you overwhelmed. All of this is effectively communicated through colored tiles and dotted lines denoting ranges of attack, while tooltips help inform you when an enemy has been primed to attack on their turn. This helps you effectively map out the best strategy for each turn, while also doing a good job of letting you know when a move you’ve made has changed the behavior of any of the enemies around you.

Having to think about where you end your turn is just as vital as what actions lead you to that point, which can turn the otherwise limited action points into a pool of multiple strategic opportunities. Knowing how to string together the right combination of moves and position yourself perfectly for the wave of incoming attacks is incredibly satisfying, as is watching each of your attacks play out, spraying brightly colored red blood onto the monochromatic bathrooms, alleyways, or jail cells that comprise many of the level designs. At the end of each stage, you are treated to a replay of all your attacks played out in real time, but the tile-based nature of the gameplay makes this an awkwardly-animated cinematic that never flows as elegantly as you’d want it to.

Knowing how to string together the right combination of moves and position yourself perfectly for the wave of incoming attacks is incredibly satisfying.

The deck that you pull cards from each turn is initially determined by the play style you select before each run, and each stage you complete gives you opportunities to expand the deck’s arsenal. Most fights give you a choice between three cards that you add to your deck, which in turn gives you more ways to deal with the increasingly challenging foes in subsequent levels. Certain vendors in each stage also give you the ability to purchase, upgrade, or get rid of cards from your deck, but getting to them requires you to often forgo the advantage of a clinic to heal or random event and its potential rewards. Plotting your route through each of the game’s stages is as important a choice as each of your moves within its levels, where rash choices can often lead to a premature end to your run.

Currently, however, Fight in Tight Spaces’ economy doesn’t adequately reward you for taking routes with more fights. While each fight nets you some currency to spend at the aforementioned vendors, it’s not nearly enough to cover the disproportionately high costs of healing, card upgrades, and more. It’s disheartening to struggle through a string of fights and only be able to heal less than half of your current total before a boss encounter, for example. Similarly, hitting optional objectives in each stage (such as finishing in a limited number of moves or killing enemies in specific ways) doesn’t reward you enough to justify the risk sometimes required, meaning I eventually actively ignored pursuing them.

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This design forces you to rely more on your prowess in battles than your ability to remedy mistakes outside of them. But it can lead to runs feeling overly punishing, especially when each of the five stages are extensive challenges with more than a handful of levels. Given that your health persists between them, it’s easy for just one bad fight to turn an entire run on its head without many avenues for you to recover. And because skipping the early stages puts you at a disadvantage–you’d only have starter decks and no upgrades–you’re likely to feel more inclined to quit after a failed run, rather than dive into another immediately and repeat the same long, opening stages just to get a shot at the area you last failed on.

The roadmap for Fights in Tight Spaces does mention balancing and refinements to randomization, so it’s possible that these issues can be remedied before the full release, which is planned for later this year. Also planned are additional stages and new bosses, as well as a daily run mode and new cards for you to build a deck with.

While the additional content is certainly welcomed, there’s so much already here that you’d be forgiven assuming the game wasn’t in Early Access. The core pillars that prop up its distinct premise are sound enough that playing through Fights in Tight Spaces tickles all the right strategy parts of the brain, providing satisfying victories when you’ve thought out your options just right. The additional development time afforded by Early Access could help smooth out some of the rough edges, making the future of this tactical deck-builder one to look out for.

Loki Pokes Fun At The Falcon And The Winter Soldier In New Video

Marvel’s upcoming Disney+ show, The Falcon and the Winter Soldier, is about two heroes who are evenly matched and who bounce off each other and work together. The next show on the Disney+ schedule, Loki, is also about two evenly-matched characters, Loki and Mobius. At least that’s what stars Owen Wilson and Tom Hiddleston would like you to believe in a new video promoting the upcoming show.

We covered the unveiling of Marvel Studios’ new Loki poster earlier today, but this video is worth checking out even if you’ve already seen the poster.

Hiddleston reprises his role as the Norse god of mischief, Loki, as seen in the Thor and Avengers films. Wilson enters the MCU as Mobius M. Mobius, a member of senior management in the Time Variance Authority. After Loki disappeared in Avengers: Endgame, he ended up not just in another place, but another time, and the TVA caught wind of his movements. Unlike Sam Wilson and Bucky Barnes, these two are anything but evenly matched.

The Falcon and the Winter Soldier is the next show to hit Disney+, starting Friday, March 19 and going for 6 episodes. Loki comes next, debuting on Disney+ on June 11. Check out our first reactions to The Falcon and the Winter Soldier’s premiere, as well as what the creators of the show are doing to keep the action fresh.

Destiny 2’s Trials Of Osiris Is Back This Weekend, But With An Adjustment

Destiny 2‘s Trials of Osiris is returning to the game this weekend after several weeks of being disabled, but it’ll be a little less forgiving than usual. Bungie is reinstating the top-tier competitive mode, but you won’t be able to rejoin matches if your connection has been lost mid-game.

Bungie made the announcement on its Bungie Help Twitter account. The developer said it’s disabling the match rejoin function for now, but intends to reinstate it with an update to the game in the future.

Trials, which challenges players to try to win seven competitive multiplayer matches in a row with no losses to earn some of Destiny 2’s best loot, has been plagued with issues this season. For the last four weeks, Bungie has disabled the mode because of players who found ways to exploit it, trading wins without competing for easy Flawless runs. Bungie brought Trials back on the weekend of March 12, only to quickly disable it again when it became clear players were still finding ways to cheat.

That’s left some players worried that they might miss their chances at Trials rewards this season, since different pieces of loot become available each week–and some are the very best guns you can get in Destiny 2. But Bungie has said that it’s taking steps to make sure all the loot is available for players despite the delays.

Bungie has had a hard time with Trials for a while–the mode returned to the game in 2020 after the release of the Shadowkeep expansion, and before the similar mode, the Trials of the Nine, had been disabled since 2018. The mode is notoriously difficult, which puts off your average Destiny 2 Guardian, and it has seen more than its share of exploits and cheating since its reinstatement. Bungie recently said it is increasing the size of its team dedicated to stopping cheating in Destiny 2, which will hopefully help make the Trials a little fairer.

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Explaining the Snyder Cut’s Brand New Hero

Spoilers follow for the Justice League Snyder Cut.

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Do you remember General Calvin Swanwick from Man of Steel and Batman v Superman? Maybe not—but you won’t forget him after Zack Snyder’s Justice League. It turns out Swanwick, played by Harry Lennix, has been the Martian Manhunter in disguise all along. The actor behind the no-nonsense officer has said that not only is his character the esteemed (and shape-shifting) Justice League member, but he also filmed new scenes for the Snyder Cut.

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“Swanwick and the Martian Manhunter, it’s like his alter ego,” Zack Snyder told IGN during Fan Fest 2021. “They have the same voice.”

And sure enough, we see in the Snyder Cut that Swanwick is the Martian Manhunter. So let’s delve into who exactly the green-skinned sleuth from space really is. We’ll discuss:

  • Who Is Martian Manhunter?
  • Martian Manhunter’s Origin
  • J’onn J’onzz’s Powers and Abilities
  • Martian Manhunter and the Justice League
  • Martian Manhunter in the Snyder Cut
  • Martian Manhunter in TV and Games

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Who Is Martian Manhunter?

The Manhunter from Mars made his first appearance way back in November, 1955, in Detective Comics #225. Created by Joseph Samachson and Joe Certa, the unusual detective went by the name of John Jones and used his considerable physical and mental powers to bring criminals to justice. In time, the Martian Manhunter would drop the disguise and take his crime-fighting to a new level. He became a founding member of the Justice League.

He joined the League because of what it stands for, he once told Superman. “Protect the weak, right what is wrong, seeking justice for all, helping humanity understand and achieve its potential,” he said. “I am the League and the League is me.”

The Martian Manhunter has been a mainstay of the Justice League since its inception.

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Martian Manhunter’s Origin

J’onn J’onzz was inadvertently brought to Earth by a well-meaning scientist’s wayward experiment. Unable to return to his people on Mars, J’onn assumed the appearance of a human. Under the name John Jones he set out to live among humans as a private investigator, hoping for the day his fellow Martians would reach Earth and take him home.

detectivecomics225Or so the Martian Manhunter believed. In time, it was revealed that Mars was decimated long before J’onn came to Earth. His people were wiped out by a telepathic plague, his wife M’yri’ah and daughter K’hym among them. But J’onn was not the sole survivor from Mars, he eventually learned. Ma’alefa’ak, another surviving Martian, was his archnemesis—and his brother.

The ever-changing DC multiverse has rewritten his origin over the years. In his 2015 solo series post-Flashpoint, J’onn was a writer and poet who was transformed by blood magic into a living weapon of Mars. After DC Comics’ Rebirth, a 2018 solo series established J’onn J’onzz as the crooked Chief Hunter of Mars. A scientist’s portal ripped him away from his dying planet, through time and space, to Earth. There he witnessed heroic police detective John Jones’ murder and assumed his identity in tribute. He revealed his true form to his partner and the world after stopping the terror inflicted by a Martian criminal.

No matter the start of his story, J’onn is an awe-inspiring hero from Mars who will do whatever it takes to protect his new home of Earth.

J’onn J’onzz’s Powers and Abilities

The Martian Manhunter’s powers are staggering. His superhuman strength, endurance, and reflexes are just the beginning. J’onn is one of the most powerful telepaths on the planet. (He often speaks to the entire Justice League at once through a mental link.) He can fly, become invisible or intangible, emit blazing energy from his eyes, and shapeshift in both size and mass.

J’onzz’s weakness is fire, and he is often unable to control his fear of it. He also can’t resist Choco cookies, the DC universe’s version of Oreos.

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Martian Manhunter and the Justice League

Although J’onn was a founding member of the Justice League, he took a break for a time and left Earth. When he returned in the pages of Justice League #228, he was there to stay—until the events of Flashpoint changed everything in the DC Universe.

In the New 52, the Martian Manhunter was a member of Stormwatch before he was recruited by Amanda Waller to join the new government-run Justice League of America. He also formed a spin-off group with his close friend Stargirl, called Justice League United, that was based in Canada.

After Rebirth, J’onn is again a member of the Justice League and fights alongside them against planetary-level threats like the Batman Who Laughs.

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Martian Manhunter in the Snyder Cut

General Calvin Swanwick made his debut in Man of Steel as Zod’s ship was spotted settling into a lunar orbit. “I’m just speculating,” he said, “but I think whoever’s at the helm of that ship is looking to make a dramatic entrance.”

Stoic and seemingly unflappable, Swanwick didn’t even bat an eye when Superman descended from the sky to surrender. There’s a reason why the general was unfazed—he was the Martian Manhunter in disguise, an alien on Earth himself, Snyder revealed years after the film was released. (Swanwick did, however, seem miffed when Superman destroyed his drone.)

By the time of the events of Batman v Superman: Dawn of Justice, Swanwick was promoted to Secretary of Defense. He assisted Lois Lane on the down low, ultimately manipulating and helping both Clark and Lois to do their best, as Snyder explained at Fan Fest 2021. We also spoke to Snyder about J’onn while he was promoting his cut of Justice League.

“I think he’s been on Earth… we’ve talked about it a lot [and] he’s been on it for quite a while,” said the director. “Long time, longer than generationally long. We believe he’s taken different forms over the course of history. He’s been around, knocking around a little bit, but always in the shadows, because the Martian timeline is tricky at best. Our feeling is, and there’s more of a deep dive certainly to take there, but his rise in the government was because he is smart. He can read minds. It wouldn’t be that hard, I think, with that skill set. He could become president, I think, if he had wanted to.”

While Swanwick didn’t appear in the first cut of the Justice League movie, Lennix has said that he did film new scenes for the epic four-hour Snyder Cut—as the Martian Manhunter. And indeed, we see in the finished film that the Manhunter shows up twice. First, he visits Lois Lane disguised as Martha Kent. After the visit, when he steps into the hallway outside Lois’ apartment, we see that Martha was actually J’onn, once again working to give Lois advice. And then at the end of the film, after Bruce Wayne has another “Knightmare” about a dark future world, Martian Manhunter visits the Caped Crusader. “There’s a war coming,” he says, referring to Darkseid’s search for the Anti-Life Equation. “And I’m here to help.”

No version of the League would be complete without him.

Bruce Wayne meets the Martian Manhunter in Zack Snyder's Justice League.
Bruce Wayne meets the Martian Manhunter in Zack Snyder’s Justice League.

Martian Manhunter in TV and Games

  • TV: Martian Manhunter was a major character in the animated series Justice League and Justice League Unlimited; he’s also appeared in The Batman, Batman: Brave and Bold, Young Justice, and Justice League Action. In live action, J’onn J’onzz was a super ally and friend in both Smallville and Supergirl.
  • Video Games: The Martian Manhunter has been just as popular in video games. Play as J’onn in DC Universe Online, Injustice: Gods Among Us, Mortal Kombat vs. DC Universe, Infinite Crisis, and LEGO Batman 2 and 3.

It remains to be seen if the Snyder Cut version of the Martian Manhunter will pop up again the DCEU. Who knows? Perhaps this take on the Justice League will get a sequel at some point, and the seven will finally be able to fully unite.

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Kelly Knox is a freelance entertainment writer who also contributes to StarWars.com, DCComics.com, Nerdist, and more. Follow her on Twitter at @kelly_knox to talk Star Wars, Dungeons & Dragons, and comics.

The Snyder Cut: Martian Manhunter Scenes Explained

The Snyder Cut has arrived and brought with it plenty of new scenes to change up whole storylines and characters that once existed in the theatrical cut of the movie. Heroes like Cyborg and Aquaman were given more screen time while entirely new additions to the cast were brought into the fold. One such newcomer was J’onn J’onzz, AKA Martian Manhunter, a shapeshifting alien who has, apparently, been working in secret on Earth for quite some time.

The first scene in which we actually see J’onn is a shocker: He’s in disguise as Martha Kent when she visits Lois to convince her to return to work after Clark’s death. It’s never actually made clear why J’onn believes Lois needs to return to work, but he certainly seems very satisfied with himself after the conversation as he shifts back into the guise of a human military officer, General Swanwick, in the hall.

Then, at the end of the movie, J’onn stops by the home of Bruce Wayne to actually announce himself in his Martian form. He and Bruce talk about the potential for new threats to arrive on Earth and Bruce eventually welcomes him to the newly formed Justice League, saying he’s happy to have someone like J’onn around for the fight. Why J’onn didn’t actually participate in the fight that just took place with Steppenwolf, however, is also not clear–apparently making sure Lois Lane goes back to work as a reporter was more important?

Just why that mattered at all is not totally clear in the film, but we do have some theories. It could be that J’onn had some inkling that the heroes were going to attempt to resurrect Superman, and he figured Lois Lane should be in the vicinity in case things went awry. By pushing her to return to her life, he may have been subtly attempting to make sure she would be near the monument when Superman awoke, instead of grieving at home in her pajamas. How the Martian Manhunter got clued into any of this is anyone’s guess; the whole thing is ambiguous enough in the movie itself that it can probably be treated as little more than a wink and a nod to fans who speculated about the possibility of this character existing in the Snyderverse for years. We only wish we could see the inevitable conversation down the road in which Lois thanks Martha for driving all the way to Metropolis to give her a pep talk, and Martha has no idea what the hell Lois is talking about.

As for the Martian Manhunter himself, J’onn was introduced in the comics back in the mid 1950s. One of the last surviving green martians, J’onn had the ability to shapeshift and read minds, making it very easy for him to blend into the population of Earth and live a life in secret. Once a martian police officer, J’onn quickly became a skilled detective on Earth and eventually joined forces with other superheroes, before becoming one of the tentpole members of the Justice League.

Other live-action incarnations of Martian Manhunter include a version in the show Smallville played by Phil Morris and a version in CW’s Supergirl played by David Harewood.

Rumors and theories of a special hero cameo began circulating back in the early promotional days of the original Justice League theatrical run when the slogan “unite the seven” was used. Though there is no hard and fast League lineup in DC Comics, the most common modern incarnation uses Batman, Superman, Wonder Woman, The Flash, Aquaman, Cyborg, and either a Green Lantern or Martian Manhunter (or both) rounding out the roster. Speculation that Martian Manhunter might be the seventh made its way to Snyder himself after the theatrical release in 2018, when he took to social media to acknowledge the idea that certain fans believed Swanwick to be J’onn in disguise.

Now, insiders to both the theatrical and Snyder cuts of the film have informed The Wrap that the addition of Martian Manhunter was, in fact, not part of the original Justice League plan and was added to the Snyder Cut exclusively as a treat for theorists–which, in the end, might explain why the character’s appearance doesn’t really seem to fit well or make a lot of sense in the movie itself.

Grand Theft Auto-Inspired Game Rustler Hits PS4, PS5 Later This Year

Developer Justu Games has confirmed that its medieval take on the classic top-down Grand Theft Auto franchise, Rustler, is set to launch on PS4 and PS5 later this year.

Publisher Modus Games took to the PlayStation blog to outline pieces of the game, including narrative setup and gameplay expectations. Rustler puts players in the shoes of Guy, a peasant whose journey starts after a day of persistent, belligerent drinking. The game’s premise is to win the Grand Tournament and, as a result, take the princess’ hand in marriage.

But how that goal is accomplished is entirely up to the player. Rustler gives players a variety of tools familiar to the Middle Ages. This includes crossbows, flails, maces, swords, spears, and the like. However, Rustler also brings in some modern elements to shake up the historic period, letting players throw hand grenades and listen to an amalgam of hip-hop and medieval tunes.

There are a plethora of activities for players to partake in, like Medieval Martial Arts (MMA) fights, horse races, and serving as a taxi driver. Rustler also features some absurd quests. One might require Guy to dress up as Death and scare the townsfolk, while another may request that Guy steal some horses. It’s all to secure the coin needed to enter the Grand Tournament.

Like the GTA games it takes inspiration from, Rustler also features a wanted system. However, instead of being chased down in a car, the law hunts Guy down on horseback. To get the coppers off the players’ tail, they can slide into a paint job shop to give the horse a makeover.

Rustler originally launched in Steam Early Access on February 18 for $25. An exact release date was not announced, but Rustler is expected to drop later this year on PC, PS4, and PS5. Check below for a rundown of the full system requirements needed for Rustler on PC.

Rustler PC System Requirements

Minimum:

  • Requires a 64-bit processor and operating system
  • OS: Windows 7
  • Processor: Core i5-3570K
  • Memory: 8 GB RAM
  • Graphics: GTX 780
  • DirectX: Version 11
  • Storage: 5 GB available space

Recommended:

  • Requires a 64-bit processor and operating system
  • OS: Windows 10
  • Processor: Core i7-4790
  • Memory: 12 GB RAM
  • Graphics: GTX 1060
  • Storage: 5 GB available space

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Hearthstone Getting “Diamond Cards” In New Forged In The Barrens Season

Blizzard has announced some revisions to Hearthstone‘s Tavern Pass rewards track for the coming season, and part of that includes a new type of cosmetic reward for reaching certain milestones. The new track to accompany the Forged in the Barrens expansion will include diamond cards, a new cosmetic tier that looks even fancier than gold cards.

As detailed on the Hearthstone blog, diamond cards feature 3D animations, a larger space for the card art to shine, and a unique diamond border on both the card in hand and the play token on board. Unlike gold cards, there won’t be a corresponding diamond card for every single card in the set. Instead, these are unique cards that can only be obtained by special means.

Forged in the Barrens will introduce two diamond cards, and Blizzard promises at least one for each expansion going forward. For Barrens, Blademaster Samuro and Bru’kan will get the diamond treatment. You can obtain Samuro by purchasing the Tavern Pass, and Bru’kan by completing the Legendary Collector achievement (i.e. collecting all Legendary cards in the Barrens set).

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Diamond cards were announced as part of a series of other changes to this edition of the Tavern Pass. The free track will include several uncraftable golden cards, random Legendary cards, and new Year of the Phoenix packs that will grant a mix of cards from all of the last year’s expansions. The premium track will give you access to XP boosts and new hero portraits, including another chance at choosing one of the top-tier hero portraits for reaching the highest reward level. You can find the full table of rewards and XP requirements below.

Finally, Barrens will introduce a new set of collectible Coin cards, which you can earn by reaching level 90 of the reward track, or collecting all 135 Barrens cards. A Bigglesworth coin will also be added, which you can gain by collecting all the Scholomance Academy cards.

Forged in the Barrens is coming on March 30, and Blizzard is currently revealing all the cards in the set–so some of the rewards in the track are listed as “to be revealed.” For more details, check out everything we know about Hearthstone’s 2021 plans.

Lvl XP to level Cumulative XP Free Track Tavern Pass
1 0 0 Mankrik (Uncraftable Legendary) 10% XP Boost, Diamond Blademaster Samuro (Uncraftable)
2 100 100 50 Gold
3 100 200 Barrens Pack
4 150 350 2x Golden Venomous Scorpid (Uncraftable Common)
5 150 500 Barrens Pack Young Rokara Hero Skin (Warrior)
6 225 725 2x Golden Peon (Uncraftable Common)
7 225 950 50 Gold
8 300 1250 2x Golden Hog Rancher (Uncraftable Common)
9 300 1550 Barrens Pack
10 325 1875 Random Epic Card Initiate Kurtrus Hero Skin (Demon Hunter)
11 325 2200 50 Gold
12 350 2550 50 Gold
13 350 2900 Golden [TO BE REVEALED] (Uncraftable Rare)
14 375 3275 50 Gold
15 375 3650 Zuldazar Card Back Survivor Xyrella Hero Skin (Priest)
16 400 4050 50 Gold
17 400 4450 50 Gold
18 425 4875 Year of the Phoenix Pack
19 425 5300 50 Gold
20 450 5750 Random Legendary Card 15% XP Boost
21 450 6200 50 Gold
22 550 6750 50 Gold
23 600 7350 Golden Burning Blade Acolyte (Uncraftable Rare)
24 650 8000 50 Gold
25 675 8675 Year of the Phoenix Pack Golden Vol’jin (Uncraftable Legendary)
26 675 9350 50 Gold
27 875 10225 50 Gold
28 875 11100 Golden Horde Operative (Uncraftable Rare)
29 1000 12100 50 Gold
30 1100 13200 Tavern Ticket Barrens Card Back
31 1200 14400 50 Gold
32 1200 15600 50 Gold
33 1250 16850 Golden [TO BE REVEALED] (Uncraftable Rare)
34 1250 18100 50 Gold
35 1300 19400 Year of the Phoenix Pack
36 1300 20700 50 Gold
37 1350 22050 50 Gold
38 1350 23400 Golden Burning Blade Acolyte (Uncraftable Rare)
39 1400 24800 50 Gold
40 1400 26200 Year of the Phoenix Pack Recruit Rokara Hero Skin (Warrior)
41 1450 27650 50 Gold
42 1450 29100 50 Gold
43 1500 30600 Golden Horde Operative (Uncraftable Rare)
44 1500 32100 50 Gold
45 1550 33650 Tavern Ticket
46 1550 35200 50 Gold
47 1600 36800 50 Gold
48 1600 38400 Year of the Phoenix Pack
49 1650 40050 Tavern Ticket
50 1650 41700 Random Legendary Card Firefang Rexxar Hero Skin (Hunter)
51 1700 43,400 75 Gold
52 1700 45,100 75 Gold
53 1750 46,850 75 Gold
54 1750 48,600 75 Gold
55 1800 50,400 Year of the Phoenix Pack
56 1800 52,200 75 Gold
57 1850 54,050 75 Gold
58 1850 55,900 75 Gold
59 1900 57,800 75 Gold
60 1900 59,700 Year of the Phoenix Pack Adept Kurtrus Hero Skin (Demon Hunter)
61 1950 61,650 75 Gold
62 1950 63,600 75 Gold
63 2000 65,600 75 Gold
64 2000 67,600 75 Gold
65 2050 69,650 Golden Primordial Protector (Uncraftable Epic)
66 2050 71,700 75 Gold
67 2125 73,825 75 Gold
68 2125 75,950 75 Gold
69 2250 78,200 75 Gold
70 2250 80,450 Year of the Phoenix Pack 20% XP Boost
71 2375 82,825 75 Gold
72 2375 85,200 75 Gold
73 2500 87,700 75 Gold
74 2500 90,200 75 Gold
75 2500 92,700 Golden Primordial Protector (Uncraftable Epic)
76 2500 95,200 100 Gold
77 2500 97,700 100 Gold
78 2500 100,200 100 Gold
79 2500 102,700 100 Gold
80 2500 105,200 100 Gold Shardseeker Xyrella Hero Skin (Priest)
81 2500 107,700 100 Gold
82 2500 110,200 100 Gold
83 2500 112,700 100 Gold
84 2500 115,200 100 Gold
85 2500 117,700 100 Gold
86 2500 120,200 100 Gold
87 2500 122,700 100 Gold
88 2500 125,200 100 Gold
89 2500 127,700 100 Gold
90 2500 130,200 150 Gold Kazakus Cosmetic Coin
91 2500 132,700 150 Gold
92 2500 135,200 150 Gold
93 2500 137,700 150 Gold
94 2500 140,200 150 Gold
95 2500 142,700 150 Gold
96 2500 145,200 150 Gold
97 2500 147,700 150 Gold
98 2500 150,200 150 Gold
99 2500 152,700 150 Gold
100 2500 155,200 Hero Skin Choice Trainer Kurtrus Hero Skin (Demon Hunter), Lightweaver Xyrella Hero Skin (Priest), Rokara of the Horde Hero Skin (Warrior)
101-130 1325-1475 […] 50 Gold
131-400 1500 602,200 50 Gold

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YouTube Shorts Beta, TikTok’s Competitor, Launches In US

YouTube has released its own beta version of TikTok’s short-form video format in the US. Called YouTube Shorts, the program is currently only available to a small group of US users. According to YouTube’s Official Blog, YouTube Shorts will be accessible by everyone in the coming weeks.

Through YouTube Shorts, users can make up to 60-second videos. Similar to TikTok, the tools included are “a multi-segment camera to string multiple video clips together, and the ability to record with music.”

YouTube Shorts revolve around music and will be heavily integrated with YouTube’s existing music programs. Snippets heard in YouTube Shorts can link users to the full song’s music video and the artist’s other info on YouTube. In the future, users can create Shorts from a music video and see other Shorts made from the same song.

YouTube has signed licensing agreements to use millions of songs from over 250 labels and publishers. Many of them are major music labels and companies, like Universal Music Group and Sony Music.

Instead of getting a standalone app, YouTube Shorts will be integrated into a row on YouTube’s homepage. YouTube will also test out a Shorts tab on mobile, making it possible to watch Shorts with a single tap.

The end goal is for YouTube Shorts users to clip audio and make Shorts out of any existing YouTube video, provided that the original creator hasn’t chosen to exclude their video from the service. YouTube Shorts in its current iteration will not allow ads or other monetization features, but the development team confirmed that they will explore monetization options in the future.

YouTube Shorts was initially launched in India in fall of 2020 and has enjoyed success. According to YouTube, the YouTube Shorts player has earned over 6.5 billion daily views globally.

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