X-Men: The Animated Series Team on the Characters Marvel Made Them Include

While it’s been off the air for more than 20 years at this point, X-Men: The Animated Series remains one of the most popular and enduring incarnations of the franchise. That series was the gateway into the world of for countless Marvel fans, and for many of them, it remains the standard by which all other X-Men projects are judged.

The iconic cartoon is now the source of a retrospective book dubbed X-Men: The Art and Making of the Animated Series, written by executive producer Eric Lewald and series writer Julia Lewald. In advance of their appearance at NYCC 2020, IGN was able to chat with the Lewalds via email and discuss the enduring appeal of the very first ongoing X-Men cartoon.

Check out the slideshow gallery below for an exclusive preview of the book, and then read on to see what they had to say:

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The Forgotten X-Men Cartoon

While X-Men: The Animated Series is the first ongoing TV project to star the merry mutants, fans may remember it wasn’t the first time Marvel attempted to give the team their own show. Three years earlier, in 1989, Marvel aired a standalone pilot episode called “Pryde of the X-Men.” Compared to the contemporary look and feel of X-Men: The Animated Series, Pryde of the X-Men was more inspired by the classic Chris Claremont/John Byrne era of Uncanny X-Men in terms of look, cast and tone. The plan was to follow up that pilot with a full series, but that obviously never happened (though Konami’s popular X-Men arcade game was based directly on that episode).

The Lewalds discussed why Pryde of the X-Men failed to gain traction with viewers and why it took a return to the drawing board for the characters to find their footing on TV. According to them, it was less a matter of the creative talent involved than the higher-ups at Fox not having faith in the concept back in 1989.

“Many of the same creative artists (Will Meugniot, Larry Houston, Rick Hoberg) were central to the making of both Pryde of the X-Men and our X-Men animated series,” they said. “Pryde was designed beautifully. The key difference was the executives making decisions. In our show, Fox Kids TV, led by Margaret Loesch and Sidney Iwanter, had final say. They wanted great human stories, confident that related sales would follow. The writing staff shared their vision – no agenda other than creating the most dramatic animated TV we could write.”

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Choosing the Cast

The cast of X-Men: The Animated Series is certainly iconic, even though that exact team roster had never existed in the comics. The cast is also unusual in that it remained (mostly) fixed across all five seasons, whereas the team is constantly evolving and gaining new members in the comics.

“The original core cast – Cyclops, Rogue, Storm, Jubilee, Wolverine, and Gambit – was a group decision among Marvel Comics, Fox TV, and the creative staff,” the Lewalds said. “Jubilee and Gambit were new characters that Marvel wanted to push. The other four were more established.”

“Amazingly, Jean, Xavier, and Beast were considered secondary, ‘use if we want to,’” they added. “That is why Beast was stuck in prison at first – we started out thinking of him as an occasional character. But as Eric and Mark Edens fashioned the first season of 13 stories, Jean, Xavier, and Beast kept ‘asserting themselves.’ They found it hard to tell a compelling X-Men story without their founder, father-figure, and spokesperson, Xavier. Jean seemed to have a unique relationship with everyone else on the team. Beast was simply great fun to write for. So we ended up with nine instead of six. Ten, actually, if you include Morph.”

image001As for why the roster remained fixed, that comes down to the differing needs of an animated series versus a monthly comic book.

“Fluid casts tend not to work for TV,” the Lewalds said. “Guest characters, yes. It was fun showcasing Colossus, Iceman, or Nightcrawler in a few episodes. But audiences don’t want any of the six ‘Friends’ characters to change, even after 250 episodes. We did have one episode where no X-Men appeared – the historical ‘origin of Sinister’ story starring Xavier’s grandfather.”

Staying Faithful to the Comics

Along with fellow Fox Kids show Batman: The Animated Series, X-Men helped set a new standard for superhero storytelling on TV. In many ways, the series is extremely faithful to the comics, drawing upon many classic X-Men tales and featuring dramatic, serialized storylines where even major characters are sometimes allowed to die.

At the same time, the series was ultimately still aimed at children, and hindsight makes it clear how many elements were designed to accommodate the strict standards and practices of Saturday morning cartoons. Case in point – the frequent robot enemies in place of living humans, the use of non-lethal lasers over traditional guns, and Wolverine’s colorful non-curses (“You egg-suckin’ piece of gutter trash!”). The pair say it was difficult at times to strike a balance between remaining true to the source material and reflecting the realities of all-ages animation.

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“It was certainly a challenge,” the Lewalds said. “The books at the time were ferocious, R-rated, fight-fests among super-beings. Children’s broadcast television had traditionally been incredibly restrictive – no hitting each other, no blood, no realistic weapons, nothing remotely sexual, don’t even mention death.”

“We were lucky in that Fox Kids TV had final say and that three executives there (Margaret, Sidney, and BS&P “censor” Avery Coburn) not only knew and loved the books, they loved intense character stories as well,” they continued. “[Margaret] let us kill Morph. She let us have Wolverine spend an episode struggling with his sense of God. As writers have learned to in the past (banned literature, motion picture codes), we worked to be true to the spirit of the source material. We tried to maintain the drama with emotional intensity. People scream each other’s names a lot. But in the end, the best stories are about the characters, not the violence.”

The Marvel Cameos

X-Men not only featured a massive cast of mutant heroes and villains, it was also notable for exposing many young viewers to the larger Marvel Universe. The episodes are littered with cameos and references to ancillary mutant teams like X-Force and other Marvel properties like Spider-Man, The Avengers and even The Punisher (or “The Assassin,” as he was known here). X-Men eventually paved the way for a full-fledged superhero universe on Fox, with Spider-Man, Iron Man, the Fantastic Four and Silver Surfer all getting cartoons of their own. Several X-Men even guest-starred in an episode of Spider-Man: The Animated Series.

The Lewalds said that while they wished they could have featured these non-X-Men characters in more substantial roles, more often than not it simply wasn’t possible.

“We weren’t able to for certain characters, but Larry Houston would draw Spider-Man’s wrist, or Dr. Strange, or Deadpool, or Black Panther, and not name them,” they said. “This got past legal scrutiny. If he wrote ‘Spider-Man’s wrist’ on the storyboard, they would notice and make him cut it. The irony is, of course, that the audience loved the cameos, which made Marvel’s first hit show even more of a success. And then from the writers’ point of view, we already had nine or 10 recurring characters, plus guest villains, guest old friends, family and former lovers. We didn’t have enough time in 22-minute stories to get to know all we wanted to about the folks we had.”

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Will There Be a Season 6?

With so many beloved animated shows being revived lately, from Clone High to Beavis and Butthead to Invader Zim, many X-fans have been holding out hope for a continuation of X-Men: The Animated Series. We already got a taste of what that might be like with Marvel’s short-lived X-Men ’92 comic, and producer/director Larry Houston stoked rumors of a revival series when he revealed he’s held talks with Marvel on the subject.

Unfortunately, those talks don’t seem to have led to any concrete plans to resurrect X-Men. Or, if they have, the Lewalds are unaware of it.

“In our corner of animated TV in the 1990s, plans for further seasons were never in the control of the creative staff, and the writing and design work was completed months before the hand-animated episodes were done,” they told IGN. “When we finished writing and drawing the fifth year of X-Men, we were all off working on new shows before the first episode of Season 5 aired. Since then, hundreds of fans, at Comic Cons, online, and on podcasts have asked if we had or have an idea for a Season 6. The rumor is purely fan wishful thinking, never pushed by us. While we would LOVE to do another season, that decision is in others’ hands.”

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X-Men: The Art and Making of the Animated Series is published by Abrams Books and will hit stores on Tuesday, October 13.

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“Between the Panels” is a monthly column from Jesse Schedeen that focuses on the world of comics. You can see more of his thoughts on comics and pop culture by following @jschedeen on Twitter, or Kicksplode on MyIGN.

How Rhythm Games Blew Up (And Then Burned Out)

It began with a dog and an onion.

Sure, NanaOn-Sha’s PaRappa the Rapper wasn’t the first video game to demand players sync button presses to a basic beat via on-screen prompts. For instance, the early Bandai dance mat peripheral-based game Aerobics Studio – a primitive NES precursor to the likes of Konami’s Dance Dance Revolution – was first released in Japan in 1987 and handily pre-dates PaRappa. It wasn’t the first to intrinsically weave music into the core of the game itself, either, as anyone who had the misfortune of, say, waking up during 1992 and unwrapping a copy of Marky Mark and the Funky Bunch: Make My Video can probably attest.

But Aerobics Studio is overtly an exercise game set to some bleeps and bloops, and the Make My Video trio of FMV games (INXS, Kris Kross, and Marky Mark and the Funky Bunch, all released in 1992) are famously regarded as some of the worst ever inflicted upon humanity.

If you’re really looking for the flame that truly lit the rhythm game fuse – a genre that would later go on to become one of the most lucrative in the industry throughout the mid- to late 2000s – look no further than this love-struck, two-dimensional dog and his onion-headed karate mentor.

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Kick! Punch! It’s All in the Mind

Development for PaRappa the Rapper began in 1994, just after the original PlayStation was announced. It was launched in Japan in 1996 and a worldwide release followed in 1997. Created by Japanese music producer Masaya Matsuura and American graphic artist Rodney Greenblat, PaRappa the Rapper was a game like no other that had come before it.

It was so unique, in fact, that Matsuura himself wasn’t even sure it was a game – and, according to him, neither were some of the folks at Sony when it came time to promote and publish it. With the initial production run for PaRappa the Rapper in the tens of thousands, Matsuura hadn’t anticipated it being particularly successful.

PaRappa the Rapper’s quirky charm and catchy songs caught on, however, and after a slow start it became one of Japan’s best-selling games of 1997. It was awarded Platinum status – the designation Sony historically bestowed upon games selling over one million copies – in 1998. Matsuura, Greenblat, and the NanaOn-Sha crew had crafted something that successfully struck a chord with gamers, establishing the bones of the structure of most modern rhythm games in the process – that is, tapping indicated buttons in time with music. A simple formula, no doubt, but an accessible and addictive one. It worked.

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NanaOn-Sha followed the success of PaRappa the Rapper with UmJammer Lammy in 1999 (a spin-off that traded raps for rock riffs) and Vib Ribbon in 2000 (a rhythm-based musical platformer with simple vector graphics and the ability to generate levels from your own CDs). However, by the time PaRappa the Rapper 2 emerged on PS2 in 2001, a rhythm revolution was well underway.

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Konami quickly shadowed Beatmania with a pair of guitar and drum equivalents: GuitarFreaks and DrumMania. These peripheral-based Japanese arcade cabinets have been rocking Japanese arcades for the past two decades, and Konami has released new editions of the series every year since 1999. GuitarFreaks and DrumMania ultimately didn’t make much of a global dent as home console ports, but their instrument-shaped controllers and vertically-scrolling on-screen button commands would be the blueprint for the next big thing in music games, unequivocally paving the way for the plastic instrument tsunami soon to follow.

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Danger Is Go

The stratospheric rise of rhythm gaming in the mid-2000s would ultimately come courtesy of a little-known Boston, Massachusetts-based company called Harmonix. However, while the studio’s success would ultimately come from building upon the foundation formed by Konami’s peripheral-based arcade cabinets, it didn’t come instantly.

Established in 1995, Harmonix has spent the last two-and-a-half decades devising ways to allow non-musicians to experience the joy of creating music. Harmonix’s first product was a joystick-based “music improvisation system” for PC called The Axe that reportedly sold only around 300 copies, but the studio’s failure with this project led them to look towards the Japanese karaoke market. When this didn’t work out either, however, Harmonix pivoted instead to examining the ideas established by Japanese studios with the likes of PaRappa the Rapper and Beatmania and finding ways of bringing this brand of music gameplay to the West.

[poilib element=”quoteBox” parameters=”excerpt=2001%E2%80%99s%20Frequency%20and%20its%202003%20sequel%20Amplitude%2C%20both%20for%20PS2%2C%20were%20Harmonix%E2%80%99s%20first%20real%20attempts%20at%20riffing%20on%20the%20burgeoning%20rhythm%20genre”]2001’s Frequency and its 2003 sequel Amplitude, both for PS2, were Harmonix’s first real attempts at riffing on the burgeoning rhythm genre. By blasting gems as they scrolled down the screen, players could activate the separate instrument tracks of a song. The gameplay was similar to Konami’s brand of rhythm action but they didn’t utilise bespoke controllers – players used Sony’s standard DualShock2. Neither game was a massive commercial hit, although each secured a keen cult following and plenty of critical acclaim. Crucially, however, they made Harmonix the most visible developer of music games in the West.

First, Harmonix caught Konami’s eye; the studio became the initial developer of Konami’s Karaoke Revolution series. Karaoke Revolution arrived in North America in late 2003, a few months before Sony’s own singing sensation SingStar hit various PAL territories in mid-2004. The first-party muscle of Sony would ultimately see SingStar become the preeminent karaoke game series – especially in Europe and Oceania; the series was a monster hit shifting dozens of different editions in various languages and moving mountains of microphones into PlayStation 2 households.

However, Harmonix’s work on Karaoke Revolution had already attracted the attention of California-based games and gaming accessory business RedOctane, a California-based games  business that was already producing third-party accessories, like dance mats, for existing music games. It was to be this partnership that would crank the music game business up to 11.

More Than a Feeling

The proposal from RedOctane was simple: If RedOctane built a guitar controller, Harmonix would build a guitar game. No-one knew if bringing a GuitarFreaks-style game West was going to work but, nevertheless, it was the kind of game Harmonix had been champing at the bit to make – and the opportunity had arrived.

The original Guitar Hero arrived in November 2005 to immediate acclaim and strong sales. Featuring 30 tracks covering 50 years of rock (plus a handful of bonus songs, primarily from indie bands that Harmonix developers were either part of, or knew), Guitar Hero was a runaway success. It blazed the trail for a brand-new era of what was to become a billion-dollar business. Striking while the iron was steaming hot, Guitar Hero II followed the very next year. With even more songs than the original (plus bass and rhythm parts, to encourage purchases of a second guitar peripheral), the wildly-popular Guitar Hero II eclipsed the acclaim of the original and went on to become one of the highest-rated games on PS2.

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In barely a year Guitar Hero had become a cultural phenomenon, though Activision had already seen the profit potential; it acquired RedOctane and the Guitar Hero brand (but not Harmonix) in the lead-up to Guitar Hero II’s release, in June 2006. A few months later media juggernaut Viacom scooped up Harmonix and placed it under its MTV wing. With RedOctane and Harmonix now under separate ownership, the rapidly-assembled follow-up to Guitar Hero II (Guitar Hero Encore: Rocks the 80s, released in mid-2007 and just eight months after Guitar Hero II) would be Harmonix’s last Guitar Hero game.

Guitar Hero III: Legends of Rock followed quickly in late 2007 and, despite the diminishing gap between instalments, the series showed no sign of slowing down just yet. Assembled by Tony Hawk’s Pro Skater veterans Neversoft, Guitar Hero III maintained the basic formula but was stuffed with over 70 songs (most of them master tracks performed by the actual bands, rather than covers), online multiplayer, and even appearances from rock legends like Slash and Tom Morello.

According to Activision, Guitar Hero III: Legends of Rock was the best-selling game of 2007, both in terms of units sold and dollar sales, but the good news for Guitar Hero just kept coming. In January 2008 Activision confirmed the Guitar Hero series had raked in over a billion dollars in sales in North America alone. In January 2009 it was announced that Guitar Hero III had hit a cool billion in dollar sales by itself.

According to Activision it was the first single video game to do so.

Here It Goes Again

But let’s jump back to 2007.  Since parting ways with RedOctane, Harmonix had immediately begun heating up its Guitar Hero rival – a game that would ultimately go head-to-head with the series Harmonix had previously helped establish.

Rock Band, released in November 2007, was a fusion of Harmonix’s original Guitar Hero vision, its work with Konami on Karaoke Revolution, and Konami’s own DrumMania. The result was something immense – both in the size of the retail box and the success that followed. Augmenting the massively popular Guitar Hero gameplay with the crowd-pleasing appeal of karaoke games (and tossing drums into the mix for good measure) created a co-op experience truly like no other.

The multi-instrument gameplay was praised by critics and fans flocked to it en masse; sales of four million were reported for the first year alone.

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It helped that the Rock Band ecosystem was also an incredibly strong one. Harmonix’s ongoing commitment to regular DLC meant new songs were available on a weekly basis, and the ability to export disc-based set-lists to your console meant songs could be carried from previous editions of the games and into the sequels; a player’s whole library of songs was available in one place.

Guitar Hero was never quite able to match Rock Band’s all-in-one elegance in this department, but it did immediately pivot to emulate Rock Band’s multi-instrument approach with Guitar Hero: World Tour in late 2008. The cracks, however, were already beginning to show; initial US sales of Guitar Hero: World Tour were less than half those achieved by Guitar Hero III in the same time frame.

While My Guitar Gently Weeps

The steady salvo of rhythm games that filled the end of the decade saturated the marketplace. Beyond the widely-celebrated Rock Band 2 in 2008 and 2010’s Rock Band 3 – which added keyboards – Harmonix squeezed several side-projects into the mix, including a LEGO-themed Rock Band game and AC/DC’s famous Live at Donington album (which found its way to the Rock Band series as a standalone expansion). Green Day and The Beatles also received dedicated Rock Band experiences. The Beatles: Rock Band is actually regarded by many as one of the most artistically striking and achingly reverent music games ever made – and it sold well over two million copies – but the tide was still turning.

The Beatles: Rock Band's intro movie alone was a thing of wonder.
The Beatles: Rock Band’s intro movie alone was a thing of wonder.

Outside of Guitar Hero V (2009) and Guitar Hero: Warriors of Rock (2010), Aerosmith, Metallica, and Van Halen each got a Guitar Hero game to call their own before the decade was out. Activision also dabbled with several other music projects, including the bafflingly-titled Top-40-focussed Band Hero in 2009, plus a pair of DJ-themed spin-offs that shipped with their own bespoke, Beatmania-inspired turntable peripheral: 2009’s DJ Hero, and DJ Hero 2 in 2010.

However, music game sales dropped around 50 per cent in 2009, and even more the following year. On top of this, Activision was facing legal trouble from Courtney Love for the tone-deaf decision to allow an avatar of the late Kurt Cobain to be displayed in Guitar Hero V comically miming songs performed by other artists, and No Doubt took similar issue with their appearance in Band Hero.

“Hey kids, I’m Kurt Cobain and this next one is… a Bon Jovi cover.”

In early 2010, Activision shuttered RedOctane. In late 2010, Viacom offloaded Harmonix to a private investor and the studio became independent again. In early 2011, four months after Guitar Hero: Warriors of Rock fizzled, Activision put the series on ice and Neversoft’s GH development team was disbanded.

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But then, almost as suddenly as it arrived, music mania was over.

Still Into You

But while the rhythm sector had run its course as a fad, it certainly never went extinct. Rather, it simply returned to servicing its loyal base of diehard fans – both the ones that had been playing since PaRappa dropped his first rhymes back in the ’90s and those that had been enchanted along the way by the genre’s ability to democratise the art of music-making for everybody, regardless of their actual musical ability.

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Ubisoft appeared to arrive late to the party, debuting Rocksmith in 2011 (the finger pickin’ good follow-up, Rocksmith 2014, was released in 2013 – and Rocksmith 2014 Remastered was released in 2016 for PC, Xbox One, and PlayStation 4). Rocksmith differs from Guitar Hero and Rock Band by allowing users to plug in their own electric guitars to play along and learn the tracks. Rocksmith carved out a well-deserved reputation as a respected music instruction tool over the decade, and its epic run of 383 weeks of song releases only came to an end in April this year.

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While it seems extremely unlikely rhythm games will ever see the kind of spike in immense popularity they enjoyed in the late 2000s again, this last decade has proven they’re equally unlikely to ever go away.

The tempo may have changed, but the beat goes on.

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Luke is Games Editor at IGN’s Sydney office. He’s a mediocre pianist and a rubbish guitarist but he still owns more plastic instruments than real ones. You can find him on Twitter sporadically @MrLukeReilly.

Bugsnax Could Have Had Some “Horrifying” Mechanics

Though its announcement trailer might not have made it completely obvious, it turns out Bugsnax is something of a narrative puzzle game. As you encounter grumpuses, the Muppet-like characters inhabiting the game’s world, you’ll pick up tasks to complete from each. Those tasks usually involve catching the titular bugsnax, creatures that are basically food with legs, by figuring out their behaviors and tricking them into traps.

Though the game that Bugsnax has become is mostly about catching bugsnax and using them to feed grumpuses, that wasn’t always the case. Developer Young Horses has been working on the game for about six years, and president Philip Tibitoski said in an interview with GameSpot that a whole lot of gameplay ideas have come and gone during that time. Some of them sound funny, some interesting, and some a little disturbing.

“Initially, there were always grumpuses and there were always bugsnax and you were always foraging for them,” Tibitoski said. “And over time the mechanics have changed a lot. We’ve gone the Pokemon Snap route of actually being on a track and riding a little cart and capturing bugsnax as you go, we’ve had bugsnax preparation mechanics, Cooking Mama-style thing, because some of the mechanics we were looking into had to do with, like, sticker-peeling. And then we were talking about peeling parts of bugsnax to prepare them to eat, which was horrifying. And after a while we realized it didn’t really fit even besides just the fact that it’s multiple games’ worth of mechanics.”

As it exists now, Bugsnax is somewhat simpler than some of the ideas Tibitoski described, although there’s still a lot of depth to it. There are 100 different varieties of bugsnax and it seems like most of your time in the game will be spent learning about each one so that you can effectively catch it. To get a strawberry-like strabby, you have to set a trap and then hide so the strabby won’t spot you and flee. To catch a shishkabug, you use a slingshot to spray ketchup all over the bush where the bug is hiding, so that a ketchup-loving bunger (which looks like a hamburger) will charge into it and force the shishkabug out.

Some mechanics from the games that inspired Young Horses are still in the game, too–you get a Pokemon Snap-like camera that lets you scan bugsnax so you can see the paths they travel, for instance. You’ll also have to contend with the passage of time, as Bugsnax sports a day-night cycle that determines when some bugs and grumpuses will be out and about, and what they’ll be doing.

As often as you might be hunting bugsnax, you’ll also be dealing with grumpuses. Completing tasks for the characters earns you the opportunity to interview them, helping you to fulfill your actual job as a journalist (as opposed to bugsnax hunter) and find out the story of what’s happening on the island. The grumpus characters are actively going about their lives while you’re busy, particularly once you convince them to return to the defunct town of Snaxburg. There, we saw characters wandering around, conversing with each other, and even sleepwalking during the night. Tibitoski said the developers considered social mechanics like you might see in The Sims or Animal Crossing for dealing with the grumpuses, but eventually pared them back.

One mechanic that persists in the game is the idea that when grumpuses eat bugsnax, their limbs change to mirror what they’ve eaten. We’re not sure exactly how that will influence the game yet, although it does seem like the transformation idea will play a part in puzzles, with one grumpus scientist dedicating his time to trying to control the transformations.

As it stands now, the player doesn’t eat the bugs, but only feeds them to other characters. Tibitoski explained that things got a little unwieldy when Young Horses considered letting players eat bugsnax.

“We got into the territory of, well, some people want to eat the bugsnax themselves as a player, and how would we handle that? Like what kind of effects would those take?” Tibitoski said. “We ended up going down a path of, maybe they’re like plasmids or something, like BioShock. And that ended up being a whole can of worms that we were like, no, we can’t open that. At least not for this game. Maybe a sequel or something.”

Altogether, Tibitoski said Young Horses built up “three or four” games worth of potential mechanics and ideas for Bugsnax. What made it into the game is a bit less complex than having to peel, cook, and eat a bug, or shooting french fries out of your hands like a denizen of Fast Food Rapture. But from the sounds of things, there are a few mysteries to uncover, as well as quite a few bugs on which to snack, waiting in Bugsnax when it launches on November 12 for PlayStation 4, PlayStation 5, and PC.

Now Playing: What The Hell Is Bugsnax? We Have Answers

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Among Us Players Could Become Guardian Angels After Dying

Among Us, the surprise hit two years in the making, could see some changes in the near future. InnerSloth is considering making dead players guardian angels who have the ability to save living players, similar to how the doctor role works in Mafia.

The Washington-based studio wants to give players more to do after they die, citing players that leave right after dying because it’s “boring” to play as a ghost. Ghosts, players who are killed by impostors or getting voted off the ship, can still complete tasks after death. They can’t participate in discussions or interact with anything else in the game and often don’t do much until the match ends.

“[Balancing a change like that] is the hardest part,” said InnerSloth programmer Forest Willard on Twitch’s Weekly Gaming Show as first reported by Inverse. “We’ve thought of a lot about [making ghosts into] Guardian Angels and stuff like that, but it’s a difficult thing to pull off but we’re definitely thinking about those sort of things.”

The three-person development team said the studio specifically wants to improve the game for the first person that gets killed. It “sucks” to be in that situation, according to designer Marcus Bromander, and the team is trying to “figure something out.” We didn’t get any more details on what a guardian angel ability would look like, though.

Among Us saw a surge of popularity this year after a number of streamers broadcasted their murder mystery matches on Twitch. The game has been downloaded over 100 million times across PC and mobile devices (it’s free on mobile). The popularity has also created a cheating problem that InnerSloth is trying to squash.

Now Playing: Among Us – Steam Release Trailer (2018)

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Fall Guys Season 2 Drops Team Games In New Playlist

Fall Guys’ Season 2 brought a fantastic change to the game show battle royale. Players can now choose a playlist that removes all team games from the mini game rotation. Say goodbye to Egg Scramble and Team Tail Tag.

“And you say we never do anything for you,” said Fall Guys game designer Joe Walsh in a comment on the Fall Guys subreddit. The playlist is called ‘Gauntlet Showdown’ while the regular playlist is now called ‘Main Show.’ The new playlist is only available for a limited-time so the studio can track how many players choose each option.

“Right now we need to keep an eye on things like matchmaking times, player reception, etc. so we’re doing it as a bit of a time limited experiment to see what happens,” Walsh wrote. “Totally possible for it to become permanent down the line!”

This could lead to other types of playlists and limited-time modes getting added, similar to how playlists rotate regularly in Call of Duty: Warzone and Fortnite.

New Limited-Time Gauntlet Showdown playlist
New Limited-Time Gauntlet Showdown playlist

This new playlist comes in the wake of players’ feedback. Team games, especially ones with uneven teams or players who did not try, were seen as unfair in the Fall Guys community. Players had regularly asked for a way to remove them from the mini game rotation.

Fall Guys Season 2 went live earlier today, bringing a ton of new content to the game. Outside four new levels, Mediatonic has added more crowns, a costume randomizer, and much more to the game show battle royale.

Now Playing: Fall Guys Season 2 Trailer | Gamescom 2020

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Cobra Kai: 10 Best Season 1 Easter Eggs And Karate Kid References You Missed

Years after it first premiered, Cobra Kai is now available to binge on Netflix. What’s more, Season 3 of the Karate Kid sequel series is finished and will be heading to Netflix in 2021, with Season 4 also on the way.

So, if you’ve ever attempted the crane kick or scrubbed a surface with the words “wax on, wax off” playing in your head, then chances are you noticed a few nods to the original movies while watching the series.

Let’s start from the beginning with the first season. Here are the 10 most notable Karate Kid easter eggs & references from Cobra Kai season 1.

Spider-Man 3 Adds Doctor Strange As The Movie Gets Even Weirder – Report

What, exactly, is going on with the next Spider-Man movie? If the Marvel Cinematic Universe wants fans to believe the next film will dive heavily into the multiverse, then Marvel Studios is doing a great job.

We learned this week that Jamie Foxx is believed to be playing the villainous Electro in the movie, a role he originally played in 2014’s The Amazing Spider-Man 2. That, combined with the fact that JK Simmons appeared in Spider-Man Far From Home as J. Jonah Jameson–a character he played in the original Spidey trilogy–certainly points to a mashup of Spider-Man franchises.

Now, according to The Hollywood Reporter, Benedict Cumberbatch is set to reprise his role as Doctor Strange in the film, becoming a mentor for Spider-Man (Tom Holland). What does that mean for a movie that brings together the various Spider-Man universes? Well, the next Doctor Strange film is called Doctor Strange in the Multiverse of Madness. What’s more, that movie will be tied to Disney+’s WandaVision, which certainly looks to be set in some form of an alternate reality.

The big question now is if this is a movie about the multiverse, how far will it take the concept? Hopefully, if they are bringing the universes together that means fans will see the former Spider-Men–Andrew Garfield and Tobey Maguire–suit up one more time. Why stop there, though? Bring Spider-Man: Into the Spider-Verse to live-action and give us Miles Morales, Spider-Gwen, Nicolas Cage as Spider-Man Noir, and a CG animated Spider-Ham. The sky really is the limit with this.

Whatever the case, the next Spider-Man movie is scheduled to begin filming later this month.

Now Playing: Chadwick Boseman’s Best MCU Moments

Pokemon Go Origin Forme Giratina Guide: Counters, Weaknesses, Raid Hours, And Battle Tips

Pokemon Go developer Niantic has been bringing a variety of Legendary Pokemon back to the game over the past few weeks, and one more is set to return soon. Origin Forme Giratina, the cover monster from Pokemon Platinum, will make another appearance in five-star Raids starting this Friday, October 9. If you’re looking to add the Legendary to your collection (or just want to use this chance to stock up on more Giratina Candy), we’ve rounded up some tips that’ll help you beat and catch Giratina below.

Giratina Raid Hours

Origin Forme Giratina will appear in five-star Raids starting October 9 at 1 PM PT / 4 PM ET (immediately after the current Legendary, Moltres, leaves the game), and it’ll remain available until the same time on October 23. These Raids can occur any time, but you’ll receive an in-game notification when one is about to begin at a nearby Gym, so you shouldn’t have too much difficulty tracking a Giratina Raid down.

If you’re eager to catch Origin Forme Giratina, your best chance to capture one will come during Niantic’s weekly Raid Hour events. These occur every Wednesday evening from 6-7 PM local time. Giratina will be featured during two Raid Hours, on October 14 and October 21.

Origin Forme Giratina
Origin Forme Giratina

Giratina Weaknesses And Counters

Giratina is unique among Legendary Pokemon thanks to its typing, Ghost/Dragon. Ironically, each of these types is weak against itself, making Giratina vulnerable to other Ghost and Dragon Pokemon. Any strong monsters like Golurk, Chandelure, Rayquaza, Salamence, and Dragonite will dish out lots of damage to Giratina, but keep in mind that they’ll take super-effective damage in return, so they may not last as long in battle against it as some other counters.

Fortunately, Giratina’s typing gives it a few other weaknesses as well, namely to Dark, Ice, and Fairy Pokemon. Darkrai will be especially helpful, as it’s very powerful and resists Giratina’s Ghost-type moves, but other Pokemon like Weavile, Tyranitar, Mamoswine, Gardevoir, and Granbull will also come in handy when battling the Legendary.

Types To Avoid

As previously mentioned, Ghost and Dragon Pokemon are each weak against their own types, so while they’ll deal super-effective damage to Giratina, they’ll take it in return from the Legendary. Ghost Pokemon also have an advantage over Psychic types, so avoid bringing along any of those when challenging Giratina.

Now Playing: Pokemon GO – GO Battle League Dev Insights

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The Pathless Emphasizes A Minimalist Open-World That’s About Communing With Nature

After playing the opening hour of The Pathless, the next game from developer Giant Squid, what really struck a chord with me was how much it emphasized the importance of its setting. Like the developer’s previous game, Abzu (an underwater narrative-adventure game), The Pathless focuses on communing with nature and freeing it from the grasp of an evil force. However, it incorporates that idea into an open-world framework, pushing the need to connect and explore its luscious setting.

Coming to PC, iOS (and Apple Arcade), PS4, and to PS5 as a launch title on November 12, The Pathless has you guiding a nameless hunter across vast stretches of forest and within lost ruins to free ancient gods who have been corrupted. While I had the chance to play the first hour of the game, I also got to check out a quick presentation from creative director Matt Nava to learn more about the team’s thoughts on making a more subdued, but still enticing adventure set in a large open landscape.

Compared to the likes of The Legend of Zelda: Breath of the Wild, Ghost of Tsushima, or Genshin Impact, The Pathless takes a more minimalist approach to its story and open-world gameplay. Taking cues from other pieces of fiction like Hayao Miyazaki’s Princess Mononoke or the stories from Arthurian legend, The Pathless’ main narrative is about the dichotomy of humanity and nature coming together. The core gameplay and premise of the lone hunter connecting with nature are the focus, and the mechanics surrounding that aims to highlight and elevate that narrative. Early on, the Hunter will partner up with an eagle who helps her reach high places, solve puzzles, and becomes a generally friendly companion on the journey. And yes, you can pet them at any time.

The main goals in The Pathless are to explore, uncover hidden troves to upgrade the Hunter and her eagle, and free the ancient gods from their corruption. But what makes The Pathless different from other games of its ilk is that it puts far less emphasis on combat, relegated to very specific moments, and more of a focus on exploration, puzzle-solving, and the traversal of the world. This design not only makes for a less stressful game, but it also highlights the need to connect and understand your place in the lush, vibrant world.

At times, this felt like the core of The Pathless was a bit one-note in its execution, but it eventually made me feel invested in the actual journey the character takes. One of my favorite aspects from the opening hour was the traversal mechanics. There’s an impressive sense of momentum and speed, with your Hunter being able to sprint, fire her arrows, and glide across the landscape with ease. Scattered throughout the environment are light gems, which can be destroyed with shots from your bow. Doing so will transfer energy to the Hunter’s sprint meter, allowing you to maintain speed during your mad dash across the map.

Scattered across the land are shrines that can help heal the land and remove it
Scattered across the land are shrines that can help heal the land and remove it

What’s refreshing about movement in The Pathless is that most open-world games often treat traversal as just a necessary part of the exploration and getting to those hard-to-reach places, rather than a way for players to connect with the world itself. The Pathless adopts the latter approach, and it can be exhilarating to explore the vast world at such speeds–there’s a grace in the movement and action that’s somewhat rare to see in an open-world adventure game. In an interesting choice, The Pathless doesn’t use a map or fast travel system of any kind. With the use of a special mask, you can highlight points of interest around the map, allowing you to make your way to them at great speeds.

During the developer presentation, creative director Matt Nava explained their intentions with the open-world design in The Pathless and how it emphasizes the player’s need to explore and keep moving.

“We looked at other open world games like Far Cry and Breath of the Wild that are full of interesting ideas, but they’re so big compared to the ability of the character to move, and they’re often so dependent on you having an understanding of the world in a 2D way with the map,” said Nava. “So we thought, what if we subverted the ideas of open-world games, and twisted it on its head. For instance, fast travel in other games is often a solution to the problem of [traversal] because the characters are so slow. The reason why they’re so slow is that the game needs to load; you generally don’t want characters to move too fast to trigger loading. So we decided to make a fast character, and as you go, you get faster. You get upgrades, your eagle flies higher, so it kind of lets you fast travel in a way. As you unlock more areas, you unlock more ways to traverse those areas, which creates this equilibrium in your ability to traverse the space, versus how big the space is.”

The Hunter’s main ally is her eagle, who is useful during puzzle sequences that involve carrying objects to open pathways and comes in clutch during general traversal. In addition to allowing the main character to glide, you can also upgrade the eagle to flap their wings, giving the Hunter extra lift. The eagle is a great complement to exploration and puzzle-solving, and it was nice to be able to bond with another character while on the move. While the focus on restoring the fallen gods is the backbone of the story, there’s still optional areas and hidden secrets to find, which will help you unlock more abilities for your characters. According to the developers, it’s possible to collect certain upgrades earlier than intended to reach places that you weren’t supposed to in the opening hours–which they want players to take advantage of.

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During the later levels, The Pathless will add in more of an element of danger as the corrupted gods make their presence known. While you can see the growing malevolent force in the distance, it will spread as time passes. Eventually, the force will begin to overtake the zone you’re in, and once it reaches you, you’ll come face to face with the area’s fallen god who takes the shape of a giant, beastly animal. In a surprising stealth sequence, you’ll need to reunite with your eagle while avoiding the gaze of the roaming god. They’re surprisingly tense moments, and oftentimes they can show up when you least expect it. While you do have the time to explore at your leisure, taking too much time will have the game remind you what your true objectives are in dramatic fashion.

I was an admirer of Giant Squid’s Abzu, and I was pleased that The Pathless is continuing on with that similar style and approach within the design of an open-world game. The opening hour offers an intriguing start to what appears to be a larger adventure, one that manages to keep a low-key vibe while exploring. There’s something of a quiet beauty to exploring the world, which I felt was refreshing. Open-world games taking a minimalist design scheme is a rarity, and it looks like The Pathless will be taking that style further with the advancing story, while also making the actual moment-to-moment exploration fun to engage with.

Now Playing: 7 Minute Of The Pathless Gameplay