Wonder Woman 1984 Inspires These Unique Xbox Consoles

Microsoft has partnered with Warner Bros. to create multiple special-edition Xbox consoles to help promote the release of Wonder Woman 1984, which just had a big showing at DC Fandome. Microsoft has created three custom Xbox consoles that are inspired by the armor and outfits of the female characters in the film.

The first of these is the Golden Armor Xbox One X console that takes inspiration from Gal Gadot’s armor in the movie. It’s made of 24-carat gold leaves, and it includes a matching gold Xbox controller. Microsoft is auctioning off this console on Charitybuzz to help support Together for Her, an initiative that is assisting victims of domestic violence during the coronavirus pandemic.

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The second is the Lasso of Truth console that is inspired by Wonder Woman’s famous lasso. It sports an orange design, with the lasso draped across the front. A rainbow version of the Wonder Woman logo is also featured on the console, with the controller design matching it. You can win the Wonder Woman Lasso of Truth console by liking or retweeting a tweet from the Xbox account.

The third one is the Barbara Minerva console, it’s inspired by the villain of Wonder Woman 1984, Kristen Wiig’s Cheetah. The console features a snakeskin pattern and fake leopard fur, with a matching controller. It sure looks like this would make the console overheat. It’s also unclear how the Barbara Minerva console will be given away or sold.

While Wonder Woman 1984 is still a couple months off from hitting theaters on October 2–if that still happens–ideas for a third Wonder Woman movie are already being floated. “There’s one more thing I’m craving, which is true to her theme, which is true to everything that she stands for, that I’m like, ‘Ooh, there’s one more chapter of Wonder Woman that we don’t quite get,'” director Patty Jenkins said during a set visit. “‘It doesn’t quite make sense for this movie. It didn’t for the last either.'”

The aforementioned set visit did clue us in on what we can expect from the October movie, and you can read all about the things we learned from GameSpot’s visit to the WW84 set.

Can You Play Fortnite Season 4 On iOS And Android Devices?

The fate of Fortnite’s future on iOS and Android is unclear, especially since Epic’s legal battles with Apple/Google have just barely begun. What we know right now is that Apple and Google have both removed Fortnite from stores, but if you have an Android or have previously downloaded the game on iOS, you can still play Fortnite. (You can read GameSpot’s guide for more detailed information.)

Having access to future Fortnite seasons, including Season 4 that drops on August 27, however, is another matter. Check out the sections divided by mobile platforms below to see if you’ll be able to play the new update.

Can you play Fortnite’s Season 4 on iOS/iPhone/iPad?

No. If you have an Apple device, you will NOT be able to play Season 4. Epic Games released a statement, specifying, “Players on iOS devices will be left behind on Chapter 2 – Season 3 while everyone else jumps into the Chapter 2 – Season 4 launch on August 27.”

Basically, if you play on an iOS device, you can only play with other iOS device users in Fortnite’s Chapter 2, Season 3’s 13.40 version. Players on other platforms will be moving onto the new Season 4. Cosmetic purchases, however, will still work across all devices.

Can you play Fortnite’s Season 4 on Android?

Yes. On Android devices, you can get Fortnite from the Epic Games Store directly instead of Google Play. Or if you have a Samsung, you can also download Fortnite from the Samsung Galaxy Store. Installing Fortnite using these methods on Android will also allow players to purchase V-Bucks at the new reduced rate.

So what is the latest update on Epic’s lawsuit against Apple?

In the latest update from Epic and Apple’s legal battle, Judge Yvonne Gonzalez Roger denied part of Epic’s appeal for a temporary restraining order on August 24. As a result, Epic will not be allowed to restore Fortnite to Apple stores. However, the judge also simultaneously declared that Apple cannot interfere with developer tools like Unreal Engine. Epic previously claimed that Apple made movements to block Epic’s access to such tools. The ruling is only temporary and a hearing on a preliminary injunction to determine the actual scope of the trial will be held on September 28. You can read GameSpot’s full primer on what’s going on with Epic’s Fortnite Ban and its legal battle with Apple/Google.

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Ooblets Roadmap Reveals A Year Of New Content And Release Date Window

Ooblets developer Glumberland has launched a roadmap for its farming and card-based dance battles game. Currently in early access on PC and Xbox One, Glumberland plans to spend the next year building up to a full release, which will be in mid-late 2021. “These are some of our current goals but not promises about our schedule,” the studio wrote in a new blog post. “Things always take way longer than you might expect so we could be way off on these estimates. We’ll try to adjust the schedule as we get a better idea of things.”

September will see the launch of the Nullwhere Update, which will add a new region to visit, new ooblets to collect, more crops, and new recipes. While players have been able to win Nullwhere ooblets through Dance Barn tournaments, the versions available in their home region will include rare and gleamy critters. New clothes are also on the September docket, but Glumberland says that this feature could also be released a month later instead.

As for October, a small scavenger hunt is being considered as part of a proposed Halloween event, while December will add the Wildlands update to Ooblets. This region will allow you to retrieve ooblets you’ve rehomed there previously, and small lore items might also be added to the update. Early 2021 will introduce the Port Forward update, another region, new clothing, and furniture. By the middle of 2021, Secret major update v0.7 will add another new stretch of land to explore and a continuation of the meta story. By late 2021, Glumberland will be ready to launch Ooblets as a fully realized game.

You can read the official roadmap from Glumberland below:

Ooblets Roadmap

July 2020

  • Launch! Our launch version was 0.3.42
  • We somehow managed to make 25 patches in the month following release!

September 2020

  • Our first major content update, the v0.4 Nullwhere Update!
  • Nullwhere will finally be a visitable region with associated ooblets, new crops, and new recipes.
  • The ooblets in Nullwhere will be ones you’ve already been able to get through winning Dance Barn tournaments, but now you’ll be able to find uncommon and gleamy versions, too! We’ll also hopefully have new custom movesets for them, as well.
  • We might put some new clothes in here as well, but might also push that to October as part of a Halloween event.

October 2020

  • Not sure what it will be yet, but we’ll hopefully have some sort of small Halloween event, like a scavenger hunt!

December 2020

  • The Wildlands Update, v0.5 with an accessible Wildlands where you can retrieve ooblets you’ve rehomed there previously.
  • It might also be cool to have some snowy weather features added!
  • We have a bunch of small lore items written out but not implemented that we’ll try to include in this update, too.

Early 2021

  • The Port Forward Update, v0.6 with Port Forward as a visitable region and new clothes, furniture, and decor

Early/ mid 2021

  • Secret major update v0.7 with an unannounced new region and continuation of the meta story

Mid/ late 2021

  • 1.0 Full launch! With a new unannounced visitable region and continuation/conclusion of the meta story

For more, you can read GameSpot’s Ooblets early access review, which praises the cheerful attitude and colorful style of the game.

Now Playing: Ooblets Trailer – PC Gaming Show 2018 | E3 2018

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Skullgirls Publisher Cuts Ties With Lab Zero Over Harassment Allegations

Several Lab Zero employees recently left en masse due to studio director Mike “MikeZ” Zaimont refusing to step down following harassment allegations. Now publisher Hidden Variable and Skullgirls IP holder Autumn Games have officially cut ties with Lab Zero.

“Autumn Games and Hidden Variable Studios fully support those employees who have chosen to stand by their principles and leave in light of that behavior, and we find their allegations to be credible,” the statement reads. “As such, effective immediately, we will no longer be working with Mike Zaimont or Lab Zero Games.”

The statement goes on to emphasize that Hidden Variable is an independent studio and its formal relationship is with Autumn, not Lab Zero. But, it says, Skullgirls will continue, without Zaimont’s involvement.

“We know how much Skullgirls means to the community and how many of you have given so much of your time, energy, love, money, and support to enable Skullgirls to thrive,” it states. “In light of recent events, we understand that this is a trying time for everyone involved. That said, Skullgirls is bigger than any individual, and it will take more than the unacceptable behavior of any one person to bring it down.”

The statement concludes by recommitting to building new Skullgirls content going forward, and praises the hard work of “dozens of dedicated developers, artists, designers, and more.” It says it hopes that the planned Annie update for Skullgirls Mobile can “serve as a fresh start for the next phase of Skullgirls development, unburdened by the events of the past.”

Employees who left said that Zaimont bullied and intimidated employees. They had confronted him with the behavior and say Zaimont apologized promised to step down, but then refused–prompting the employees to leave instead. One of the employees retweeted the statement asking fans to please continue supporting Skullgirls and the “many wonderful people” who work on it.

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WWE’s Thunderdome Brings The Noise And Excitement To Summerslam

Over the past week, WWE rolled out a “Thunderdome” arena concept to compensate for the absent live audience. Based on the August 21 episode of Smackdown (where it debuted) and the following Summerslam PPV on August 23, the Thunderdome boils down to two key enhancements.

The first enhancement is visual: WWE went all out on its superstars’ entrances. Lots of pyro and lots of lights were the order of the day. The massive LED screens by ringside enhanced the entrances further with thematic graphics. And when the entrances weren’t happening, the LED screens broadcasted the faces of hundreds of WWE fans, who registered for a virtual seat on the broadcast and agreed to lengthy Terms and Conditions.

The second enhancement is audio: there is a constant, ambient “crowd noise” that permeates the entire show. The noise goes up and down in response to the action; when the babyface wins, you hear more cheers; when the heel makes his or her entrance, you hear more boos. The implication is that the on-camera viewers are the ones making the crowd noise, but that’s almost certainly not the case. Any genuine crowd response has been significantly enhanced to sound like a bigger crowd and to respond with the face/heel reactions that WWE desires.

The Thunderdome was a successful theatrical presentation; this is the most that WWE has felt like WWE since the COVID pandemic began. WWE is fond of saying that its fans, the WWE Universe, are the most essential part of their shows. The LED screens prove the point; even virtual fans in attendance are better than no audience at all.

Part of the reason why it works is because the WWE already lies to its audience as a matter of practice. None of the choreographed, predetermined fighting that we see is “real” in the manner that a competitive sport is supposed to be real. People who dislike wrestling find this difficult to get past, but fans want to suspend their disbelief for the performers. And suspending belief over the production of the show–the pumped-in sound of the crowd, the appearance of the audience–is a tiny logistical hop from that. Hearing a loud crowd in an empty arena or action movie music during a lobby brawl can feel vaguely condescending, due to its lack of effort. But hearing crowd noise while seeing a virtual broadcast of people? It’s enough commitment to the lie that the audience will gladly play along.

WWE has also been preparing us, passively, for the moment when the backstage crew becomes fully complicit in the deception. Ostensibly, the production team is an impassive observer, there to capture the actions of the performers. But over time–particularly in the last 20 years–the production crew has actively driven the narrative forward and enhanced the overall experience.

Take surprise entrances, for example. It used to be that if an unexpected performer came out from behind the curtain, the production crew wouldn’t play their music. How could they, if the appearance was a “surprise?” Today, that’s rare. The production crew has the music all cued up for any appearance, no matter how “unexpected.”

The production crew cuts between cameras to maximize the impact of high-risk maneuvers, and blocks shots to hide match interference until the last possible second. It also enables the supernatural elements of a superstar’s entrance, from the Undertaker’s lightning bolts and raising of the house lights, to the hallucinations of Bray Wyatt’s Firefly Funhouse.

Of course, WWE will be better when the audiences finally return; the Thunderdome, for all its enhancements and appearance of a live audience, isn’t the real thing. But until then, this is the best possible substitute, with just enough smoke and mirrors for us to accept being lied to. And there’s additional ways to make the lie even more complete. How about cuing up audience chants? How about creating more specific audio cues to signature moves and finishers? How about interacting with the virtual audience at ringside? The possibilities abound.

Tenet: 6 New Things We’ve Learned About Nolan’s New Movie

Ahead of Tenet releasing in some regions of the world, IGN was able to attend an online Q&A session with director Christopher Nolan, producer Emma Thomas, as well as the cast and score composer. It was a rare opportunity to learn more about Tenet, which has – in the traditional Nolan way – had its secrets kept firmly in the shadows during production and marketing. We’ve finally learned a few new details, though, and so we couldn’t not share them with you. Here’s everything new that we’ve learned about Tenet.

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It’s a Bond-like spy thriller with a global threat

It’s long been known that Christopher Nolan has been inspired by the James Bond films, but Tenet is the first of his films that actually is a proper spy film. And, in true Bond style, it’s a movie that takes its characters to numerous places across the world.

The international nature of Tenet – which involves countries like Ukraine, Mumbai, and Norway – isn’t just there as homage to 007; it actually informs the underlying threat of the narrative. “What we’re exploring in Tenet is a threat to the entire world,” says Nolan. “And I think by showing more of the world and the people of the world, you are constantly reminded of the scale of the threat. It’s not localised, it’s something that threatens all of us around the world.”

That’s not to say there isn’t a lighthearted side to exploring beautiful locations that may be foreign to many in the audience. The international playground element of espionage cinema is something that has enthralled Nolan since he saw The Spy Who Loved Me at the age of seven.

“What I remember and what I try to retain from that experience is the feeling of possibility,” he says. “That you could jump through the screen and go anywhere in the world and see amazing things. I’ve spent a lot of my career trying to get back to that feeling and try to give that feeling to audiences.”

The time-inverted sequences were inspired by a graphic artist

Tenet’s inverted approach to time is influenced by an unlikely source. Rather than a philosopher or scientist, Nolan was actually inspired by the works of dutch graphic artist M.C. Escher.

“I actually take a lot of visual inspirations from M.C. Escher,” says Nolan. “I tend to think in diagrammatic terms when I’m writing, and try and lay out directions of time and how they might fold in on each other. I cite Escher as a main inspiration on the script, actually.”

Escher is famous for his mathematical lithographs, and is arguably most well known for his endless staircase; an idea that is directly featured in Inception as a component used in dream architecture.

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The main characters are driven by faith and chaos

Tenet’s two leads, John David Washington and Robert Pattinson, may work together in the film, but they bring two very different energies to the mission.

“I led with faith, and the belief in humankind and the ability for human beings to evolve,” says John David Washington of his process in bringing The Protagonist to life. “He was willing to die for that belief, that central tenet. I imagine him being recruited at an early age because he had that drive and love for people then. He uses his vulnerability as a strength and as a weapon.”

Washington began with combat in order to craft his interpretation of the character. The start of “Nolan University” began with intense fight training, rather than any dialogue-based rehearsal. “I’d never worked that way before,” he says, “letting the physicality of the man dictate how I would approach it.”

In opposition to Washington’s faith-led Protagonist is Robert Pattinson’s Neil, who could perhaps be described as ‘chaotic good’ in his approach.

“Once I sort of realised that you can play Neil as someone who enjoys the chaotic situation he’s in, that seemed to be a touchstone for the rest of the character,” says Pattinson. “Neil is just one of those people who’s like ‘I love this, I love living in a nightmare’.”

He’s also much more aware of his own situation than The Protagonist. “There are so many layers to the characters, and you have to make it a part of the character’s consciousness,” says Pattinson. “He’s strangely aware of the layers of his own character.”

The villain has “struck a devil’s bargain”

Keneth Branagh plays the film’s antagonist, Andrei Sator; a Russian oligarch who Branagh describes as having struck “a devil’s bargain.” He likens Sator’s arc to that of the legend of Faust, the German character who leads a highly successful but unsatisfying life, and so trades his soul with the devil in exchange for knowledge and pleasure.

“It grants him this terrifying power, but it also curses him with this terrifying loneliness,” he explains.

Quite if that loneliness makes Sator a sympathetic character remains to be seen, especially considering how Branagh describes the eventual outcome of his master plan: “He’s a man who plays fast and loose with his own soul, and the consequences for humanity are absolutely appalling.”

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Christopher Nolan’s breathing is part of the soundtrack

Inception has its brahms. Dunkirk has the ticking clock. And Tenet has… erm… Christopher Nolan breathing. Yes, as part of creating Tenet’s soundscape for its original score, composer Ludwig Göransson made use of the director’s own breath.

“We use some human sounds from someone breathing into a microphone very heavily,” he says. “Part of [the sounds used for the antagonist] is actually Chris’s breath that I took and manipulated, turned it around, and made it into this really uncomfortable, raspy sound.”

A real plane was crashed at a real airport

You may be aware that Syncopy, Christopher Nolan’s production company, purchased a real Boeing 747 for an explosive action sequence in Tenet. What you may not be aware of is that, as if that wasn’t audacious enough, the scene itself was filmed not in an empty field or studio lot… but an actual airport.

“That sequence in particular took an awful long time to prep just from a logistical standpoint,” recalls producer Emma Thomas.

“We were doing something at an airport, which is a working airport, and that’s not traditionally what they do at that airport,” she laughs.

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For more on Christopher Nolan’s latest, check out our Tenet review and round up of the critics’ thoughts, as well as the new poster and Nolan’s discussion on how few visual effects shots there are in the film.

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Matt Purslow is IGN’s UK News and Entertainment Writer. 

The Sinking City Developer Explains the Game’s Disappearance from Some Platforms

Frogwares, the developer behind The Sinking City and the Sherlock Holmes game series, has explained why The Sinking City has been removed from sale across multiple platforms, accusing publishers Bigben Interactive and Nacon of repeatedly breaching contract, withholding at least €1 million in royalties, falsely implying ownership of the IP, and more.

In a lengthy open letter, a Frogwares spokesperson explained that, in 2017, the company signed a licensing agreement with Bigben (which subsequently merged with and became known as Nacon) in which the publisher would sell and commercialize The Sinking City, with Frogwares retaining the intellectual property. Frogwares has provided IGN with documents from the 2017 agreement that make clear that the developer retains ownership of the IP. That deal would see Frogwares earn a revenue share on sales of the game, with additional payments for a series of production milestones.

During production, Frogwares alleges that Bigben/Nacon repeatedly paid for those production milestones around 40 days later than agreed, with formal notices for payment served by the developer on several occasions. The developer also alleges that Bigben/Nacon demanded that it be given the source code for the game and, when Frogwares didn’t comply (as the terms of the agreement stated that the publisher only sell the game), stopped providing any payments for four months.

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Upon the game’s release in June 2019, Bigben/Nacon reportedly canceled all previously approved milestone payments. Speaking to IGN, Frogwares CEO Wael Amr said that Bigben/Nacon attempted to cancel out any royalties owed by alleging “various imaginary damages.”

Upon this move, Frogwares began a legal battle against Bigben/Nacon in August 2019. After the initial lawsuit began, the publisher restarted sending income reports, which Frogwares says were “incomplete and undocumented”, meaning the developer couldn’t correctly calculate revenue, or even see how many units had been sold. One report allegedly explained that an unnamed console manufacturer had itself not paid royalties in 5 months – but that same console manufacturer had paid royalties, during that period, directly to Frogwares for its other games.

Frogwares says that Bigben/Nacon owes approximately €1 million in royalties. However, Amr adds that, “The one million is only the royalties declared by BBI / Nacon. We have questions and are suing over damages for at least €4.5 million additionally.”

Amr also tells IGN that, while it fully controls the Sherlock Holmes series of games, 2016’s Sherlock Holmes: The Devil’s Daughter remains licensed by Bigben/Nacon for another 9 months. Amr tells IGN that Frogwares has, “serious doubts over reports and royalties for this title since we found numerous mistakes over the 4 years of licensing.”

Alongside the alleged non-payments, Frogwares also claims that Bigben/Nacon attempted to create a perception that the game was not owned or created by the developer through various means, including:

 

  • Removing Frogwares’ logo from the front of game boxes and store art, and listing the developer as a “Technical partner”.
  • Buying Sinking City and Sherlock Holmes domain names without notifying Frogwares.
  • Creating a Sinking City tabletop RPG without informing Frogwares.
  • Listing The Sinking City as a Nacon IP when the company went public.

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Amr tells IGN that, despite attempting to contact the publishers during this period, Bigben/Nacon hasn’t replied to any of Frogwares’ direct questions about any of these issues since July 2019.

On April 20, Frogwares moved to terminate its contract with Bigben/Nacon. The publisher reportedly attempted to block the termination by invoking French emergency laws set up to protect businesses during the COVID-19 crisis – a move that Frogwares says triggers a Force Majeure clause in the original contract and allows it to terminate for an entirely separate reason. Frogwares says a judge upheld that termination in July of this year.

That termination – and reported ongoing confusion among platform holders as to who was due the royalties on Sinking City game sales – led Frogwares to remove the game from any platform it doesn’t have an express agreement with.

Explaining the move, Amr tells IGN, “Platforms who signed an agreement with Frogwares only are selling the game with our permission. That includes Origin and Gamesplanet. The platforms which BBI / Nacon had temporary commercialization rights [PlayStation, Steam, more] are the ones where delisting has had to occur either by us or by the platforms themselves when they could not get clarity on who owns the game now.”

Many had noticed that The Sinking City had been removed (something Frogwares has acknowledged previously) but this marks the first time the developer has spoken out on why. The developer explains that it wants the game to become available on those platforms, but offers no timetable for when that could happen.

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I asked Amr how the company had been affected by Bigben/Nacon’s alleged non-payments:

“It’s impossible for such situations to not have some affect on development or morale. So much time and effort that could be spent on more productive things has gone into fighting these issues. Furthermore, we didn’t try to hide the situation from our development team so they were aware of it throughout the process.

“In all honesty this has been going on for years though. The culmination was during the summer of 2019 were we were simultaneously attacked by Focus Home Interactive who delisted 9 of our store listings, cutting off a major source of our revenue and then by Nacon who refused to report and pay millions of euros in owed royalties.

“But we fought back and Frogwares is quite meticulous in terms of finances and so we accumulated a strong cash autonomy over our 20 year existence. We’re surviving and will continue to try our best every time. So despite all this, we’re going to try to celebrate our 20th birthday with pride and determination and just hope we’ll continue to find the support of the players with our current and next titles.”

As for why it’s chosen to make this such a public feud after so long, Frogwares ends its letter by saying:

“It is a shame that in such a creative industry there is so much energy wasted because of such practices. That’s why we decided to write this open letter. We hope that this transparency will help everyone to be aware of what is really going on behind the scenes. We only have one goal: helping to banish bad practices by speaking freely about them, instead of remaining subject to the code of silence. We know that we are not the only ones in this situation. This is our way to bring a stone to the building to make the videogame industry more ethical.”

IGN has contacted Nacon for comment.

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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].

Pokemon Players Crown Their Own World Champion

The 2020 Pokemon World Championships may have been canceled due to the coronavirus pandemic, but that didn’t stop a group of dedicated trading card game fans from throwing their own version of the event. Sponsored by Atlas Collectables, the Pokemon Online Global Championship, or POG for short, saw 1235 players of all ages from around the world compete to decide who was the very best like no one ever was.

Traditionally, players must earn enough Championship Points by playing in sanctioned tournaments to qualify for an invitation to play in the official Pokemon World Championships, but the POG Championship was made open to all players.

The free-to-enter event was spearheaded by Pokemon community organizers Neil Pie and Draydon Davis, who started an Indie GoGo campaign to raise funds that would be used to give prizes to the top finishers. The initial goal of $1000 was surpassed, eventually reaching a total of $4216, unlocking stretch goals that upped the number of players who would receive prize money, added in side events, and made it so the top eight finishers received POG playmats and the winner was awarded a championship trophy.

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Players competed using the Pokemon Trading Card Game Online game client. While the Pokemon World Championships also feature competitions for the core video game (this year it would have been Pokemon Sword & Shield) and Pokken Tournament DX, the Pokemon TCG regularly draws the highest number of competitors and offers the largest first place prize — a cool $25,000 — making it the premiere contest of the event.

Despite not having the resources of The Pokemon Company, the POG Championship went full steam ahead as players competed in numerous rounds over two days, August 23 to 24, until a winner was crowned. In the end, the title of POG Champion (and a $500 prize) went to Isaiah Bradner from the United States, who played a Lightning deck focused around Pikachu & Zekrom-GX and the new Item-locking Vikavolt V. After achieving several high finishes in various regional tournaments throughout the 2019-2020 season, Bradner is now considered to be the “Unofficial 2020 Pokemon World Champion.”

“While this tournament couldn’t compare to the experience of an in-person World’s event — nothing can — it was great to have something that got me hyped and wanting to play Pokémon again,” Bradner told IGN. This was Bradner’s first season playing in the adult age group known as the Masters Division (kids play in a separate Juniors Division and young teens play in Seniors), so it means something special for his first big career win as a Master to be an event on par with the World Championship, whether it’s official or not.

The Pokemon World Championships are known for bringing together players of all kinds from all over the world, and that’s something the POG Championship managed to achieve, as well. According to POG’s Neil Pie, players from 58 different countries were represented, the youngest player was 7 and the oldest was 57, and over 6000 games of Pokemon were played throughout the weekend.

The POG tournament allowed players to use cards from the Standard Format, but whereas several sets likely would have been rotated out for this year’s Worlds given that’s what happened last year, the POG organizers chose to include all sets from 2018’s Sun & Moon: Ultra Prism to 2020’s Sword & Shield: Darkness Ablaze in order to give players a larger and more diverse card pool to work with.

Making it to the final playoff rounds of the tournament were three players from the United States and one from Mexico, Japan, Hong Kong, Brazil, and the Netherlands, respectively. Check out which decks they piloted by clicking through the slideshow gallery below, and head on over to Pokemon TCG expert OmniPoke for an in-depth analysis on how they work.

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Another fan-run Pokemon TCG tournament called the Limitless Online Series ran from April to June. The Pokemon Company is hosting its own online international tournament called the Players Cup, which is currently ongoing. And there are numerous unofficial online tournaments that are held on a daily basis by individual organizers. Though it’s tough to replicate the experience of people from around the globe gathering in a convention hall to compete in a game they love, the Pokemon community is doing what they can to recreate that magic online.

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Joshua is Senior Editor and Producer at IGN. Give him a follow on Twitter @JoshuaYehl and IGN.

New World’s Massive 50v50 PvP War Battles Are Epic

New World isn’t the first game to feature real-time combat with projectiles and PvP mechanics, nor is it the first MMO to feature massive battles with dozens of players on-screen at once. But it certainly is one of the first to do all of those things, seamlessly, in a persistent online world at this scale and visual fidelity. To fully appreciate just how impressive the 50v50 PvP War battles are in Amazon Game Studios’ upcoming flagship AAA MMO, you have to understand the technical details of what makes it all possible.

In a game like Dark Souls, which Amazon cites as major inspiration for New World’s core combat mechanics, every weapon swing, magical spell cast, or arrow fired travels through the air with actual velocity and momentum. This is what allows players to dodge out of the way if attacked at the last second rather than something hitting them no matter what if the enemy had them targeted. Most MMOs don’t have combat like this because calculating all those projectiles and simulating that many physics objects is a hefty undertaking to sync across hundreds of users at once. Luckily, the significant server resources via the AWS (Amazon Web Services) branch of the company makes it possible.

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I’ve played enormous PvP battles in games like Guild Wars 2 and Elder Scrolls Online – they’re absolutely fun and epic in their own right. But those games are a middle ground between modern real-time action-based combat and traditional target-based MMO combat. So when entering the fire-soaked battlefield of a War session in New World, it’s absolutely wild to see so many fireballs, arrows, and gunshots peppering the sky all at once.

Earlier this year I got to try New World at an onsite studio visit, pre-COVID that allowed me to dig into the PvE side of things for a few hours, followed by a quick run as a Defender in a War battle. Yesterday, that was flipped and I got to see things from the Attacker side.

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In New World, a War session lasts a maximum of 30 minutes and is essentially split into three phases: outer control points, breaching the gates, and taking the fort. From what I’ve seen, it’s a well-balanced system that strongly encourages teamwork and cooperation. Both times I’ve played it was mostly just chaos since everyone was new and still learning how to play, but I can imagine if all 100 people on the battlefield knew what they were doing and had rapport with one another it could be an impressive spectacle of combat tactics on both ends.

The first phase tasks the Attackers with capturing three control points. The first point, A, is in the middle of the open field and must be captured on its own before B and C open up. This creates an immediate and frantic slaughter at the very outset as a massive chokepoint of combat. From there B and C flank either side of the fort, requiring the Attackers to either split up or focus on one point at a time, but then that risks the Defenders mounting a foothold on the opposite end.

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After capturing all three points the second phase begins: breaching the fort. Attackers must knock down at least one of the gates on the fort to get inside, while Defenders have to keep them away and repair gates to try and survive. The final phase is simply all about taking control of the central point at the middle of the fort’s courtyard. If the Attackers can do that, it’s game over and that Company now controls the fort and its surrounding city. If the Defenders hold them off long enough and the time runs out, the Defenders win and retain control.

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There are some added layers to it all as well, such as Battle Tokens which can be used to purchase new supplies like healing items, ammo, and repair kits, as well as siege weapons to deploy along walls or on the battlefield. It adds a good sense of mid-game progression.

As great as the War mode is in and of itself, I still have some concerns about New World’s longevity and depth. There is only the one style of fort with only that exact layout as an option for sieges. I can certainly imagine that’s going to get awfully repetitive after a while.

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Even the most diehard of MMO fans can only stomach a certain amount of grinding before they get tired of the same thing over and over. I’m not convinced New World has a good solution for this problem, because every time the developers were pressed on the topic during the post-game roundtable Q&A it seemed like they either wanted to dodge end-game PvE questions or simply explain that players would be able to gather materials and fight world bosses for fun and resources. Anyone that’s spent any length of time at the end-game tier of other MMOs like World of Warcraft, Final Fantasy XIV, and Elder Scrolls Online will attest to the fact that grinding for crafting materials and bragging rights just isn’t enough.

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Based on what I’ve seen and heard, it doesn’t sound like the developers have any plans for more traditional, structured PvE content such as dungeons and raids, instead relying on emergent open world encounters and checklist-style resource gathering to support cities and forts in battles against rival Companies. The one exception is the Invasion scenario that Amazon keeps telling us about but hasn’t shown off specifically or let us try yet. An Invasion scenario works almost just like a PvP War, but instead of battling other players you’re fending off NPC enemies. Think of it kind of like a survival-based Horde mode, but if you lose, your Company loses control of the whole region.

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Granted, Amazon did delay New World into Spring 2021 and it sounds like the decision to announce that delay may have been driven heavily by the need to shore up the actual amount of content in the game, which is encouraging. Hopefully that’s enough time to flesh things out more.

At the end of the day though, if you’re more of a PvE player that likes questing and digging into a rich narrative, I’m not sure this is the game for you. I’d love to be wrong, but it certainly seems to be catering specifically toward those that enjoy large-scale PvP warfare.

For more on New World check out my Everything You Need to Know about the game and read my interview feature that focuses on how Amazon plans to make New World stand out in a crowded MMO market.

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David Jagneaux is a freelance writer for IGN. Talk RPGs with him on Twitter at @David_Jagneaux.

The 30% Fee Epic Is Fighting Apple Over Began With Nintendo

Epic Games’ battle with Apple and Google has spawned a spoof 1984 commercial, a hashtag, and even a surprising market for overpriced second-hand iPhones, all because of the 30% platform fee charged to developers hosting a game on Google Play or the App Store. A Bloomberg feature has charted the origins of that 30% fee all the way back to the Nintendo Entertainment System in the early 80s.

The NES became the first video game console to host third-party games, after Pac-Man‘s Namco Ltd. and Bomberman developer Hudson Soft Co approached Nintendo about distributing their games on its new platform.

The three companies agreed on a 10% licensing fee for appearing on Nintendo’s proprietary platform, but with Hudson Soft unable to manufacture its own cartridges, it paid Nintendo an additional 20% to manufacture the cartridges for its games as well.

While the 30% fee was created at that moment, it fluctuated over the years with the changing price of cartridge manufacturing, and later when discs became the primary method of distribution.

Though the way games are distributed has changed a lot since the 80s, the fee has stayed the same. Not only Apple and Google but also Nintendo, Sony, Valve, and Microsoft all charge the same 30% platform fee–and this isn’t the first time Epic’s CEO Tim Sweeney has taken a stand against what he sees as an outdated fee model. Sweeney’s Epic Games Store only takes a 12% cut from developers who list their games on its platform, compared to Steam’s 30%.

Bloomberg’s report suggests that the current fight between Epic and the two mobile giants could even lead to the creation of a new platform. While it’s been previously announced that the Epic Games Store would come to mobile, it’s still unknown what format this will take, or if it could dodge Apple and Google’s platform fees.

In the latest update on Epic’s legal battle, the judge has denied an appeal asking for Fortnite to be temporarily returned to the App Store, but granted another to prevent Apple from cutting off Unreal Engine developer accounts.

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