What Is Shang-Chi’s Ta Lo And Where Does It Fit Into The MCU?

With Phase 4 officially kicking off, the MCU is looking a little different. For one, there’s officially an active multiverse now, thanks to Loki and Sylvie taking out He Who Remains over on Disney+. Of course, given the entirely esoteric nature of time and the universe within Marvel in general, it’s extremely difficult to pin down exactly what this means and how it affects things moving forward. For instance, is the multiverse retroactive? Is the flow of time strictly linear or was that also messed up in the chaos of the branching timelines? What exactly constitutes an alternate reality and how do you differentiate them from something like the Quantum Realm or an alternate dimension?

Of course, there are a lot of extremely comic book semantics at play here and the answers, if they come at all, are likely going to be doled out in pieces. We’ve already got some hints of what might be on the horizon with the new Spider-Man: No Way Home trailer, which teased a Doctor Strange spell going awry and causing all sorts of reality warping. And then there are characters like Wanda who were recently revealed to have extremely potent chaos magic powers. There are definitely big things on the horizon, even if that horizon is vaguely defined.

But as things stand right now, we have Shang-Chi and the Legend of the Ten Rings, which, while avoiding any direct nods to the Disney+ TV show roster, introduces a handful of new concepts to the MCU that may or may not become very important in the future–and may or may not tie into some concepts we’re just beginning to learn. Most important of the bunch is the existence of Ta Lo, a mystical realm where Shang-Chi and Xialing’s mother came from, separated from the real world by a supernaturally shifting bamboo maze.

Ta Lo is home to humans–or at least human-looking people–who are aware of, but cut off from, the happenings of the “regular” world. It’s also home to any number of magical creatures, from dragons to nine tailed foxes. Ta Lo seems like the sort of place you’d find in a fantasy novel. More than once, Ta Lo is called a different “reality” or a different “world.” In the comics, Ta Lo was a briefly visited realm in the Thor comics, back in 1980, where it was roughly analogous to Asgard in that it was home to the gods of Chinese mythology, but the movie gave us no indication that the people who lived in Ta Lo were actually mythical themselves.

All of this begs the question–what exactly is the cinematic version of Ta Lo and where does it fit into the MCU’s expanding cosmos? Should we think of it more like Asgard or Kamar-Taj or as something else entirely? GameSpot sat down to ask writer/director Destin Daniel Cretton just that.

“That’s a great question–and honestly, I think that’s something much more fun to debate than to answer right now,” he teased. “The one thing to remember is that Ta Lo is not confined to the little village that we see [in the movie]. Ta Lo is a big world in and of itself, which is a fun place to imagine exploring in the future.”

Of course, Cretton was unable to confirm whether or not there were any plans to do said exploration on the docket just yet–but the hope is certainly there. And, regardless of whether or not Ta Lo’s existence is ever solidified, there seems to be plenty of potential for new stories to crop up from its mythology–after all, there are literal dragons in the MCU now, and cuddly little faceless chicken cats, and they’re all just a quick (and dangerous) trip through a lethal maze away.

Shang-Chi and the Legend of the Ten Rings is in theaters now.

Baldo: The Guardian Owls Review

It’s rare to see Studio Ghibli’s iconic and instantly recognizable anime art style take shape in a video game, but developer NAPS Team’s isometric action-adventure RPG, Baldo: The Guardian Owls, claims both Ghibli and The Legend of Zelda as its primary inspirations. Those are lofty ambitions, but Baldo rarely instills the same depth into its story or characters, and very little of it feels good to play. In fact, experiencing upwards of 50 hours of wildly inconsistent dungeon-crawling and puzzle-solving to reach its meager ending is more like wading knee-deep in a swamp than strolling through a park.

The premise of a young boy attempting to save a world in danger is simple but effective for what’s intended as a light-hearted story. This is a pretty standard Legend of Zelda-esque plot, and there’s really no unique spin here. You’ll spend a lot of time solving dungeons, exploring an overworld, doing quests, and then backtracking every time you receive a nifty new piece of path-opening equipment like the Owl Bomb or the Sacred Fire.

The main problem – at least when you’re getting started – is the lack of direction. Beyond the very first screen that shows you some basic tooltips for your controls, there is absolutely no tutorial. Many of the major mechanics, including the one that lets you shake yourself loose from spider webs, are not explained whatsoever. It doesn’t help that the rest of the interface is equally egregious, often making basic tasks like checking your inventory or your quest list much more arduous than it should be.

It’s almost like Baldo is passive-aggressively daring you to stop playing it altogether.

In Baldo, bugs are hidden around every corner – and not just the kind you squash with your sword. Expect to commonly run into everything from NPCs not giving you correct items upon finishing their quests (essentially stranding you in a location until you revert your save and try again) to near-constant crashes to the dashboard and other glitches that make exploring simply far less pleasant than it should be. It’s almost like Baldo is passive-aggressively daring you to stop playing it altogether, pulling and poking you and trying your patience to see what it can get away with before you uninstall it for good.

It’s immediately clear from the first few moments in the first dungeon, the claustrophobic Lost Galleon, that Baldo is in rough shape. Everything from this initial dungeon crawl to the labyrinthine overworld to the painfully nondescript world map is a chore to make sense of. Aside from some vague dialogue or hints from the Rodia Town library, or the help of the eerily chipper Minisio the Map Merchant, you’re rarely offered guidance at all.

It’s immediately clear from the first few moments that Baldo is in rough shape.

Later dungeons, like the endlessly frustrating Savoca Prison and the hyper-tedious Bobo Pit, are no better – they often find creative ways to waste your time and send you back to the “game over” screen rather than tug you onward. Aside from torch sconces and pressure plates, there’s very little consistent vocabulary across Baldo’s world to prompt you toward a point of interest, often making it easy to completely miss key items and events that are necessary to progress. It’s almost like every room is playing by its own completely unique set of rules.

Many puzzles require you to carry fragile statuettes or push blocks across long distances while navigating traps. Compounding the tedium is the fact that you move as slowly as molasses while doing any of this. It’s all well and good when it all comes together at the end, but it’s excruciating to get there – if you get there at all.

Frustrations abound as you navigate a dungeon. It’s far too easy to simply fall off of a ledge or dodge-roll in the wrong direction because there’s absolutely no feedback to help you guide Baldo around. Making matters worse, most of your important actions, like swinging your sword, talking to NPCs, and picking things up and throwing them are all mapped to the same two buttons on your controller, making it easy to accidentally talk to a companion when you really meant to attack an enemy.

Baldo would be a tough challenge if the combat were up to it, but this is no Dark Souls.

Baldo himself is also terribly fragile for most of the story – you start with only three hearts, and you don’t have too many opportunities to get more until you eventually trek up to the visually gorgeous but inconveniently remote Owl Village during the middle third of the campaign. During all of that time most enemies and traps deal a ridiculous two or three full hearts worth of damage, leaving little room for error. That’d be a tough challenge if the combat were up to it, but this is no Dark Souls: it’s practically impossible to gauge when to dodge or block an incoming attack. The man-eating plants and giant spiders who can sit in the air and snipe you from a distance are especially unfair and obnoxious.

It’s not impossible to learn how to navigate around Baldo’s clunky controls, but don’t be surprised if you see literally hundreds of “game over” screens before you’ve even taken your first steps out of the humble Kidoge Village or reached the main hub city of Rodia Town. This is because it takes a long time to get good at surviving fights with even the simplest lizardmen you encounter in the early starting zones, who are unreasonably good at killing you and seem to have a limitless ability to evade your attacks.

At least you can eventually build yourself up with powerful items like the Takame Shield, the Owl Mask, and the Owl Bomb, which further empower you to then explore this vast, exquisitely crafted world with ease. But even as your power grows, Baldo’s combat remains needlessly unfair, even when reasonably powered up. You are always at a disadvantage against some of the tougher foes like the Robowl or the Kangmi, both of which are relentlessly powerful and only rarely expose their weak points. But hey, at least you can use the map’s poorly-laid geometry to glitch these monsters into oblivion. Even then, you’ll still be wading through an ocean of game-breaking bugs, abysmal controls, unsatisfying boss encounters, and hundreds or thousands of soul-crushing “game over” screens before you even scratch the surface.

The biggest issue with Baldo’s visuals is the fixed camera.

Baldo’s simplistic and cute art style is more than appropriate for an isometric action-adventure game that’s clearly designed to fit in on Apple Arcade as well as consoles. But there’s something of a massive divide between its world art, which looks stunning in settings like the Marui Desert, Rodia Town at night, and the Owl Village to name a few locations, and the character and item designs. Those are far less sophisticated and often seem like children’s sketchbook drawings come to life rather than characters and monsters out of a Ghibli movie.

But the biggest issue with its visuals is the fixed camera, which often obscures important information and details about the world as you move through it. It’s very possible to simply not see something that you absolutely need in order to get through the quest, and it’s infuriating when an enemy can see you and snipe you from off-screen before you’re even aware it was there.

Speaking of being aware of your surroundings, Baldo may feature some of the worst game audio around. Each sound is ear-piercingly loud when the volume is set for the music to be at an appropriate level and is often played on repeat without end, like the annoying chain sound when you’re walking around in a dungeon. Making matters worse, some enemy types are entirely silent until you engage them directly, giving you no warning that they’re coming, while others make an indescribably annoying grunting sound. Baldo himself makes an obnoxious whining noise whenever he takes damage or blocks an attack, and it’s awful that there is absolutely no volume toggle to mute or turn down these sounds or make them blend better with the soundtrack.

That’s infuriating because Baldo’s soundtrack is one of its best features. Nothing is particularly unique about it – you can hear motifs reminiscent of Final Fantasy 7’s Bombing Mission theme in the Pansa Hills, and I was reminded of One-Winged Angel in Odessa’s herb shop – but besides some bad mixing at points, it’s euphoric enough to inspire a lust for adventure. Which is to say that it does the job just fine.

Billionaire Wants to Build a Real-Life Rapture in the Desert

Billionaire and former Walmart executive Marc Lore has shared his vision for a new city in America, that will cost $400 billion to build.

CNN reports that the new city, called Telosa, is being designed to be a sustainable metropolis located in a desert somewhere in the U.S. Right now, city planners are considering Nevada, Utah, Idaho, Arizona, and Texas.

The city’s layout is intended to allow residents to get to work, school, or anything else they may need within 15 minutes. The goal is for Telosa to be eco-friendly, with sustainable energy and water. At the center of it all is the Equitism Tower, a skyscraper designed to be, “a beacon for the city.”

The plan says the city will eventually grow to 150,000 acres, supporting 5 million people. That stage, however, is at least 40 years away. The first phase would apparently take 10-20 years to achieve, and will support 1 million people in the city.

The city may evoke memories of BioShock’s Rapture, the large, underwater utopia designed to help society flourish. However, the proponents of Telosa say their goal isn’t to create a utopia, but rather to stay focused on what is possible.

Speaking of Rapture, the upcoming BioShock 4 seemingly won’t take place in either Rapture or BioShock Infinite’s Columbia, according to job listings for the game. If Telosa makes you want to dive back into the world of Rapture, you can follow IGN’s BioShock walkthrough every step of the way.

Logan Plant is a freelance writer for IGN. You can find him on Twitter @LoganJPlant.

Alan Wake Is Back! – Unlocked 510

Alan Wake is back and we are incredibly excited. Will this lead to the long-awaited sequel? We discuss… Plus: it’s time to give Psychonauts 2 its flowers after an incredible journey that began in the early days of the original Xbox, so we do just that on this episode. Also: Miranda’s “meh” reaction to Call of Duty: Vanguard’s multiplayer beta, and more!

Subscribe on any of your favorite podcast feeds, to our new YouTube channel, or grab an MP3 download of this week’s episode. For more awesome content, check out our Halo Infinite Flight performance preview, which does a deep-dive tech analysis on the still-in-development slice of Halo Infinite multiplayer:

Oh, and you can be featured on Unlocked by tweeting us a video Loot Box question! Tweet your question and tag Ryan at @DMC_Ryan!

For more next-gen coverage, make sure to check out our Xbox Series X review, our Xbox Series S review, and our PS5 review.

Ryan McCaffrey is IGN’s executive editor of previews and host of both IGN’s weekly Xbox show, Podcast Unlocked, as well as our monthly(-ish) interview show, IGN Unfiltered. He’s a North Jersey guy, so it’s “Taylor ham,” not “pork roll.” Debate it with him on Twitter at @DMC_Ryan.

Ubisoft Employee Group Says CCO Appointment Leaves Them With a ‘Lack of Confidence’

A group of current and former Ubisoft employees has responded to the company’s appointment of a new chief creative officer, urging him and the company to provide a “meaningful response” to Ubisoft’s culture of “systemic discrimination, harassment, and bullying.”

The statement was issued by employee group A Better Ubisoft in response to the announcement today that Igor Manceau would succeed Serge Hascoët as the company’s chief creative officer, following allegations Hascoët had been a key propagator of toxic company culture.

Manceau, who has been with Ubisoft since 1998, has previously held several leadership roles in Ubisoft marketing, working on franchises such as Far Cry, Rainbow Six, and Splinter Cell. In 2014 he worked as creative director on Steep and followed up in the same role on Riders Republic.

However, as the employee group points out, Manceau’s appointment does not appear to be in line with CEO Yves Guillemot’s promises to overhaul the company’s editorial team. As Guillemot wrote in a letter to employees upon Hascoet’s departure:

“I will take on the CCO role temporarily as we work to define and organize the leadership of the Editorial Department. During this time, I will also personally oversee a complete overhaul of the way in which this team works. My goal is to create an inclusive and open culture that embraces more diverse and multidisciplinary expertise.”

In its response, A Better Ubisoft points out that “There is no clear expression of the creative process, and there is a shocking lack of diversity in the VPs.” The group points out that while Bio Jade Adam Granger’s appointment as VP of editorial earlier this year was a step in the right direction, “not much progress has been made beyond that.”

“Currently, as it stands, the creative team at Ubisoft is composed of white people who are of uniform cultural backgrounds.”

The letter concludes that this leaves the employee group with a “lack of confidence” in the editorial team’s future, noting that Patrick Plourde remains VP of editorial “despite the multiple misconduct reports filed against him” and Hascoët’s “former right-hand person” is still involved in the recruitment of high-level positions at the company.

Ubisoft’s editorial team has historically held a large amount of creative power at the company. It’s responsible for advising on elements of all the company’s games including design, story, and more, and prior to 2020 was largely responsible for a “cohesive vision” across Ubisoft titles.

However, a 2020 restructuring made an attempt at diversifying power on the editorial team to better differentiate its games, though its powerful influence on the portfolio remained.

Manceau’s appointment to said team comes over a year after Ubisoft was at the center of numerous reports of a toxic work culture, harassment, abuse, and discrimination, which resulted in numerous company leaders being fired or otherwise parting ways following investigations.

However, earlier this year, 1,000 current and former Ubisoft employees signed an open letter in solidarity with employees at Activision-Blizzard undergoing their own cultural reckoning, demanding that the company take further action. The group at the time stated that over a year later, it “had seen nothing more than a year of kind words, empty promises, and an inability or unwillingness to remove known offenders.”

Rebekah Valentine is a news reporter for IGN. You can find her on Twitter @duckvalentine.

Daily Deals: Score a Like New Xbox Elite Series 2 Controller for $119, Save on Skytech RTX 30 Series Gaming PCs on Amazon

There are plenty of deals for gamers on Amazon today. Score an Xbox Elite Series 2 controller for as low as $115, order an RTX 30 series equipped Skytech PC and have it delivered to your door within the month, save 50% off Razer’s Seiren Emote USB microphone, grab a copy of Demon’s Souls for the PS5 for 35% off, and more below.

Xbox Elite Series 2 Wireless Controller (Preowned)

If you get a preowned Xbox Elite Series 2 controller off Amazon Warehouse, you can get an extra 20% off the already discounted price. You’ll have to make sure the vendor is “Amazon” and not a 3rd party marketplace vendor. “Used: Very Good” and “Used: Like New” condition models are both available. This professional-grade controller features adjustable tension thumbsticks, shorter hair trigger locks, wraparound textured grips, interchangeable thumbsticks and paddle shapes, custom profiles saved on your controller itself, and included USB Type C cable with charging dock. It boasts up to 40 hours of battery life and is compatible with the Xbox Series S|X, Xbox One, and PC.

Skytech RTX 30 Series Gaming PCs on Amazon

It’s still pretty much impossible to find an RTX 30 series video card for your own DIY build. Fortunately, that’s not the case with prebuilt PCs; there are plenty of Skytech RTX 30 series equipped gaming PCs on Amazon that ship within the month. Prices are starting to go down as well, even for models that include the newest RTX 3070 Ti and RTX 3080 Ti video cards.

40lb Rubber Encased Hex Dumbbell

If you’ve been stockpiling exercise equipment to work out at home, you might have realized that the cost of weights adds up. You could be paying upwards of $2-$4 per pound of weights if you’ve been buying stuff at regular retail price. Deals like these aren’t flashy, but they’re very welcome. This 40-pound dumbbell costs only $41.10, that’s just over $1 per pound. The weights themselves are rubber encased to protect your floor, and the handle is ergonomically shapped and the chrome finshed ergo handles are textured for a better grip.

Amazon Prime Student Members Get 3 Months of Free Audible Premium Plus

If you’re an Amazon Prime Student member, you get a lot of pretty amazing perks like 6 months of free Amazon Prime membership followed by 50% off your Prime membership for up to 4 years, Amazon Music Unlimited for $0.99/mo, and more. Now, there’s yet another perk exclusive to Amazon Prime Student members; get 3 free months of Audible Premium Plus (normally $14.95/mo). If you’re a current student or faculty, you’re eligible for an Amazon Prime Student membership.

Razer Seiren Emote USB Microphone

The Razer Seiren is an excellent supercardoid USB microphone that’s able to express 100+ emoticons on the microphone through an 8-bit LED display, with the option to create custom designs via a software editor. It also features built-in background noise reduction, shock mount, and a gooseneck stand with flexible height and angle adjustments.

Preorder the Middle Earth 6-Film Ultimate Collector’s Edition (4K Ultra HD + Blu-ray + Digital)

This impressive Middle Earth Collector’s Edition includes both The Lord of the Rings and The Hobbit Trilogies over a whopping 31 discs. That’s because there are separate 4K Ultra HD and Blu-ray discs for both the Theatrical Editions and the Extended Editions. You also get digital HD copies for free, and they are compatible with MoviesAnywhere so you can merge it into your digital library. As far as extras go, you get a Special Features Blu-ray disc, a 64-page booklet, and 7 travel poster art cards. All the discs are stored in collectible foil sleeves.

Video Game Deals

More Daily Deals for September 7

Aussie Deals: A Free Far Cry and up to 75% Off in a Ubistore Sale!

Ubisoft has sprung some proper bargains on us today. Most of those concern PC folks, though I have found a few choice savings on Nintendo Switch as well. Fellow retroholics such as myself should pay attention to the Sega classics going for 50% off on Xbox. Shrewd Sony shoppers should also take note that the upgrade path for Horizon Forbidden West has been altered in their favour…

Notable Sales for Nintendo Switch

Purchase Cheaply for PC

Exciting Offers for XO/XS

Product Savings for PS4/PS5

Sign up to get the best Aussie gaming deals sent straight to your inbox!

Adam’s an Aussie deals wrangler who owns too many consoles but still wants more. You can definitely sometimes find him @Grizwords.

The Hero From the Unreal Engine 5 Tech Demo, Windwalker Echo, Is Coming to Fortnite

Epic Games has been showcasing the upcoming Unreal Engine 5 with a series of impressive tech demos, and now the protagonist from those demos is coming to Fortnite. Also, she’s apparently named Windwalker Echo.

Windwalker Echo is the formerly unnamed character that has starred in Epic’s various Unreal Engine 5 tech demos. This includes the Lumen in the Land of Nanite tech video that showed off the lighting and geometry tool as well as the Valley of the Ancient tech demo.

Both Lumen in the Land of Nanite and Valley of the Ancient are playable tech demos even though there’s no plan to create a game starring Windwalker Echo. But she will at least be playable in Fortnite starting tonight.

Unreal Engine also partnered with animation team Mold3D Studio on a new animation sample called “Slay” that shows Windwalker Echo in action. Check it out below.

Unreal Engine 5 is currently available in Early Access and developers with an Unreal license are free to test and experiment. Meanwhile, other studios are already lining up to build their next game in Unreal Engine 5 including Gears studio The Coalition, and potentially BioWare for the next Mass Effect game based on recent job listings.

Fortnite is set to end its current Chapter 2 Season 7 event with a big finale called Operation: Sky Fire. A one-time-only event set for September 12 at 1 pm PT/4 pm ET that will finish the fight against the alien invasion.

Matt T.M. Kim is IGN’s News Editor. You can reach him @lawoftd.

Call Of Duty: Vanguard Multiplayer Mode Details | GameSpot News

In this video, Persia talks about the reveal of Call Of Duty: Vanguard’s multiplayer mode and other details that were showcased in a livestream.

There was also the announcement of the Alan Wake remaster that is releasing this year and will include the core 2010 game, plus The Signal and The Writer DLC, along with a new commentary track from creative director Sam Lake. She also goes over rumors that EA is considering Unreal Engine for Mass Effect 5 instead of its own proprietary Frostbite engine.

Lastly, Persia talks about changes coming to the radar in Halo Infinite after feedback from the technical preview. Notes on these changes and more coming to the next Halo Infinite flight were also shared in an in-depth blog post from the developers. If you want a chance to play Halo Infinite ahead of the game’s release on December 8, you can still sign up for the Halo Insider program on HaloWaypoint.com

Call Of Duty: Vanguard Has Rainbow Six-Style Destruction

Call of Duty: Vanguard introduces what Sledgehammer Games is calling “tactical destruction” to the multiplayer mix, and like its name suggests, this will allow players to destroy certain parts of the map. This has been a mainstay in EA’s Battlefield series for years.

In Vanguard, destructible environments span all 20 maps. With walls, doors, and other objects capable of being destroyed, the way a map looks–and plays–at the start of a match could very well change by the end. “The state that the map starts at is going to look different than the state that it ends at,” Sledgehammer said in the video.

Destructible environments will also seemingly add a new layer of strategy to Call of Duty’s formula, especially in the Domination and Hardpoint modes. Players can no longer reliably hide behind objects. Additionally, Vanguard’s new caliber system–which allows players to make weapons more weapon–will impact how quickly and efficiently cover is destroyed.

Vanguard also has a suite of new perks, one of which allows you to see through walls. This may be a highly effective technique to use in combination with destroying the wall.

“Tactical destruction was a driving force for Sledgehammer’s innovations to this game’s engine, so expect to blast through specific weak walls, break down doors and windows, or destroy tiles, scenery, structures, and other objects to flush out those pesky campers,” Activision said in a blog post.

For more on Vanguard, check out GameSpot’s rundown of everything you need to know about Vanguard’s multiplayer. You can also see the first footage of Warzone’s new Pacific map.

Fans can try out Vanguard’s multiplayer and destruction elements as soon as this weekend, which is when the first of multiple public betas for Vanguard begins. Check out GameSpot’s video above to learn more about what to expect from the upcoming beta.

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