Emotional Avengers Endgame Deleted Scene Shows What Happened To Gamora

With the Avengers: Endgame home release just around the corner–and the Russo Brothers going on tour to promote it for whatever reason–you can expect all sorts of juicy behind-the-scenes features and extra clips cropping up around the internet in the coming weeks.

There has been some discussion of scenes that were trimmed from the final cut of the movie featuring Thor and Valkyrie as well as a confusing moment in the Soul Stone for Tony Stark, but this is our first look at an actual clip of one. As an extended version of Tony’s death, the scene itself isn’t completely new–there’s no real dialogue and no surprise additions to the story–but it does protract the moments immediately following Stark’s snap to showcase how the other Avengers react. Or, well, how they don’t react. Take a look.

The most notable moment here is Gamora, who hilariously decides to just dip rather than following suit with all her strange new comrades and taking a knee. After all, she’s the Gamora from Guardians of the Galaxy Vol. 1, she doesn’t know any of these people. Why should she care that some man in a metal suit bit the dust? This is also a relatively concrete answer for one of the ending’s bigger question. What actually happened to Gamora? She just peaced out. Simple as that. And we can’t really blame her.

Also of note in the scene is Stephen Strange, a man who is both a literal doctor and a literal wizard, making absolutely no move at all to rush to Stark’s aid. Also, medical and mystical expertise aside, the Time Stone is definitely still on Tony’s modified gauntlet–if the stones were gone, Cap wouldn’t have had to go on his own little time travel adventure to put them back–and Strange is definitely a Time Stone expert. We just saw back in Avengers: Infinity War that the Time Stone can easily rewind one specific person’s death (RIP Vision). But apparently, none of those things matter in lieu of watching in stony-faced silence and participating in a strangely toned group action with his teammates.

But it looks kind of cool and the music is in a key designed to really tug at our heartstrings, so maybe that’s more important than maintaining any sense of narrative logic. After all, who can argue with a movie that sort-of-kind-of dethroned Avatar?

Where is Xur? Destiny 2 Exotic Location Guide (7/26 – 7/30)

Another weekend has rolled around, and that means Xur has arrived back in the solar system of Destiny 2 to sell Exotic weapons and armor to lucky Guardians. It’s a good chance to gear up on Year One Exotics you might be missing ahead of the Solstice of Heroes, Destiny 2’s final seasonal event of its second year of content, and the end of the Season of Opulence. Check out the video above to see where to go and what Xur’s selling.

While you might already have all these Exotics thanks to their age, it’s possible the armor pieces Xur’s selling this week have better random perk rolls than the ones you’ve already found. Check out our written Xur guide for a rundown of all the rolls to compare to what you’ve already got, as well as more information about the other goods Xur is offering.

No, Street Fighter 6 Won’t Be At EVO 2019

While it might have been a pleasant surprise, Street Fighter fans won’t see another entry in the long-running fighting game franchise at EVO 2019. In fact, fans will likely not see a Street Fighter 6 for a while, as the team has its sight set on Street Fighter V: Arcade Edition.

Series producer Yoshinori Ono confirmed the news on Twitter, saying that he “[doesn’t] have SF6.” Ono suggests the team is more concerned with the Arcade Edition of Street Fighter V, which launched on PC and PlayStation 4 in January 2018. SFV: AE includes all the base game’s content, newly implemented features, and a voucher for 12 additional fighters from Seasons 1 and 2 like Ibuki, Urien, and more. You can check out our Street Fighter V: Arcade Edition review here.

Street Fighter V’s base version released on PC and PlayStation 4 in February 2016, seven years after Street Fighter IV‘s initial release. (There had been several different versions of SFIV since then, one release each year in the lead-up to SFV.) Prior to this, the last mainline entry was 1997’s Street Fighter III: New Generation.

Capcom switched up the way DLC characters are offered, handing them out individually for a set cost instead of through a Season Pass. Kage, an evil version of Ryu, is SFV’s most recent combatant.

Max Payne Writer Used Game’s Script as College Application

Sam Lake, the writer known for penning the worlds of Max Payne, Alan Wake, Quantum Break, and the upcoming Control, shared an interesting bit of personal history on this month’s IGN Unfiltered. While other students in Finland were applying to colleges with research papers and resumes, Lake was required to send in a 75-page screenplay. So he submitted a draft of his video game script.

“The drama teacher had just returned to

from Los Angeles,” Lake told IGN. “He’d been here for years studying and doing script doctoring, things like that. He came back to Finland and started to teach screenwriting. In the setup for that, he was saying ‘You can choose: you write in Finnish or you write in English.’ That felt, to me, that’s perfect. You needed to send 75 pages of screenplay as a sample, so I just sent Max Payne.”

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Netflix’s Orange Is the New Black: Season 7 Review – IGN

Here we are at the end of all things. The last of the finest. The curtain call for the single remaining start-up Netflix Original. House of Cards imploded by the end. Hemlock Grove never made it past Season 3. Same for Bloodline and Marco Polo. After that, you get into the second wave of Originals (Bojack, Kimmy Schmidt, Master of None, the Marvel shows, etc) and the business officially picks up on the Peak TV front.But Orange Is the New Black, with its addictive, macabre bounciness, has remained tall and true through it all. And it nails the ending here. Now that the show can put a final stamp on things and close up shop on the characters and arcs, there’s a freedom of design that hasn’t really been present since the first season. There are lags and sags, sure, as you’ll find with most 13-episode seasons where the chapters all run about 60 minutes each, but, damn it, there’s some sweetly destructive stuff here too. A bountiful blend of triumph and tragedy.

And that’s the OITNB bingo game running underneath Season 7, really: Who’s going to make it? Not simply “Who’s going to make it out of prison?” but “Who’s going to be okay?” Because those things can easily be mutually exclusive. And no, not everyone makes it. Viewers looking for the type of closure that comforts and consoles will probably have a hard time absorbing a lot of this.

Orange is the New Black: Season 7 Gallery

As Taylor Schilling’s Piper readjusts to the outside world, in a new life that’s set up for her (and other ex-cons) to struggle with and fail at, the rest of the inmates in Litchfield Max (the setting since the riot in Season 5) do their best to either face their fate or alter their course. Naturally, the predictable and generic choice for a TV series coming to an end would be to right wrongs and see justice prevail, but Orange dances to a vastly different beat.

You might think redemption is in store for a handful of these complex inmates, but you’ll only be right half of the time. Some go the distance while others trip up right before the finish line. Surprisingly, the fate-game, given the massive ensemble, adds a layer of suspense to Orange’s unique dramedy recipe.

Also, while Season 7 contains a decent amount of returning faces (not just those who vanished post-Season 5), it also stays honest to the credo that “sometimes people’s stories just end.” Sometimes folks vanish. Beneath Orange’s trademark witticisms and woke whimsy is a sinister source code that embraces chaos and directly showcases how each character accepts or rejects life’s cut-throat uncertainties.

Netflix Spotlight: August 2019

New faces flood in, some with their own tumultuous arcs and backstories, thanks to PolyCon Corrections’ ugly new ICE Detention Center, which we saw Blanca wind up in at the end of Season 6. Not that Litchfield itself doesn’t feature some seriously dire s*** in the final stretch — from Taystee’s deep dive into dark thoughts to an alarming ailment that grabs hold of Red — but it’s in the ICE block that most of the horrors unfold.

Sadly, I can’t divulge too much here, except to mention vague starting blocks like “Piper and Alex face relationship challenges now that Piper is on the outside,” “Doggett and Maria try to improve their lives,” “Tamika gets an exciting new opportunity,” and “Nikki tries to balance a new love with old responsibilities,” but it should be said that the most interesting stories to witness here are the characters who try their hardest to create systemic changes for good. From a bookend standpoint, we also get to cycle back into Piper’s life and revisit her inherent need to feel like an outlier, whether it draws people in or pushes people away.

Given how much this final season is meant to illuminate the creeping and cruel darkness saturating our country right now, Orange finds its strength, and salvation, in kindness and decency. Hell, even Alysia Reiner’s Fig discovers an inner light when confronted with the inhumanity of ICE. Orange may sometimes play things a bit on-the-nose, and not all the flashbacks this season are necessary (though the same could be said for most flashbacks after the first few years), but the full experience of this series, and this season, will simultaneously elevate you and haunt you.

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Control: The Books, TV Shows and Movies to Check Out Before You Play – IGN First – IGN

When it comes to games, we’re pretty familiar with the trappings of fantasy, sci-fi or war narratives, but you might be a little less up to date with New Weird. Coined by author M. John Harrison to describe the work of (among others) China Miéville, it’s a form of speculative fiction that revels in inexplicability – it’s often a bit horror, a bit sci-fi, a bit fantasy, but if you put it up against any of the canon texts in those genres, it wouldn’t look like any of them. It’s telling that many authors who get told they’re part of the New Weird immediately reject it, because they think being defined at all is too limiting.Control

might well be the first mainstream New Weird game. New Weird fiction is often about a place, not people, and The Oldest House – Remedy Entertainment’s unknowable new setting – very much fits the bill. New Weird also reflects the underlying weirdness of the modern world, and Control’s fiction regularly weaves in real-life events, recontextualising them for a world in which there’s a government bureau to combat paranatural occurrences. Most of all, New Weird is really f**king odd. And yes, Control is that too.

Perhaps more than anything else, it’s that genre choice that makes Control stand out – but it might also make it feel unfamiliar. That’s why we asked narrative designer Brooke Maggs to put together a New Weird reading (and watching) list to help get you acclimated to the genre, and learn the influences that Control’s twisting to make its own New Weird narrative:

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Southern Reach Trilogy – Jeff Vandermeer (Book Series)

Vandermeer quite literally wrote the book on the New Weird, so there’s no better place to start than with this trio of oddities: Annihilation (recently turned into a movie), Authority and Acceptance. The series is named for a secretive government agency (one overt connection to Control) and centres on its work in Area X, an abandoned portion of the US that’s begun creating inexplicable changes to both places and people inside. If you want some sense of how deep the homage goes here, the second book begins with a character becoming a new director of the agency in the title – also the opening to Remedy’s game. Oh and that character’s codename? ‘Control’.

House of Leaves – Mark Z. Danielewski (Book)

Perhaps the best way to understand The Oldest House and its shifting innards is to try to understand House of Leaves. This work of staggeringly eerie weirdness revolves around the effects of a (possibly fictional) house that doesn’t conform to the laws of reality and a (possibly fictional) documentary made about it in which things go horribly wrong, all told (possibly fictionally) by a tattoo artist going slowly insane. It is, in some ways, a haunted house story, except the haunting is by physics.

No One May Ever Have the Same Knowledge Again: Letters to Mt. Wilson Observatory 1915-1935 (Book)

The only non-fiction entry on the list, this collection of 33 missives sent to an LA observatory includes rants on extraterrestrials, cosmology and the general state of the universe from real people across the world. It’s a fascinating mixture of science and fantasy, often written with the intimate touch of those who weren’t expecting to find their words reproduced for a book. The collection’s inspired a whole section of collectibles in the game, the Dead Letters, which are similar pieces of correspondence sent to the government and intercepted by the Bureau.

Control: 11 New Screenshots

The Bone Clocks – David Mitchell (Book)

The Cloud Atlas author’s multi-character, multi-time period novel is distinguishable for hiding so much of its weirdness. Most of its main characters (and the reader following them) aren’t initially aware of quite how dark and strange this seemingly normal world is behind the scenes, extending into immortality, ritual sacrifice and psychic warfare. Control places you inside of that stranger side, with protagonist Jesse Faden becoming more and more aware of how deep and dark the rabbithole gets.

Stalker (Movie)

Tarkovski’s sci-fi masterpiece centres on those travelling through the Zone, a military-protected area in which reality doesn’t function as expected, and even gravity needs to be tested to proceed safely. The Zone is a clear inspiration for the The Oldest House (not to mention Southern Reach’s Area X), but the titular Stalker – able to sense the route ahead and help those less able – also feels like an antecedent for Jesse, who becomes the Bureau of Control’s means of tackling its world-warping problems.

Twin Peaks (TV Series)

David Lynch’s landmark series doesn’t resemble Control very much – besides its government agent protagonist – but it’s absolutely a tonal reference. The series’ ability to segue seamlessly from soap opera to nightmare is reflected in how Control can turn on a dime from straightforward shooter into esoteric adventure. It’s also a visual reference – expressive lighting and a love of the colour red are a major part of both Twin Peaks and the game.

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Legion (TV Series)

Noah Hawley’s adaptation of this comic book tale about Professor X’s son constantly plays with perspective, never quite letting you feel sure that what you’re watching isn’t inside someone’s head. You’ll quickly begin to feel the same about Control, where rooms can shift themselves around, portraits change in their frames, and nothing feels quite right. I haven’t seen an extended dance sequence yet, but I wouldn’t rule it out. On a more surface level, Legion is also the story of someone with extremely entertaining telekinetic powers – Control’s Jesse definitely fits that bill.

The X-Files (TV Series)

Perhaps the most straightforward comparison of all, Chris Carter’s magnificent series features government agents hunting for conspiracies, monsters and paranormal events that silently plague an otherwise unremarkable world. The Federal Bureau of Control – when it’s not being attacked from within – is much the same, as you’ll discover from its own case files strewn around The Oldest House. Just like the X-Files, some of those cases shine a new, weird light on real-world events you may have read about – you’ll want to stop to do a lot of reading.

Joe Skrebels is IGN’s UK Deputy Editor, and he still thinks about how House of Leaves made him read parts of it in the mirror, like a chump. Follow him on Twitter.

Doom 1-3 Coming To Nintendo Switch, Apparently

This year marks the 25th anniversary of Doom, and the seminal FPS series will have a big presence at QuakeCon, which kicks off later today, July 26. Bethesda has already confirmed we’ll get another look at the upcoming Doom Eternal during its QuakeCon keynote, but it appears another surprise from the event has leaked early.

As spotted by Nintendo Life, the original Doom, Doom 2, and Doom 3 have been listed for Switch on the Nintendo UK website. The pages each listed the games as releasing for Switch today, with Doom 1 and 2 priced at £4, while Doom 3 costs £8. The titles aren’t live on the Switch eShop, however, and no pages for them have yet appeared on Nintendo of America’s website, so it’s unclear if these listings were simply a mistake or went live earlier than intended.

The QuakeCon keynote begins today at 9 AM PT / 12 PM ET, and it’ll be followed by an Influence of Doom panel at 10 AM PT / 1 PM ET. Bethesda will also host panels for Fallout 76 and Elder Scrolls Online this weekend. If you’re interested in following along, you can watch the QuakeCon livestreams here.

Doom Eternal is coming to Switch as well as PS4, Xbox One, and PC this November. We got an extended look at the game during Bethesda’s E3 2019 press conference, where the publisher showcased a brutal gameplay trailer and revealed the title’s collector’s edition, which comes with a full-size Doom Slayer helmet. You can read more in our Doom Eternal pre-order guide.

QuakeCon 2019 Schedule

Friday, July 26th

  • QuakeCon Keynote featuring Doom Eternal – 11 AM CT (12 PM ET / 9 AM PT)
  • Influence of Doom Panel – 12 PM CT (1 PM ET / 10 AM PT)

Saturday, July 27th

  • Fallout 76 Panel – 10 AM CT (11 AM ET / 8 AM PT)
  • Knee Deep in Doom panel – 11 AM CT (12 PM ET / 9 AM PT)
  • Elder Scrolls Online Panel – 2 PM CT (3 PM ET / 11 AM PT)

Kill La Kill The Game: IF Review In Progress – Partial Life Fiber Synchronize

Aside from a manga adaptation, Kill la Kill The Game: IF is the first expansion to the story of 2013’s Kill la Kill, the hit anime series that put Studio Trigger on the map. Kill la Kill IF captures the unique fighting styles of the main cast of characters from the anime in arena battles, while also delivering some enjoyable missions to tackle in the single-player campaign. It doesn’t manage to deliver a balanced competitive landscape, but there is a delightful collection of rewards to work towards in Kill la Kill IF–supplying a satisfying incentive for replaying the single-player content.

Kill la Kill follows Ryuko Matoi, who transfers to Japan’s prestigious Honnouji Academy in hopes of finding answers to her father’s murder. Her only clue is half of the giant scissor used to kill him. Honnouji Academy is run by fascist student council president Satsuki Kiryuin and her closest allies: the Elite Four. Students at the school wear Goku Uniforms, each providing enhanced strength and superhuman abilities. Realizing Satsuki recognizes the scissor blade she carries, Ryuko attacks and demands answers, only to be ultimately trounced by the president’s underlings. After escaping, Ryuko stumbles upon a sentient sailor uniform who gifts her with god-like magical girl powers when it feeds on her blood. Now much more powerful, Ryuko swears to defeat the entire student body of Honnouji Academy and gain the answers she seeks.

Kill la Kill IF is a “what if” scenario, asking, “What if Satsuki was the protagonist of Kill la Kill?” The hypothetical is explored in the game’s campaign extraordinarily well, putting forth the theory that Satsuki may have been the brilliant mastermind behind the anime’s entire narrative from the very beginning, tragically refusing the spotlight she wants because she believes her plans for a better world will work out for the better if Ryuko is the main hero. It’s a fascinating addition to Kill la Kill’s lore, and it provides plenty of incentive to see the game’s two-part campaign all the way through.

Combat in Kill la Kill IF is pretty easy to pick up, with your staple combination of close-range, long-range, aerial, guard-break, and special attacks. There’s also a rock-paper-scissors-style clash system that allows you to buff yourself if you’re lucky enough to win. Though every character controls the same, each has a completely different specialty and unique playstyle. Masochistic Ira Gamagoori becomes more powerful by whipping and damaging himself, for instance, while petite Nonon Jakuzure excels at shooting her opponent from a distance and manipulative Nui Harime relies on decoys to overwhelm her opponents from multiple angles. Though the roster does offer a diversity of playstyles, there are only eight options to choose from at launch. That’s a pretty small pool for a fighting game–disappointing given how massive Kill la Kill’s cast is. This is slightly offset by the alternate costumes that change how certain characters attack, but the adjustments aren’t enough to make the variants feel like brand-new fighters.

Exciting though the colorful combat may be, it also feels lopsided with no reliable means of defending yourself. Every fighter can block and dodge, but both moves are pretty slow so it’s fairly easy to just overwhelm opponents with aggressive close-range characters. Once caught in a combo, there’s only one way to recover, and that’s using a counter burst–a move that uses up half of your special attack meter. You have to deal out or endure quite a few hits to fill up the meter, so you can’t regularly rely on having a counter burst at the ready. And if you are caught in a combo and you don’t have that 50% of meter to burn, you just have to wait until your opponent stops attacking you. As a result, juggling can be a pretty big issue against difficult AI opponents or advanced players that know how to pull off the game’s longer, more devastating combos–which can lead to unfair and unfun matches.

Despite the issues with combat, battles in the game are wholeheartedly Kill la Kill, and they’re typically glorious fun as a result. Characters yell out the name of their special attacks–some with barely contained rage and others with malicious glee–in epic battle cries, each one animated in a cel-shaded rendition of Kill la Kill’s over-the-top style. The most powerful blows land with an impact, slowing down the action just long enough for you to understand the recipient is about to be very hurt. The addition of the luck-based clash system feels right at home too, giving you a last-ditch effort to maybe make a comeback–randomly screaming during a battle and luckily finding a deeper well of strength is extremely Kill la Kill. Sure, the lack of a reliable counter system means winning in these battles is less about skill and more about who can press the attack buttons more quickly, but that doesn’t change that most matches are still explosively epic, full of silly puns, and just enjoyable to play. This is especially true for most of the battles in Kill la Kill IF’s campaign.

There are a variety of obstacles to overcome in the campaign as the game offers more than what’s usually expected from arena fighters. Though there are still traditional one-on-one fights, Kill la Kill IF’s story mode is a mixture of various mission types. The most interesting ones take advantage of the constantly shifting alliances in the narrative. One battle has Satsuki, Ryuko, and Nui all fight in a three-way free-for-all, for instance, and another sees Satsuki go up against the brain-washed Elite Four in a one-on-four fight. Wave-based battles against a horde of enemies are thrown into the mix, too. The variety keeps the campaign from getting stale.

Though these types of missions offer a welcome change of pace for an arena fighter, they’re also held back by Kill la Kill IF’s traditional mechanics and features. Most arena fighters don’t need a mechanic to specifically focus on one combatant or a feature to alert you when an off-screen target is about to attack, as fights are pretty much exclusively one-on-one. In Kill la Kill IF’s campaign, where you occasionally fight multiple enemies at once and the only way to remain focused on a character is to stay near them, the absence of any such mechanic or feature is far more noticeable. It’s tricky to stay focused on the fighter you want when you and your opponents are being smacked around the arena, and it’s frustrating when you’re in the midst of a combo and you don’t know whether you need to suddenly dodge or block because you’re about to be attacked from outside your field of view.

Outside the campaign, Kill la Kill IF offers Practice and Versus modes, as well as a horde challenge and figure posing gallery. Given the risque nature of Kill la Kill, it’s a nice surprise that the figures’ available poses aren’t all that leery, though the offering of shots you can produce is a little sparse. The gallery feels tacked on as a poor replacement for a photo mode, which is a shame given how gorgeous many of the characters look while in motion. Offline Versus works without issue; however, as this review in progress is going live the day of Kill la Kill IF’s official international release, we haven’t had adequate time to put the online version through its paces. We’ll update this review once we do.

Both the Japanese and English dub anime voice actors reprise their roles in Kill la Kill IF, so you can enjoy whichever cast you prefer (it’s something a lot more anime games should do, frankly). Unfortunately, the English dub doesn’t perfectly match up in certain animations, so there are quite a few moments where characters are technically done speaking but their mouths keep moving. It’s no deal-breaker, as both sets of voice actors do a great job once again bringing their respective characters to life. The voices aren’t the only sound from the anime to make it into the game either. Songs from Kill la Kill are regularly intermixed into the originally composed soundtrack, including fan-favorites “Before My Body Is Dry” and “Sirius,” augmenting every battle and emotional moment with the same epic sensations as the anime.

The voice actors and soundtrack provide the biggest motivation to keep playing Kill la Kill IF. As you complete the story and win matches, you’ll unlock in-game currency that you can use to buy songs and special recorded messages. The messages that seem to be from the characters’ perspectives are an absolute delight, like Satsuki providing words of encouragement to those living in “this cruel world,” but most are from the voice actors themselves–Todd Haberkorn (Shirou Iori) teasingly relaying congratulations for beating the game, for instance, or Carrie Keranen (Satsuki Kiryuin) revealing just how much it meant to get a chance to do voice work for Kill la Kill again after nearly five years. It’s all phenomenal content–ranging from hilarious to heartfelt–which provides plenty of incentive to keep playing and earn more in-game currency.

Kill la Kill IF is clearly designed for fans of Kill la Kill who are looking for more ways to enjoy the characters, music, and battles of the anime series. Each fighter behaves as they do in the anime, and the excellent voice actor rewards provide a nice incentive to keep playing even after you’ve mastered every character. However, as a fighting game, Kill la Kill IF doesn’t deliver the expected harmony of offense and defense. And though campaign battles that are beyond the one-on-one formula are an awesome addition, the traditional arena fighting game mechanics aren’t designed to adequately handle multiple opponents. The campaign’s startling revelation is a fascinating turn of events for Kill la Kill’s story, though, creating a new and intriguing interpretation of one of 2013’s best anime series.

Kill La Kill The Game: IF – Crazy Combos With Every Character

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