Medal of Honor: Above and Beyond’s Gallery: More Important Than Just a Video Game

Medal of Honor has never been a simulation, nor a direct retelling of real-life World War II battles. It is a video game, through and through, but it has always tried to provide a reverence for and respect to history and the men that fought in the Second Great War, through the use of a Gallery that provides real-world context for the in-game fiction. Medal of Honor: Above and Beyond, Respawn’s upcoming VR entry in the long-dormant first-person shooter franchise that’s due out on Oculus platforms on December 11, is taking its historical underpinnings to a new level. The Respawn team, led by original Medal of Honor developer Peter Hirschmann and Gallery director Anthony Giacchino, filmed 90 minutes worth of documentary footage with eight surviving WWII veterans. It will unlock in pieces as you progress through the game’s missions. I’ve seen some of the footage – you can and should absolutely watch an exclusive clip from the “Brothers in Arms” vignette at the top of this page as well as the Gallery trailer below – and the results are emotionally powerful, to say the least.

My grandfather was a Pearl Harbor survivor. Hirschmann’s served in WWII as well. Giacchino’s uncle, whom he lived with for four years in college, also fought. Giacchino said that he could hear his uncle calling out marching orders at night while he slept, in what we now understand as a symptom of PTSD. As such, this project is personal to them, and it affected me deeply even while watching just a small snippet of it. “It saddens me that any of the guys we have in [our Gallery videos]…” he began. “It saddens me to think of how many of those stories we’ll never know.”

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Giacchino said he was aware of the urgency of this project when they started shooting a few years ago, noting that there were 16 million Americans who served during WWII, and in 2020 there are approximately 300k-350k still alive, but they are dying at a rate of 500 per day. “I think it’s crucial that the people who are playing this game are exposed to these people,” he said. “That’s a selfless, heroic act to sit down and share your story and trust that it will be given the respect it deserves,” Hirschmann said. “That’s what Medal of Honor is all about. It’s about that authenticity, it’s not that jingoistic superheroes fighting. They were all young. They were human beings.”

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Though the game and documentary projects are happening independently, Hirschmann went along for most of the shoots, and would report the film team’s progress back to the Respawn development team. But what makes Above and Beyond’s Gallery not just special but historically precious is that Giacchino didn’t just go interview these men. Respawn partnered with the veteran organization Honor Flight to actually bring some of the veterans they interviewed back to Europe, to the site of where they experienced something significant during the war. One veteran went back to the exact spot where his best friend was killed. Another was a glider pilot who crashed at a Normandy farm. And when he returned with the camera crew, a similarly aged Frenchman came out of the house and, completely unbeknownst to everyone involved in the production, it turned out that he witnessed the glider crash, and the two men shared the story from their respective perspectives. Whatever the viewer gets out of it – and if the clip I saw is any indication, you’ll be moved to tears – Hirschmann and Giacchino said those men got something even more significant out of it: closure.

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Unfortunately, one Gallery subject has already passed away since the filming. His name was Frank Hawkins. He served on a submarine in the Pacific. He became a stuntman in Hollywood after the war. “He’s like a real-life version of Brad Pitt’s character in Once Upon a Time in Hollywood,” Hirschmann said. “He was tickled to be able to participate in this.” But others live on and have befriended the Respawn team. “David Marshall calls me like every three days,” Giacchino said of one of the Gallery’s eight subjects. “He was inspired to write his memoirs [after our interviews]. I’ve been helping him with a Google doc.” And at all of the historical sites Respawn visited with the veterans, they shot “history happened here” videos, where you can look around in 360 degrees in VR.

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The COVID-19 pandemic, sadly, affected Respawn’s plans to celebrate the completion of the Gallery videos with the veterans and their families earlier this year. “The plan was in the Spring we were going to do a big screening with all of them and their families and show everything to all of them,” Giacchino explained. “I hope that we’ll still do that when we’re able.” Hirschmann added, “Deep down they were [participating in this project] for their families. Sons and daughters were hearing stories they’d never heard before.” And yes, the Respawn team did give the families all of the footage, not just the final edit. “It’s been a joy to give those raw sit-down sessions to their families.”

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Speaking personally, the power of these veterans’ stories is something that I strongly feel should not be confined to a video game, especially a VR one at that, by the very nature of its platform, probably won’t reach an audience as large as a TV show, movie, or traditional game. Hirschmann acknowledged this, saying, “There will be a time,” referring to the march of technology, “when our game will be hard to play. The Gallery is timeless.” He noted that Giacchino’s Gallery vignettes have gone to some short-film festivals, such as Big Sky, for more mainstream attention. And he noted that the team is sorting through ways that you won’t need a VR headset or a gaming PC to watch it.

“The Gallery will forever be the thing that lives on, a hundred years from now.”

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Ryan McCaffrey is IGN’s Executive Editor of Previews. Follow him on Twitter at @DMC_Ryan, catch him on Unlocked, and drop-ship him Taylor Ham sandwiches from New Jersey whenever possible.

COVID-19 Vaccine Announcement Seems to Cause Game Companies’ Stock to Drop

As news of a ‘milestone’ COVID-19 vaccine was announced today, many games companies saw their stock price drop sharply, seemingly as a direct result of the news.

News of a Pfizer/BioNTech vaccine with an apparent 90% effectiveness began to spread at around 5am Pacific / 8am Eastern / 1pm UK today. ICO Partners CEO Thomas Bidaux then noted that, at around the same time, the stock of CD Projekt (Cyberpunk 2077) and Ubisoft (Assassin’s Creed, Watch Dogs) had dropped sharply over their earlier levels.

The same effect seems to go for the likes of Take Two, Unity, EA, and Activision Blizzard. It must be noted that these drops aren’t as precipitous as the 1-day graphs make them look – when placed against most games companies’ yearly stock levels, the drop is far smaller than 2020’s overall gains.

It’s no secret that games companies have done well out of the COVID-19 pandemic. With more people at home than ever, sales of hardware, software, and games subscriptions have rocketed in the last several months. It’s been enough of an upshift that Sony has even seemingly changed its policy around creating games for PS4.

What will be interesting is to see whether this is an early sign of investors losing faith in the industry’s booming growth, or a blip based on today’s news. Vaccines’ continual development, and a return to more normal life across the world, will undoubtedly have an effect on people’s gaming routines (and thus their willingness to spend on the hobby), but there’s the chance that the huge uptake in games in recent months will see a longer-term boon for the industry.

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Joe Skrebels is IGN’s Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to [email protected].

PS5 Trailer Narrows Release Windows For Ratchet, Horizon, And More

A launch trailer for the PS5 shows off footage of upcoming first-party games, and in the process it narrows the release window for several games coming next year. Thanks to the trailer we have a better idea of when to expect Ratchet & Clank: Rift Apart, Gran Turismo 7, Returnal, and Horizon: Forbidden West.

According to a disclaimer message that appears on screen as the footage plays, Gran Turismo, Ratchet & Clank, and Returnal are all anticipated to hit in the first half of 2021. Horizon is set for the second half of 2021. The disclaimer also notes that the other two games shown in the montage, Spider-Man: Miles Morales and Demon’s Souls, are coming on November 12–the PS5 launch day.

That makes Horizon likely as Sony’s big holiday game for next year, but it will release on PS4 as well as PS5. Ratchet & Clank, by contrast, is PS5-only.

With the PS5 mere days away now, we’ve gotten an up-close look at the hardware. Trophy lists are appearing online, which may reveal spoilers, so be careful out there. For more details, check out our PS5 hardware review and check out all of our PS5 game reviews.

Assassin’s Creed Valhalla Review Roundup

Assassin’s Creed Valhalla launches this week, and reviews have gone live for Ubisoft’s second sandbox set in Britain this year after October’s Watch Dogs: Legion. Coming off of the well-received Assassin’s Creed Odyssey in 2018, Valhalla had a high benchmark to clear and most critics agree that this latest chapter more than manages to live up to expectations.

A more focused adventure with interesting new tweaks to the core gameplay, Eivor’s journey across England in its dark ages has resulted in mostly positive reviews from various outlets.

In GameSpot’s Assassin’s Creed Valhalla review, we scored the game 8/10. “It takes a little while to build momentum, but when it hits its stride, Valhalla is a confident Assassin’s Creed title that takes a few narrative risks which, as a whole, pay off,” critic Jordan Ramée wrote.

We’ve got several reviews listed below from other outlets, and you can also check out GameSpot sister-site Metacritic to read up on what other critics have to say.

  • Game: Assassin’s Creed Valhalla
  • Platforms: PC, PlayStation 4, Xbox One, PS4, PS5, Xbox Series X, Xbox Series S
  • Developer: Ubisoft Montreal
  • Release date: November 10
  • Price: $60 / £52 / $68 AUD

GameSpot – 8/10

“There have been so many lingering threads since Desmond’s death, and only more have been created with the introduction of the Sages, new Pieces of Eden, the origins of the Assassin Brotherhood and Templar Order, and the now fairly convoluted modern-day storyline. Valhalla resolves all of this in an incredibly satisfying way. It does for the series what Assassin’s Creed III did back in 2012: It clears the board while also paving the way for something brand new.” — Jordan Ramée

IGN – 8/10​

“Assassin’s Creed Valhalla is a massive, beautiful open-world fueled by brutal living and the dirty work of conquerors. It’s a lot buggier than it should be but also impressive on multiple levels. Assassin’s Creed Valhalla is a big, bold, and ridiculously beautiful entry to the series that finally delivers on the much-requested era of the Viking and the messy, political melting pot of England’s Dark Ages. It walks a fine line between historical tourism, top-shelf conspiracy theory, and veiled mysticism against the backdrop of a grounded and focused story.” — Brandin Tyrrel [Full review]

Gamesradar – 4.5/5​

“With a sprawling world to conquer and gory combat but also the chance to use that iconic hidden blade, Assassin’s Creed Valhalla brings a triumphant balance to the series.” — Louise Blain [Full review]

Eurogamer – No score

“Valhalla already feels complete. It is a Viking saga which does at times struggle a little in reaching its destiny, and in its efforts to evolve the series has made some sacrifices to tell a stronger overall story. But it wins through, in the end quite easily, as it continues the Assassin’s Creed saga for a new generation.” — Tom Phillips [Full review]

PC Gamer – 92/100​

“Assassin’s Creed’s transformation into a full-blown RPG hasn’t been the cleanest one, especially as features like stealth feel left to stagnate while other aspects get so much better. But Valhalla succeeds on so many levels that it’s easy to forgive the times when it doesn’t. It’s an enormous game, and it’ll probably take me another 20 hours to finish everything I still haven’t completed. I honestly can’t wait.” — Steven Messner [Full review]

Game Informer – 9.25/10​

“I loved 2018’s Assassin’s Creed Odyssey (especially after its post-release support), but that love was always tempered by a desire for improvements. I wished the content felt more carefully curated. I hated grinding to progress the story. I got sick of managing an inventory bloated with loot. Assassin’s Creed Valhalla addresses all of those issues and more, creating a rewarding experience at every turn, whether you’re pursuing the main narrative or hunting down treasure. I’m sure Valhalla is not the perfect Assassin’s Creed game for all players, but it is certainly my new favorite entry.” — Joe Juba [Full review]

Polygon – No score

“Valhalla’s most intriguing story is one about faith, honor, and family, but it’s buried inside this massive, massive world stuffed with combat and side quests. That balance is not always ideal, but I’m glad, at least, that it forces me to spend more time seeking out interesting things in the game’s world.” — Nicole Carpenter [Full review]

Dualshockers – 9/10​

“Assassin’s Creed Valhalla is not the Assassin’s Creed game that I wanted, but it is the new gold standard for the franchise’s games. Each piece of content feels meaningful, whether it’s to build out the characters, stories, world, or culture. Going in, I wasn’t particularly excited about the historical period and Norse culture with it being common in today’s media. Still, I’ve come away enthralled, wanting to learn more than ever before. Assassin’s Creed Valhalla will be a gaming experience that will stick with me for years to come.” — Cameron Hawkins [Full review]

Now Playing: Assassin’s Creed Valhalla Review

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The Complete Calvin and Hobbes Hardcover Box Set Is $65.99 at Amazon

Anyone with a fondness for one of the best comic strips in history will want to check out this deal. The hardcover box set of the complete run of Calvin and Hobbes is on sale right now at Amazon for 66% off the MSRP. It’s listed for $98.99, but a clickable (or tappable) coupon on the page brings it down to $65.99 at checkout.

The Complete Calvin and Hobbes Box Set is 66% Off

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The only catch is that the box set is backordered. It’ll ship as soon as Amazon gets more in stock, which at the time of this writing is projected to be in early December. But hey, that’s in time for Christmas. Placing an order now locks in the sale price (which I wouldn’t imagine will last much longer, considering the stock shortage). You won’t be charged until it ships.

This deal actually makes the hardcover set cheaper than the paperback version, which is a rare thing indeed.

Created by Bill Watterson, Calvin and Hobbes ran from 1985 to 1995. It’s about a boy named Calvin (who’s something of a troublemaker) and his stuffed-animal tiger that comes to life in Calvin’s imagination. All told, Calvin and Hobbes appeared in over 2,400 newspapers during its 10-year run.

This high-quality collection is comprised of three hardcover books, in full color where appropriate, that fit nicely in a sturdy slipcover case. The entire run of the syndicated series is here, presented over 1440 pages. It’s a gorgeous collection of what I consider the best comic strip of all time. You won’t likely find another deal this good on this collection anytime soon.

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Chris Reed is IGN’s shopping and commerce editor. You can follow him on Twitter @_chrislreed.

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Nintendo’s Main Black Friday Deal Is, Once Again, The Mario Kart Switch Bundle

If you’re planning on buying a Nintendo Switch for a loved one this holiday, you may want to wait until Nintendo’s Black Friday promotions kick off. Nintendo has revealed that its familiar Mario Kart 8 Deluxe Switch bundle will be making a comeback starting November 22 at major retailers. This is the third year in a row that the Mario Kart Switch Bundle has led Nintendo’s Black Friday sale.

This year, Nintendo has sweetened the pot by giving away three months of Nintendo Switch Online when you purchase the bundle. Overall, you’re saving around $60 by purchasing the bundle rather than buying each product separately. That said, the bundle has one notable downside. The Nintendo Switch is a launch model, not the upgraded Switch with better battery life that is sold in stores now. The launch model offers 2.5 to 6 hours of battery life, while the upgraded model boasts 4.5 to 9 hours.

Nevertheless, we expect this Switch bundle to sell out when it hits retailers later this month. Five major retailers will have the bundle in stock: Amazon, Best Buy, Walmart, GameStop, and Target.

In addition to the Switch bundle, you can expect to see a bunch of first-party Switch games for $40 starting November 20. Nintendo has revealed a batch of the upcoming game deals, including Luigi’s Mansion 3 and The Legend of Zelda: Link’s Awakening. You can also grab Minecraft Dungeons for $20 starting November 22 and Pokemon: Let’s Go for $30 on November 25.

These game deals are quite similar to what we saw last Black Friday, but it’s worth noting that you’ll be able to find at least some of these games for even lower prices. Best Buy will have New Super Mario Bros. U Deluxe, Yoshi’s Crafted World, Splatoon 2, and Fire Emblem: Three Houses for $35 each during its Black Friday sale.

Now Playing: Nintendo Switch Holiday Gift Guide 2020

You Can Remote Play Your PS5 from a PS4

Sony has quietly added a PS5 Remote Play app to PS4, allowing owners of the new console to play it on their old console.

The app, which has appeared on PS4 dashboards today (see image below), will seemingly allow PS5 owners to access their console from the last-gen machine, streaming its games, apps and UI. We’ve tried testing the app, but it currently doesn’t appear to function during the pre-release period.

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Interestingly, this presumably means you can play PS5 games with a DualShock 4 controller – which the PS5 itself doesn’t allow. You won’t be able to use a PS5 DualSense controller to play on the PS4 – that is unless you used it when remote playing your PS4 from a PC. You could also then remote play your PS5 from the PS4 while on the PC. I don’t know why you’d do that, but there it is.

With PlayStation 5 being released on November 12 in many regions, we’re gearing up for launch .We’ve got our glowing PS5 review (and a review of its controller), news on launch windows for many of its exclusives, and much, much more.

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Joe Skrebels is IGN’s Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to [email protected].

The Crown Season 4 Review

This is a mostly spoiler-free review of The Crown Season 4, though we do discuss certain elements of the story throughout. All 10 episodes of The Crown Season 4 will be available to stream on November 15 worldwide.

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Netflix’s The Crown continues its triumphant reign in Season 4, with another batch of 10 expertly crafted episodes from showrunner Peter Morgan that explore the royal family’s complex relationships with each other. New cast members Emma Corrin as Princess Diana and Gillian Anderson as Margaret Thatcher help to bolster what is already an A-list ensemble with equally captivating performances of their own. But Season 4 is also bittersweet, knowing that this is the last time we’ll see this particular cast embody their respective characters. Thankfully, the past two seasons have proven that Morgan and his team know how to handle a recast in order to properly depict the passage of time for the residents of Buckingham Palace.

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First and foremost (as always) is Oscar-winner Olivia Colman’s dynamic portrayal of Queen Elizabeth II. Sure, we’ll get to all of the juicy Charles (Josh O’Connor) and Diana stuff in a bit, but Morgan continues to anchor each season around the Queen and the notable events affecting the UK and its global empire. In Season 4, which takes place from the late 1970s to the late 1980s, the Queen’s complicated relationship with newly elected Prime Minister Thatcher is the focal point.

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When Thatcher and Elizabeth aren’t sparring in the political arena, The Crown does an admirable job of comparing and contrasting their personal lives. In “Favourites,” Morgan deftly examines how the two mothers have a favorite offspring, whether they’re aware of it or not. We won’t spoil the results here, but the episode is especially humorous for Elizabeth, who does her darndest to determine which child she prefers over the other by spending some quality time with each of them. For a character who’s never shown much affection for any of her kids throughout the series, it’s awkwardly funny to watch her attempt to emotionally connect with her children.

In terms of Charles and Diana’s story, Season 4 covers over 10 years in just 10 episodes; the entirety of their engagement is covered in one episode. And though that may seem like a lot of historical meat to chew in a short time, Morgan dedicates enough screentime to the couple so we can get to know them properly, while also spreading sufficient love to the rest of the ensemble in order to prevent Season 4 from becoming the “Charles and Diana” show.

One of my favorite Charles and Diana episodes is the third, called “Fairytale.” Here, Morgan’s script calls attention to some romantic fairytale tropes, such as a lovely young woman falling for the handsome prince and getting to choose which ridiculously huge stone to wear on her finger. But it also plays with expectations, showing that there’s a darker side to their engagement that includes turning a blind eye to Charles’ continued affection for his longtime lover, Camilla Parker-Bowles (Emerald Fennell), and Diana’s feelings of isolation as she adapts to the intricate and sometimes bizarre customs of royal life. She’s a fish out of water, and it takes a toll on her.

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However, even when the couple is at odds with one another, O’Connor and Corrin’s on-screen chemistry is excellent. Corrin nails Diana’s youthful, lovable, and playful exuberance – traits which often clash with Charles’ less affectionate demeanor. O’Connor, for his part, seems as though he really feels at home in Charles’ skin after having portrayed the character for a full season before fully stepping into the story’s spotlight.

At first, I assumed that Charles and Camilla would be painted as the villains in this well-known tale, but The Crown’s retelling of it isn’t as black and white as that and shows them sympathy. In an unexpected but also welcome take on their fateful romance, Morgan highlights both the good and the bad aspects of Diana and Charles as individuals. By the time the credits rolled on the Season 4 finale, I understood where both sides were coming from and saw them as flawed humans rather than antagonists.

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There’s not much to nitpick about The Crown’s fourth season, however, it would have been nice for Helena Bonham Carter’s Princess Margaret to have a more meaningful role. Carter was just so damn good in Season 3, especially in “Margaretology” and “Cri de Coeur.” In Season 4, Margaret is still as sassy as ever, and Carter seems born to play her devil-may-care attitude and witty charm. This time around, though, Margaret is given only one episode – “The Hereditary Principle” – in which to shine as she takes on the role of detective and uncovers a dark secret in her family’s past. While entertaining enough, if I had to pick one episode as the least significant of the season, this would be the one. That’s no slight toward Carter’s performance, but when you have dynamic characters like Thatcher, Elizabeth II, Diana, and Charles on your roster, watching Margaret play Sherlock Holmes isn’t the most exciting prospect.

[poilib element=”quoteBox” parameters=”excerpt=Margaret%20is%20given%20only%20one%20episode%20in%20which%20to%20shine.”]But even when The Crown isn’t at its best from a story perspective, the series remains one of the best looking shows out there, from a technical standpoint. Morgan uses a team of directors and cinematographers to work on various episodes, but there is remarkably little differentiation between each chapter when it comes to the high fidelity of the filmmaking, set designs, and costumes. While I don’t have a vote in the Emmy category for makeup, the team that brought Anderson’s Thatcher to life should definitely be nominated for making her look so convincing without overdoing it. The on-location setpieces from the scenic Scottish Highlands to the bustling London streets look genuine, which gives a feeling of authenticity to everything in frame.

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Bugsnax Review

Yes, it is indeed time to talk about Bugsnax. Young Horse’s oddball odyssey into the world of edible critters is jam-packed full of charm and humour that almost always prevents its sometimes repetitive, challenge-free gameplay from becoming a slog over the course of its 9 or 10 hours. It’s been difficult to tell by looking at its trailers, but this is a story-driven first-person adventure game with light puzzling and a surprising amount of emotional depth and character development and manages to tell a solid story, complete with twists and turns, along the way. And while not being much of a technical showcase for the PlayStation 5’s launch, Snaktooth Island is definitely a place worth visiting for the wildlife on show alone – just try not to eat too many.

As has been evident from the start, Bugsnax is a game that revels in its own complete absurdity. As an intrepid news reporter you’ve been lured by the famous explorer Elizabert Megafig to cover Snaktooth Island’s unique wildlife, Bugsnax: walking, talking food that mutates the consumer’s body parts upon consumption. Nothing about this is normal. Things get weirder still when you arrive and are thrust into an investigation of a mysterious disappearance.

Oh, by the way, both you and other villagers are grumpuses, a race of colourful, fur-covered bipedal mammals that walk and talk like humans. Again, nothing about this is normal.

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Whether you find ‘em hiding in the sand or tearing up a ketchup patch, though, it’s clear that each Bugsnak has been lovingly designed. There’s a distinct range in appearances and behaviours from flying pizzas to swimming soda cans and a personal favourite of mine the Spuddy, a tin-foil encased potato with a slice of butter on his head that loves nothing more than to charge foil-first and send you flying.

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The main mission strand consists of getting the dozen or so residents of the island’s capital, Snaxburg, back home so they can be interviewed for information. The problem is that each grumpus has scattered to a different corner of Snaktooth and inevitably requires you to perform tasks for them in order to return. With Bugsnax being the only real sustainable food source on the Island, but not one that is overly easy to obtain, most missions follow a similar pattern: Locate the desired Bugsnak, catch the desired Bugsnak, then deliver the desired Bugsnak to the mission-giver. It’s a process that can become a little tired after a while, but never enough to the point of boredom. This is largely down to the excellent writing and voice performances throughout, and to the fact that each grumpus is very much their own character with their own beliefs and problems to solve.

For example, the slack-jawed Wampus is a farmer who sees Bugsnax purely as a food source, so will naturally ask for you to gather them to plant in his garden. This puts him at odds with the well-intentioned Gramble, who is more at one with the ’snax and keeps them as pets. It’s these sort of power struggles and relationships that really help flesh out the cast of characters and lead you to learn a lot about them in a relatively short amount of time. It’s safe to say that by the end of the story I held much more of a connection to Snaktooth’s inhabitants than I ever imagined I would when I first stepped onto the island.

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A large amount of this has to be credited to the writers and the realistic conversations created in the context of a wholly unrealistic environment. It would be very easy at first glance to dismiss Bugnax as a gimmick-filled children’s game with nothing to say, but that couldn’t be further from the truth. Much like the Pixar movies have mastered, there’s moments for all ages alike here. There are melancholic moments and serious subjects such as relationships, mental health, and loss broached in a delicate manner, as well as more overarching issues like climate change that are raised. These never feel forced or heavy-handed, however, and all serve the story and its characters in overwhelmingly positive ways.

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That’s not to say there aren’t a whole lot of laughs to be had as well, and Bugsnax is genuinely funny on many occasions. It’s absurdist to the extreme at times, but what do you expect from a game that’s home to a tornado-conjuring flapjack with bacon for legs? Although a lot of my amusement did admittedly come from the various Bugsnax and the way they mutter their own names to themselves, the grumpuses have their moments to shine as well. Among my favourite cast members are the excellently named Cromdo Face, a surly red grumpus who seems to be possessed by the soul of Danny DeVito in Matilda, and Beffica Winklesnoot, who wouldn’t feel out of place by Rachel McAdams’ side in Mean Girls. If you can look past the purple fur and the hotdog for a leg, that is.

“But how do you actually catch Bugsnax,” I hear you ask? Oh, if only it were that simple. There are over 100 different species of Bugsnax and a plethora of different methods of catching them. Your first step will always be to scan them by looking through your camera and pressing down on R2 to snag a snap of a ‘Snak. Incidentally, that’s a specifically satisfying button press if using the DualSense and its adaptive triggers, which imitate the clack of a camera’s shutter beautifully. The parallels between this and Pokemon Snap are easily drawn, but from there on Bugsnax becomes its own beast.

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Once scanned, a Bugsnak’s likes, dislikes, and movement patterns will be revealed and you’ll have all the info you need to catch the kinda bug, kinda snack in your trap – but not necessarily all of the equipment. Bugsnax offers light metroidvania elements in that regard, by which I mean that there will be tools (a launch pad to catch flying Bugsnax, for example) that you’ll get later on and will have to return to previous areas to catch a Snaquiri that had been out of reach. Other solutions revolve around the use of various condiments like hot sauce or ranch dressing, to name a few. In order to catch a Bunger, for example, you’ll have to stun it first; luckily these angry whoppers charge at anything coated in ketchup, so slingshot a serving onto a couple of them and watch them knock each other out.

On the whole, catching Bugsnax revolves around the same half-dozen different mechanics that you’ll have to use in different ways. This is just about enough variation to keep the quests from becoming stale, although admittedly by the time I reached the end of the story I had become a little tired of the gameplay loop. It ended just in time for me not to get full on Bugsnax. It takes around six or seven hours to mainline the story missions with another couple of hours added on if you choose to complete all of the side objectives. This is something I’d recommend doing, though – although some side missions are a series of dull fetch quests, others result in the most spectacular encounters Bugsnax has to offer. Without spoiling anything, the culmination of both Wiggle’s and Cromdo’s quests were, for me, a particular highlight that changed up the routine Bugsnax-catching gameplay significantly.

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That was a badly needed refresh because Bugsnax catching is what you’ll be doing 90% of the time. Thankfully there’s just about enough variety on offer even if I did yearn for a bit more of a challenge at times. Though it was rare that a moment gave me pause to think and work out how I was going to approach the puzzle, some did take a bit of ingenuity. The first time I caught a Cinnasnail was a particular moment that maybe shouldn’t have taken as long as it did.

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Overall it’s the unabashed nonsense of Bugsnax that kept me interested throughout though. Without the great writing and constant joy of finding something you just haven’t seen before, it could so easily have been a stodgy, repetitive drudge of repetitive actions without any desire to see where it all leads. Fortunately, Bugsnax stays true to its principles throughout and just when you think you’ve worked it out its story, throws another left turn your way and lands an ending after a fantastic action-packed last 30 minutes.

 

Hyrule Warriors: Age of Calamity – A Zelda Fan and a Dynasty Warriors Fan Go Hands-On

Hyrule Warriors: Age of Calamity is a game with a split personality. It has the looks, characters and hallmarks of Zelda: Breath of the Wild, but the 1 vs. 1000 hack ‘n’ slash structure of Dynasty Warriors.

With that in mind, when we were offered the chance to play up until the end of the game’s second chapter, we didn’t want to get just one preview of the game – we wanted an assessment of each half of this hybrid proposition. So, we brought together a Dynasty Warriors fan and a Breath of the Wild aficionado, and asked each of them to assess the game on how well it’s handling the style of the games they love. Here’s what they think:

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Joe Skrebels – Executive Editor of News, (Somewhat) Unapologetic Dynasty Warriors Fan

Some people say there shouldn’t be such a thing as a guilty pleasure, but those people aren’t Warriors fans. It’s a series that is so obviously a bit broken that, anytime I enthuse about it, I also make sure to tell people that it might just not be for them. That’s why I still can’t quite believe that, after Hyrule Warriors: Age of Calamity, the early signs indicate that I might soon be able to recommend a Warriors game with my head held high.

As a committed player of Omega Force’s mainline series (Dynasty, Orochi, Samurai), I am more than happy to admit that they’re simplistic – run, slash, build special attack, use special attack, repeat. It’s a simplicity I find intesnely relaxing, in a strange way. The real wonder of the mainline games, to me, is how they combat that relaxation becoming boredom in one key way: by offering literally dozens of characters who all perform that simple cycle in slightly different ways. As soon as I get bored of one, I have the choice of far too many more.

Warriors spin-offs, on the other hand, have had a perennial issue – most of the licensed attempts to transplant that structure simply don’t have the character roster to keep up the fun for long enough. Age of Calamity should be the same old story – after two chapters and around five hours of play, I’ve unlocked 7 characters (Link, Impa, Zelda, Daruk, Revali, Mipha, and Urbosa). And despite that comparatively slim line-up, I’m surprised to say that not only has it avoided slipping into boredom, this is showing signs of actively bettering the mainline Warriors series I love.

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The set-up is absolutely the same – run around a battlefield, murder / knock out literally thousands of enemies, fight some bosses, think very little. The look is the same, the UI is familiar, and (regrettably) the engine still regularly can’t quite handle the amount of action onscreen. But the key difference is in the options each of those characters comes with. Aside from standard, strong, and special attacks, each one has access to a wheel of Sheikah Slate abilities (each one subtly different depending on the fighter), and magic attacks gained by offing Wizzrobe mini-bosses.

Better still, each character has a unique ability tied to the ZR button. Revali can take off (with a full separate airborne moveset), Daruk can burst magma columns he leaves behind, Mipha can effectively teleport to fountains she creates, Urbosa can charge lightning and release it in extra strong attacks. These are wildly different powers, which effectively change not just what characters can do, but how you’ll play the game as a whole. I can’t fully explain how different that is to the vast majority of Warriors games, and how refreshing I’m finding it to discover here.

I will admit that I haven’t yet seen signs that these powers will change how I play through battles as a whole – options are still seemingly limited to running from objective to objective, with no sign (yet) of choices or secret encounters. Equally, the early characters – Link aside – are limited to a single weapon type, and thus moveset, each, which slightly reduces the weapon-based experimentation of later Dynasty Warriors entries.

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But that said, the game’s overall structure also lends to a feeling of a more varied Warriors game – small, Breath of the Wild-inspired elemental reactions (ice spells do more damage in water, electricity effects are boosted off of metal objects), and cooking buffs mean you can prepare more thoroughly for battles than in most Warriors games, adding a patina of strategy over the ludicrous action within each mission. I’d love to see that interactivity extend to elemental weapons, although I’ve not yet come across any in the early stages.

And it must reiterated that these are early stages. As part of this preview stage, Nintendo repeatedly told us this is a big game – I can’t yet see how big, but these first two chapters are multi-hour affairs with side-quests taken into account. There’s the possibility that the flow of new characters will slow, that those extra options will begin to feel limited. But I’m choosing to be hopeful – the very fact that I’m this surprised by a Warriors game is enough to have me desperate to see what’s beyond Chapter 2.

Age of Calamity is a game that feels designed for someone like me – I’m an enormous fan of both its parent series – but even I didn’t expect to come out of it thinking that it could actually improve Warriors games as a whole. It remains to be seen if it can keep up that feeling across the full length of the game, but I’m hugely encouraged so far.

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Alex Simmons – UK Studio Lead, Breath of the Wild Aficionado

There’s a moment four or so hours into Age of Calamity that made the hairs on my arms stand on end, and caused flashbacks to watching Avengers in the cinema. Hundreds of Yiga warriors were closing in around Zelda, a capable fighter herself but woefully outnumbered on this occasion. Already at half health and with a Yiga Blade Master bearing down, things were looking bleak. But then a huge ball of fiery rock rolled in and sent enemies flying like skittles in a bowling alley, followed by a torrent of hair and lightning, sending electrical blasts through the crowd. Daruk and Urbosa were not about to let their princess down.

Moments like this happen all the time in Age of Calamity, and as a Zelda fan who’s sunk hundreds of hours into Breath of the Wild, it’s a thrill I simply wasn’t expecting. While Zelda is a series dear to my heart, I’ve been cautious of anything other than its mainline games. I want a full-fat, authentic Zelda experience, not a dressed-up knock-off (I’m looking at you, Link’s Crossbow Training). The first Hyrule Warriors was okay, but as someone with only a passing knowledge of Dynasty Warriors it did nothing to scratch the itch either of those series’ provides.

Age of Calamity is different. For starters it’s set in a world I’m very familiar with. Long after I defeated Calamity Ganon and discovered all the shrines, I spent hours exploring every inch of the kingdom of Hyrule. Whether it was trekking over the freezing Tabantha Tundra or riding across the lush Faron grasslands, soaking up Hyrule’s world and everything in it is remains one of my favourite things to do to relax and pass the time. Age of Calamity nails Hyrule, and in the two chapters I’ve played so far I’ve been to Zora’s Domain, Death Mountain, Rito Village, Gerudo Desert and more. And while the moment-to-moment action of Age of Calamity is very different to Breath of the Wild, the world is exactly as I remember, albeit set 100 years before.

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More importantly, Age of Calamity tells the story I’ve been yearning to see (with all the characters I adore) since Breath of the Wild came out three years ago. In the original game, flashbacks provided a glimpse of what Hyrule was like prior to Calamity Ganon, but here, watching it play out around you, it’s as authentic a Zelda experience you could wish for.

This is in no small part down to the little details, of which there are many. Every piece of fruit, every ingredient, even the recipes, are instantly familiar. And like Breath of the Wild, what you find depends on where you are. Chop down a tree on Hyrule Field and it’ll drop apples, which replenish health when eaten (baked apples are even more nutritious – sound familiar?); cut down a palm in Gerudo City and you’ll get a bunch of mighty bananas.

Ingredients are used either for cooking or to unlock new locations. The entirety of Breath of the Wild’s expansive map is in Age of Calamity, but that doesn’t actually mean you can explore it all. Stables, shops and other points of interest appear as you progress. Some you can play, like training missions and challenges, in which you have to defeat a certain number of enemies within a time limit, using specific weapons or skills. Others provide an instant rewards such as unlocking a new combo, or a recipe, or additional hearts for a particular champion.

The levels themselves are self-contained – it isn’t an open world – but they’re still sprawling, and all have familiar landmarks. Likewise, the enemies you encounter are instantly recognisable: moblins, lizalfos, keese, wizzrobes… They’re all here, but in far greater numbers than in Breath of the Wild. It’s not uncommon to face off against against hundreds of enemies and cutting through a pack of bokoblins is incredibly satisfying.

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Combat is simple – a combination of light and heavy attacks is enough to deal with basic enemies, plus there are special attacks, dash and dodge, and Sheikah abilities – and the gameplay loop of ‘fight grunts, face a boss and move on’ is straightforward, but I never once felt like it was boring or overly repetitive. Even though each hero has the same range of attacks, there are enough subtle differences to make one feel substantially different from the next, and playing as Revali is a very different experience than playing as Impa or Daruk.

Age of Calamity also does a fantastic job of continually introducing something new and interesting, be it a story beat or a fresh take on something familiar. Forget Baby Yoda, young Prince Sidon is this year’s adorably cute must-have, and in my five hours of playing so far I’ve also used Magnesis to pull buried chests from the sand (yay!), Flurry Rushed a Lynel (which is just as satisfying here as it is in BOTW), ran away from Molduga, the giant creature lurking beneath the sands of the Gerudo desert, and wreaked havoc in Divine Beasts. Truthfully, the Divine Beast sections, at least the two I’ve played, are more of a curious distraction than anything substantial, but seeing them in action is still a thrill in itself.

Frame-rate drops are an issue and the Switch sometimes struggles to keep things moving when you’re mowing down hundreds of enemies with an extravagant special attack. But it never bothered me too much, and Age of Calamity’s stylised aesthetic is as fresh now as it was three years ago.

When I first saw the trailer for Age of Calamity I was surprised how faithful it was to Breath of the Wild, but doubted it could fill the gap waiting for its sequel. Now, having played it, it not only surpassed my expectations as a Dynasty Warriors game, but is a bona fide Zelda experience I’m excited to see more of.

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