Destiny 2 Forsaken Exotics: The New Exotic Weapons / Armor So Far

This week saw the release of the third new DLC expansion for Destiny 2, Forsaken. It’s much larger than the last two, being positioned as the equivalent of the previous entry’s game-changing Taken King expansion. Whether it’ll add the long-term legs players crave remains to be see, but in the meantime, there is a lot of new stuff to take in–including Exotics (both weapons and armor) for Hunters, Warlocks, and Titans to get their hands on. Be sure to check out our Forsaken review-in-progress for thoughts on what we’ve played so far.

Following the recent changes made as part of the 2.0 update, among the many additions and changes in Forsaken and the 2.0.0.1 update are a new Power level cap, Strikes, story missions, areas to explore, a Raid (launching September 14), Gambit mode, Crucible maps, and much more. But players take part in many of these activities with one goal: to secure new gear, and specifically Exotic weapons and armor. You can always buy some old ones from Xur, but it’s the new stuff that’s most exciting.

No doubt there are many hidden Exotics to uncover, some of which may not be available right away. But already we’ve either gotten our hands on or been able to preview a ton of the Exotic weapons and armor included, and you can see them above, including one of the new weapon type, bows. We’ll continue to expand this as we come across more.

One thing to bear in mind is that there are a select number of items that you’ll only find on PS4. As with previous Destiny content releases, Sony has a timed exclusivity arrangement that sees certain things released first on PS4. With Forsaken, that includes a Strike called Broodhold, an Exotic weapon called Wavesplitter (pictured above), an Exotic ship (Great Beyond), and an armor set for each class: Thorium Holt (Warlock), Red Moon Phantom (Hunter), and Mimetic Savior (Titan). All of this will eventually release on Xbox One and PC, but not until at least Fall 2019.

Forsaken is now live on all platforms. We’ve got some early impressions, a guide to activating a new Heroic Public Event, and we’ll have a Gambit guide soon on how to compete effectively in the new PvE/PvP hybrid mode. Look for much more in the coming days.

Halloween Review: Welcome Home, Michael

Remember when fans were worried that Danny McBride and David Gordon Green–the guys behind HBO comedy series Eastbound & Down–would ruin the Halloween franchise by trying to make it funny? Well, the newest chapter in the Michael Myers saga–which is technically only the second, since it ignores all other sequels–is definitely the funniest film in the franchise. But surprisingly, it’s also the perfect continuation to the story begun in the original Halloween 40 years ago.

Yes, it’s been 40 years since Michael Myers put on a mask and terrorized the town of Haddonfield, Illinois as “The Shape,” and he hasn’t done much since then. Played by the original actor Nick Castle, as well as newcomer James Jude Courtney, Myers hasn’t spoken a word in the 40 years he’s apparently been incarcerated at the movie’s start. Not even when two podcasters–or “investigative journalists,” as they refer to themselves–present him with the iconic mask in an attempt to get a reaction does Michael stir. This is a return to form (or shape) for Michael. No longer the brother of Laurie Strode, as was established in sequels to the original, he is back to being a force of pure evil who commits random acts of violence with no cause or reason. Green, who directs with co-writer McBride, treats the character with utmost respect, like a larger-than-life force that deserves your complete attention and fear.

Castle and Courtney, who seamlessly share the role of The Shape, don’t miss a beat with their performances, as this is the most terrifying Michael has been since 1978. It helps that Green and McBride have made this one mean and nasty Halloween movie. It surpasses the body count of John Carpenter’s original even before Michael gets to Haddonfield, and we see kills involving knives going through throats, lethal headbutts, and more.

Meanwhile, the core of the story focuses on Laurie Strode. Jamie Lee Curtis gives what is perhaps the best performance of her career in the role that first gave her the spotlight. She effortlessly steps back into Laurie’s shoes, evolving the trauma and psychological damage Myers inflicted on her all those years ago. Yes, she is a complete and absolute badass in this film, as she is now the hunter and no longer the hunted. However, she is no Sarah Connor. She is a broken woman who hasn’t been able to let go of that fateful Halloween night.

Strode now lives in a fortified house in the middle of the woods and spends every day shooting at target dummies, preparing for the day when her paranoia finally bears fruit. Of course, it doesn’t take long before Myers escapes and finds his way to Haddonfield, where he obsesses over finishing the job he started 40 years earlier.

Despite the gravity of Halloween’s themes, and the gory and violent fun audiences expect from a slasher, McBride and Green infuse the script with their signature sense of humor, and surprisingly, it actually works. Every side character gets a moment to shine, and the jokes never feel out of place, especially when coming from soon-to-be breakout star Jibrail Nantambu. Nantambu plays the only character who has any idea what’s going on in the film–he never makes a stupid choice (it’s a slasher, so naturally, characters make a lot of stupid choices) and provides insightful meta commentary about the horror tropes on display.

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Speaking of meta, Halloween pokes fun at every single film in the franchise, all while paying homage to its predecessors. There are references to Silver Shamrock, tributes to Halloween 2, and a fun cameo or two. The film also comments on this being a pseudo remake of the original, but in modern times. For example, when discussing the original babysitter killings from the first film, a character remarks that five dead people isn’t too much “by today’s standards.” Green has fun with the idea of Laurie being prepared for Michael by playing with role reversal throughout the film. One instance in particular got the audience at the world premiere cheering so hard, the next three lines of dialogue were inaudible.

If there’s one problem with Halloween, it’s that it never uses Laurie’s granddaughter Allyson (Andi Matichak) and Allyson’s mom Karen (Judy Greer) to their full potential. Thankfully, it isn’t a big issue, as Laurie’s story is compelling enough on its own. And those missing the magic Carpenter touch will be delighted to know that the film is keen on using silence to increase the tension, and there is a 5-minute-long single-shot sequence that is a marvel to watch, even if it’s quite brutal. Green may not have a ton of experience filming horror, but he sure knows how to create nail-biting tension at the right moments.

John Carpenter returns to score the film with the help of his son, Cody Carpenter, and Daniel Davies. Yes, you do hear the classic Halloween theme, and Carpenter even uses a slower version of the theme at several key moments. Carpenter also uses a whole new style of synth rock that pulsates and beats like a heart and will have everyone in the audience on the edge of their seat while also making them pre-order the soundtrack as soon as they leave the theater.

Halloween doesn’t reinvent the wheel or create a new subgenre of horror. What it does is take the best parts of all the films in the franchise, and deliver the ultimate companion piece to Carpenter’s 1978 masterpiece. It’s a film that not only has something to say about trauma and PTSD, but also delivers a bloody, fun time at the theater. Will Michael Myers return again? Who knows, but we sure as hell welcome him home.

The Good The Bad
Laurie Strode is a more complex character, yet a total badass Side characters are slightly underused
Michael Myers is scarier than ever
The fantastic score that will get your heart beating
A much-welcomed sense of humor and meta commentary

How Life Is Strange 2 Plans To Surpass The Original By Finding Its Own Voice And Identity

The original Life is Strange from Dontnod Entertainment was one of the biggest surprises of 2015. As an episodic adventure game focusing on the everyday struggles of Max, a high-schooler and outcast in a small town, her life gets even more complicated when she discovers the ability to turn back time. Subverting the mundanity of everyday life with a supernatural undercurrent, the twists and turns that its story took while simultaneously telling an incredibly heartfelt and tragic tale of young love between Max and fellow outsider Chloe, it earned itself a lot of praise from fans. After the release of its prequel Before The Storm, the developers were ready to move onto the next game in the series, now centering around the story of two brothers on the run.

Set three years after the first game, Life is Strange 2 focuses on the new central characters Sean and Daniel Diaz. After a tragic run-in with the police, Sean and his younger brother flee from home, leaving everything they know behind. With some ties to The Awesome Adventures of Captain Spirit, and some connections to the first game, the story of the two brothers and their loyalty to one another will be tested. With every choice leaving an impression, the sequel’s story will offer more branches than the original, leading to some unexpected consequences for the young duo. We sat down with Life is Strange 2’s lead writer Christian Divine and voice-over director Philip Bache, who talked about the daunting task of living up to the original, while also expressing their excitement on crafting a new story.

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Though this is a sequel, it’s also its own unique story. Can you talk about what it was like coming up with something brand new, that retains a similar dynamic, while also not stepping on the toes of the original? It must have been challenging trying to follow up the first game.

Christian Divine: Yeah. Michel Koch [co-director] and Jean-Luc Cano [co-writer], who came up with the original story, they wanted to move forward with this game. We all love Max and Chloe and all the other characters, but we wanna be ambitious and keep moving forward and expand the universe. It’s not just those characters. So the exciting thing is just to explore a different kind of relationship, the sibling relationship, which evolves. Education and experience, in a road trip format. We all love this kind of road trip format because it opens you up to all these really cool narrative experiences you can have, and other characters you meet along the way.

We all knew we were gonna do something different and weren’t gonna do the same characters, same story. So I think it was not so much a challenge for us in that sense, but it was more of a challenge when it came to the players, because they love those characters so much, to get them to embrace these characters on this journey was the biggest challenge I think in terms of it.

Philip Bache: We also have the same core team from the original, and there’s a lot of trust among the different departments [at Dontnod]. But it’s a challenge in that we know how much Life is Strange 1 is loved and we’re pushing it. For me, I think we’re all beating up what we’re doing so much more now. So I definitely feel the pressure in the voiceover booth. I can feel the pressure from the team. But we’re taking it head on. I do appreciate the challenge. If it was to keep going the same way and we were gonna keep doing that, it’s like we can’t–but there is a threshold for everyone for a story. For one person it might be like, “Oh, I could have fun with Max and Chloe for 10 years.”

Other people might be like one year. For me, what’s interesting is the new characters, you’re gonna fall in love with just as much. If we did our jobs, you will. If we didn’t, people aren’t gonna enjoy it. But from what I’ve seen, it’s been great. I’m a tough critic, but I’ve loved everything we’ve been working on, everything I’ve seen that was written, everything.Christian Divine: I think the main thing is that as an artist and creator–it may sound cliché or pretentious but it’s not–you wanna challenge yourself and you wanna move forward. Art is like evolution. You should move forward.

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To speak on challenges a little more, did you have to come up with a lot of ways to not disrupt one player’s view of what the LiS canon was? Since the original had multiple ending, and this game is set years after and some characters from the original will return, did you feel you have to make story choices that wouldn’t go against certain decisions fans made?

CD: Right, well–there’s no canon to us. There’s definitely a canon for the player. The player is the one that determines the outcome. The player is the one that says, “it’s bae or bay” [a reference to the defining choice in LiS1]. They decide that and that’s what they care about. It’s not up to anybody, us to say no. Because it’s not canon. Otherwise you’d have one ending only. That would be canon. The point of a choose-your-adventure book or a genuine adventure narrative, is for you to dictate what the outcome is, all based on your choices. So I think you’re always gonna have, based on the amount of choices, several different endings. We’re gonna have different branches in Life is Strange 2.

PB: You know what’s tough about that is it would almost kinda stink for a player in a way to say, yeah you played the game, you made a choice but this one was right or this one was wrong. That kinda takes away everything of what the gameplay and the experience is of Life is Strange. So if I made a choice and then it turned out canon was the other thing, it would kinda stink.

Also, that’s a huge challenge for any sequel now, to creatively come up with a story that fits within the universe, while also allowing the player to still have that choice. It’s tough but I prefer it that way. Who’s to say what other properties under the Life is Strange umbrella will do with some of the story, or what could be considered canon. Also to follow up what I said earlier, there’s also still the supernatural element as well. There’s still core characters that hopefully you’ll fall in love with. But I think a lot of what Life is Strange is about is supernatural, core characters you can really fall in love with. A very grounded story. That’s what I loved about the first one.

It’s usually challenging to come up with ways to offer a decent balance for those types of stories.

PB: Yeah, but it’s also like the groundwork of the story, which is what I want. Then it feels real.

CD: That’s actually how you make people believe the supernatural. You create a very similar to that and then you can pull them in. I mean, Stephen King is the master and he became literally popular in the ’70s because he was literally creating blue collar supernatural horror and nobody had ever done that before. Nobody had ever said, “What if the washing machine might eat you? What if the beer can has a hole in it and you start getting toxified? What if your dog goes rabid?” It’s a very mundane, suburban situations and he pulls in that supernatural element into it. So you buy it based on the setting of it.

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You’ve kept a lot of the game under wraps for a while, and it’s already going to be released fairly soon. Can you talk about of the biggest successes you’ve had with creating the game, while also some of the challenges you had?

CD: Good question; I’d say the biggest challenge of course was writing varied, diverse characters, and make them believable. As a writer, your job is to make these characters that are so different and unique, believable. So that to me is always a challenge. But what I’m proud of the most with this game is that I think we’ve hit that level of engagement in terms of the characters and their relationships in creating a world that has these social issues that we’re gonna deal with, along with elements of the supernatural story. So I feel like we’re nailing this particular new world where the player can decide its fate. The acting of the kids are wonderful and the team did a great job directing them. It’s hard to direct kids by the way. It’s one of the hardest things, literally the hardest thing to do I think is direct kids.

But I’m also proud of the narrative expansion of our game. I am proud of the fact that I really feel like we’re pushing narrative boundaries and hopefully creating something new. And it’s a wonderful new wave of this. Not just for Life is Strange. It’s a wonderful new era of storytelling. So it’s fantastic to be part of it and it’s great to see storytelling finally reflect and start evolving to the place where it should be. Games are a very young industry when you look at it. It’s only 30 years old technically. From palm to digital is only 30 years and now we’re at this point we have the technology and now the narration needs to jump up and start matching. The storytelling needs to rise to the technology.

PB: The thing I’ve been most proud about has been a lot of people don’t know that my job exists. A lot of people, it’s disregarded. If I did my job correctly, hopefully it stands out. I think I’ve been lucky, not just with the Life is Strange projects, but with other projects and be able to show that, “Well, if I’ve been able to do it this many times, hopefully there’s something to it for the people who are good at it.”

That’s been the thing I’ve been most proud of, is pushing performances in games to mean something. Because a game like this really, I think, it needs it. If it doesn’t have it as much as in other games like this, or any other game, then our fans are gonna make that clear. So I’ve pushed the performances pretty hard with everybody else. That’s difficult. But maybe the most difficult is knowing how much people are gonna have a closer eye on Life is Strange 2 because of how much they love Life is Strange 1. We’re all pushing ourselves, I think, harder than before.

Who Is the Marvel Hero Teased in Iron Fist: Season 2?

Warning: this article contains spoilers for Iron Fist: Season 2!

The Season 2 finale of Iron Fist shakes up the series’ status quo in a major way, with Colleen Wing claiming the power of the Iron Fist and a de-powered Danny Rand beginning a globetrotting journey to find his new purpose. But it would seem his superhero days aren’t quite over. The final episode ends with Danny and Ward Meachum confronting a group of gangsters working for a mysterious boss named Orson Randall. That’s Danny’s cue to reveal his newest toys, a pair of mystically charged pistols stolen from Randall himself.

Watch the video above to learn how everything changes for Danny Rand in Iron Fist Season 2.

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Devilijho Comes To Monster Hunter: World In First PC Update

With Monster Hunter: World out now on PC, it’s roster of monsters can finally grow. In the PC version’s first update, the Devilijho has entered the fray.

Among a number of other bug fixes, this first update includes the first Devilijho mission. The update also includes the Devilijho weapons and Vangis α and β armor sets. It will start invading six and seven-star missions, as well as high-rank missions once “??? Rathian” has been completed.

This update also includes a few other goodies. A specialized tool called the Dragonproof Mantle and a new DLC Astera 3 Star Chef Coat outfit for the handler. The handler’s outfit appears to be the only paid piece of this update.

For more details on this update about bugs and the rest of its fixes, head on over to the Steam page. For more on this monster-slaying title, check out our Monster Hunter: World hub.

Rick and Morty Just Won Its First Emmy

Rick and Morty was a big winner at the 2018 Creative Arts Emmy Awards.

Dan Harmon and Justin Roiland’s animated series won the Outstanding Animated Program award for the Season 3 episode Pickle Rick, beating out heavy hitters like defending champion Bob’s Burgers, and previous winners The Simpsons and South Park. This was Rick and Morty’s first Emmy nomination, resulting in the Adult Swim series’ first win from the Television Academy.

The episode see Rick turning himself into an actual pickle while Morty, Summer, and Beth go to family therapy.

Family Guy came away with a huge win as well, with Alex Borstein also winning an Emmy for Outstanding Character Voice-Over Performance. Borstein voices several characters on the show, including Lois Griffin.

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