Two New South Park Movies Are Coming to Paramount+ This Year

Two new South Park movies will premiere on Paramount+ before the end of 2021.

According to ComicBook.com, Chief Programming Officer ViacomCBS Streaming Tanya Giles touched on the news during the Paramount+ panel at the Television Critics Association. Giles confirmed that the first two movies of Trey Parker and Matt Stone’s 14-movie deal will be released this year, with two more movies coming every year right the way through to 2027.

It was announced in August that Parker and Stone had signed a huge new deal with ViacomCBS and MTV Entertainment Studios that will see them develop 14 original South Park movies for Paramount+ as well as six more seasons of their flagship series at Comedy Central, plus a new video game that is being made by an in-house team at South Park Studios.

The entire South Park library is currently streaming on HBO Max, except for five of the show’s most controversial episodes. The 23rd season of South Park aired in 2019 but the show has been on hiatus ever since due to the COVID-19 pandemic, apart from two hourlong specials — last October’s Pandemic Special and March’s South ParQ Vaccination Special.

The plots of the two new movies have been kept under wraps along with the actual release dates, but it’s possible that they might end up being similar in scope and scale to the two recent specials rather than 1999’s South Park: Bigger, Longer & Uncut (which was produced on a budget of around $20 million), given they are coming out before the end of the year.

In addition to their expansive new deal, Parker and Stone have also reportedly now reached a tentative agreement to buy Casa Bonita, aka the iconic restaurant that famously featured on their hit show, after the company that owned the Colorado eatery filed for Chapter 11 bankruptcy in April, having been shuttered for more than a year due to the pandemic.

Adele Ankers is a freelance writer for IGN. Follow her on Twitter.

Microsoft Creates Custom Xbox Series X For Shang-Chi, Here’s How To Potentially Win It

Microsoft has partnered with Marvel to create a special Xbox Series X inspired by the soon-to-release MCU movie Shang-Chi and The Legend of the Ten Rings.

The custom console features the Shang-Chi logo and the Ten Rings imagery that we’ve seen in trailers and posters for the film. The controller, meanwhile, has striking red accents on the handles that are meant to look like dragon scales. Overall, the console and controller designs are fairly minimalistic.

Microsoft is releasing this special edition console and controller through a giveaway, and it also comes with a Shang-Chi action figure and a 12-month Xbox Game Pass card. The lucky winner will get all the goodies inside a specially created and themed box, which you can see above.

Behold, the Shang-Chi Xbox Series X
Behold, the Shang-Chi Xbox Series X

For a chance to win the prize, you need to follow Xbox on Twitter and retweet the Xbox sweepstakes tweet. You have until September 19 at 8 PM PT / 11 PM ET to do so. That’s it. After the giveaway period ends, Microsoft will randomly select one winner. You can see the full terms and conditions of the sweepstakes here.

While the Shang-Chi Xbox Series X will not go on sale to the public, Microsoft is releasing the first-ever custom Xbox Series X console themed around Halo Infinite in November. However, the system sold out almost instantly and is now being sold for ridiculous markups.

Shang-Chi opens in theaters on September 3. Similar to Disney’s Free Guy, it will not be available on Disney+ right away, so you’ll need to go to a theater to see it or wait a while.

For more, check out GameSpot’s Shang-Chi review and our feature, “Who’s Who In Shang-Chi? Every New Character In The Upcoming Marvel Movie (That We Know Of).”

Big Rumble Boxing: Creed Champions Launch Trailer Shows Off Big Hits

Big Rumble Boxing: Creed Champions is launching very soon, and now Survios and movie studio MGM have released the game’s launch trailer. Not only that, but GameSpot can reveal an exclusive image from the arcade-style boxing game, which you can see below.

Creed Champions launches on Friday, September 3 for console and PC, and it’s the second game that Survios made in partnership with MGM, following 2018’s Creed: Rise to Glory for virtual reality. The games feature characters from MGM’s Creed and Rocky movie franchises.

Ivan and Erling going head to head
Ivan and Erling going head to head

The new game lets you play as Adonis Creed, Rocky Balboa, Apollo Creed, Ivan and Viktor Drago, and Clubber Lang, among others. In total, there are 20 playable fighters. Creed Champions features a storyline that covers “familiar and untold legendary tales,” while the game lets you relive some of the iconic scenes from the films.

Creed Champions will be released on PS4, Xbox One, Nintendo Switch, and PC, while the game also is supported on PS5 and Xbox Series X|S through backwards compatibility.

As for the film series, Rocky is celebrating its 45th anniversary this year. The the next Creed movie is scheduled to be released in 2022, with Michael B. Jordan set to star and direct.

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EA Sports PGA Tour Will Feature FedExCup Playoffs And Use ShotLink, TrackMan

EA Sports has announced more details on its upcoming PGA Tour game, revealing on Wednesday that the FedExCup will be featured in the new game. This includes “ultra-realistic” versions of the three events of the FedEx Cup playoffs.

Additionally, the FedExCup playoffs will be featured in the game’s career mode, along with “select” challenges. Another part of EA’s announcement today was that PGA Tour will feature the ShotLink technology that measures all manner of data about PGA Tour players.

The FedExCup comes to EA Sports PGA Tour
The FedExCup comes to EA Sports PGA Tour

The three events comprising the FedExCup playoffs in 2022 that will be featured in the game include the St. Jude Championship, the BMW Championship, and the Tour Championship. The sites of these events are TPC Southwind, Wilmington Country Club, and East Lake Golf Club, respectively.

In EA Sports PGA Tour’s career mode, players can earn FedExCup points with the goal of reaching the playoffs and competing for the title. EA also confirmed that the lower-level Korn Ferry Tour will appear in EA Sports PGA Tour, with players competing first on this developmental tour before advancing to the PGA Tour.

As for the ShotLink integration, EA says this will provide “revolutionary data capture technology from every golfer’s shot–measuring digital information from PGA Tour players and comparing the data with fans playing the video game.”

No golf game, from any studio, has ever used the ShotLink system. The developers at EA received “extensive amounts of data” from ShotLink to help make player ratings and skills more authentic to real life. Additionally, EA’s developers were provided access to the popular launch monitor TrackMan system–which measures things like ball flight, swing speed, and launch angles–to help make the game feel more realistic.

EA Sports PGA Tour is scheduled to release in 2022, and it will compete with the next PGA Tour 2K game, which looks like it will also launch in 2022 after skipping a release this year.

2K’s game has Tiger Woods as a consultant, but EA’s game will be the only one to feature all four of golf’s Major tournaments, including the Masters, the PGA Championship, the US Open, and The Open. EA Sports PGA Tour also features the Ladies Professional Golf Association (LPGA), including the Amundi Evian Championship event. Both male and female PGA Tour pros will be featured as playable characters, though a full list of athletes has not been released yet. The game also has a create-a-player tool.

EA is releasing this information about EA Sports PGA Tour just as the Tour Championship tees off beginning this Thursday, September 2, at East Lake in Atlanta, Georgia. The top 30 players in the world will compete in this last event of the season, with the winner taking home $15 million. The player who finishes last walks away with a cool $395,000.

GameSpot may get a commission from retail offers.

Just How Random Is Lost In Random?

Developer Zoink’s Lost in Random takes place in a world defined by the idea that, as everyone in the game is so fond of saying, “random rules.” Citizens are randomly assigned where they’ll live once they reach a certain age, for example, and protagonist Even fights enemies by rolling a six-sided die and choosing from an assortment of abilities based on what she happens to randomly roll. But just how random is Lost in Random–are players’ successes and failures tied to the roll of the die or are there systems on the backend helping (or hindering) each roll?

“Most games have some kind of random element to it,” Zoink CEO and head of development Klaus Lyngeled told me. “The randomness you have here is that you throw a dice and the dice gives you a number and you have to decide what you want to do based on that number. And that’s random, that’s really random.”

Now Playing: Lost In Random Combat Trailer | EA Play Live 2021

Lost in Random takes place in a world where the concept of randomness has power. The Queen of Random is the most powerful being in the land because she possesses a die, which she rolls to decide the fates for every citizen once they come of age. You play as Even, whose older sister Odd is taken to live with The Queen after rolling a six. Even has a nightmare that Odd is in trouble and goes to help her, stumbling upon a dice-filled graveyard early on in her journey. It’s here that Even meets Dicey, a sentient die. When Even rolls him, she evokes something random (as there’s no way to accurately predict how a die will land every time), and in doing so, she unlocks powerful magical abilities that make her a threat to those who would get in her way.

This idea that Dicey gives Even power and agency in this world comes through most obviously in combat. As you gather energy in the midst of a fight, you pull cards from your deck and when you’re ready you can roll Dicey. The number he lands on will determine how many points you have to spend and each card has a corresponding number that dictates how much energy you’ll need to play it. The cards allow Even to unlock powerful abilities, like a magical bow or deadly bombs, with stronger abilities requiring you to roll higher numbers.

“The other random parts of combat–which is built into the system–is what kind of cards do you pull out of your deck?” Lyngeled said. “That’s also random.”

When I pressed Lyngeled about just how random combat could be, he said that the game won’t be so random that anything can happen, but added that there are no systems on the backend influencing the randomness to lean one way or the other in order to, as examples, make certain combat scenarios more challenging or increase the likelihood of drawing specific cards back-to-back. When I made the comparison to Baldur’s Gate 3 and that game’s loaded dice system, he said that Lost in Random has nothing like that. “The system that’s built here [in Lost in Random] doesn’t really need that because of the way the system is built,” Lyngeled said.

“That said, what I really love about Baldur’s Gate is the crazy chaos,” Lost in Random game director and lead writer Olov Redmalm said. “I have fun failing in Baldur’s Gate–that’s an inspiration for me when it comes to trying to implement a fun sort of chaos in [Lost in Random]. As an example, we have this card, where Dicey becomes this living timebomb and then you can send him out. But in Lost in Random, if you get hurt, Dicey always goes, ‘Oh no, I got to go check on Even.’ So if you’ve already played that card, he’ll come to you while he’s like, ready to blow up. And so you’re like ‘No, no, no. Go back there!’ And so we want to balance that and make sure it’s not too frustrating.”

Interestingly, Lost in Random does incorporate the idea of weighted dice within the narrative. During certain points in Lost in Random’s story, Even will have to roll a specific number in order to proceed to the next area or chapter–in those moments, you’ll have the power to temporarily suspend the randomness of Lost in Random’s world and roll the number you need to keep going.

“Though, it’d be funny if you were standing by a door and you had to roll a five to go through the door and you just kept rolling a one,” Lyngeled said, laughing.

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But both Lyngeled and Redmalm reiterated that a sense of randomness permeates into the narrative of Lost in Random–even if you need a weighted die to sometimes proceed, the story will delve into the theme of how life is random.

“I love a good subtext,” Redmalm said. “I am quite an anxious person. I have general anxiety disorder. So [Lost in Random’s] narrative has been really therapeutic for me to work with. Because–and you can make your own interpretation–[Lost in Random] is about how every decision is like making a roll of the dice. And if you’re the type to really worry, you think about those rolls and what they’re going to mean–that seeps into both the gameplay and the story, this worry about what’s going to happen next.”

That worry is at the heart of Even’s story as she ventures forward to find and save her sister. At the very start of the game, Even is confident and, to the point of being naïve, finds comfort and strength in how she’ll succeed merely because she believes she can. But, of course, life doesn’t work out that way–sometimes you encounter unforeseen curveballs.

“That’s definitely the theme [of Lost in Random]–fear of randomness and the desire to control the randomness of life as opposed to just trying to live with the randomness, accept the hand you’ve been dealt, and find your place in this scary world,” Redmalm said.

Though all this sounds thematically heavy, both Lyngeled and Redmalm assured me that Lost in Random still has a sense of humor like several previous Zoink games (most notably 2013’s Stick It To The Man and 2018’s Flipping Death). Lost in Random is a bit more serious, but it’s a very dialogue-driven game in which conversations push the plot and the jokes in equal measure. Writer Ryan North–best known for penning The Unbeatable Squirrel Girl and the Adventure Time comic series–is the dialogue writer for Lost in Random. This will be the fourth game from Zoink that North has worked on, previously helping to get the dialogue right for 2013’s Adventure Time: Rock Bandits and subsequently handling the dialogue for Stick It To The Man and Flipping Death.

“He is a real nerd–he’s perfect for the project because he’s very random in his way of random jokes and random exclamations from characters, but he’s also really smart about incorporating the numbers on a dice into puns and stuff like that,” Redmalm said.

No Caption Provided

Alongside featuring a storyline that’s a tad more serious, Lost in Random is a bit different from past Zoink games in another notable way: Most of the main characters are women. In a first for Zoink, Lost in Random has a plot that’s centralized around a conflict that’s almost exclusively about women interacting with one another–Even is trying to save her older sister, Odd, from The Queen of Random, whose main lackey, Nanny Fortuna, is responsible for conditioning Odd through mental and emotional manipulation. The only main characters who aren’t women are The Narrator, who largely exists outside the story as a passive observer, and Dicey, who (at least in the early chapters of the story that I’ve seen) acts as more of a pet-like companion for Even.

“It was actually quite natural, it just happened,” Redmalm said. “And I know [writer Alexandra Dahlberg] had a huge part in that–she was with us in the very beginning, she was with us when we decided it was going to be about two sisters, and she had a lot of great input into sisterhood.”

“At the same time, I just think naturally, for me, it doesn’t feel like I have to think about that,” Lyngeled added. “I don’t have to think about the politically correct thing or something like that. It’s just about creating a good story, and then having the fortune that we don’t think, ‘We just want to have men in there,’ or something like that. But it wasn’t like I was like, ‘Oh, I’m going to count how many women there are. How many have been included? Okay, it’s perfect now.’ Instead, it’s just what works, what feels natural and good. You just go with it. So it probably depends on what kind of environment you grew up in and who’s around you and then that affects who you are and what you do.”

“It boils down to us having a big team,” Redmalm concluded. “Everyone has different inspirations and different ways of bringing individual characters to life. ‘We had a great writer’s room,’ is the short answer.”

We’ll see just how great fairly soon, as Lost in Random is set to launch for Xbox Series X|S, Xbox One, PS5, PS4, Switch, and PC on September 10.

Lost In Random Is a Rare Thing – a Game That Feels Truly New

It’s very easy to describe how Lost In Random looks – imagine Tim Burton’s stop-motion work stretched across the skeleton of a high fantasy world – but a lot harder to explain how it plays. Even in its early stages, that’s absolutely to its credit; Swedish developer Zoink! (Fe, Stick It to The Man) is making something that plucks some very specific, very disparate heartstrings – claymation movies and deck-building tabletop games – and the tune it’s playing on them is already sounding unexpectedly sweet.

Lost In Random’s world is essentially a feudal system built on dice rolls – every citizen throws a magic die on their twelfth birthday, with chance deciding their future. Roll a one and you’ll be sent to the sunken slums of Onecroft, roll a six and you’re welcomed into the heavenly Sixtopia, with a different town for every number in between. But the game’s hero, Even, begins to suspect the game may be rigged after her older sister Odd rolls a six and is ripped away from her family of Ones, and seemingly sends a ghostly call for help.

What follows is an escape from her assigned home, as Even meets a living, magic die (named Dicey, naturally) and they team up for a journey through all six of Random’s realms – two of which I had the chance to play through in a roughly three-hour hands-on. It’s impossible not to notice Lost In Random’s art style first, with its world not just looking like, but moving like its animated movie inspirations (and how many games can you say remind you of Nightmare Before Christmas more than anything else?). But spending even a little time in the game’s world – full of curiously elongated humans, glum fish-men, and a giant mayor with an evil twin sprouting out of his hat – reveals that it’s living up to that comparison in spirit, too.

Just like its movie references, this feels like a kid-friendly fairytale with an appealingly dark heart. One early sidequest asks you to solve a conflict between two sides of one man’s personality – half of him is emotional, the other half logical. Except the answer here isn’t to mediate between them – it’s to collect tiny, screaming slime-animals so that your chosen half can blend them into a potion and chemically destroy their rival. It’s never graphic, or outwardly grim, but there’s enough at work under the surface of Lost In Random’s population to give you pause.

But no matter how odd its characters might be, combat is where Lost In Random reveals its true strangeness. The game’s told as a broadly linear story, with the major locations unfolded into hub worlds of sorts, peppered with sidequests and collectibles – but tying it all together are fights with Even’s enemies, those trying to stop her reaching Sixtopia for reasons unknown. In appearances, these fights take on the form of a third-person action game, but in reality Lost In Random plays like no action game I’ve laid my hands on. Every battle begins with Even as a practically powerless figure, equipped with a slingshot that does no damage, and a dash ability to escape foes. Both of those harmless abilities can, however, pop the blue crystals that grow periodically out of every one of the game’s enemies. Here’s where it gets weird.

All of Even’s other abilities, from conjuring spectral swords, to spawning traps, to buffing her own stats, are attached to a deck of cards that you build and maintain over the course of the game. Smashing enemy crystals allows you to draw those cards and, once you’ve drawn them, Even can roll Dicey – which immediately slows the real-time combat to a crawl. The number Dicey lands on is essentially the mana you have to spend on your cards – if he lands on a three, for instance, you could spawn a sword (1 mana) and drop a bomb trap (2 mana), using the slowed time to pop it down between three enemies, before scurrying away and firing a slingshot pellet into it to set it off as time returns to its normal pace.

No matter how odd its characters might be, combat is where Lost In Random reveals its true strangeness.

In the game’s early stages at least, it must be said that combat never advances beyond being fairly sluggish – although hits and dashes themselves do at least have some of the cartoon whip and impact you’d hope for from an action game. That decision’s presumably been made so as not to alienate less skilled players, and to make building a good deck the major consideration as you progress. Even by the end of my three hours with the game, the malleability and importance of that deck-building system was already clear to me.

The first time I scrapped the game’s basic deck and rebuilt it, I focused on traps – allowing myself to set off bouncing projectiles and summon up gigantic hands that slapped enemies to the ground. It worked nicely enough, but I’d skimped on regular weaponry, and fairly frequently found myself unarmed and escaping from hordes of partially damaged enemies while I worked up enough energy to build another set of traps. After a visit to the game’s card merchant (a man who either lives inside, or just is part-wardrobe), I was far more tooled-up, and built a deck that balanced offense with trickery, at the expense of healing items.

It was genuinely thrilling to see how those little changes made a difference to combat – just like a board or card game, Lost In Random feels like a tug of war between elements of chance (the cards you draw, the dice you roll), and player skill (the deck you build, and the way you utilise those cards). My suspicion, and my hope, is that the game introduces more and more complex cards as time goes on, balancing Dicey’s increasing power (you can only roll up to a 3 by the end of the game’s second chapter) with decks that turn Even into wildly different kinds of fighter.

All of this comes before you get to the special rounds of combat that turn the fights into a literal board game, with Dicey’s rolls also controlling a giant playing piece, travelling across spaces and offering effects and new threats with every move. I only tried a couple of these, but they felt charmingly frantic – although I’m hoping the rules get a little more complex as time goes on.

I’m sure there will be some for whom the inherent randomness of all this will frustrate more than charm – getting a few unlucky draws and rolls in a row can leave you feeling more vulnerable than you might expect – but for me it plays perfectly into the game’s central ideas.

Like its protagonist, Lost In Random feels as though it’s refusing to accept the rules of the world it’s being born into. In an industry built on games that tend to build on established ideas, Lost In Random already feels like it’s trying to be something new. It looks different, and it plays differently – I suspect that won’t help its sales figures, but those who do play will likely find something surprisingly, appealingly unusual.

Joe Skrebels is IGN’s Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to [email protected].

Samsung Galaxy Z Fold 3 Review

For a smartphone, it doesn’t get much ritzier than the Samsung Galaxy Z Fold 3, short of slapping diamonds and gold onto the frame. The Galaxy Z Fold series has been a showcase for new display technologies coming from Samsung for a few years now, and the Galaxy Z Fold 3 may have finally put just the right amount of polish into the package. But at a jaw-dropping $1,800 price, it costs twice as much as a lot of typical premium smartphones. So let’s see if it manages to double up on capabilities and quality to justify that.

Design and Features

The Samsung Galaxy Z Fold 3 is unique among the phones you’ll usually find on store shelves. It’s one of very few phones that feature a folding display and part of an even smaller subset that pack an extra large folding display.

The phone’s design can almost let it fly under the radar. At first glance, the Samsung Galaxy Z Fold 3 looks like a somewhat typical smartphone with a 6.2-inch display, albeit one that’s got an unusual amount of bezel for a 2021 Samsung smartphone. Closer inspection reveals the folding nature of the phone. The Galaxy Z Fold 3 can unfold like a book to reveal a 7.6-inch display inside.

Despite the unique design, the Galaxy Z Fold 3 still boasts some of the fit and finish of Samsung Galaxy flagship phones. It’s wrapped in an elegant aluminum frame with Gorilla Glass Victus on the exterior, although a pre-applied screen protector scratches readily. The quirks of the design limit that elegance though, forcing the exterior display to cram in next to the space allotted for the hinge and requiring a screen protector and a crease to be ever present on the internal display. The hinge itself may have some stunning internal design to keep dust and water out – the phone even earns an IPX8 rating for protection against complete submersion in water – but the way the frame of the two sides connects to the hinge lacks style.

As much a Samsung product as ever, the two displays are at least brilliant. Both are pixel-dense Dynamic AMOLED 2X panels with adaptive refresh rates up to 120Hz for exceptional smoothness and dazzling peak brightnesses. That latter detail is crucial, as it’s only when the internal display is brightly lit up that it can hide the otherwise glaring crease down the middle. Unfortunately, this flexible display sees colors shifting and dimming when viewed at off angles, so that rules out using it in a half-open position. The external display works in the half-open position, allowing for hands-free use akin to a 2-in-1 laptop’s tent mode.

The dimensions of the phone get awkward as a result of everything going on here. The phone is tall and thin while closed, and the front display is narrow (24.5:9 aspect ratio!) to the point of being hard to use. The internal display meanwhile is quite large and a close approximation to a square, providing the equivalent of two smartphone screens side by side, but it’s no less awkward to interact with than the external display with its unwieldy size. In both cases, the phone will regularly require two hands. I find I’m stretching to reach things just as often as I’m cramped for space, there isn’t quite a happy medium. At 271 grams, it’s a heavy phone, though not quite as heavy as one might expect for a device this big.

As a premium Samsung flagship, there aren’t many features this phone has skipped out on. It still offers wireless charging, albeit only at 10W speeds rather than the 15W some other Samsung phones can support. It has stereo speakers that pack some punch. Samsung skipped the under-display fingerprint sensor and went for a side-mounted option that works great (and more consistently than the one found on the Galaxy S20). There’s also a sneaky under-display selfie camera built into the interior display. It has a low-resolution array of pixels over it that provide it a modicum of stealth when you’re not looking directly at it, though in truth the design makes it almost stick out so much when you look right at it that I don’t know why Samsung even bothered.

Fans of Samsung’s Note lineup will love the inclusion of support for an S Pen on this phone, although it’s not nearly as integrated as in the Note series. The Galaxy Z Fold 3 supports a special S Pen Fold edition or S Pen Pro on its internal display only, and while it’s effective for scribbling onto that internal display, it doesn’t have all the same features (like a remote camera shutter) that made the S Pen such a powerful tool for the Note series. It is impressive enough that Samsung got the S Pen to work as well as it does given there’s a gap between the two Wacom digitizers where the display crease is. Try as I might, I couldn’t detect any odd behavior while writing over the crease even if I started my lines directly on it.

Software

The Samsung Galaxy Z Fold 3 comes running Android with Samsung’s One UI 3 specifically tailored for the Z Series, coming with some extra control to better take advantage of the phone’s multitasking potential and to keep the ship sailing smoothly when it needs to switch back and forth between the two different displays.

The phone’s not overloaded with bloatware, and doesn’t feel like it has strayed very far from the experiences I’ve had on Samsung’s other recent flagships. The new addition here is a taskbar that’s the home for split-screen apps. Apps dragged onto the screen from this taskbar while another app is open can launch in a multi-tasking window, and combinations of apps can be set up to automatically launch side by side. The taskbar will also show recent apps. And, if two apps at a time isn’t enough, the tablet mode supports three apps running side-by-side-by-side. Of course, even with a bigger display, some things get really cramped when you set them up to multitask.

Rearranging windows for multitasking isn’t always intuitive, and it has some shortcomings, like these little GUI bars that sit near the top of a multitasking window no matter what, even if it’s covering up a portion of a video. Samsung also missed an opportunity to provide gamers with an on-screen gamepad, a feature LG nailed with the dual-screen case for some of its final phones (😢), like the LG G8X ThinQ.

Gaming and performance

Samsung really only made one sacrifice when it came to the performance of this phone: battery. Like the rest of the Galaxy S lineup launched this year, the Galaxy Z Fold 3 comes powered by the Snapdragon 888 chipset and all the muscle it packs. The phone performs in line with the likes of the Galaxy S21 and Galaxy S21 Ultra with snappy performance. The Z Fold 3 goes a little further in showing just how much power the Snapdragon 888 chipset offers as the phone is capable of running three apps simultaneously on the large screen, and it doesn’t show signs of struggling under that workload – the 12GB of RAM is proving useful here.

Gaming pushes the phone, but it still runs exceptionally well. I raced around at the highest graphical settings in Asphalt 9, and the only times the phone showed hitches were at the very start of each race as the map was still loading in. Once the race was on, the phone ran perfectly smoothly no matter what chaos was occurring on-screen

The Galaxy Z Fold 3 does get warm while under the load of gaming or multitasking. That heat seemed inevitable for this phone. The thin design doesn’t contribute as well to heat dissipation or extra cooling hardware inside, and the two separate batteries may see things heat up as well. The extra large display is also a bigger power draw, which would see the batteries heat up that much more. It wasn’t getting painfully hot, but it wasn’t comfortable either.

Battery life may not be as impressive as some of the other flagship phones on the market, but the Samsung Galaxy Z Fold 3 actually surprised me. It has a 4,400mAh battery (split into two parts), which is only 10% bigger than the Galaxy S21’s 4,000mAh battery, but the phone has an extra large display to power. Yet, the phone still does a surprisingly good job of lasting through the day. Throughout my testing, I never had it peter out before the day was done, and that included days with lengthy gaming sessions, full two-hour movie viewings, and even a three-hour drive with the Galaxy Z Fold 3 serving as a stupendous GPS device.

Two busy days using the phone’s larger display extensively would be stretching it, but the smaller front-display can help keep battery use low.

Camera

Let’s get this out of the way, the Galaxy Z Fold 3 isn’t offering a camera experience on par with the Galaxy S21 Ultra even though it costs hundreds of dollars more. Most of the cameras on the Z Fold 3 are good, with the main sensor really turning up the heat, but the lack of the periscope zoom lens keeps the performance somewhat limited. That said, shooting photos with the internal screen as a massive viewfinder does make it really easy to preview photos.

The Galaxy Z Fold 3 features the following cameras:

  • 12MP Ultrawide at f/2.2
  • 12MP Wide at f/1.8 with OIS
  • 12MP 2x Telephoto at f/2.4 with OIS
  • 10MP Front-facing (exterior) at f/2.2
  • 4MP Front-facing (interior) at f/1.8

Shooting with the Galaxy Z Fold 3 is a curious task. There are cameras everywhere. The small external screen has its own punchhole selfie camera while the large internal screen has an under-display camera, and then there are the three cameras on the back of the phone.

The external selfie camera is decent, capturing sharp details and realistic colors even in dimmer conditions. But, anyone looking for a great selfie can use the main cameras by opening the phone and continuing to use the external display as a viewfinder. It’s a tad clunky, but it nets much better photo results. The internal selfie camera is far worse, capturing less detail and offering color that’s more akin to a budget webcam’s. Given the only reason to use the internal camera is likely for a video chat while multitasking, the quality may be acceptable.

The rear camera system provides a wide, ultra-wide, and 2x zoom camera. Samsung has done a good job here of making the coloring appear consistent between the three different cameras, and there’s not a dramatic trade-off in image quality when switching from one sensor to the others. They take some quality shots, especially in good lighting conditions, though the main sensor is the only one that holds up as well in darker environments.

I noticed wishy-washy behavior from the phone deciding which sensor it would use for a shot, often opting to use the main sensor for a zoom shot even when set to 4x zoom. This was a behavior I ran into on the Galaxy S21 Ultra, but in this case it’s not caused by my finger confusing any laser AF sensor as there is none. The main sensor does well enough for a 2x zoom, but beyond that I feel the actual zoom lens would perform better even if it’s not getting as much light. A zoom factor of 2x is pretty disappointing in this case, as Samsung has shown how much further it can go with the S21 Ultra, and the digital zoom caps off at 10x while providing results that don’t hold up against even the Galaxy S20’s zoom capabilities in a side-by-side shootout.

Samsung’s photo smarts are also a little lacking when it comes to deciding on when to use Night Mode. I’m often trying to snag a shot of the cats in darker settings, and the phone will frequently switch to a long exposure, guaranteeing a bad result if the cats move, and it’ll do so even if the photo would have been acceptably lit without Night Mode engaging.

LEGO Releases September 2021: Batmobile Tumbler and More

It’s a new month, and that can only mean one thing. That’s right, a new batch of LEGO sets is available to buy or preorder. This month’s new releases are kind of all over the map, ranging from advent calendars to a massive Batmobile Tumbler, and even a soccer stadium. Let’s have a look, shall we?

New LEGO Releases and Preorders for September 2021

New LEGO Jurassic World Sets

New LEGO 2021 Advent Calendars

The star of the show this month is the LEGO DC Batman Batmobile Tumbler. This set is up for preorder now at the LEGO Store (it already sold out at Amazon) for $229.99, with a release date of November 1. It’s a huge 2,049-piece replica of the battle-ready Batmobile from the Christopher Nolan films. Designed for adults, it comes with a buildable stand and placard for display, plus Batman and Joker minifigs.

If you like the Batmobile Tumbler but don’t want to drop a couple hundred bucks on it, you can pick up a smaller version instead for $39.99 (this one is available at Amazon and the LEGO Store). This one is a 422-piece build and it comes with minifigures of Batman and Scarecrow.

One other massive build that’s now available exclusively at the LEGO Store is for fans of football (or soccer, as it’s known stateside). It’s Camp Nou – FC Barcelona, a 5,509-piece build that’s colorful and generally fantastic looking. It’s also a set that’s geared toward adults and is meant to be set on a shelf.

Finally, this year’s 2021 LEGO advent calendars are now available for purchase. They’re always popular items, especially for anyone with kids. They come with 24 mini builds or minifigs, and are intended to be opened one per day from December 1 – 24.

Pretty good month for LEGO releases, IMO.

Chris Reed is a deals expert and commerce editor for IGN. You can follow him on Twitter @_chrislreed.

Battlefield 2042 Beta? EA Trolls Fans With A Meme On Twitter

The Battlefield Twitter account is having some fun with its fans today, posting a meme about the forthcoming Battlefield 2042 beta and trolling fans in the process.

Using the American Chopper meme template, the tweet calls out the fact that it’s now September so the beta should be announced and detailed soon based on EA’s previous announcements. September has 30 days, so today might just be the first disappointing day of many over when the beta may begin, however, says the joke/meme. Looking at the mentions and replies to the tweet, the joke really did its job of riling up the community.

Now Playing: Battlefield 2042 – Even More Things To Know

The Battlefield 2042 beta is scheduled to begin sometime in September, and it could be as soon as September 7, according to a report. All we know so far is that preordering the game will provide early access, but we’re still waiting to find out exactly when the beta will begin and what it will contain, among other key particulars.

Battlefield 2042 is a multiplayer-only game that has three main modes: All-Out Warfare, Portal, and Hazard Zone, the latter of which hasn’t been revealed at this stage. For more, check out GameSpot’s recent preview of the ambitious mash-up mode, Portal.

Battlefield 2042 is scheduled to release on October 22. Not long after, Activision will release Call of Duty: Vanguard on November 5, and then Microsoft will launch Halo Infinite on December 8. Get your wallets ready.

GameSpot may get a commission from retail offers.

No Man’s Sky Frontiers Update Out Now, Lets Players Become Space Mayors

No Man’s Sky‘s last few updates have been explosive, adding tons of new features like flying pets, new multiplayer game modes, and more. However, the game’s latest update, Frontiers, could potentially have a larger impact than any other. Frontiers, which players can download now, adds a settlement system to No Man’s Sky, letting players build their own town that they can manage on an alien planet.

As of today’s update, players can find settlements across the universe. Players won’t be able to plop their own settlement down wherever they’d like, but will instead have to earn the title of Overseer at an existing one. Once they’re in change, players can start taking on the duties of a space colony mayor, which don’t sound too out-of-this-world.

Along with naming the settlement and deciding what’s built in it, the role of a town Overseer also includes sorting out all kinds of disputes. Players will have to both resolve arguments between villagers and defend the town from attacking Sentinels.

The job of an Overseer isn’t thankless either. Players who manage to keep their settlements happy and productive will earn some resources every day. Those rewards depend on a settlement’s production values though, with high-class settlements providing players with more valuable goods.

Frontiers is also giving No Man’s Sky players the tools they need to build a unique settlement or base easily. Base building has received multiple updates, including a new base building menu, placement modes, and over 250 new parts.

A full list of patch notes for the Frontiers update can be found below. Although it seems like a closer for the game as well, Frontiers won’t be the last update for No Man’s Sky, with the founder of developer Hello Games, Sean Murray, saying on Twitter, “We’re excited for what it allows us to do in the future.” Thankfully, the release of today’s update also means people can stop modding Murray’s face into the game.

No Man’s Sky update 3.6 patch notes

SETTLEMENTS

  • Procedurally generated planetary settlements can be now found on inhabited planets all across the universe.
  • Settlements are found naturally via a new mission that occurs after a small amount of post-tutorial progress.
  • Settlements can also be found with maps purchased from the Space Station Cartographer.
  • Mission Board missions that involve locating NPCs can also take players to settlements.
  • Players may submit their credentials to the monument at the heart of the settlement. If accepted by the citizens, they will become Overseer of the settlement and may choose its name.
  • Every settlement and its layout is unique. Each building is procedurally generated, using only parts available for player base building.
  • Settlement status can be seen and managed from the central monument. Once players have constructed their Overseer’s Office, they can also manage the settlement from the terminal in their office.
  • Settlements have five key stats: productivity, population, happiness, upkeep costs, and Sentinel alert level.
  • Improve their stats by researching new technologies, attracting new settlers to the town, constructing new buildings, setting settlement policies, and more!
  • Settlements where productivity is higher than its upkeep will generate valuable products for its Overseer to claim for themselves. Higher class settlements will produce more valuable goods.
  • Settlements can fall into debt, for example after commissioning an expensive new piece of technology. Debt is automatically repaid from surplus production. While settlements are in debt, the Overseer may not claim the extra products.
  • Key stat bonuses are awarded in the form of settlement features.
  • Strong features will replace weaker ones. Once the settlement is at the feature limit, weaker features will be awarded as stat bonuses and will not replace a better feature.
  • Over time, the Overseer will be called upon to make decisions. A new Settlers mission has been added to the log to help keep track of these requests. This mission will alert Overseers whenever they are required.
  • Every few hours, the Overseer may be requested to make a decision. These range from greeting strangers, to resolving crimes, to setting settlement policies and research goals.
  • These decisions will help shape your settlement into a thriving town. However, be sure to monitor the Sentinel alert level. This will rise slowly over time, and may trigger an attack on the settlement. The Overseer must be ready to defend their people!
  • The settlement’s citizens will wander the town according to their routines. Their mood is influenced by the overall happiness of the settlement, as well as their own reactions to your decisions.
  • Any settler may be inspected to glimpse a view at their current thoughts.
  • Other settlers will display their thoughts as they wander, allowing the Overseer an insight into the inner lives of their citizens.
  • Opportunities to choose a new building to construct will arise frequently. Choose which buildings to prioritise and make your settlement unique.
  • Once a decision has been made at the terminal in the Overseer’s Office, a construction site will be placed in the settlement. Visit the site and supply resources to fuel construction.
  • Completing the construction of buildings will also award stat bonuses.

BASE BUILDING

  • The base building menu has been replaced by a new grid of all available parts.
  • The grid allows a quick and easy preview of all existing parts, as well as offering quick access to part selection.
  • From the grid, players can select a part to place or go straight to edit mode.
  • In placement mode, players now have quick access to scale, colour, material and rotation options.
  • In placement mode, players can quickly cycle between related parts, or can return to the parts grid to choose their next construction module.
  • A new ‘free placement’ mode has been added. This disables snapping and allows parts to intersect with each other and still be valid to place. It also allows players to freely place parts in mid-air.
  • From placement mode, or direct from the parts grid, players can enter Edit mode and adjust any existing parts. Simply target the part and select the appropriate option.
  • From edit mode, parts can be duplicated for rapid construction.
  • Or, pick up a part to fine tune it before putting it back in place.
  • Over 250 new base building parts have been added, from decorative to structural.
  • Three new construction sets have been added – timber, stone, and alloy. While still versatile and easy to snap, these new sets are much higher detail and more visually diverse than the previous basic sets.
  • These sets replace the old wood, concrete and metal sets. The older sets are no longer available to learn, but will be kept for existing players.
  • Players who have already researched pieces from the old sets will be awarded parts from the new set for free. The new sets are significantly larger, so be sure to visit the Construction Research Station on the Space Anomaly to browse the full set.
  • The new sets are context-aware and will automatically adjust their visuals to suit their position within a building. For example, walls placed at the top of a multi-storey building may add extra trim to their tops, while walls placed at the bottom may feature extra support beams.
  • The Exocraft signal boosters can now locate Trade Outposts.
  • Fixed an issue that prevented the Galactic Trade Terminal from being placed on basic wall pieces.
  • The Galactic Trade Terminal no longer needs power to function in player bases.
  • A number of deprecated and unusable base parts have been removed from the research trees.
  • Signal Boosters are no longer limited to one per region.

VISUAL IMPROVEMENTS

  • Space skies have been significantly improved, with all-new visuals for generating nebula effects.
  • Visual effects across the entire game have been significantly improved – destruction, environmental, combat and much more.
  • The mode select screen has been updated with a new set of images from the community. Thank you to all the dedicated No Man’s Sky photographers!
  • Fixed an issue that caused a single black frame during a teleport.
  • Fixed a number of rendering issues with stars in VR.

SAVE STREAMING

  • The save/load system has been overhauled.
  • On console, each save is now treated as its own object, rather than all five save slots being bundled together.
  • All existing saves have been automatically backed up.
  • A number of crashes that could occur when saving or loading large and lengthy savegames have been fixed.
  • The number of possible save slots has been increased from five to fifteen. The save select screen now supports scrolling to see additional slots/start a new game.
  • The number of discoveries that can be saved locally without uploading has been doubled.
  • Any non-consumable Quicksilver rewards, such as gestures and base building parts, are no longer save slot specific and can be used across all save slots once purchased.
  • Cross-save Expedition rewards, Titles, and Catalogue data will now be cloud synced along with other save data.
  • Multiple users on the same PC and Windows login will no longer share Expedition rewards, Titles, and Catalogue data.

OTHER IMPROVEMENTS

  • On the Discovery screen, improved the clarity of the button that is used to register completion of all creature discoveries on a planet.
  • The reward for discovering all creatures on the planet has been significantly increased.
  • The clarity of the end-of-expedition countdown has been improved.
  • Season Three will begin soon, and will bring an exciting range of new rewards…

BUG FIXES

  • Fixed a number of mission issues related to other players discovering the target creatures/plants/minerals.
  • Fixed a number of issues where matchmaking with players who had adjusted their clocks would cause the Expedition to end prematurely.
  • Fixed a number of issues that could prevent players from landing despite the location being valid.
  • Fixed an issue that made it difficult to hover-select the final Expedition patch.
  • Fixed an issue that caused the text on the expedition start splash screen to overlap in VR.
  • Fixed an issue that allowed players to start a new Expedition without updating their client to the correct version.
  • Fixed a number of mix issues with Bytebeat and background music.
  • Fixed an animation issue that could occur when stroking a companion immediately before mounting them.
  • Fixed an issue that caused the collision detection for biological horrors to be far too small.
  • Fixed an issue that prevented jetpack trail names from appearing if they had not been unlocked.
  • Fixed a number of camera issues that could occur when using a planetary chart while inside an Exocraft.
  • Fixed an issue that caused some buildings and bases to be labelled incorrectly when entering them.
  • Fixed an issue that could cause players to take hazard damage if their hazard protection was drained but they were no longer in the active hazard.
  • Fixed an issue that caused some markers to have a “time to walk here” estimate despite being on another planet.
  • Fixed a rare crash on Xbox that could prevent players from loading into the game.