Co-op Shooter Aliens: Fireteam Elite Gets an August Release Date

Aliens: Fireteam Elite – the upcoming co-op shooter from Cold Iron Studios – will be released on August 24 for Xbox Series X/S, Xbox One, PS5, PS4, and PC (via Steam).

The game, which has had a slight name change since the last time we saw it (adding an ‘Elite’ to the original title), has also opened pre-orders, and shown off some new screenshots:

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The three-player, PvE Aliens shooter is set 23 years after the original Alien trilogy, and casts you as new soldiers onboard the USS Endeavour, responding to a distress call. Over the course of a Left 4 Dead-like multi-mission campaign you’ll fight off over 20 enemy types, from 11 Xenomorph variants to renegade Synthetics.

Our world’s first hands-on said an early version of the game “seems to have nailed the sights, the sounds, and perhaps most importantly the mood of Ridley Scott’s Alien-verse to such a degree that it feels surprising that this exact flavor of Aliens game wasn’t made years ago.”

You can check out a brand new trailer below:

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Space Jam: A New Legacy — The Game Announced With Special Xbox Controllers

Space Jam: A New Legacy brings back the iconic NBA and Looney Tunes crossover to theaters and HBO Max very soon, and it’ll be joined by a retro-style game that will hopefully be a whole lot better than Shaq Fu. Aptly titled Space Jam: A New Legacy — The Game, it’s coming exclusively to Xbox Game Pass Ultimate on July 1 before releasing as a free-to-play game two weeks later.

Seeing as the film itself is a sequel to a ’90s-era cartoon-filled fever dream, it seems fitting that Space Jam: A New Legacy — The Game is a beat-’em-up that was actually created via input from fans around the world. Two of them–Narayan in India and Ricky from the United States–had their ideas combined to create a zany game starring Bugs Bunny, Lola Bunny, and LeBron James. With special moves and their fists, the heroes must fight through villain Al G. Rhythm’s goons in order to escape Warner Bros.’ computer server.

The game was developed by Digital Eclipse, a long-running studio primarily responsible for ports and collections like the Mega Man Legacy Collection and The Disney Afternoon Collection in recent years.

Press
Press “up,” doc!

After its Game Pass Ultimate exclusivity ends on July 15, Space Jam: A New Legacy — The Game will be playable for free by anyone with an Xbox One, Xbox Series X|S, PC, or iOS or Android device. To celebrate the game, there are also three special Xbox controllers that will go on sale on July 8. Rather than emulate one character, they are themed after the “Tune Squad,” the evil “Goon Squad,” and the computer-based “Serververse” setting.

Space Jam: A New Legacy releases July 16. Alongside LeBron James, it also stars Don Cheadle, Khris Davis, and Zendaya, and according to Don Cheadle, Michael Jordan will also make an appearance.

Watch live streams, videos, and more from GameSpot’s summer event. Check it out

Pokémon Sword And Shield Leakers To Pay $150,000 Each To Nintendo For Damages

Newly filed court documents for Nintendo’s case against two fans–who leaked details on Pokemon Sword and Shield in 2019–have revealed in a $300,000 settlement being reached in favor of the Japanese company. The pair was originally accused of stealing trade secrets from Nintendo by taking photos of an unreleased strategy guide for the Pokemon games.

The documents also revealed that one of the defendants had been employed at LSC Communications–the company responsible for printing the Pokemon Sword and Shield guide–while the other defendant had received the photos from a group chat and then posted them onto Discord. Each of the defendants will have to pay out $150,000 to The Pokémon Company for damages, legal fees, and other costs.

Now Playing: Pokemon Sword And Shield Video Review

This wasn’t the only leak before the launch of Pokemon Sword and Shield, as a 4chan info-dump provided accurate details on the games six months before they launched, while early gameplay footage went online ahead of the official review embargo, resulting in that publication being permanently blacklisted by Nintendo.

This isn’t the first time that Nintendo has used legal methods to protect its intellectual properties, as the company has a history of aggressively pursuing people who have infringed on the company’s copyright. Nintendo recently won a lawsuit against RomUniverse, with the owner of that ROM-hosting site being ordered to pay $2.1 million in damages to Nintendo after the case originally began in 2019.

Nintendo’s upcoming Pokemon games have remained leak-free for now. November will see the launch of Pokemon Diamond and Pearl remakes, while Pokemon Legends: Arceus will arrive not too long afterward in January 2022.

Watch live streams, videos, and more from GameSpot’s summer event. Check it out

Space Jam: A New Legacy is Getting An Arcade Beat ‘Em Up for Xbox Based On Fan Ideas

Space Jam: A New Legacy is getting a video game tie-in with the movie for Xbox, thanks to some fan-submitted ideas and development studio Digital Eclipse.

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Today, Xbox and Digital Eclipse announced the aptly-named Space Jam: A New Legacy – The Game, coming exclusively as an Xbox Game Pass Ultimate Perk beginning on July 1, before releasing on the Microsoft Store as a free-to-play title on the 15th. To go along with the game, Xbox is also releasing a set of three special Space Jam-themed controllers.

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A New Legacy – The Game is an arcade-style beat-em-up featuring the cast of the film, the result of a call from Xbox last December for fans to submit their ideas for a Space Jam game and picking two winning concepts from Ricky in the US and Narayan in India.

Digital Eclipse has been making games since the 90s, and most recently has been responsible for a number of arcade-style revivals like The Disney Afternoon Collection, Blizzard Arcade Collection, and Street Fighter 30th Anniversary Collection.

Space Jam: A New Legacy is a sequel to the original Space Jam, and is set to release on HBO Max on July 16. We got our first look at the film earlier this year, and have since seen new details about characters like Lola Bunny and the appearance of Michael Jordan.

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

Loki Is Canonically Bisexual, and the Show’s Director Is Delighted

Warning: This article contains light spoilers for the third episode of Marvel’s Loki on Disney Plus.

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Tom Hiddleston’s Loki has been confirmed to be canonically bisexual in the MCU, following the Disney+ show’s latest episode.

The character’s bisexuality was officially revealed during a scene between the God of Mischief and Lady Loki, now known as Sylvie, in the middle of the third episode when the two sat down and discussed their dating history and desires over drinks. Sylvie asked Loki whether he’s ever been interested in “would-be princesses, or perhaps another prince?” To which he replied, “A bit of both. I suspect the same as you.”

After the episode had launched on Disney+, Loki director Kate Herron spoke about the importance of the exchange between the two characters on Twitter. “From the moment I joined Loki it was very important to me, and my goal, to acknowledge Loki was bisexual,” she tweeted. “It is a part of who he is and who I am too. I know this is a small step but I’m happy, and heart is so full, to say that this is now canon in [the] MCU.”

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Loki is the first major LGBTQIA2+ character to appear on-screen in the MCU, following promises from Marvel producer Victoria Alonso about a new “diverse” direction for the franchise in Phase 4 and beyond. It was previously revealed that Tessa Thompson’s Valkyrie will be looking for a queen to rule alongside her in Thor: Love and Thunder, while Marvel’s Eternals will feature an openly gay character

Marvel also previously confirmed that Loki is gender fluid, bringing Hiddleston’s version of the character ever closer to comic book iterations of the Norse god. “I know how many people identifiy with Loki in particular and are eager for that representation, especially with this character,” Loki head writer, Michael Waldron, told Inverse in a recent interview. “We worked really hard.”

The Disney+ Loki series is said to tie into the events of Doctor Strange and the Multiverse of Madness, which is scheduled for release on March 25, 2022. Ahead of that, Black Widow is set to premiere as the first MCU movie of Phase 4. It will be followed by Shang-Chi and the Legend of the Ten Rings in September, Eternals in November, and Spider-Man: No Way Home in December.
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Adele Ankers is a freelance writer for IGN. Follow her on Twitter.

PES Has a New Strategy for Beating FIFA at its Own Game

Konami recently announced that eFootball PES (and this will be the last time I use that ugly moniker) now holds the exclusive rights to depict Atalanta, one of the biggest clubs in Italy’s Serie A league. It marks the fifth club from Serie A that FIFA will soon no longer be able to use in its real-life form – a full quarter of one of the biggest football leagues in the world. A pattern has emerged here, and Konami tells IGN that this is very much an intentional new approach to winning over fans in one of gaming’s longest-running rivalries.

For years, it’s been common to see EA’s FIFA series snatching up licenses to create a comprehensive set of leagues, making up the majority of football’s top table. By comparison, PES has struggled with authenticity off of the virtual pitch, no matter how good its actual football simulation might be. In its earlier years, Konami wasn’t just forced to use fake league and team names, but even player names. Over time, it began to gain a little more traction and, in perhaps its biggest coup, secured a 10-year license to one of football’s biggest competitions, the UEFA Champions League.

But it was with some grim inevitablity that it eventually lost even that license to FIFA in 2018. PES was left with a game that its hardcore still loved, but an overall presentation that did little to pull fans away from its biggest rival. At the time, Senior Brand Director Jonas Lygaard promised that Konami and PES would “shift focus into other areas.” Back then, it felt like papering over the cracks FIFA’s dominance was leaving behind – but time has proven that Konami did in fact have some major licensing plans of its own.

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The new trend began in 2019 when PES announced it had acquired the exclusive license to Juventus, one of Italy – and the world’s – most successful clubs. Where football games had previously concentrated on exclusively owning the rights to entire leagues, this felt a little different – while EA Sports could continue to use Juventus’ player names and likenesses in FIFA, it was forced to use a different club emblem, create new kits, and even rename the club entirely, to the fictional Piemonte Calcio.

Within the world of football gaming, it was a seismic move. Juventus’ Cristiano Ronaldo had been FIFA 19’s cover star – by the time FIFA 20 came along, it couldn’t use the name of the club, never mind put one its players, in their kit, on the box.

Even that could have been seen as a one-off – PES has licensed individual clubs before, albeit with less impact – but since that move, PES has snapped up similar exclusive licenses for both Roma and Lazio, will add Atalanta to that list in this year’s PES 2022, and will see the same deal kick in with Napoli for the season after that.

Importantly, all of them belong to Serie A and, while he won’t tell me if the trend for snapping up that particular league’s clubs will continue, Konami’s senior football licensing & activation manager David Monk tells me it’s not a coincidence that we’re seeing Italy in particular targeted:

“Yes, this is an intentional strategic approach,” Monk explains in an email interview, “however it is only followed when both the club and Konami believe it provides a mutually beneficial arrangement. Konami has consistently made substantial investments in Italian football for several years now and it remains a very important market for eFootball PES. By also investing our time, it’s clear that we have created great relationships with the clubs, their fans and most importantly the eFootball PES users globally who also seemingly enjoy Italian football as much as we do.”

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Monk explains that a major reason for these being truly exclusive licenses – i.e. ones that stop FIFA from using them – is that Konami wants to offer unique elements that require close relationships between developer and club, which he says are “often impossible” without them. But he’s not wilfully ignoring the more visible benefit to PES:

“It’s also true that these types of partnerships often provide a competitive advantage for eFootball PES. Therefore, naturally with any exclusive license the outcome is usually an increase in the number of the club’s supporters playing eFootball PES, which is due to those club supporters gaining access to content that cannot be offered elsewhere.”

With football support built so much around love of a single club, it’s no surprise that PES being the only place you can play a fully recreated version of your own would be a major draw. The question is how far PES can take that strategy – while it likely won’t be able to take exclusive full-league licenses from FIFA anytime soon, will it try to take an entire league’s worth of clubs from FIFA, making the league itself a tad redundant?

“We’re always exploring how to improve the portfolio of partner clubs not just within Italy, but across all markets,” Monk replies. “Partnerships will only become successful if they are evenly valued by both parties, and very importantly, if you have enough resources and focus to get the most out of the acquired rights. We cannot partner with every single club, but we aim to acquire partnerships and license agreements with the most significant clubs, leagues and competitions.”

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Despite the sheer size of FIFA – it’s not just the biggest football game in the world, it’s one of the biggest games full stop – Monk believes the clubs get as much out of being a part of PES as Konami does: “As I see it, the clubs see significant value in partnering with Konami because of our individual approach to each one. By growing alongside our partners, we can continue to provide that extra attention.”

In essence, this is the small business approach – Konami’s pitch is that it might not be able to give clubs the sheer scale of FIFA, but it can give them a more personal touch. That could well go for fans as well as licensees, with fully scanned squads of players, realistic chants, and other elements of the clubs’ match day experience that go beyond simply looking right on the pitch.

Speaking frankly, it’s unlikely that PES will be able to match FIFA for sheer financial or brand-name clout in the next few years – no matter how clever its approach. But that’s to ignore that this is a new kind of success for PES as regards its rival, and one that’s turning heads. With the game about to switch to Unreal Engine for the first time this year, that increased attention might be enough for Konami right now – with FIFA increasingly being accused of staleness, doing something fresh in the same space is appealing in and of itself.

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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].

Loki: Season 1, Episode 3 Review

This review contains spoilers for Marvel’s Loki episode 3, ‘Lamentis’, now available to view on Disney+. To remind yourself of where we left off, check out our Loki episode 2.

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After a pair of funny but uneven episodes that served to propel the plot, Loki’s third chapter attempts to hunker down for some emotional reflection. “Lamentis” — a shorter episode than the last two, at a mere 42 minutes with credits — hammers home just how much this series is the rare Marvel entry with any real visual panache. It is, however, often hampered, and ends up in service of a story that jogs in place and concludes rather abruptly. Tom Hiddleston continues to shine as a comedic lead, and while Owen Wilson’s Agent Mobius is sorely missed this week, newcomer Sophia Di Martino is an adequate straight-faced replacement, as a Variant Loki who may or may not be a Loki at all.

The opening scene doubles back to show us how Di Martino’s Variant, a.k.a. Sylvie, extracted information about the Time Keepers’ whereabouts from Hunter C-20 (Sasha Lane), the TVA Minute Man she kidnapped last week. As Sylvie explains to Loki later in the episode, her mind-control illusion is a game of memory, in which she slips into a subject’s real recollections — in this case, C-20 sipping margaritas at her favourite restaurant — in order to extract information from them. The scene itself feels slightly off kilter even before it skips through time, both thanks to Di Martino’s sly performance, and a backdrop that looks distinctly unreal. Maybe this was intentional, or maybe it was subpar compositing or StageCraft (several later scenes fall victim to shoddy VFX), but accidental eeriness is eeriness all the same.

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However, the key purpose served by this introduction is to colour what might otherwise be a bland series of character exposition. The episode follows Loki and Sylvie making their way across Lamentis-1, a planet on the verge of apocalypse. Along the way, they reveal things about themselves to one another, with each actor’s performance hinting at subdued vulnerabilities — but they’re also both tricksters with their own agendas. Loki wants to learn more about Sylvie’s powers, which she tries and fails to enchant him with, and while Sylvie is hardly explicit about her intentions, there remains a looming sense that her attempts to get Loki to open up are less about making a connection, and more about finding ways to invade his memories.

After a brief recap of Sylvie enacting her plan, the episode kicks off with an action scene back at the TVA. Parts of this sequence fall into Marvel’s usual trap of shooting fights without clarity and constantly cutting on impact (a larger Hollywood problem), though once the obligatory, up-close second unit bits are dispensed with, director Kate Herron’s penchant for revealing character through movement begins to shine through. A wide shot of Sylvie taking out a few remaining Minutemen draws us into an ornate hallway, and centers the golden elevators that supposedly lead to the Time Keepers. When Loki catches up to Sylvie, knives in hand, their fight is more of a careful dance than one of Marvel’s usual beat-’em-ups, the rote and often pre-visualized scenes that — outside the first two Avengers films — generally feel disconnected from the story. Here, the scene is immediately intriguing (thanks in no small part to Natalie Holt’s alluring score), and it’s driven by Loki’s desire to learn more about his opponent. The fight doesn’t last long, since Judge Ravonna Rennslayer (Gugu Mbatha-Raw) soon breaks up the party, but it’s incredibly refreshing in the grand scheme of the Marvel Cinematic Universe.

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Once Loki and Sylvie escape, they find themselves on a doomed planet, whose half-destroyed moon shoots flaming, purple comets in their direction. Their attempts to one-up each other begin to feel petty and powerless, leading to a fun bit of negotiating and a reluctant partnership. It’s here that the episode begins to press pause, and while it eventually affords the characters some dramatic meat, it also spends an inordinate amount of time becoming especially quippy and Marvel-esque, in way that felt novel back when Robert Downey Jr. first played Iron Man in 2008, but now feels like a stale substitute for characterization. “FYI, that wasn’t even a plan” says Sylvie, of Loki’s guard-uniform illusion. “Dressing as a guard and getting on a train is just doing a thing,” she jabs. It feels oddly out of character for an Asgardian Variant, and while Sylvie could certainly end up being a character from Earth (she shares several traits with the comics’ Enchantress), it’s the kind of meaningless snark that ultimately flattens several of Marvel’s characters into indistinguishable mush.

However, once the train departs, Loki and Sylvie are able to share a few nice moments, revealing the personal and romantic pitfalls of life as a prince, and life on the run. Purple light streams in from the windows, and while the palette is a few blue shades short of “bisexual lighting” — the backdrop is appropriately green, for a scene about two Lokis — it’s an overt enough foreshadowing for when both characters casually mention their bisexuality. While a far cry from any overt display of sexuality (the largely desexualized MCU barely does this for straight characters), it’s a nice albeit fleeting way for Disney to finally pull this trigger, making Loki their dozenth or so “first” queer character in recent years, though likely their most high-profile. It certainly took them long enough.

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The show soon resumes its attempts to have Loki be both the villain plucked straight from The Avengers, as well as the “original,” more empathetic Loki of later entries. However this time it doesn’t rely on clips and reminders of existing films. It begins to scratch Loki’s surface by having him recollect childhood memories of his mother, and the way his identity is tied to hers, serving to both endear Loki to the audience as he reflects, and to give Sylvie a bit more power over him, should she need it. Thankfully, Loki’s reminiscing isn’t all moping this time around; a few drinks later, he sings Asgardian folk songs with the rest of the train car, veering between sorrowful verses and joyful ones. This allows Hiddleston to let loose and command the space around him, while also giving him a few subtle opportunities at more physical comedy. He really is a star, and no matter where the series goes from here, watching him will likely be a major highlight of the next few Wednesdays.

After another fun, character-centric fight scene, Loki and Sylvie are ejected from the train, and find themselves walking toward a nearby city. Before long, the MCU’s worst storytelling instincts clash once again with what the people behind this series are trying to achieve (echoing a similar tug-of-war in WandaVision). The episode began by revealing Sylvie’s powers in a visual and narrative sense, but its next big reveal about C-20 and the TVA — that the Minutemen weren’t created by the Time Keepers, but are Variants from Earth — comes about through a dialogue exchange, between two characters on whom this reveal has little emotional impact, since Loki is fully aware of his own past. It’s more of a factoid, edited into the series like a Wikipedia entry, than a skillful twist, since its potential ramifications are both implied and glossed over.

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When Loki and Sylvie arrive at the crowded city, their attempts to reach the rescue ship (“the ark”) are hampered by a riotous crowd and by falling debris, in a sequence that kicks the previous scene’s bland exposition to the curb. Presented as a single take, it follows the characters through chaos as they weave in and out of storefronts and fight local guards along the way. It’s exciting to witness, though it comes to something of an abrupt halt when the ship is destroyed.

Two things stick out awkwardly about this scene. The first is its strange focus on Loki’s concern for innocent civilians. Loki doesn’t need to be a “good guy” to be interesting, and the show’s insistence on making him one leaves him a disconnected place, since he was attempting to take over Earth not long ago, and any emotional changes he’s quickly undergone since then are the result of being shown images of Asgardian death. Nothing in the series has really pushed him to become an altruistic person, and most of this very episode focuses on his scheming nature. The second oddity is the scene’s closing image; after the ship collapses, and the camera turns to face Loki and Sylvie, it pulls out to capture the space around them, when it should push-in to capture the characters’ reactions to this supposed fatal blow. Instead of emphasizing an emotion, it simply presents a plot point and cuts to the credits, ending an otherwise decent episode on a surprisingly empty note.

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It can be tricky to pull off what feels like a side-quest to the main plot, especially when last week’s episode ended with the creation of a multiverse and the promise of infinite permutations. Episode 3 feels small by comparison, and while it uses its scale as a respite from the cosmic bombast, it digs into its lead character only occasionally, and continues to play by the same linear time-travel rules as its predecessors, while also playing by Marvel’s larger narrative rules and prioritizing exposition. It still works, but in the way a car in desperate need of an oil change still works; something’s going to give sooner or later, unless it’s tended to.

If any MCU production ought to let loose, it’s this one. The characters call themselves hedonists, but halfway through its six hour runtime, the show refuses to luxuriate in the infinite chaos just outside its frame. Its visual and aural creatives are incredibly adept — director Kate Herron and composer Natalie Holt especially — though it often feels like Marvel’s production machine needs to get out of their way and let them tell an immersive story, where the characters aren’t defined by a visual and narrative formula, but by possibility.

Once Upon A Time In Hollywood Novelization Trailer Includes New Film Footage

Academy Award winner Quentin Tarantino is releasing his first novel–an adaptation of his 2019 film Once Upon A Time In Hollywood. As though it was one of his films, the upcoming novel has received a trailer ahead of its release on June 29, which includes a number of never-before-seen clips from the film.

The novel trailer introduces the story’s main characters with clips from the film, including fictional creations Rick Dalton and Cliff Booth, as well as actual historical figures Sharon Tate and Charles Manson. Keen fans have noticed that many of the clips used in the trailer weren’t actually a part of the 2019 film, however. The trailer can be viewed on Sony Pictures’ YouTube channel.

Though Tarantino has long talked about becoming a novelist, even likening his style of scriptwriting to writing novels, the Once Upon A Time In Hollywood adaptation is his first work of written fiction. The novel will explore the backstory of Dalton and Booth in more detail, and features additional characters based on real people including Burt Reynolds, Pete Duel, Jim Brown, and Fred Williamson.

While the trailer is drumming up some interest for the book, however, many fans in the comments state that they’re more interested in seeing an extended cut of the OUATIH film, with some of the scenes in the trailer restored.

Tarantino’s literary debut arrives on June 29, published by Harper Perennial.

Watch live streams, videos, and more from GameSpot’s summer event. Check it out

Monster Hunter Stories 2: Wings of Ruin – The Final Hands-on Preview

Monster Hunter and Pokemon are two of my favorite franchises ever, so the Monster Hunter Stories series has always spoken to me. A monster-collecting JRPG where I get to ride my companions and customize them with questionable gene-splicing, all while crafting new equipment and learning more about a world I already love? Yeah, count me in. And after playing the first two chapters of Monster Hunter Stories 2: Wings of Ruin, it appears to be more of what I loved about the first with a few tweaks and additions largely intended to address some common criticisms. The jury is out on whether those changes make for a universally better experience, but it certainly left me excited to play more and find out. 

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If you’ve never played Monster Hunter Stories (or Monster Hunter at all for that matter) don’t worry, you really don’t need to in order to dive headfirst into Wings of Ruin. Returning fans will recognize some characters and connections to the first game, but this sequel’s story stands on its from what we’ve seen so far. On the mechanical side, knowing Monster Hunter inside and out did give me a leg up and the ability to skim tutorials without penalty, but Stories 2 also teaches players what they need to know to succeed – like how using a Flash Bomb on an airborne monster brings it crashing to the ground.  

After customizing your character, Wings of Ruin sets the stage for a story that will span far beyond the charming tropical island you start your adventure on. You learn you’re from a village of Riders that befriend and raise the monsters of the land – called Monsties, once they become our besties. Long story short, monsters all over have begun to act strangely, Rathalos are disappearing, and a Wyverian girl (basically an elf) is given a Rathalos egg by your late grandfather’s Monstie, Guardian Ratha, who also mysteriously leaves. Soon, you bird up with a Kulu-Ya-Ku, meet the weird Felyne companion Navirou, and finish some early quests that serve as tutorials on your home island. From there, you set off to the Wyverian Rutoh Village to hatch the Rathalos egg, protect it from capital-H Hunters, and prove yourself worthy of a grand quest – like saving the world, or at least the Rathalos in your care.

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Monster Hunter Stories’ excellent turn-based battles mainly revolve around a Rock-Paper-Scissor type system,  but Wings of Ruin seeks to improve and greatly expand on the system. Monsters tend to attack with just one certain type – Technical, Speed, or Power – but this can change after triggering certain conditions which are hugely more learnable than they were in the original, which is a good thing. There is honestly a whole lot that goes into the battle system that’s just too much to get into for a preview, but know that there are three types of weapon damage (Blunt, Slash, and Pierce), six weapon types that all work differently, and elemental weaknesses and resistances to think about.

Changing weapons and switching out Monsties on the fly is required for optimal strategy, making fights a rewardingly complex puzzle to solve. For example, a Blunt weapon makes quick work of Kulu-Ya-Ku’s defensive rock, and a Hunting Horn with Negate Poison gave my party an advantage against Pukei-Pukei. But, you’d also want to have a Power-type Monstie by your side against both of those Technical-type monsters. I haven’t even touched upon items, the Kinship Gauge, breakable monster parts, or armor choices. Monsties also have a use outside of battle, too, as they can all perform various Riding Actions, like climbing, rock breaking, special map marking, and more.

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Check out a deep-dive explanation of the gameplay in Monster Hunter Stories 2 in the video above.

There’s a lot to learn here like in most creature-collecting, turn-based JRPGs, but so far Wings of Ruin’s tutorials are well-paced and unobtrusive, sprinkled within a string of story quests that left me with usable loot. Even though I already knew many of the mechanics, I never felt inundated with exposition and unneeded explanation. Tutorials aside, Wings of Ruin opened up early on, letting me do as I pleased within the bounds of the first area as soon as I hatched that Kulu-Ya-Ku. Most importantly, that early freedom lets you experiment with the main mechanic that glues the whole game together: finding monster dens, collecting eggs, and hatching them. 

When you find an egg, it’s not just the species of the monster that’s a mystery (although that soon wasn’t a mystery when I recalled the egg patterns from the first game), it’s the excitement of what kind of genes, and how many, the monster will have. Genes make a monster unique, giving it active abilities like a Pukei-Pukei’s Venom Shot or passive abilities, like increased Crit rate. The smellier the egg, the rarer the genes, and the heavier the egg, the more gene slots it has – up to nine for the whole grid. 

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In just the second chapter, not only is there a huge area to explore, but you also unlock the ability to transfer genes from one Monstie to another via the Rite of Channeling, so hatching duplicate monsters isn’t a waste. Wings of Ruin also gives you even more freedom than its predecessor by letting you move any gene from one monster to any unlocked slot in another. Cue the desire to make a Water-type Paolumu, or a Yian Garuga with a huge critical-chance bonus and synergizing Active Skill inherited from a Velocidrome. 

I really enjoyed how many possibilities and tasks there were to distract me from the main path right away, and a great fast-travel option that made it easy to wander. Golden Rare Monster Dens always lured me with the promise of something special, rare monsters enticed me into otherwise unneeded battle for crafting parts and the chance to trigger a guaranteed egg, hard-difficulty side quests challenged all the Monstie improving I’d been doing, and tournament-style challenges easily-accessible from the Quest Board made me want to try to my hand at earning the top reward just to see if I could, and maybe for that sweet XP for newly hatched Monsties. (Which, by the way, receive XP boosts when underleveled!)

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But for how much I enjoyed my early hands-on with Wings of Ruin, the battles did start to wear on me somewhat. In the first Stories, there was generally a max of five combatants in battle, but with the introduction of Battle Buddies (an additional party member you can’t directly control) there can be up to seven from what I’ve seen so far – that’s a lot of actions to get through each turn. The problem is that having a buddy didn’t seem to make things any easier, even if they were stronger than me and my own Monstie – instead, the opponents’ HP pools appear to be greater to account for the additional party members.

 I can see these longer battles getting tiresome, though you can thankfully triple the speed of the animations, and there is also a Quick Win option when encountering markedly weak monsters, which is most useful if backtracking. I’m still holding out hope that the full game has a way to remove buddies from your party at will, and for monsters’ HP to adjust accordingly, like how dynamic difficulty scales monsters based on party size in the newer mainline Monster Hunter games. 

After all, there’s a lot of Monster Hunter Stories 2: Wings of Ruin I haven’t seen yet. I’ve only just finished the tutorial areas of Chapter 1 and 2, which didn’t feel very “tutorial-ly” and probably could have been completed in much less time than the 15 hours I happily spent if the enticing tinkering didn’t endlessly sidetrack me. There is just so much to do, see, and discover; and so many Monsties to befriend, I’m looking forward to playing the entirety of Monster Hunter Stories 2: Wings of Ruin. 

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Casey DeFreitas is an editor at IGN and recently began hatching eggs of her own, but turns out they’re all just a bunch of chickens. Catch her on Twitter @ShinyCaseyD

Codemasters on F1 2021’s New Story Mode: ‘It’s a Proper Journey’

Codemasters’ well-established F1 series has been an extremely dependable annual dose of open-wheel motorsport action for many years now. Of course, while F1 2021 will undoubtedly arrive with a range of welcome tweaks and improvements, its new Drive to Survive-inspired story mode ‘Braking Point’ is easily the most exciting one.

Casting players as an up-and-coming F2 driver, Braking Point will steer us through a linear, three-season story from 2019 to this year. As such, Braking Point seems poised to inject the F1 series with a mode akin to FIFA’s The Journey, Madden’s Longshot, and Champion Mode in Fight Night Champion – one of the thoroughly underappreciated pioneers of sports game story modes.

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While it won’t actually be the first time Codemasters has dabbled with a story mode in one of its racing games – as any remaining Ryan McKane fans from 2002’s TOCA Race Driver can attest to – it does promise to be a huge leap forward from F1 2019’s brief F2 intro, and F1 series senior creative director Lee Mather is excited to put it into people’s hands.

“Considering that Braking Point is really quite a significant departure from what we’ve done traditionally – and what we did in F1 2019 with dipping our toe in the water with the F2 feeder intro – we’re just really excited because the quality of what we’ve delivered this year for Braking Point is so massive,” Mather tells IGN. “You know, as a team that makes racing games, to do a full narrative, to do CGI cut scenes – it’s quite a departure from some of the things we’ve done in the past.”

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“I think everybody’s excited to see how it’s received and also how people gel with the story, the characters, and the journey that we take in the mode, because we didn’t do it by halves. We got two professional writers in to do it with us, so it’s a proper journey.”

The teams players can join in Braking Point are Williams, Haas, Alfa Romeo, Alpha Tauri, and Racing Point (now Aston Martin).

Mather is also optimistic Braking Point will be able to attract players who don’t traditionally pay a great deal of attention to the games but may be drawn to the drama of an F1 story – especially on the back of the success of Netflix’s Drive to Survive (the streamer’s popular and surprisingly candid docu-series that dives deep behind the scenes of the world of modern F1) as well as movies like 2013’s much-loved Rush.

“I’m not a massive football fan, but I’ll certainly play The Journey in FIFA… and [Madden’s] Longshot; I enjoyed that,” says Mather. “And the NBA titles and things like that.”

“So I definitely think there’s a case for that. I think the connection to Drive to Survive will draw people in as well and certainly pique their interest. And I think that they’ll be more interested to give it a go and in seeing how it pans out.

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“Drive to Survive obviously plays heavily on what goes on behind the scenes in Formula One, and I think that that’s something the fans haven’t really seen until Netflix came along…. Something like Rush really showed the relationships outside of that; taking it a step further and seeing the private relationships. So we’ve certainly drawn from that. But also we’ve spoken many times about how players build their journey while they’re playing the game and they craft the stories in their head as to what’s going on. And this time we’re able to take all of those things that people are imagining and present them to them.”

F1 record breaker Lewis Hamilton is facing stiff competition this season.

While Codemasters has been beavering away at Braking Point for several years now, it’s almost funny that F1 2021 is arriving with fictional drama added alongside what’s actually turning out to be the most interesting F1 season in many years.

“I mean, there’s always mixed feelings, isn’t there?” chuckles Mather. “Because if you’re a Lewis fan you kind of want to see Lewis continue with his domination – but you can’t lose out when there’s competition at the front and you can’t lose out when there’s something mixing the racing up.”

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“So even though [at Baku] I went through literally seconds of elation and disappointment when Lewis had his incident at the end of the race, I couldn’t feel bad about the race because I enjoyed every second of it. So that was still amazing. And I think that the midfield at the moment is just so tightly packed, you can’t split them. It doesn’t even need to be a bad day for the front team – it just needs to be a slightly off day – and anybody could be up there on the podium.

“I think there’s definitely going to be wins from other drivers this year. It just takes Max and Lewis to just not have a perfect weekend. You’ve got Sergio up there. You’ve got Leclerc up there. I certainly expect to see more Norris up on the podium. It’s super exciting for the sport, definitely.”

It would be nice to see Danny Ric chugging from his boot again this year, too.

Braking Point is not the only new addition to F1 2021, though, and Codemasters is promising a far more detailed damage model, plus far more granular control of very specific settings in My Team and Driver Career.

“We’ve added in an Expert mode now,” explains Mather. “Expert is essentially us giving people access to some of the tools that we have when we’re configuring the game modes.”

“Obviously when we’re balancing something like My Team or Driver Career, we balance it based on the kind of experience we want people to have, and the length of experience and the progression that we want people to have. But as players get into multiple seasons of it, they might want to mix that up quite significantly.”

As such, Codemasters is giving players the option to fundamentally change the rate at which they can progress, the rate at which other teams progress, and the challenges they will face.

“If you’re tired of doing R&D because you’ve played it for so long, you can have the game handle the R&D for you,” says Mather. “If you want to make driver moves really crazy and have drivers moving around and going places where you wouldn’t expect them to, you can change the way that acclaim is accrued by either yourself or the other AI teams. You can also restrict or improve the finances of teams. So you can give them the chance to earn money faster or slower, and the same with XP for all of those as well.

“If you want to have an insanely hard experience where you’re literally having to do everything to perfection, you can make it that way, or you can make it much easier. Or again, you can make it much harder for the AI. There are different ways you can balance that out.

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“It’s really a very, very tweakable experience. We see players that engage with the game for so long and play season upon season upon season, and with the ability to change the tracks that you have in your season – that keeps it fresh. But the ability to change your progression will make it a very, very different experience.”

F1 2021 arrives on July 16, and you can expect IGN’s verdict to arrive alongside it next month.

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Luke is Games Editor at IGN’s Sydney office. You can find him on Twitter every few days @MrLukeReilly.