62 Cool Images From Deadpool 2’s New Trailer

The newest trailer for Deadpool 2 trailer has arrived, and there’s a lot to take in. The upcoming sequel to the hit R-rated superhero movie looks to be packing in the blend of action and comedy that made the first one such a success. And while we’ve already broken down all of the key scenes, there are a ton of cool moments for a video that only lasts about two and a half minutes.

As such, we’ve gathered up some of the best images from the trailer for you to peruse. While the movie’s villain, Cable (Josh Brolin), had already been revealed, we’ve now gotten an even more extensive look at him, including what kind of threat he’ll pose to Deadpool and exactly what he’s after. That arm of his is not only good for fighting; he even uses it to slide down the outside of a building.

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There’s also a variety of other new characters on show, including Domino (actress); Bedlam (confirmed to be the character played by Terry Crews); a young, purple-haired girl; and a young boy Cable is after. That’s in addition to returning favorites like Negasonic Teenage Warhead (sporting a new haircut), Colossus, Deadpool’s regular taxi driver, Vanessa, Weasel, and Blind Al.

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And of course there’s Deadpool himself, who continues to use his superpowers in sometimes grotesque ways. We see his neck broken, forcing him to rotate his head 180 degrees so he can resume looking forward. He also takes a gunshot to the hand, allowing him to slide the barrel through the hole so that he can turn his hand and fire the gun at the attacker.

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There’s plenty else to see in the full trailer, so be sure to check that out along with some other notable images from it below. Deadpool 2 features a new director, David Leitch (of John Wick and Atomic Blonde fame), who takes over for Tim Miller, who reportedly disagreed with star Ryan Reynolds about the direction of the sequel. It releases in theaters on May 16.

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Nintendo Switch Joy-Con With A Real D-Pad Coming From Hori

Nintendo’s official Joy-Con controller for the Switch lacks a proper D-pad, instead using face-buttons so that it can be turned on its side for select games. If you’ve been itching for a proper cross-style D-pad, though, third-party manufacturer Hori has announced a solution.

A tweet from Hori Japan promotes the alternative Joy-Con, displayed in a navy blue with the D-pad front and center. It says that the product is coming in July to Japan, though no release date has been announced for the west. This would be Hori’s fourth Switch controller accessory, having produced a Pro-like controller, a Pokken Tournament pro pad, and an arcade fight-stick.

The lack of a D-pad has been too much of a burden on Nintendo’s latest system. It recently had the best first year of any console, and has announced plenty of software for its second year, including a new Smash Bros. The success is allowing Nintendo to explore its experimental side as well with upcoming projects like Nintendo Labo.

A Way Out Escaping Prison Cooperatively

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60 Images From the Deadpool 2 Trailer

A packed new trailer for Deadpool 2 just dropped, and with it, dozens of tiny peeks at the upcoming superhero-comedy movie, from new (anti-)heroes to unlicensed use of Professor X’s chair.

Here’s almost every shot from the trailer in a single place, for you to cast your clue-finding eyes across:

If you want to see all that in motion, here’s the new trailer – let us know what you spot in the comments below!

We don’t have much longer to wait for the whole thing – Deadpool 2 will be out on May 18, and we hear it’s getting better test screening scores than the first movie.

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7 Must Play Switch Games Announced During Nintendo’s 2018 Spring Nindies Showcase

Nintendo held its latest Nindies Showcase this week and revealed a wide variety of new indie games for Nintendo Switch owners to look forward to in 2018. Here’s a rundown of seven must play games that were announced for Switch during Nintendo’s 2018 Spring Nindies Showcase.

Okay, so we know that Nintendo announced this one a little while ago, but we finaly got our hands on it! Travis Strikes Again isn’t exactly No More Heroes 3, but the sooner you become OK with that, the sooner you can appreciate it for what it really is: a great excuse for Travis Touchdown to invade a bunch of fun, arcadey bite-sized games on your Nintendo Switch.

The two-player demo we played this week (with the game’s creator, Suda51, no less) was a fun and futuristic beat ’em up where players teamed up against waves of video game glitch inspired bad guys using Travis’ signature beam katana light sword as well as a set of equally insane special attacks. When your beam katana loses its power after enough use, you’ll click down the stick and shake your Joy-Con to recharge it, resulting in you and your co-op partner grinning at the craziness of it all. We only played one of the several games that will end up in Travis Strikes Again, but and this title is definitely shaping up to be something very special (and insane) for Switch owners. — Brian Altano

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Rare Studio Head on Sea of Thieves Post-Launch Plans

Rare has high hopes for Sea of Thieves, and according to studio head Craig Duncan, the development team intends to continue to support the game post-launch to make it “as big and successful as it can be.”

On the latest episode of our monthly interview show IGN Unfiltered, Duncan said the studio “of course” has a roadmap and plan for the future of Sea of Thieves. “There’s more stuff we want to add to Sea of Thieves,” Duncan said, noting the team “definitely want

to be reactive” to fixing any balancing issues and bugs that might arise.

“Every single person I’ve talked to that launched a service-based game tells me, ‘Hey, you think you know what you’ve gotta do—actually when you launch there’ll be a load of different stuff,'” he explained, noting he’s well aware there will probably be plenty of stuff the team wasn’t aware of prior to release that they’ll need to address after launch.

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A Way Out Review

As my co-op partner and I approached the climax of A Way Out, the cinematic, 1970’s-set prison-break adventure from the studio headed by filmmaker-turned-game-developer Josef Fares, I thought it had run out of gas. I’d been hooked for the first five hours, which do a magnificent job of blending drama with action and emotion with lightheartedness. In that time we’d rarely done the same style of of gameplay twice, and I had gotten to know and understand Vincent, the more diplomatic and reserved of the two playable convicts in this mandatory two-player story. But here we were, knee-deep in a cliched sequence I’d seen a million times before in both games and movies. I thought A Way Out had run out of tricks.

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Travis Strikes Again: No More Heroes Switch Gameplay

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Nintendo Wants To Make Switch’s Eshop Better, Easier To Use

The Nintendo Switch’s success over the last year is due mostly to its award-winning first-party content (Breath of the Wild just won yet another game of the year award at GDC) and the influx of major third-party support. But even before the launch of its latest console, Nintendo has stealthily built up a library of intensely good indie content as well. This trend started with the eShop on Wii U and Nintendo 3DS, but Nintendo’s Switch marks the company’s entry as one of the frontrunners in indie game support.

At GDC this year, we got to play several of the titles that Nintendo is publishing on Switch under its Nindies umbrella–check the site later this week for a roundup of those and other great games at the show. But in the meantime, here’s a quick conversation with Damon Baker, senior manager from Nintendo’s publisher and developer relations team. In this chat, we talk about how the 3DS is still a priority, future eShop improvements, and how games end up on the eShop in the first place.

GameSpot: It feels like in a lot of ways that Switch has become the new “home” of indies. It’s taken the mantle that I feel like was previously held by PlayStation; now so many indies are coming to Nintendo.

Damon Baker: Yeah. We feel really fortunate. We’ve got a nice home, and I think there are a few factors that are helping with that gravitation towards the platform. Making the dev tools easily available and accessible, the environment of certification, the marketing initiatives and promotions that we put behind it like the [Nindies video presentation], and other executions. Everything is lining up there.

Adding to that, with Nintendo Switch you have the flexibility of playing a game the way that you want to play it, on-the-go or at-home features and functionality; it is just this amazing playground of things to experiment with for the indie community. And they wear their passion on their sleeves, so it is very infectious, and it’s easy to get behind that type of enthusiasm.

The 3DS has also been a great home to indies over the years. Is that still a priority, or has it shifted over to Switch?

The emphasis is definitely on Nintendo Switch these days. We still have an open dev environment for Nintendo 3DS, but there are limited marketing and promotional opportunities there.

3DS is still a priority from a hardware perspective and for packaged software, and we still have third-party support there across the board. But in terms of the indie community in general, it feels like it is a little bit easier to get that content up and running on a Nintendo Switch. Some of that has to do with the architecture of the hardware, developing for one screen versus two screens, and different controller inputs and control schemes. I think it has been an easier proposition for developers to gravitate towards Switch.

You’ve touched on this before, but the eShop is sometimes a little hard to navigate. You mentioned that there are improvements coming?

Absolutely. Full disclosure, the Nintendo eShop from the very beginning was meant to be a transactional destination and not a merchandising destination, but over the course of this last year we have been able to improve on that and so be able to have some areas to not only focus on new releases but on best sellers and sales and some of this low-hanging fruit.

But, as I mentioned, in the presentation, it is really a concerted effort to acknowledge the feedback that we’ve been hearing from the community and our responsibility is now to make sure that we are improving both on- and off-device processes so that we can encourage clean visibility and discoverability for the content that is relevant to each user.

Could you clarify transactional versus merchandising destination?

Yeah. Basically the eShop was built as a destination where you make your purchase, where you already know the game that you want to purchase. You go there, you click on it, and you pay for it. Rather than it being a place where you’re perusing to find the latest and greatest things. That is evolving over time and part of it has to do with just evolving with the hardware and prioritizing some of those things along with the other system updates that are coming to fruition. But it is encouraging that the voices and the user feedback has been heard internally and steps are being taken to acknowledge that.

What is the approval process like for bringing indies on? I am sure it’s not just an open gate where you’ll take everybody.

It is not. It is actually a closed dev environment for Nintendo Switch. There is a review process; we encourage prospective and interested developers to submit a pitch–an overview of their game–but we also like to see background on them as a developer in terms of their experience and their amplitude for navigating a dev environment on consoles. So, once we look at all of that, then we review that and we either push the button or not.

Each region is responsible for its own development community. So, our counterparts at NOE are handling Europe and over at our head office at NCL are handling Japan and Asia.

How are sale prices decided? Do you leave that up to the developer or is that something that you guys control?

All pricing is controlled by the developer and the publisher. We don’t have any say on that. Same with release date; if it’s considered a huge priority and a huge impactable opportunity, then we might collaborate on, “Okay, this day would be great for us to work together on.” In terms of pricing, we don’t have any input on that.

In terms of promotions, though, we do collaborate with our partners if they are looking at putting some sort of pricing promotion together. There is an example earlier this year where a bunch of indie developers got together and created their own pricing promotion and they combined their efforts and did an AMA on Reddit. That was really cool to see that grass roots approach to a promotion, and then we amplified that through our channels as well. There are a lot of different approaches.

What is really encouraging though is that a lot of our partners are looking at what is resonating on the Nintendo eShop to help them determine the appropriate price for their content. The list that we put up earlier in terms of the top indies, the majority of those are premium-priced digital games. They are anywhere from like 20 to 30 bucks. Which is cool because it means that there is no real race to zero at this point, that it is really quality based and the Switch fan base is willing to invest towards having a premium experience.

A Way Out Review: A Tale Of Two Prisoners

A Way Out is not really the hard-hitting, serious, emotional tale of two convicts escaping prison it appears to be. At times, it successfully strikes those notes, but extreme tonal shifts, gimmicky QTEs, and a terrible finale kill almost any emotion or tension contained in the game. In the end, entertaining environments and some inventive set pieces prove to be its saving grace.

Like director Josef Fares’ last game, Brothers: A Tale of Two Sons, A Way Out contains two protagonists who experience the game’s story together. Unlike Brothers, however, you’ll need a friend to play with this time round; A Way Out is only playable in co-op, either locally or online. Whichever you choose, you’ll always be playing in a split-screen that dynamically shifts between the respective views of Leo–a reckless, aggressive gangster cliche–and Vincent–a more cool-headed family man.

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Sometimes the screen will be split vertically, sometimes horizontally; sometimes evenly, sometimes unevenly; and sometimes not at all. This framing device is mostly used in interesting ways, such as giving more screen space to whoever’s performing a more important action, or splitting the TV in three to also dedicate real estate to an attacking NPC. However, it can be a source of irritation, such as when I was talking to a friendly character, only for my partner to trigger a cutscene and for the screen to shift entirely to his view, ending my conversation prematurely.

This is a problem faced outside of cutscenes, too. A Way Out’s small explorable environments often contain multiple characters to chat with, but if you and your co-op buddy both engage in different conversations at the same time, the game has no better answer than to play all the audio in parallel, meaning you struggle to hear either of the conversations happening in front of you. The problem is alleviated slightly if you turn subtitles on, as each side of the screen contains its own set, but the overlapping sound is still distracting.

Such issues do irritate, but they are more of a footnote than a major strike against A Way Out’s co-op-only nature. Without a partner in crime, some of the game’s standout moments wouldn’t feel nearly as impactful. In one early scene, Leo and Vincent are attempting to hack away at their respective jail cells using a screwdriver. While your partner stabs the wall behind his toilet, you must keep watch from your adjacent cell for patrolling guards, occupying them when they get too close and warning the other player to look natural when your distraction fails.

This is when A Way Out is at its best: communicating with (and relying on) your partner both in-game and in real life makes these moments of tension consistently thrilling. There are a handful of these set pieces throughout the 7-8 hour campaign that feel unique and justify the decision of forcing you to play with another person.

The tone veers wildly from a Shawshank-inspired escape tale to a silly semi-parody of ’70s crime dramas

But while those moments do carry some tension, it’s because you’re sat next (or talking) to someone you care about and never because you’re playing as someone you care for. The protagonists and their motivations are the most generic B-movie fodder–gangsters with escape and revenge on their minds, but with the hackneyed added layer of troubled families. To make matters worse, the dialogue is stilted and unnatural. Conversations often end abruptly (regardless of whether your partner triggers a cutscene), and entire scenes go by without adding anything in terms of plot or characterization. Some lines in particular are cringeworthy–during one sequence in which a couple are interrupted while having sex, a female extra instructs her male partner to shut the door by saying, “I’m gettin’ cold in my lady parts.”

The tone veers wildly from a Shawshank-inspired escape tale to a silly semi-parody of ’70s crime dramas, complete with overextended sideburns and an assassination across the border in a villain’s remote Mexican lair. In one scene, A Way Out nails the feel of punishing prison life, and in another it lets you act like children on a playground swing. Sometimes those conflicting tones even crop up in parallel. One poignant late-game moment–where my character learned some surprising and emotional news on one side of the screen–was ruined by my partner interacting with a bicycle bell on the other side that caused his character to exclaim, “Ring ring, motherf***er!”

If it’s not the dialogue dampening moments of tension, it’s the game’s numerous QTEs. While A Way Out does use timed button-tapping well in some instances, such as when our characters must time their pushes up a vent shaft while standing back-to-back, it also wastes scenes with gimmicky implementations. The final playable section of the game–the crux of this entire plot and hours of journeying and escaping and chasing–boils down to mashing Square / X. A Way Out’s third and fourth acts are by far its weakest: save for one inventive story beat, all creativity is lost and the game turns into a mediocre action romp with anemic shooting and little else to do or care about.

Luckily, the rest of the game (which is much longer than the mercifully contracted finale) contains more interesting and varied environments. Throughout your journey, you’ll travel from the prison to a forest, a farm, a cinema, a trailer park, and more, and each is filled with objects to interact with, puzzles to solve, and people to talk to. These diverse areas are small but dense, and they add color to what could otherwise be a monochrome world of good and bad. The trailer park was a personal favorite, offering a chance to pause and play some baseball or chat to secondary characters. There’s even a Trophy / Achievement for exposing the aforementioned couple to the man’s jilted wife. That this captivating space comes during what should be a time-sensitive moment, when playing baseball or exposing adulterous men would be the last things on anyone’s mind, says everything about A Way Out’s story and tone, however.

A Way Out has problems. By the time the credits rolled, my partner and I didn’t really feel like we’d been on much of a journey with Leo and Vincent. We’d been on a geographical tour, sure–one that was often trite, gimmicky, or cringeworthy–but we didn’t feel the pair had learned anything or grown in any meaningful way. I did, however, enjoy the journey I’d been on with my friend sat next to me. We had to look out for each other while escaping prison, work together to solve puzzles, and save each other’s life on multiple occasions. Our characters might not have grown closer together, but A Way Out’s forced co-op is worth it for the few standout moments it provides.