With just weeks left in Apex Legends Season 5: Fortune’s Favor, Respawn has started dropping some serious hints for what might be on the way for Season 6. We’ve collected all of the teasers that we’ve found so far, and will continue to update this log as more show up.
As with most new Apex Legends season teasers, Respawn is being rather cryptic. That said, maybe we’ll get more information from whatever the developer has planned for Thursday, August 6 at 10 AM PT. Something will debut on YouTube at that time, implying that we may be getting a new Apex Legends Devstream, cinematic trailer, or Stories from the Outlands.
While you wait for the video to premiere, there are clues to Season 6’s new character, storylines, and gameplay changes in Apex Legends right now. The most direct set of clues are found in the Season 5 Quest, so you should finish it if you haven’t already–it both sees the return of a familiar face from Titanfall 2 and hints at a possible new map.
In World’s Edge, construction signs have popped up that hint at possible map changes occurring at Drill Site and just outside The Dome. Some of those signs–as you can see in the picture below–have been covered in graffiti. The graffiti reads, “All hail Sheila!” This could be a teaser for Season 6’s new character, though it is worth pointing out that with Forge’s passing, Newcastle was supposed to come to the Apex Games next. Revenant and Loba were special circumstances; both have delayed his addition but they haven’t stopped it.
Some dataminors have drawn a connection between Sheila and Rampart (a legend datamined alongside Crypto, Revenant, and Loba), but Respawn has not confirmed whether that is the case.
The Apex Legends Twitter account has also been releasing cryptic audio files in the lead up to Season 6. The first, tweeted out on August 4, is a recording of Bangalore. The second, tweeted out on August 5, is a recording of a woman that we don’t recognize.
Additionally, Apex Legends game director Chad Grenier told GameSpot that Season 6 “may be a little bit different” from Season 5 when it comes to storytelling. “We’ve been listening to a lot of the feedback and I think, in general, people enjoy playing Quest,” Grenier said. “If anything, the feedback has just been that people want more of that lore and storytelling so we’re finding new ways to bring that content in future seasons–just listening and learning, we’re trying to evolve the way that we’re doing it and find what works best. Season 6 may be a little bit different from 5 and that’s just us iterating and trying to try new things and see what works and see what doesn’t work and listen to the fans.”
The first Captain America movie was packed full of details from the comics, and hints at the MCU’s future.
It’s a strange time for the MCU, given all the COVID-19 related delays and postponements. Black Widow is apparently holding on to its theatrical release spot of November 6 and not currently, according to Disney COO Bob Chapek, being considered for a digital release–which means, if we’re being realistic, that there’s a very real chance 2020 could be the first year without a single MCU release since 2009.
Whatever the case may be, it’s been over a year since the last MCU movie, Spider-Man: Far From Home, hit theaters last summer. And while it does, admittedly, feel a bit like a much-needed breather from the non-stop action of superheroes punching things and screwing with the timeline, it’s also made us a little nostalgic–especially for the earliest days of the MCU when there were fewer planets crashing into other planets and more origin stories. So, with that in mind, we decided to take a look back at some of the beginnings of the MCU that we know and love today, starting with a personal favorite: Captain America: The First Avenger.
Premiering way back in the halcyon days of 2011, The First Avenger was the MCU’s first look at Steve Rogers in the flesh, and a total rework of his comic book origins. The movie version has since become so well known and popular that it’s actually more widely understood than the character’s (admittedly very complicated) publication history. Still, the movie is jam-packed with references, from tiny details that draw ties to real-world WW2 history, to weird and reinvented nods to the comics the characters sprang from.
We’ve pulled together 35 details you probably didn’t notice–or maybe didn’t remember, depending on how recently you’ve given it a rewatch–about The First Avenger. Let’s break them down.
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1. Steve On Ice
The discovery of Steve’s frozen body is completely reconfigured for the MCU. In the comics, he was first discovered by an Inuit tribe and worshiped as a sort of idol. He was then found by Namor, who hurled the ice block containing Steve’s body back into the ocean, where it was then uncovered by a submarine full of Avengers, who thawed him out and welcomed him to their team.
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2. No credits
Strangely, The First Avenger has absolutely no opening credits, nor does it have a title screen.
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3. Ominous implications
The entire cockpit area of the Valkyrie is conveniently free of ice when SHIELD’s recovery team breaches the hull. While this is most certainly a moment where you’re supposed to suspend some disbelief, it has some ominous implications about Steve’s “death”–namely that he wound up freezing in water that was only shoulder-deep. Bleak.
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4. Nordic origins
The MCU’s tesseract combines elements of two major artifacts from the comics: the cosmic cube and the space infinity stone. The tesseract’s Asgardian connections and Red Skull’s interest in the mythological side of things was invented for the film. In the comics, Red Skull simply stole the cosmic cube from AIM scientists.
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5. Newsreels
Newsreels actually did play before movies twice a week from 1942 to 1945, and were one of the chief ways the American public was able to stay informed about the war effort.
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6. Bucky’s new origin
Bucky’s MCU origin story has been completely changed for the MCU. In the comics, Bucky was a child born in Shelbyville, Indiana. He was an army brat who lost his parents and became a sort of “mascot” for the base where a post-transformation Captain America came to train. The two became friends during the process, but never knew each other growing up.
MCU Bucky’s history actually has more in common with a lesser-known side character in Captain America comics named Arnie Roth, who was introduced in the early 1980s as a friend from Steve’s childhood. Arnie stood up for scrawny Steve, served in the Navy during the war, and eventually reconnected with Steve in modern times as an adult. Arnie also has the distinction of being the first overtly queer character in Captain America comics.
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7. Stark Expo
Stark Expo has been a hallmark of the MCU, but it was actually only adopted into the comics as recently as 2017.
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8. The Human Torch
During an overhead shot of Stark Expo, it’s possible to see a mannequin dressed as Jim Hammond, the original human torch who was also an android and part of Steve’s World War II fighting team, the Invaders.
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9. Flying cars
SHIELD has been using flying cars in the comics since 1965, though they were invented and introduced by Tony rather than Howard. Obviously some reconfiguration had to happen with the MCU’s compressed timeline.
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10. Dr. Zola’s introduction
Dr. Zola’s introduction scene is a playful nod to his comic book self, where his body is a headless robot and his face is projected on a screen across its stomach.
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11. Peggy Carter
Like Bucky, Peggy got a major update for the MCU. In the comics, she was an American who moved to France to join the French resistance in 1943. She met Steve Rogers long after his transformation into Captain America, and struck up a brief romance with him without knowing his alter-ego (at the time, Steve’s identity was not public). Steve kept his identity hidden from her for years, which prompted all sorts of hilarious (and deeply cringe-worthy) sitcom-style moments where Peggy thought she was in love with Captain America but completely ignored plainclothes Steve, or vice versa.
Also like Bucky, MCU Peggy borrows heavily from another, lesser-known character. Her story lifts parts of Lieutenant Cynthia Glass, who was introduced in the 1991 mini-series The Adventures Of Captain America which retold Steve’s origin story. The one major difference between Peggy and Glass was that Glass wound up being a German spy.
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12. Gilmore Hodge
Throwaway character Gilmore Hodge only has a brief scene in the movie where he makes a fool of himself in front of Peggy, but he actually is based in the comics. The character was introduced back in 1991 as a recruit for Project Rebirth. He eventually defected and became a Nazi when he wasn’t chosen. Whoops.
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13. Chester Phillips
Tommy Lee Jones’ character Chester Phillips is also from the comics–though his comic book counterpart was far less skeptical of Steve than his live-action persona. In the books, Phillips was actually the one who handpicked Steve for Project Rebirth.
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14. Howard Stark
Howard’s involvement in Steve’s origin eventually becomes a major source of tension for both Tony and Steve, layering into the events of Captain America: Civil War. But, perhaps unsurprisingly, it was totally invented for the movie. Neither Howard nor Tony had any hand in Steve’s origin or Project Rebirth as a whole in the comics.
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15. Raiders of the Lost Ark
Director Joe Johnston was part of the special effects team on the Indiana Jones movie, and peppered a handful of references into The First Avenger. The car chase scene plays with some of the same visuals with Steve as it did with Indy, and at one point Red Skull scoffs at Hitler “digging for trinkets in the desert,” implying he’s searching for the Ark of the Covenant.
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16. Chorus boy Steve
Steve’s time in the USO is a play on the more meta parts of the original Captain America comics. Designed to be propagandistic, the pre-Marvel Cap books were about Steve fighting the Nazis and distributed both to civilians at home to sell bonds and drum up support; and to troops overseas to help improve morale. The character himself, however, was never part of a USO effort and was, in fact, always meant for front line duty.
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17. No Secret
Steve’s identity in the MCU is completely public from day one, beginning with his accidental debut after the Project Rebirth tragedy and continuing through his USO days–this is pretty par for the course for the MCU Avengers who, with the exception of Spider-Man, function completely without secret identities.
In the comics, however, Steve maintained a totally secret identity for decades which afforded all sorts of drama to stories where other men who step in and claim to be the real Captain America. Though there were a handful of completely bizarre fake-out style stories where Steve was outed and then miraculously returned to anonymity through the ’60s, ’70s, and ’80s, it wasn’t until 2002 that Steve officially went public permanently.
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18. Punching Hitler
Steve knocking out Hitler as part of his USO play is a reference to the iconic cover of Captain America Comics #1, where he’s shown doing just that.
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19. The Original Shield
Steve’s theatrical shield is modeled after his original one from the comics. That particular shield shape only lasted a single issue, and was replaced with the disc in Captain America Comics #2.
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20. Steve, The Artist
Steve’s artistic talents are peppered throughout the MCU, but most clearly shown here where he draws a cartoon version of himself as a costume-wearing monkey. In the comics, Steve actually held down a day job as a freelance illustrator (who, by virtue of maintaining his secret double life as a hero, constantly missed deadlines.) He even worked drawing comics for a while, but his editors would tell him that his drawings of combat scenes were “too unrealistic.”
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21. The A Helmet
Steve steals a prop helmet, which just so happens to be emblazoned with an A on the forehead, before his mission to Azzano. This completes a look that is similar (though not completely identical) to the costume he wore in the alternate universe comics series, Ultimates, in 2002.
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22. The Howling Commandos
The impromptu team that forms during the Azzano rescue is made up of Gabe Jones, Timothy “Dum Dum” Dugan, Jaquces Dernier, Jim Morita, Monty Falsworth, and Bucky Barnes. In the comics, however, only a handful of these men actually appeared as official Howling Commandos–a team which was led by Nick Fury, rather than Steve Rogers.
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23. Bucky’s Serial Number
Bucky spends his captivity mumbling his army serial number, 32557038, over and over again, as per army protocol. Historically, the “32” prefix would indicate that he was drafted rather than enlisted from Delaware, New Jersey or New York. Enlisted men from those states would have serial numbers that began with “12.”
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24. Natalie Dormer
A pre-breakout Natalie Dormer (Game of Thrones) has a very brief cameo as the flirtatious Private Lorainne. She can be seen reading a copy of The Stars and Stripes, an actual army newspaper distributed to troops throughout the war.
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25. The new shield
It’s never explained where Howard got the vibrarnium to make Steve’s shield, considering Black Panther establishes that the nation of Wakanda has kept it a secret known only to a very select (and corrupt) few. In the comics, the shield was given a new retconned origin story in a 2010 limited series called Captain America/Black Panther: Flags of Our Fathers, which established that the vibranium was a gift from King Azzari, T’Challa’s grandfather, who met Steve along with Nick Fury and the Howling Commandos, back in World War II.
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26. Bucky the Sniper
When Bucky was reintroduced to modern comics through the Winter Soldier story arc, his origin and background were updated. Rather than a kid who just happened to be allowed to tag along with Captain America as a sidekick and a mascot, he was given a more sinister purpose. Steve himself had to keep the Captain America identity as clean and “family friendly” (within reason for wartime, at least) to maintain the propagandistic side of the persona–he also wore his brightly colored costume and fought with a less-than-stealthy shield most commonly. Bucky, on the other hand, was lesser-known, and more importantly, less obvious as a teenager. He was trained in secret to be a sort of black ops counterpart of Steve’s public missions, taking on the missions that required assassinations against more morally gray targets.
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27. Bucky’s Death
In the comics, Steve and Bucky were both “killed” at the same time, trying to stop a plane full of explosives sent by Baron Zemo. Steve was thrown off into the freezing water and Bucky, who was caught on the wing, supposedly died in the mid-air explosion. The train scene, as well as Steve watching Bucky die, were concepts invented for the MCU.
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28. Cap’s Bike
Captain America has been riding a motorcycle throughout his publication history, especially in World War II stories, but his most iconic Harley was actually gifted to him in 1981. Since then, motorcycles have become something of a trademark vehicle for Steve.
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29. Wilhelm Scream
One of the HYDRA goons Steve takes out on the bike chase lets out an iconic Wilhelm scream as he’s thrown face-first into the dirt.
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30. Men In Black
Chester Phillips, played by Tommy Lee Jones, activates the nitro in Schmidt’s car to catch up to the Valkyrie by pushing a little red button on the dash. This is a nod to Jones’ role as Agent K in the Men In Black franchise, where he tells Agent J (Will Smith) to never, ever, ever push the little red button on the dash of his car, which, it turns out, activates a similar boost.
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31. The Space Stone
It was revealed in Avengers: Infinity War that contact with the Tesseract activated the Space Stone contained within it, sending Schmidt to the planet Vormir where he was forced to become a sort of gatekeeper for the Soul Stone. It’s never clear if the Tesseract-powered weapons had a similar effect on the people “disintegrated” by the blasts, or why the Space Stone’s energy looked so similar to the Asgardian bifrost in that specific moment.
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32. The crash
Steve’s “death” in the 1940s is similar to his death in the comics, but the addition of the radio conversation with Peggy and the conscious choice to put the plane down, were inventions for the MCU. In the comics, Steve was hurled from a plane moments before it exploded with Bucky on board.
The scene in the movie is actually a reference to the classic British wartime fantasy film, A Matter Of Life And Death, where a British airforce pilot named Peter Carter is able to talk to a Radio operator just minutes before hurling himself out of a plane without a parachute.
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33. Code 13
Steve’s panic at waking up in the modern era prompts Natasha to activate a “Code 13.” In the comics, Sharon Carter’s codename is Agent 13.
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34. Natasha’s costuming
For all SHIELD apparently attempted to set up a replica of the 1940s to “ease” Steve back into consciousness, they didn’t do a very good job–not only did they pick a baseball game Steve was easily able to clock as a set-up, Natasha’s costuming is completely anachronistic for the 40s, from the silhouette of her shirt and skirt to the style of her hair.
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35. Post-Credits
The post-credits scene of this movie is actually just a truncated version of a scene from The Avengers, where Steve is found by Fury boxing away his frustrations before the team is officially formed. In The Avengers version, we see Steve experiencing flashbacks to the war as he hits the bag.
In the comics, Steve famously spent years after his awakening in the 1960s mourning Bucky’s death, to the point where he considered even the uniform Bucky wore to be a sort of sacred artifact, prompting him to direct an angry outburst at Bruce Banner’s kid sidekick, Rick Jones, when he surprised Steve by wearing it.
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Disclosure: ViacomCBS is GameSpot’s parent company
Animal Crossing: New Horizons was the most tweeted about game during the first half of 2020 and, the US ranked second for countries tweeting the most about gaming. Twitter has released official stats for tweets about gaming, revealing there was a 71% increase in volume year-over-year and “over 1 billion Tweets sent in the first half of 2020.”
Japan tweeted the most about gaming, with the US and South Korea rounding out the top three. The PS5 event was the most tweeted about event, followed by Niconico Net Chokaigi 2020, a Japanese festival. The Xbox Games Showcase came in third, rounded out by PAX East 2020 and Ubisoft Forward.
Animal Crossing was the most tweeted about video game, with Final Fantasy in the third spot and Fortnite at number five. Backing up Japan as the country tweeting the most about gaming, half of the top ten are Japanese language accounts. All of the games on the list are live-service games or have live service games in their series, like Final Fantasy XIV.
As people continue to stay home for the rest of the year and as digital events continue to take place, Twitter expects that tweets about gaming will not slow down. Combined with the upcoming release of the Xbox Series X and PS5, as well as holiday releases like Assassin’s Creed Valhalla and Halo Infinite, Twitter expects to continue having increased numbers over previous years.
Spider-Man was recently announced as a PlayStation-exclusive character for Marvel’s Avengers on PS4 and PS5, meaning that only people with Sony consoles will be able to play as one of Marvel’s most popular characters. Now, developers Crystal Dynamics have addressed why this is the case, and promised that it will be an isolated example.
IGN reports that studio head Scot Amos said Spidey’s appearance is “a unique opportunity for us because of the relationship that PlayStation and Marvel have.” Because Sony published Marvel’s Spider-Man by Insomniac Games, they’re in the unique position to home Spider-Man in the PlayStation versions of The Avengers.
Amos hopes that Xbox and PC fans won’t be too disheartened. “I think there’s so much of a world for people to explore…I would say, look at all this stuff you get to play with,” he says.
“That is the only character that we are doing that way,” Amos said, promising that you won’t be missing out on other characters if you buy the game on Xbox–and the Xbox won’t get its own exclusives.
While Spider-Man is the only exclusive character, PlayStation players will also get numerous cosmetic exclusives in their version of the game.
GameSpot recently went hands-on with Marvel’s Avengers, and critic Phil Hornshaw said that it might be a “wait-and-see situation”.
Hearthstone’s next expansion, Scholomance Academy, goes live on August 6 in NA (August 7 in ANZ), and the 135 new cards are shaping up to make a huge impact. The set’s new keyword is Spellburst, which is an effect that triggers the next time you play a spell, provided the minion or weapon with Spellburst is still around. We’re also seeing the introduction of dual-class cards, which lean into areas of overlap between different classes in really fun ways. Warlock and Priest both have hero powers that can impact the hero’s health, for instance. You can see all the new Scholomance Academy cards here.
We asked the Hearthstone team to give us some pointers for what we should try on day one, and one of the game designers, Keaton Gill, was kind enough to give us five decks, along with an overview of each. Simply copy the deck code below the description for each to import it into the game. His recommendations are below!
“This Druid deck focuses on ramping mana early and having massive swing turns later in the game. Kael’Thas in combination with cheap spells allows you to cast multiple high cost spells ahead of time. Casting Survival of the Fittest right before Guardian Animals in particular can create a massive board swing in your favor.
“A bit of healing and some Taunt minions are included to help stabilize since you’ll be behind most of the early game. Groundskeeper offers a solid Taunt minion in addition to some healing, and Anubisath Defender can be played for free after casting any of your high cost spells.
“If you’re struggling against aggressive decks, you could add a few copies of Wrath or Swipe to help in the early game. If you just want even more huge minions to finish the game with, Speaker Gidra and Ysera, Unleashed offer some extra punch.”
(Copy this code to your clipboard and create a new deck in Hearthstone.)
Libram Paladin
“This is a Paladin archetype that features a lot of cards from Ashes of Outland, but some new Scholomance Academy additions really tie everything together.
“First Day of School and Goody Two-Shields help fill out your early game mana curve in some spots that were lacking before, while Blessing of Authority and Devout Pupil give you solid plays in the mid game. One synergy to note is how well a cost-reduced Libram of Wisdom pairs with Spellburst effects, making them easy to activate the whole game.
“Since many of the cards we want to include are Paladin class cards, we also opt to play the pair of Lightforged Zealot and [Lightforged] Crusader over any neutral minions.”
(Copy this code to your clipboard and create a new deck in Hearthstone.)
Weapon Rogue
“This Rogue deck is about all out aggression with weapons. For the past few expansions, Rogue has focused a lot on their tricky side with Lackeys and Secrets. In Scholomance Academy, we went back to some of their roots with weapon-based cards and a more aggressive archetype in mind.
“Some potential other inclusions from Scholomance Academy are Secret Passage and Voracious Reader to supplement our card draw. With either or both of these, we can quickly draw through our deck and find key cards to end the game.”
It’s no surprise that Keaton would include some aggro options.
(Copy this code to your clipboard and create a new deck in Hearthstone.)
Totem Shaman
“Totem Shaman is another archetype that saw some play throughout Ashes of Outland. Our main goal is still to make use of the totem-duplicating ability of Totemic Reflection and Splitting Axe, but Scholomance Academy offers quite a bit of help to do that.
“The biggest new inclusion has to be Totem Goliath, a solid and hard-to-remove Totem for the mid game. If your opponent ignores Totem Goliath, you can copy it with Totemic Reflection or Splitting Axe. If they choose to deal with the Goliath, but can’t remove the summoned Totems, you can capitalize with Totemic Surge or Bloodlust. While many decks felt comfortable if Totem Shaman didn’t have any board presence by turn 5, Totem Goliath will surely make them reconsider.
“Besides that, the deck also got some big early game boosts. Tour Guide lets you get a Totem onto the board as soon as turn 1, and Lightning Bloom lets you accelerate any combos of your choosing ahead of time. Diligent Notetaker lets you duplicate any of the deck’s key spells, such as either of the 0-cost Totem spells or Storm’s Wrath to build a massive board early.”
(Copy this code to your clipboard and create a new deck in Hearthstone.)
Soul Fragment Warlock
“This Warlock deck plays with the new Soul Fragment cards from Scholomance Academy, enabling some synergies from their other Dual Class pairing with Priest.
“We still run some staple Control Warlock tools from older sets, such as a Dragon package with Nether Breath and Mo’arg Artificer. Also making an appearance is Headmaster Kel’Thuzad, who you can combine with any cheap removal spell to activate his Spellburst and steal a key minion from your opponent’s board.”
The producers of the long-running animated show The Simpsons recently announced they will stop using white actors to play non-white characters. One of the show’s voice actors, Harry Shearer, has now commented on the choice, saying he is not exactly in agreement.
Shearer, who is white, voices the Black doctor Julius Hibbert on The Simpsons (among many other characters). “I have a very simple belief about acting,” Shearer told Times Radio (via Deadline). “The job of the actor is to play someone who they’re not.”
Shearer, 76, didn’t flatly say that The Simpsons producers’ made a mistake in their decision about race and casting, but he said it comes with the territory of an actor to play a variety of characters.
The actor said he sees a “conflation” between representation and performance.
“People from all backgrounds should be represented in the writing and producing ends of the business so they help decide what stories to tell and with what knowledge,” Shearer said. “The job is playing someone I’m not.”
Shearer also voices a series of white characters on The Simpsons, including Mr. Burns, Waylon Smithers, Ned Flanders, Reverend Lovejoy, Kent Brockman, Otto Mann, Lenny Leonard, and Principal Skinner.
This newest development for The Simpsons follows an earlier decision between the producers and voice actor Hank Azaria to recast the character of Apu Nahasapeemapetilon, an Indian character. It has not been announced who will voice the character going forward yet.
My wife calls them “chore games.” Day-to-day life simulations such as Stardew Valley, Graveyard Keeper, and Animal Crossing: New Horizons celebrate the mundanity of routine, assigning you daily lists of menial tasks to perform and rewarding you for completing them with another day and another to-do list. Littlewood is most certainly another one of these chore games. Rather than weighing it down, Littlewood’s daily grind is leavened by a lean, focused approach to its various labors, the swift turnover of its day-night cycle, and a dash of mystery that elevates its charming setting.
Peace has spread across the land of Solemn in the aftermath of the defeat of a dark wizard. Leading the victorious band of adventurers was a great hero who, in classic video game protagonist tradition, is now suffering from amnesia. He or she cannot remember a single thing about the battle, the triumph, or life beforehand. Nonetheless, at the urging of the friends you apparently fought alongside, you are granted the tiny village of Littlewood and tasked with managing its recovery in a post-war world.
If this makes Littlewood seem a tad grim–a kind of gruelling bid for survival amid the ruins of civilization–don’t worry, it’s not. The tone is almost relentlessly cheerful. Your companions are quick to commend you for literally anything you do. Build them a house and they’ll thank you. Level up your fishing skill with a few trips to the nearby lake and they’ll offer hearty congratulations. Return from the mines with some stone and they’ll welcome you with a thumbs up; turn said stone into bricks at the furnace (which they could not be more grateful for you constructing for the village) and they’ll marvel at your talent for masonry.
In times like these, such enthusiastic displays of positivity are welcome. Honestly, it feels good to be doing something good–to be contributing to a community in a way that seems worthwhile and is clearly appreciated. Growing accustomed to the constant shower of praise took a little while, though. I admit I found it disconcerting at first, maybe even a bit weird. People typically aren’t this, I dunno, “up” all the time. But as Willow, Dalton, Lilith, and the rest of Littlewood continued to laud my achievements–Laura was particularly thrilled when I hit Level 30 in Bug Catching–my cynicism wilted in the face of their barrage of gushing sincerity.
Of course, I don’t think it’s arrogant to suggest the acclaim was thoroughly warranted. As the leader of Littlewood, you basically have to do everything to keep the place running. Quickly, you understand why everyone is so keen to hail your prowess. Littlewood has a tavern, for example–at least, it does once you have collected the materials required to build and then designated the exact spot on which it should be constructed. The tavern sells food to the villagers, but you’re responsible for cooking all the meals. You can pop in each day to prep some dishes (assuming you have collected the necessary ingredients) and pocket the dewdrops earned from the sale of yesterday’s dishes. Serving as village chef is surprisingly free of pressure, however. You can decide not to make any new food for a few days and no one seems to mind. In fact, they’ll leave polite requests on the town notice board for a particular dish and reward you handsomely whenever you deign to make it for them. In what may come as a shock to anyone who has worked in hospitality, your customers here possess endless patience and eternal gratitude. In this sense, Littlewood affords a heartening glimpse of a better world we perhaps don’t deserve.
A variety of other structures–marketplace, museum, general store, and so on–function in much the same way as the tavern, and your transactions at each maintain Littlewood’s centralized economy. Your exploits out in the nearby forest and quarry generate the raw materials needed to upgrade each building so that they can, in turn, provide you with a more efficient service. Your days are thus filled with decisions over whether to expend your daily energy limit on travelling to the randomly-generated cavern to hit some rocks, going to the randomly generated woods to chop down some trees, or staying home and pottering around catching bugs, plucking weeds or catching fish. Again, there’s no rush, really. Time is energy, and energy is only depleted when you perform certain resource-extracting or resource-creating actions. You can happily walk around the village and chat to everyone, even build a few items of furniture they might desire for their homes, and it’ll still be a bright new morning. The leisurely, unhurried pace alleviates the stress of never having enough hours in the day to do everything that these chore games so often elicit. Didn’t get all those planks of wood you needed to upgrade the cafe today? Don’t worry, you’ll knock ’em out tomorrow.
It wasn’t just the chill and positive vibes that enticed me to spend so much time in Littlewood, though they certainly helped. What cemented my love for the place is its heart. As the village flourishes, more people arrive seeking a new home and, for a variety of reasons, a fresh start. Some arrive intrigued by tales of the valor of the “great hero,” while others are no doubt lured by (surely not exaggerated) accounts of this legendary town planner and culinary whiz. Regardless, the people came, and for once it was I who was grateful.
Affection for my fellow comrades of Littlewood grew through talking to them every day. Do so, and you’ll realise they’re each written with a distinct personality, and the couple of lines of dialogue you get each day gradually reveal their individual stories. Sure, there’s repetition, but in much the same way you smile at an Animal Crossing villager yet again repeating a line, the recitation serves to reinforce their personality.
Conversations also allow you to compliment a villager, though you’re less effusive in your praise than they are and can only do so once per day. You can flirt with villagers and even go on dates with them once your relationship blossoms sufficiently. Even those toward whom you’re not romantically inclined can be asked to simply hang out, meaning they’ll tag along with you wherever you go and be a source of bonuses to whatever task you happen to be undertaking. I didn’t expect to form much of an attachment to these characters. They are, after all, merely tiny collections of un-voiced pixels. But attached I did become. I warmed to Lilith’s outsider status and the struggles she has fitting in. I adored Bubsy the bird’s oddball pomposity and Terric the knight’s quixotic gestures. And I couldn’t help but feel a twinge of sadness over Willow and how she and I were clearly a thing before the great battle and now she remembers but I no longer do. Like all good video game writing, Littlewood extracts a lot from very little and leaves ample room for you to fill in the blanks.
While my heroic deeds set an example for the people of Littlewood, they returned the favour by encouraging me to take pride in the town. Once someone moves in, you can consult the desk (which, it should go without saying, you built yourself) in their one-room dwelling to reveal their design preferences. Many of these are simple requests for certain furnishings, the fulfilment of which entails obtaining the appropriate crafting recipe and materials, then building it for them. You might have to wait for the recipe to appear at the store or come up for auction on a daytrip to the big city, and it might be tricky to track down some of the less common ingredients, but the task itself is pretty straightforward. You can apply a touch of finesse at the end when it comes to placing the furniture in the house, but it’s not exactly an exercise in deep interior design.
The more interesting petitions involve whereabouts in town they ideally would like to live. Everyone wants to be near something they like or far away from something they don’t, and it’s up to you to make sure everyone is satisfied. Dudley wants to be near the cafe but well clear of the quarry. Maximilian has got to be near the air balloon platform and on the highest possible terrain elevation. You truly have to play town planner, and everything, from houses and shops to trees, flowers and rocks, can be picked up and moved wherever you like. Provided you have the raw materials, even the terrain itself can be manipulated, piling earth to raise hills, flattening out plains, and channelling new waterways.
I loved completing these tasks. On three separate occasions, as the competing requests piled up, I realised I could no longer address each one in turn; my makeshift efforts to improvise stopgap solutions were no longer cutting it. I had to wipe the slate clean and start from scratch. I didn’t exactly demolish the village, but like working on a jigsaw puzzle, I moved everything to the sides and tackled the layout afresh. Not only did the vying villager preferences pose a series of problems that proved genuinely satisfying to solve on each occasion, the real revelation was how I then found myself wanting to continue the landscaping work–planting flowers here, sculpting the hills and valleys there, mapping out the footpaths and stream just so–to ensure Littlewood simply looked really nice.
You don’t have to do any of this. You can ignore the villager requests if you want–they won’t bring it up or give you sour looks as you sheepishly avoid them in the street. And you especially don’t have to bother with flowers or paths or any of that. But I wanted to. The people of Littlewood drove me to do it. I wanted to make Littlewood a lovely place for us all to live. And, at the risk of showering myself with compliments, I think I did a fantastic job of it, too.
My wife first used the phrase “chore game” when I bought her Stardew Valley several years ago. “Why did you get me this chore game?” she lamented. Weeks later she was busy filling out the community center with all kinds of weird and wonderful items. I feel much the same way about Littlewood. At heart it’s a checklist of chores. But it’s such a wonderfully warm, endlessly charming checklist of chores that when they’re all done, I’m not going to want to leave.
Pikmin 3 Deluxe is coming to Nintendo Switch on October 30, and it includes all DLC from the original plus new prologue and epilogue content. The game released on the Wii U back in 2013, and at some point in the 7 years following its release the price dropped to $20 digitally as part of the Nintendo Selects discount line. Now, with a new version on the way, that has changed.
Nintendo Everything noticed that the game has been pulled from sale digitally, so you can no longer buy it for the Wii U from the Eshop. The Switch version is now available to preorder, and retails for $60.
While the Switch version comes with extra content, and can be played in handheld mode, whether that’s worth $40 more is up for debate.
As Nintendo Everything points out, Nintendo did something similar when Donkey Kong Country: Tropical Freeze was announced for Switch. If you’re looking to buy a digital copy of any of the few Wii U games that have not made their way to Nintendo’s new console, it might be good to do so soon rather than later.
Look at a screenshot of Windbound and its art direction (a vibrant, watercolour style), will likely remind you of a very well-loved Legend of Zelda game–Breath Of The Wild. Watch a video of Windbound in action, and seeing its focus on sailing through vast oceans might instead remind you of another Legend of Zelda game–Wind Waker. Actually start playing Windbound, however, and it’s quickly very clear that despite those stylistic influences, it plays nothing like a Zelda game. Which is, honestly, a relief.
Windbound is the second release from 5 Lives Studios, a team of Australian developers who previously released Satellite Reigns, a spiritual successor to the much-loved Syndicate games. Neither of those games are like Windbound either. Alright, alright–Windbound is a third-person survival game, the kind where resource gathering and crafting tools and supplies to stay alive are the main concerns that dominate the second-to-second gameplay loop. These things are very popular, I hear.
Windbound structures its survival as a single-player rogue-lite, much like Don’t Starve. You start the game as a woman named Kara, who is shipwrecked and separated from her clan. She wakes up on a tiny island, which barely has enough resources for you to build a basic canoe to row your way outta there. From there, your goal is to head towards the next procedurally generated landmass that makes up Windbound’s archipelagic world and hopefully find a way to get back to your people.
The next island, in all likelihood, will contain more resources that will allow you to keep Kara fed, as well as start building out her boat into something a little more efficient. Maybe something a little more robust, too, in order to survive the increasingly treacherous water hazards that will likely come up later. The boat-building system allows for some creativity in how you want to put together your craft–I was able to eventually add multiple decks, sails, and defensive spikes to create a pretty big, if slapdash, vessel. Once I had a respectable boat on my hands, catching the wind in my sails and cruising across the ocean felt pretty good–relaxing, even. You can even install a cooking station and a number of storage containers on it, and get things done while your boat heads toward the next location.
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Windbound is also being pitched as a survival game with a supposed “provocative narrative.”. I wasn’t able to get a sense of that at all during the limited time of my demo session, but noted that the game was divided into a total of five chapters, with an overarching goal for each. If you happened to die, you start all the way back in Chapter 1, with most of your gear wiped. The segmentation of the game is an interesting variation, and it makes sense if the game has a hefty story to tell and characters to develop. The does also feature a “Storyteller” difficulty setting that supposedly makes the rogue-lite elements of Windbound less severe, and creates checkpoints at the beginning of each chapter. All of that certainly has the potential to make the daunting prospect of actually finishing a survival rogue-lite game feel a little more feasible.
Of course, survival games need good threats to keep you juggling your priorities at all times, and Windbound certainly has that. Vicious oceans aside, islands can be populated with aggressive wildlife of all shapes and sizes–a lot of the much bigger than Kara. You have the ability to sneak past them if necessary, but taking them head-on naturally yields rare materials you’ll need for advanced recipes, as well as meat to eat (provided you cook it before it spoils).
Kara is thankfully equipped with an unbreakable knife she can use as a default weapon, but naturally, you can craft stronger melee options with the materials you find, as well as ranged weapons like a sling and bow. The ability to dodge attacks and the need to watch Kara’s stamina meter add to the concerns you need to keep in mind, but combat otherwise felt quite straightforward in my short time with it, and I couldn’t see any immediate avenues for complexity other than creating more powerful gear. Shooting Kara’s bow may evoke those great Breath Of The Wild combat moments, but Windbound’s core focus is definitely more on survival.
Don’t Starve was one of the specific influences cited in Windbound’s development, and having played a lot of that game, Windbound definitely seems to capture Klei’s particular brand of survival loop quite closely, albeit with its own twists. Between that and the pleasing artstyle (which also echoes another game quite closely), it’s enough to make me interested enough to at least play a little more. Whether the survival loop continues to vigorously keep your mind racing past the two-hour mark is an unknown factor, as is how much Windbound’s purported focus on telling a narrative and supposed “personal journey” actually comes into play. If it can build and balance the telling of a strong, directed narrative within a genre that has almost always been associated purely with emergent player-driven storytelling, that would certainly make it special. Windbound isn’t the Zelda copycat it may initially appear to be, but I’m hoping that it has its own unique identity to reveal, too.
Windbound is slated for release on PC, Nintendo Switch, PlayStation 4, Xbox One, and Google Stadia on August 28, 2020
FIFA 21 is looking to combat online player toxicity by removing certain celebrations and and shortening or removing cutscenes, so that your opponent cannot showboat too hard when they get a goal or stall for time. According to a report from Eurogamer, various measures are being taken to improve the overall online experience.
Two celebrations, the “shush” and “a-ok”, will be removed. The “shush” is simply irritating–as it’s a running celebration, often used to extend the cutscene and annoy opponents–but the “a-ok” has more sinister implications, as the “okay” symbol has turned into a racist symbol (and was recently removed from Call of Duty.)
Some cutscenes are being reduced or removed, too–FIFA 21 will no longer have the “walk back” cinematic after scoring a goal online, which will reduce the time spent watching cutscenes. Animations for players grabbing the ball for a throw-in or the keeper getting ready for a goal-kick are also gone from online matches. Goal celebrations are being shortened across the board, too.
The ability to “time waste” is also being addressed. Whereas in FIFA 20, players had a full 30 seconds to complete actions during set-pieces, those times are now greatly reduced. Kick-off now gives you 10 seconds, 12 seconds for throw-ins, 15 seconds for goal kicks, and 20 for free kicks.
Lead gameplay producer Sam Rivera told Eurogamer that all of these changes came from player feedback, and should lead to games that flow better. “All together the intention there is just to keep you playing instead of doing other things that may not be necessary in the game,” he said.
FIFA 21 is coming to Xbox One, PS4, and PC on October 6, alongside the Switch Legacy Edition. The game is also coming to PS5 and Xbox Series X, and you’ll be able to get a free upgrade if you buy the previous-gen release on the right console (PS4 for PS5, Xbox One for Xbox Series X).