Amazon’s Lord of the Rings Series Will Include These Classic Characters

Amazon’s upcoming Lord of the Rings streaming series will purportedly include three classic characters previously depicted in the Peter Jackson-directed films.

According to a tweet from TheOneRing.NetSauron, Galadriel and Elrond will appear on Amazon’s Lord of the Rings series.

Earlier reports pegged Morfydd Clark as playing the role of the young Galadriel, one of the great Elves of Middle-earth, portrayed by Cate Blanchett in the Peter Jackson movies. Hugo Weaving played Elrond, Lord of Rivendell, in those films.

The villainous Sauron was played in humanoid form by Sala Baker, while Alan Howard voiced the antagonist in The Lord of the Rings: The Fellowship of the Ring and The Lord of the Rings: The Return of the King. Sauron, disguised as Necromancer, appeared in the Hobbit movies where he was played by Benedict Cumberbatch.

The super-expensive show already has a multi-season commitment from Amazon. Production had begun earlier this year in New Zealand before shutting down due to the coronavirus pandemic. Filming reportedly aims to resume in September.

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Amazon’s Lord of the Rings takes place during Middle-earth’s Second Age, a period only briefly seen in the Lord of the Rings movies. In our extensive breakdown of the Second Age, we said the setting “spans a long period of time in between the banishment of Morgoth (the original Dark Lord) and the first defeat of his servant Sauron. The Second Age is defined by key events like the rise and fall of the kingdom of Númenor, the creation of the Rings of Power and the formation of the Last Alliance that temporarily saved the world from Sauron’s wrath.”

The long-lived, half-elven Elrond was the captain and herald of Gil-Galad, the High King of the Ñoldor, during the Second Age. During this time, Elrond fought in the War of the Last Alliance, which saw Men and Elves battling against Sauron. These events were depicted in Jackson’s Fellowship of the Ring.

In addition to Morfydd Clark as young Galadriel, Amazon’s Lord of the Rings series cast includes Robert Aramayo, Owain Arthur, Nazanin Boniadi, Tom Budge, Ismael Cruz Córdova, Ema Horvath, Markella Kavenagh, Joseph Mawle, Tyroe Muhafidin, Sophia Nomvete, Megan Richards, Dylan Smith, Charlie Vickers, and Daniel Weyman.

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Transformers: War for Cybertron Trilogy – Chapter 1 Review

This is a mostly spoiler-free review of the first chapter for Transformers: War for Cybertron Trilogy, titled “Siege.” All six episodes are currently available to binge on Netflix.

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Hasbro’s iconic Transformers franchise has been around for over three decades, and with a seventh live-action film reportedly on track for 2022 and an animated feature from Toy Story 4 director Josh Cooley in the works, one might assume the robot-heavy stories are in danger of losing their potency due to sheer overuse. Netflix’s latest venture into this imaginative universe, titled Transformers: War for Cybertron Trilogy, proves that there’s still plenty of Energon left to mine with an action-packed storyline that explores what happened on the Transformers’ home world of Cybertron before the Autobots and Decepticons make their way to Earth.

While the main plot of this six-episode first chapter surrounding the Autobots and Decepticons’ search for the AllSpark will be familiar to fans of the live-action movies, there are some fascinating new bits of lore that are worth tuning in for. One of the most notable and exciting aspects of the series is actually getting to spend a significant amount of time on Cybertron, as opposed to brief flashbacks. Instead of focusing on the Earthbound conflicts, here we get to follow iconic characters like Optimus Prime and Bumblebee through the ruined and abandoned streets of their once-prosperous civilization. It’s a distinctively different, more dystopian atmosphere: we’re watching the Titanic-like inevitable demise of this world rather than the hopeful establishment of a new home.

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The action doesn’t necessarily offer anything new in terms of its execution, but it’s always thrilling to watch some Decepticon-on-Autobot violence in a variety of settings. One scene in particular channels George Miller’s Mad Max: Fury Road, as the Transformers travel through a rust-colored desert while massive tornados and red lightning act as a mesmerizing backdrop. This epic scene also showcases the show’s gorgeous 3D animation, which doesn’t suffer from a lack of fluidity like many other anime-style shows.

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Music and sound design are used to great effect here, with the score appropriately reflecting a somber tone whenever the Autobots are exploring the planet-wide cityscape while booming to a ferocious techno roar once the battles against the Decepticons commence. The actual transformations from robots to vehicles and back again honor the original animated series from 1984, with none of the modern sound elements used in the live-action adaptations. Even some of the inflections of the voice actors, like Frank Todaro’s interpretation of Starscream (whom he’s played in other recent Transformers animated series), are very close to the original version of the character, as voiced by Christopher Collins. All of these tiny, yet vital details make War for Cybertron feel much more connected to the original animated series and less like a spinoff of the Michael Bay films. (The War for Cybertron video games, released in 2010 and 2012, were also able to accomplish that pleasingly retro aesthetic.)

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However, while it firmly establishes its universe’s loyalties, in terms of character development War for Cybertron struggles to give each of its vast ensemble of characters enough time to really stand out. Optimus Prime (voiced by Jake Foushee, who has carried original series and movie actor Peter Cullen’s torch in recent animated series), per usual, is front and center as the leader of the Autobots and embodies the heroic characteristics we’ve come to know and love – which works to his disadvantage, because it makes him a predictable and inspirational but uninteresting character. On the other end of the spectrum, Megatron is one of the more dynamic characters to follow here since he hasn’t really broken bad quite yet, and watching the beginning of his fall is interesting. For instance, when an opportunity presents itself to be rid of the Autobots for good, the Decepticon leader isn’t instantly on board with the whole genocide thing. It’s refreshing to see this iconic villain have priorities other than evil for evil’s sake.

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The supporting cast includes myriad Transformer legends such as Wheeljack (Bill Rogers), Ratchet (Rafael Goldstein), and Ironhide (Kaiser Johnson). But since many of them are relegated to minor plotlines, Bumblebee (Joe Zieja) definitely steals the show. Instead of the relatively diminutive, music-loving version of the yellow hero we’ve seen in the film franchise, this Bumblebee has yet to choose a side in the ongoing Autobot vs. Decepticon battle. It’s enjoyable to watch him slowly (forgive the pun) transform from a devil-may-care smuggler who doesn’t stand for anything into the noble soldier we’ve come to adore. We know where it’s going all along, but of all the characters in this first chapter of War for Cybertron, Bumblebee has the most complete character arc.

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Chapter 1 ends on a mostly satisfying note, as the story effectively sets up the next chapter. However, it feels like the Cybertron portion of the story is a bit rushed – you can feel the urgency as the writers hurry towards the inevitable conflict on Earth. First and foremost, while we are given glimpses and clues as to why the conflict between Megatron and Optimus began, it’s never fully explained to the degree you’d expect in a prequel series, making their relationship feel less complex than their actions imply. In addition to that, we’re given hints at ancient deities, prophecies, and even an abandoned concert hall once used for musical performances, giving the impression that there is still so much more to see on the ravaged planet. Hopefully, this isn’t the last time we’ll see Cybertron during this trilogy.

Nintendo Release Gaps and the Nintendo Gigaleak – NVC 519

Welcome to Nintendo Voice Chat! This week, Casey DeFreitas is joined by Peer Schneider, Brain Altano, and Zach Ryan to talk about the last week of Nintendo. First up, the crew talks about Nintendo franchises we haven’t seen in a while. Did you know it’s been 16 years since the last F-Zero game? Then, the panel discusses the huge Nintendo Gigaleak that has revealed a ton of new information about old Nintendo games, including Super Mario 64. Plus, hear about Persona 5 Scramble finally getting confirmed for the west and Animal Crossing’s save backup services. Finally, we wrap up with one of your listener questions on Question Block.

Timecodes!

  • 00:00:00 Welcome!
  • 00:01:19 Nintendo franchise release gaps
  • 00:19:28 The Nintendo Gigaleak
  • 00:35:50 Audience Yaps
  • 00:44:22 More news!
  • 00:48:30 What we’re playing
  • 01:00:00 Question Block

Games out this week:

  • Sagrada, $14.99, Out now
  • They Breathe, $3.99, Out now
  • Heroes of Hammerwatch: Ultimate Edition, $19.99, Out now
  • Kingdom Rush, $9.99, Out now
  • Nowhere Prophet, $24.99, Out now

What we’re playing:

  • Peer: Paper Mario: The Origami King, Carrion, Crysis
  • Brian: Carrion, Panzer Paladin
  • Zach: Paper Mario: The Origami King, Carrion, EarthBound

NVC is available on your preferred platform!

You can also Download NVC 519 Directly Here

You can listen to NVC on your preferred platform every Thursday at 3pm PT/6pm ET. Have a question for Question Block? Write to us at [email protected] and we may pick your question! Also, make sure to join the Nintendo Voice Chat Podcast Forums on Facebook. We’re all pretty active there and often pull Question Block questions and comments straight from the community.

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Logan Plant is the Production Assistant for NVC. You can find him on Twitter at @LoganJPlant.

Epic Games Store Finally Gets Achievements and Mod Support

The Epic Games Store is finally getting achievements and mod support.

Epic Games Store users have been requesting achievements basically since the launch of the store in 2018 and it seems the feature is finally happening. Epic Games said on Twitter on July 29 that certain games will start displaying the achievements as they’re unlocked, but it didn’t name which games it’s referring to.

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“Certain games on the Epic Games Store may begin to display achievements as you unlock them,” the tweet said. “This is an early version of the feature and you can expect to see changes & adjustments. We’ll have more info to share on achievements in the future, so stay tuned!”

Nothing more was said beyond that but the tweet does include a quick video showcasing what an achievement pop looks like in an Epic Games Store-launched game. You can check it out below.

That same day, it was announced that the Epic Games Store would begin supporting mods and that MechWarrior 5:  Mercenaries would be the first game on the platform to support them.

“We are extremely excited to announce that MechWarrior 5: Mercenaries is the first game to participate in the Beta launch of Epic Games Store Mods,” MechWarrior 5 developer Piranha Games said in a blog post. “With this release, discovering and installing MW5 Mods made by the amazing modding community will be easier than ever, integrated directly into the existing Epic Games Launcher.”

As noted by Piranha Games, the mods feature of the EGS is in beta. It’s unknown at this time when the feature will leave beta. Their blog post highlights a few community-created mods that players can expect to utilize for MechWarrior 5. After giving that a look, read about how the Epic Games Store is the first real threat to Steam.

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

Halo Infinite Developer Addresses Graphics Following Gameplay Reveal

Halo Infinite developer 343 Industries has addressed some of the biggest concerns following its Xbox Games Showcase reveal, including graphics, if there will be a multiplayer beta, and how the game will handle microtransactions.

The answers to these questions and more were discussed on Halo Waypoint, and 343 came right out and acknowledged the feedback, both good and bad, that followed Halo Infinite’s campaign gameplay reveal, beginning with the graphics.

Community manager John Junyszek explained that there are “two key areas being debated around the community – overall art style and visual fidelity.”

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“Based on our learnings from Halo 4, Halo 5, and Halo Wars 2 – along with strong community feedback – we decided to shift back towards the legacy aesthetics that defined the original trilogy. With Halo Infinite, we’re returning to a more ‘classic’ art style which was a key message going back to the very first reveal that garnered enthusiastic and positive responses. This translates to a more vibrant palette, “cleaner” models and objects with less “noise”, though it doesn’t mean less detail. While we appreciate this may not be everyone’s personal preference, we stand by this decision and are happy to see it resonating with so many fans around the world.”

“The second theme being discussed involves visual fidelity. Negative feedback in this area includes comments around characters and objects appearing flat, simplistic and plastic-like, lighting feeling dull and flat, and object pop-in. We’ve read your comments, we’ve seen the homemade examples of retouched content, and yes we’ve heard the Digital Foundry assessments. In many ways we are in agreement here – we do have work to do to address some of these areas and raise the level of fidelity and overall presentation for the final game. The build used to run the campaign demo was work-in-progress from several weeks ago with a variety of graphical elements and game systems still being finished and polished. While some of the feedback was expected and speaks to areas already in progress, other aspects of the feedback have brought new opportunities and considerations to light that the team is taking very seriously and working to assess. We don’t have firm answers or outcomes to share yet but the team is working as quickly as possible on plans to address some of the feedback around detail, clarity, and overall fidelity. The team is committed and focused on making sure we have a beautiful world for players to explore when we launch.”

As for the Multiplayer Beta / Flighting, Junyszek reiterated what 343 head Chris Lee stated last week, saying their plans for a multiplayer beta have been impacted “in large part due to the challenges of working from home during the COVID-19.”

343 is not sure a Beta will end up happening, but it is hoping “to have an opportunity for broader hands-on before release.”

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Microtransactions in Halo Infinite were confirmed back in 2018, but Junyszek reassured fans that Halo Infinite “will not include real-money loot boxes.”

This should come as a relief, especially considering the level of player customization that will be part of Halo Infinite. As Junyszek said, “If you liked the level of armor customization options in Halo: Reach, you will be pleased.”

There were many other smaller details in this Infinite Inquires post, including the reduction of Kill Barriers and “Return to Battlefield” zones in the campaign to encourage exploration in Halo Infinite’s open world, and confirmation that the Battle Rifle (BR75) will be making a return.

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Additionally, the new grapple hook will make its way to multiplayer, but will function a bit differently and will be available as an item that can be picked up on the battlefield.

Halo Infinite will be released on Xbox One, Xbox Series X, and PC in Holiday 2020. For more on the latest Halo game, be sure to check out more details on its villain and story, why there won’t be a Halo Infinite 2, and why Halo Infinite will be a perfect jumping on point for new players.

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Have a tip for us? Want to discuss a possible story? Please send an email to [email protected].

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Skater XL Review

Unlike the Birdman’s games – or the one with actual birds in it – Skater XL is a serious and mostly authentic and grounded simulation of skateboarding and it innovates in a truly engrossing way with its nuanced and tricky two-stick control system. There have been times over the last several days when I’ve become deeply immersed in the process of learning a new trick and executing it perfectly on a cool line I’d found some place within the maps.

However, playing on Xbox has exposed the fondly-regarded PC version’s secret: it’s heavily reliant on user-made mods to flesh it out. This has left the console version feeling extremely light on content at launch and, combined with some regularly occurring jankiness, the result is something that generally feels more like a tech demo than a complete game.

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Skater XL’s controls may initially seem familiar to Skate’s gesture-based brand of analogue stick flicking – and it’s true that there are some rough similarities – but mastering Skater XL’s controls is actually like learning a whole new language.

In Skater XL, each thumbstick represents the skater’s corresponding foot. That may sound simple but sometimes it’s a bit like rubbing your belly with one hand while… braiding your own hair with the other. Even a straightforward kickflip requires you to pop the board with your back foot and then execute a properly-timed kick with your front foot. If you chuck a rotation in there, that’ll require one of the triggers. If you want to throw a grab on top of it all, that brings in the bumpers – and all of a sudden you’re squeezing your controller from all angles like it owes you money.

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Tre Cool

During my second morning playing I attempted a tre flip, which in Skater XL requires two similar yet slightly out-of-sync movements with each stick. I couldn’t get it. I just couldn’t remotely nail the timing, and the angles were beyond me. Skater XL was asking my monkey fingers for Moonlight Sonata and all they had to give was Mary Had a Little Lamb. At one stage I even noticed there’s an achievement for performing 10 tre flips in a row. I scoffed. It was never going to happen.

But I made a few more attempts, and those few attempts turned into a few more attempts, and a few more attempts after that. Eventually I landed one. Then three in a row. Then 10 in a row. Skater XL’s controls are a bit of a wall to crash through compared to, say, an arcade skate experience like any Tony Hawk game out there, but because they ask you to practise and practise, there’s a quaint loop here that imitates the spirit of the real thing – or, at least, learning a real, physical skill – in a satisfying way. Try. Fail. Try again. Fail again. Try again, succeed, celebrate.

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American Wasteland

That loop, however, is all Skater XL has. There’s no campaign for its four pro skater characters or even a path through its five core maps or the three user-made maps from PC modders that have been curated and added to the console versions. There’s no ultimate goal beyond “go skate.” Each of the maps has a list of challenges you can complete but they feel a bit like a long series of tutorials. This may be enough for skaters who just want to noodle around, bust tricks, and experiment with the video editor, but for those accustomed to more substantial skating games I expect Skater XL may feel a bit like the part of a game you play while you wait for the rest to install.

The high school level feels very authentic, there’s a faithful rendition of the West L.A. Courthouse spot, and the downtown L.A. map also features riffs on several iconic spots skaters will likely recognise, but they’re all completely lifeless. No NPC skaters, no moving vehicles, no multiplayer; just you. The visuals and bright and sharp and the menus are clean and unobtrusive, but the visual quality is a little uneven overall. There’s some great detail on some of the surfaces, in particular – like the benches and pillars of the West L.A. Courthouse spot bearing the scrapes and scars of a few thousand 50-50s – but certain things don’t quite stand up to the same level of scrutiny (like shirts clipping through pants or the fuzziness on props like cars).

The Big Ramp level is fun in bursts, but there’s no denying that it undermines Skater XL’s focus on making you strive hard to perfect the fundamentals of straight street skating when I can bust out a successful backside 1800 into… a port-a-loo, by accident. There’s big rift between the gritty, harder-than-it-looks urban skating Skater XL wants to celebrate and the fact you can successfully land a double-900 from low orbit on flat ground without your ankles exploding, and then… skate off through the desert. It just doesn’t feel finished.

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There’s a halfpipe on the Big Ramp for transition skating, too, but it’s unreliable and I find whenever I get into a groove I end up exiting the pipe or landing on the coping unintended and bailing. The bails aren’t particularly great, either; if skaters aren’t freezing their limbs in odd positions they’re regularly clipping through the environment. They can be hard to predict, too; sometimes you’ll pop off the same low rail half-a-dozen times and collapse in an unexplained heap all but once, and other times you can accidentally fall from a freeway bridge and skate away with no hassles.

The audio is very good, however, and there’s a nice suite of honest skating sound effects. With the short soundtrack turned off there’s an almost meditative quality to the hiss of rolling wheels and scraping ply.

Call Of Duty: Modern Warfare/Warzone Season 5 Adds New Shadow Company Agency

Call of Duty: Modern Warfare and Warzone‘s big Season 5 update is nearly here, and now developer Infinity Ward has offered a few more details on what to expect.

Season 5 introduces the Shadow Company, which is a “mysterious new private military company” that is aligned with the Alliance, but in name only.

“An elite PMC, Shadow Company operates outside the boundaries of the original Armistice. Forged from the fires of in-fighting between the Coalition and the Allegiance, Shadow Company has a framework and agenda all of their own,” Infinity Ward said in a blog post.

Shadow Company is a “splinter group” that has grown impatient with Captain Price and his leadership. The squad is coming to Modern Warfare to “deal with terrorist threats directly.”

The Shadow Company includes the new Operators Rozlin “Roze” Helms (who formerly was aligned with the Jackals faction), along with Velikan, and Marcus “Lerch” Ortega.

Lerch is a former US Marine from Plano, Texas who struggled to re-adjust in civilian life, so he joined the private military company. “There’s no contract Lerch won’t take on nor challenge he won’t face which is how he finds himself in Verdansk leading the other Operators of Shadow Company,” Infinity Ward said.

Fewer details are available for Velikan, who is described as “a shadow of a shadow.”

“Tales of his exploits are written off as fairytales at best and gross exaggerations at worst. Those who know him never speak ill of him. Whether it’s due to fear or respect, no one knows,” Infinity Ward said.

As for Roze, we don’t know anything about her beyond her roots with the Jackals.

More details should become available very soon, as Season 5 is expected to release beginning the first week of August on PS4, Xbox One, and PC. A new Battle Pass is coming, too. For now, you can check out the new Season 5 trailer above.

In other news, Modern Warfare and Warzone are now offering double XP, which comes at a good time for those looking to advance through the ranks and claim more Battle Pass items.

GameSpot may get a commission from retail offers.

Grindstone’s Huge New Update Adds 50 Levels And Daily Challenges To Apple Arcade Exclusive

Grindstone, an Apple Arcade launch title that remains exclusive to the service, has just received a major update full of new content. The Daily Grind update adds a new daily mode, as well as 50 new levels and more.

The new mode is a daily challenge with leaderboards, so you can log in every day and try to dominate. It’s designed with long-term players in mind. You’ll be able to access the new Shrine of Greed and fight your way through four levels to reach a high score.

The new levels introduced bring the game up to 230 levels total, and they can be unlocked with Grindstones. They’ll likely be trickier than what was available in the base game. There’s also new items to unlock, with a new Pickaxe and Goldrush Garb to nab.

There’s also five new Gold Item Blueprints available, and you can get them by beating mini-bosses at the end of each new cave added in the update.

Grindstone earned strong reviews at launch, and has a Metacritic average score of 90. It’s available only through Apple Arcade.

GameSpot may get a commission from retail offers.

Tempest 2000 Dev Jeff Minter’s Next Game, Moose Life, Is Out Soon With VR Support

Jeff Minter has been delivering strange, unique games since the early 80s, and that trend is going to continue on August 12 with the release of Moose Life. The game, which now has a Steam page with a release date (as picked up on by Eurogamer), is an arcade shooter with VR support.

The game continues on with the style of gameplay Minter pioneered with 1994’s Tempest 2000, meaning that it’s another tube-style shooter made to feel like older Vectrex arcade games.

“Moose Life is the latest step on our journey into euphoric trance,” the Steam page reads. “Created in the style of an 80s arcade game, but in fully immersive 3D/VR. You’ll feel like you are inside the mind of Eugene Jarvis himself.”

Eugene Jarvis is a developer who worked on various arcade games, including Defender and Robotron 2084. He was recently involved with Nex Machina.

You can check out a video of Moose Life from Minter himself, below. The video, posted in January, shows the first 21 levels played in VR.

A PS4 release for Moose Life is also planned, although it’s not clear if that version will release in August too.

Minter’s most acclaimed game in recent memory was Polybius, a similarly trippy shooter experience.