Deathloop Review: All You Need Is Kill

The Isle of Blackreef is a place where lawlessness and debauchery aren’t just welcomed but encouraged. It’s caught in a time loop, so the events of any given day have no bearing on the next. At the end of every sex, drug, and alcohol binge-fueled evening, the slate is wiped clean so it can happen all over again. Memories are lost and harm–self-inflicted or done to others–is always undone. Blackreef changed me. It made me behave in a way that’s not in my nature. Whether it’s Metal Gear Solid, Deus Ex, Splinter Cell, or Dishonored, the role I inhabit is that of a ghost, entering a scenario to achieve an objective and leaving with clean hands and conscience. I’m the pebble thrown into water that makes no ripples.

And yet, in Deathloop, I murdered hundreds of Eternalists and I felt good about doing it. I tried to be true to myself–skulking across rooftops, hiding in dark corners, and carefully moving between people, but the allure of Blackreef’s daily absolution was difficult to resist. I watched the first Eternalist I killed dissolve into nothingness, and a message written into the air in some ethereal ink assured me he’d return in the next loop, completely oblivious to what happened. Killing became second nature, and with no consequence why wouldn’t it?

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The rules of Deathloop’s world created an intoxicating sense of liberation, but this leads to the game’s central question of purpose: When nothing matters, how do you give your actions meaning? That is where developer Arkane Lyon’s gameplay design comes into play, and killing with reckless abandon becomes killing for a reason: to break the loop. The mechanics that govern the world and facilitate your quest to upend it are constructed so masterfully that there’s a tangible sense of growth both in-game and out of it. You begin your first day in Blackreef dazed, confused, and incredibly hungover, and end your final one as the unstoppable architect of its demise.

But what’s most impressive about Deathloop is that it’s also an introspective game. It’s Arkane deconstructing its own brand of open-ended action and laying bare all the pieces crucial to it. The systems are presented as digestible on an individual level, but then the game subtly pushes you to put the pieces together so you can truly appreciate how the clockwork world ticks, before bringing a swift fist crashing down on it. Deathloop is a game where observation and dynamic thinking go hand-in-hand with shotgunning goons in the face and snapping their necks; where throwing a grenade into a soiree for sycophants counts as the right kind of experimentation and derring-do. It delivers bombastic thrills and wince-inducing kills with intelligence and elegance in equal measure.

At the heart of the game is Colt Vahn, a man simultaneously adrift in time and stuck within it. He wakes up on a beach with no memory of how he got there or what’s really going on. However, what distinguishes him from the other hedonistic denizens of Blackreef is that he is able to retain his memories between loops. Dying will force him into a new loop, but the knowledge he has accrued up until his death will return with him. And very soon, he discovers that a strange element called Residuum can be harnessed to give his arsenal of weaponry and supernatural abilities permanence too.

Like Arkane Lyon’s Dishonored games, Deathloop is a fascinating mashup of styles and vibes, both narratively and aesthetically. Underpinning the world is a kind of retro-future science that, as oxymoronic as it sounds, is incredibly effective at giving the world texture–think time travel by way of 1960s computers that fill a room and look like they have less power than an original iPhone. Complementing that is an element of the supernatural that is essentially time science harnessed by a genius mind to give a chosen few the ability to do things like teleport, link the fates of people together, become almost invisible to the naked eye, or throw objects around an environment with a wave of the hand. These abilities are bestowed to the Visionaries, an eclectic group of elites that the rank and file are sworn to protect so that their life of indulgence can remain eternal. Colt’s goal is to kill these Visionaries and, in doing so, break the time loop that keeps him trapped there. The rub is that it needs to be done in one day–a single loop. Easier said than done given that the game operates on a day and night cycle where, over the course of the loop, each Visionary has their own routine and life to lead.

Complicating matters further is the fact that the Visionaries know Colt is out to get them and, in fact, all of them have some sort of pre-existing relationship with him. One in particular, Julianna, takes it upon herself to be a thorn in Colt’s side. She serves the role of antagonist but the situation is clearly complicated between them. Their interpersonal dynamic is placed front and center to drive much of the narrative and characterization, and both characters are realized exceptionally well.

Julianna is the voice in Colt’s ear and also over Blackreef’s loudspeakers, and she does her damndest to get under his skin. She picks at him in a way that only someone with a deep personal connection to you can, using insight into his personality and history to constantly undermine him and poke at his neuroses. She’s always one step ahead, exposing Colt’s habits, analyzing his behaviors, and revealing truths about Colt that, because of his initial amnesia, he’s yet to realize himself. And yet, there’s also a sweetness to their interactions at times, like a couple in the heat of an argument remembering for just a moment why they care about each other. She’s a confusing presence, in one breath chastising him for his actions and in another encouraging them. She guides him to objectives and then lays the guilt on thick when he achieves them.

In a very real sense, she’s a pure agent of chaos and her motivations remain unclear until just the right moment. The voice acting is absolutely crucial to selling this relationship and in that regard, it is achieved exceptionally well thanks to the outstanding delivery by Jason E. Kelley and Ozioma Akagha as Colt and Julianna respectively. Some lines from Julianna have a mischievous tone while others are tinged with spite and growing frustration. For his part, Colt begins unsure of himself and unclear of why this woman has it in for him, but as he learns more, he becomes confident, choosing to engage in the verbal jousts and starting getting under her skin. The constant back and forths between the two is genuinely a joy to listen to and the writing is sharp to make the development of their relationship feel natural.

The main focus of Colt’s attention, however, is the aforementioned Visionaries who need to be offed, and this is where Deathloop’s open-ended gameplay does the heavy lifting. Blackreef is split up into multiple districts, and each one is usually home to at least one of the Visionaries. Colt’s objective is to enter an area and figure out how to get himself into a position where he can kill said Visionary and take their Slab, an item that gives them one of the six unique supernatural abilities. But it’s not as simple as running into a building and gunning them down as each of the Visionaries is… a weirdo. Charlie, for example, has transformed a part of Updaam into a low-budget escape room made up of multiple themed floors, complete with puzzles and a whole lot of weapon-wielding Eternalists standing between the entrance and him. Harriet has taken up residence in a Karl’s Bay hanger, where she’s hosting a group wellness session that is as sinister as it sounds. Wenjie is a super smart scientist who is responsible for harnessing the strange energy of the time loop to create the slabs and rarely leaves her lab in The Complex, but you might find yourself facing an existential conundrum when you’re face to face with her.

Deathloop is a game where observation and dynamic thinking go hand-in-hand with shotgunning goons in the face and snapping their necks … it delivers bombastic thrills and wince-inducing kills with intelligence and elegance in equal measure

Deathloop’s day-and-night cycle also means that these Visionaries are only available at certain times of the day. Although you can manually progress time to your needs, there’s only ever a specific window of opportunity to kill a Visionary. That means you need to play through time loops repeatedly, puzzling out a plan to execute it when the time is right. The game makes this more manageable by giving the player Visionary Leads to follow. These are quest chains that guide the player to key pieces of information necessary to pull off the assassination and will often take Colt through different environments at different times of the day. You may need the code to a door in Fristad Rock, for example, but a ledger with that information is being stored in an office elsewhere that can only be accessed when a worker leaves the door open in the afternoon.

The result of this approach is that you’re slowly trained to develop a meticulous understanding of each area in the game. And as your Colt grows in strength and capabilities, so too does your proficiency in navigating them. After killing a Visionary you gain a power, which can be used in the following time loops, provided you invest in it. This growth comes by way of Residuum that can be extracted from charged objects in the environment or, in more abundance, from the dead body of a Visionary. By channeling this resource into weapons and items, you’re able to hold onto them between loops. Slab powers are the most essential as they give you a significant ability, and killing a Visionary repeatedly to take their slab will evolve the power. The Shift power, for example, lets you teleport much like Dishonored’s Blink. But by repeatedly killing the Visionary wielding it and collecting it, you’re able to upgrade the power to let you travel further or hover in the air briefly. Aether lets you turn invisible but becomes more effective if you upgrade it so its effect doesn’t wear off when you attack.

Along with powers, Trinkets are also littered throughout the world and come in two flavors. Weapon trinkets can be used to augment your combat abilities by improving stats like range, power, and aim-down-sights speed. Personal trinkets, meanwhile, enhance Colt’s performance by improving health regeneration, decreasing the amount of noise he makes when moving, or adjusting how his power meter depletes and recovers, among other things. And these all come in multiple color-coded tiers of effectiveness. The presence of these is what makes each time loop consistently rewarding to play through, even if you fail to achieve a bigger objective. Sometimes it can be good to do a run through an area or even an entire loop to build your Residuum balance and collect some more trinkets, especially since it’s also an opportunity to refine your chosen playstyle a bit more. There’s nothing quite like deciding to run into an area with your guns blazing just so you can chew through Eternalists and a Visionary, knowing that you’re doing it just to grab resources. Since Colt is able to come back from death twice, there is a degree of forgiveness in the game that really encourages doing wacky things when the opportunity arises. That third death will reset the loop entirely though, so some strategy is also required if you want to make the most of your time.

Very quickly, you’ll find yourself developing a level of mastery over the world thanks to the powers and weapons that you’ve accumulated. A Visionary kill that initially took 20 minutes can be reduced to just a couple as you dart around environments, stealthing through one group of enemies, while laying siege to another, and ultimately cutting through your target before they’ve even realized what’s happening. The repetition-based design of Deathloop eases you into creating a flow state that you can enter into and exit from at will. With the character development systems, it gamifies trial and error so effectively that failures almost always still feel like small triumphs. This might sound typical, given the prominence of recent roguelite games such as Hades, but Deathloop’s gameplay feels entirely of its own brand, and that is because it’s built on the foundation of Arkane’s domino-effect design.

That is especially apparent as you uncover dead ends, of which there are many scattered around Deathloop’s various environments. Documents peppered around the world will provide a small lead on something, which is then marked as a discovery, and the game does an excellent job of creating a breadcrumb trail around Blackreef for you to follow, and it always leads to something meaningful. Whether it’s finding the code to open a locked door you stumbled upon hours ago or figuring out how to manipulate two Visionaries into appearing at the same place at the same time, you’re never more than a run or two away from having an epiphany. And when it dawns upon you, the feeling will make you giddy. It’s like using just the right wrench to loosen a nut that felt like it was impossibly tight.

In many regards, Deathloop is a game about being meticulous, and Arkane has done a fantastic job in making just being in the world, looking around, and listening to it enthralling. It should come as no surprise that Blackreef is absolutely stunning to behold, given the strong sense of art direction the studio’s previous games have had. Each of the four areas of the game has a distinct style, which changes depending on the time of day thanks to lighting and even weather effects. There’s a wonderful retro pop-art motif that runs throughout, with eye-catching posters and signs that not only furnish each environment to be visually pleasing, but also serve as a kind of pathway for the player to explore. Architecture is constructed thoughtfully so, in any given scenario, you can see a way in and a way out. On the ground level, a neon billboard may draw your attention, revealing scaffolding that can be clambered up to give you a better vantage point. Or a spotlight on a stone wall may gesture towards an open window, offering a way into a building that otherwise seems impregnable.

Of particular note are the ’60s-esque interiors that are somehow both beautiful and utterly garish in the way only retro furniture can be. Wooden walls, shocking red pleather couches that look like they would make your arse numb after a minute of sitting on them, and oddly contorted lighting fixtures will stop you in your tracks so you can ogle how strange they are. But they also fit into the aesthetic so perfectly that you can’t help but be impressed by the interior design chops being displayed. Needless to say, Arkane’s sense of art direction remains impeccable and, for my money, unmatched.

And complementing it is the raucous soundtrack that is as eclectic and as unexpected as the visual stylings. Continuing the mashup of style and themes, Deathloop transitions effortlessly between disparate styles to suit the needs of the moment from a cinematic standpoint, but also has you tapping your feet along to the chaos happening on screen. One minute you’re creeping through underground tunnels, backed by the bleeps, bloops, and ambient warbles of old sci-fi movies in tense stealth sections, and the next you’re engaged in an all-out gunfight with hordes of Eternalists to the sound of a big band orchestra and off-the-chain sax solos. Deathloop’s gunplay is weighty and satisfying, and a great deal of the thrill that comes from trading lead is elevated by the brilliant, funky soundtrack.

The final piece to Deathloop’s gameplay puzzle is multiplayer, which manifests itself in two ways. The first is technically not multiplayer, as it sees Julianna invade Colt’s game to try and assassinate him. This Julianna is computer-controlled but no less deadly for it. At random points, the game announces that Julianna has invaded and locked the exit points out the area. The only way to escape is to hack a specific point to unlock the exit tunnels, but to do that you have to go through her. These moments are genuinely terrifying, especially when you’re on a good run. Julianna is capable of masking her appearance to look like any random Eternalist, so she could really be anywhere and anyone. And when she does have you in her crosshairs you better hope you have her in yours. She can be ruthless, but the reward for taking her out is massive. She will often drop a Slab, meaning you can acquire powers or upgrades without needing to kill the Visionary who has them. And if you’re smart, you can even set up elaborate traps using turrets and grenades to get the jump on her.

Of course, a human player–someone on your friends list, a random person on the internet, or even you–can choose to protect the loop by assuming the role of Julianna. As the hunter, you invade Colt’s world with the goal of taking him out before he can kill you or escape. Unlike Colt, who has that ability to undo his deaths a couple of times, Julianna has just one shot at her mark, which means you need to be much more considered. However, the ability to mimic NPCs is a devious advantage that is much more effective than you might think, especially if you have a good understanding of the world and can use a player’s knowledge against them.

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For example, you may know that there’s a specific enemy that is always positioned in a specific spot and, if you’re able to swap positions with them, the Colt player may just assume you’re a harmless Eternalist, only for you to strike when they least suspect it. You can also use powers that are unlocked gradually as you continue to invade players. Julianna has her own progression tree that tasks her with completing feats such as successfully killing Colt in a specific way, surviving for a certain period of time, using a particular weapon, and so on. As you complete these, more Slab abilities, weapons, and trinkets become available, making you a deadlier killer. The sense of tension this introduces to gameplay is exhilarating as you never know when a Julianna could appear to turn your world upside down. It harkens back to the kind of hide-and-seek multiplayer introduced in Assassin’s Creed: Brotherhood and the PvP of the Soulsborne games, and it works really well within Deathloop. Of course, you can opt not to allow people to invade if you’d prefer a purely single-player experience.

Perhaps the most laudable part of Deathloop is how it takes so many seemingly disparate things and creates harmony between them. Gameplay systems that feel isolated become pieces of a bigger puzzle, and when you see how they seamlessly connect together, you realize how special an achievement it really is. Similarly, on paper, the different aesthetics should be like oil and water, but they come together effortlessly to be part of a greater whole, and, for me, that’s what Deathloop is really about. By standing back and looking at the bigger picture, the uncharacteristic choices and unexpected behaviors feel necessary–essential even. Maybe it’s just what I need to believe to give all that killing meaning, but when I began the final loop and carved a perfect, bloody path through Blackreef’s Visionaries in a single day, I made no ripples.

Raiden, A Whale, And An Anus: Kojima Discusses How Metal Gear Was Influenced By Pinocchio

Legendary game designer and writer Hideo Kojima has discussed how he was influenced by the story of Pinocchio, and it includes Raiden, a huge whale, and an anus.

Posting on Twitter, Kojima said that like film directors Matteo Garrone, Guillermo del Toro, and Robert Zemeckis–all of whom made or are currently making Pinocchio movies–he, too, has been influenced by the story of the wooden boy who comes to life. The Metal Gear character Raiden, like Pinocchio, gets eaten by a whale–but survives. Well, you just have to hear how Kojima puts it all together.

“Raiden, swallowed by the huge white whale of the information society, is digested in his stomach and vomited out through the anus!” Kojima said. “After that, his puppet of information control cuts the strings and starts walking on his own legs. That’s MGS2.”

As for the Pinocchio projects mentioned above, Garrone’s live-action version released in 2019 to much acclaim and multiple Academy Award nominations. Del Toro’s Pinocchio is a stop-motion 2021 film for Netflix featuring the voices of many famous people like Ewan McGregor, Ron Perlman, Tilda Swinton, Cate Blanchett, and Christoph Waltz, among others. And the new 2022 Pinocchio movie from Forrest Gump director Robert Zemeckis features Tom Hanks, Joseph Gordon-Levitt, and Luke Evans.

Kojima’s next game is the Death Stranding director’s cut, which launches September 24 for PS5. A recent trailer for the game was edited personally by Kojima–watch it here.

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Destiny 2’s Infamously Buggy Exotic, Telesto, Gets Disabled Again–Here’s Why

Destiny 2’s infamously buggy Exotic Telesto has once again been taken offline, as players discovered a new exploit with the fusion rifle and Season of the Lost’s Wayfinder artifact. By unlocking the Thermoclastic Blooming Artifact mod and equipping it, Guardians could use the weapon to spawn a cluster of power orbs that could charge their Supers up to full immediately. The trick here is that Telesto’s delayed spread of bombs counts as enemies in the game, so using a Solar or Stasis attack on the explosives before they detonate would result in dozens of orbs being spawned.

Players naturally took advantage of this trick for the return of the Trials of Osiris, instantly charging up Supers and running riot in that high-level PvP mode. Trials barely has time for a Super to be charged up in a regular match when one team dominates, so having a side take an early lead with instant ultimate attacks made Bungie take notice. Telesto was quickly removed from Trials, Crucible, and Gambit activities, to prevent it from being misused.

YouTuber Skarrow9 demonstrated just how easy it is to farm for orbs of power with Telesto:

This isn’t the first time that Telesto has caused havoc since its return in Destiny 2. Arriving in 2018’s Forsaken expansion, Telesto’s broken nature made Blind Well runs much easier, it allowed Guardians to easily finish Menagerie races, and earlier this year it was doing double damage in all activities.

Telesto’s removal from Destiny 2’s competitive modes hasn’t soured the return to the Lighthouse too much though, as a reinvigorated Trials was populated with Guardians looking to score the elusive Flawless run of seven straight victories.

For more on Destiny 2 and everything that went down last week, you can check out Phil Hornshaw’s weekly Iron Banter feature, where he discusses the game’s final shape, The Witch Queen expansion aiming to be the definitive Destiny 2 campaign, and the mystery of the Darkness Daddy.

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7 Moments From The Hawkeye Trailer We Need To Know More About

Multiple LittleBigPlanet Game Servers Shut Down Permanently After Months of Trouble

After months of issues, the team responsible for the upkeep of LittleBigPlanet announced today that several games’ servers have been shut down permanently.

In a tweet posted on the official LittleBigPlanet account, the development team confirmed that servers for the PS3 versions of LittleBigPlanet 1-3, as well as the PS Vita version of LittleBigPlanet, have been shut down permanently, citing a decision to ensure the game’s “online environment remains safe.”

The statement also notes that the developer has rolled out Game Update 1.27 for the PS4 version of LittleBigPlanet 3, which will remain playable online. The latest update restores the LittleBigPlanet online server to the PS4 game, meaning over 10,000,000 community levels are playable again. Those levels are inclusive of all content created for the entire mainline LittleBigPlanet series as the games are tethered together such that LittleBigPlanet 3 players can play any user-created levels, including ones from the first two games.

Despite that update, the news is a major blow for the LittleBigPlanet community with fans in the replies of the announcement tweet expressing sadness that they will not have the chance to play LittleBigPlanet 1 & 2 in the same way again. The server shutdown doesn’t render the games totally unplayable – single player campaigns remain playable, and users can create their own levels, but they can no longer upload or download levels. Some fans have replied sharing memories they have of playing the games and creating their own levels.

For most of 2021, the LittleBigPlanet series has suffered significant server problems. In late April, the LittleBigPlanet Twitter account shared an update noting that the servers were being taken down to test out new security updates for the first game. Despiute briefly returning in late May, the servers would be disabled once more following ongoing attacks that included hackers posting offensive content in-game.

It appears the hackers have at least partially gotten their way, with the team forced to abandon work on earlier games in the series. Hopefully, this move means that efforts to protect the PS4 version of LittleBigPlanet 3 can be more focused, and that user-generated content can be preserved in at least one location.

Asus ROG Zephyrus S17 Review

I lost track of how many gaming laptops I’ve reviewed here at IGN over the years. For all I know, it could easily be close to the century mark. And in all that time, I’ve used some laptops I grew fond of, and even felt a tinge of sadness as I boxed it up and shipped it back to its rightful owner. But this laptop, dear reader, this laptop is special.

After using the Asus ROG Zephyrus S17 (2021) for the last two weeks, I can confidently say it checks nearly every box that I would put on my dream gaming laptop list. RTX 3080? Latest generation Intel Core i9? A stunning display with a fast refresh rate that looks downright amazing? An optical-mechanical keyboard with individually lit RGB keys? Check. Check. Check. And… check.

I’ll stop there. My point is, after spending time getting to know this $3,300 version of the S17, I don’t ever want to part with it. Ever. Come and get it, Asus. I’m just kidding. Kind of.

Asus ROG Zephyrus S17 – Design

I hadn’t done much research about the S17 before it arrived and I unboxed it, and I’m glad I didn’t. In addition to realizing how large of a laptop it is – with a 17.3-inch 2K display – the keyboard immediately jumps out at you once you open it. Literally. As you lift the lid of the S17, the keyboard slightly raises up off the deck, putting the keys at a comfortable angle as you rest your wrists on either side of the trackpad.

Just above the keyboard on the left side is a scroll wheel that adjusts system volume by default, but if you press and hold the wheel in, a menu shows up on the display that gives you the option to use the scroll wheel to navigate or activate various tasks, like display brightness or the task manager.

I particularly like the ease of adjusting volume just by reaching up above the keyboard, or pressing the wheel in to instantly mute any gameplay if someone walks into the room and starts talking to me.

On the right side atop the keyboard is the power button that doubles as a fingerprint sensor, but you’d never know just by looking at it. I didn’t until a few days into testing and I was digging around in the Device Manager and found it listed. Sure enough, it’s there and it works really well. Asus did a great job at disguising it.

Below the keyboard is a large touchpad that’s quick and responsive to single swipes or taps, as well as multi-finger gestures. Its overall size fits the design of the S17; it doesn’t look out of place.

On either vertical edge of the screen, you’ll find two fairly thin bezels that stay out of the way, with a slightly thicker bezel going horizontal across the top of the screen. There’s a 720p webcam centered on the screen that looks just okay. If you’re wanting to stream or look a little more professional on a work Zoom call, you’ll definitely want a dedicated webcam.

There are plenty of modern ports on the S17, giving you many options to connect accessories, displays and peripherals to it. On the left side of the deck, from front to back, is the audio jack, a Thunderbolt 4 port, a USB-C port, a USB port, an Ethernet jack, an HDMI port and the charging port.

Both USB-C ports – that includes the Thunderbolt 4 port – can be used to connect external monitors or used as a power delivery port for quick charging. On the left side, you’re left with two lone USB ports.

You’ll want to have a spacious bag to carry the S17 around it. It measures 15.5 x 10.4 x 0.8-inches and weighs 5.7-pounds. That’s not huge given this is a laptop with a 17.3-inch screen, but it’s noticeable in any bag.

Asus ROG Zephyrus S17 – Performance and Gaming

Inside the S17 build I reviewed is an 11th Gen Intel Core i9-11900H, a Nvidia GeForce RTX 3080 GPU with 16GB of GDDR6 memory, 32GB of 3200MHz RAM, and a 2TB PCIe Gen 4 SSD. It’s stacked, and the performance shows it. Here’s a look at the benchmark scores from the S17 up against the Razer Blade 15 Advanced Edition and MSI GS66 Stealth. As you can see, it’s not even close pretty much down the line.

To be clear, I ran some of these tests multiple times because I thought maybe I had checked the wrong box or selected the wrong setting. I didn’t. I ran the Borderlands 3 test multiple times just to be sure that was the right result.

Outside of the benchmarks, I spent all of my time testing the S17 in Dirt 5 or Call of Duty: Black Ops. I went back and forth between gaming at the display’s full 2K (1440p) resolution and 1080p, leaving all graphics settings at the max level for each respective game.

The results for both games were nearly identical for each resolution. For Black Ops and Dirt 5 at 1440p, the S17 averaged 83 and 82 frames per second, respectively. For 1080p gaming, both games stayed at a steady 99FPS.

The display has a refresh rate of 165Hz, which obviously none of those scores came close to hitting. But with enough tweaking of graphics settings at 1080p, you’d have no problem matching the frame rate to the display’s speed if that was what you wanted to do.

Speaking of the screen, it’s stunning. I honestly thought it was a 4K display at first, but then opened Speccy and realized it was only 2K. The colors are bright and vivid, and the graphics are crisp. It’s definitely one of my favorite features of the S17 overall.

The fans do a great job at keeping the laptop cool, but they’re loud at full blast. You’ll naturally want some headphones for intense gaming sessions. But the speakers do sound great when you’re not gaming. No complaints about the overall sound quality.

And coming with 2TB of SSD storage, as well as two additional SSD slots if you want to add more? A thing of beauty.

Asus ROG Zephyrus S17 – Battery Life

If there was a blemish on the S17’s rap sheet, it’s battery life. And to be honest, I’m not really mad about it, I’m more disappointed. Running PCMark10’s Modern Office battery test, the S17 powered through 3 hours and 31 minutes before it shut down. That’s not a horrible amount of time; long enough to watch a full-length movie and the credits. But it’s also not as good as the competition. For example, the $3,099 Razer Blade 15 Advanced Edition powered through 5:31 before calling it quits. The MSI GS66 Stealth turned in similar results, lasting 5:44.

I had higher hopes for the battery performance of the S17, mainly because as soon as you unplug the power from the laptop, it triggers a “silent” mode that stops the fans from making any noise, adjusts the display brightness (I reset it to our standard benchmark point of 50%) and otherwise optimizes the system for battery longevity.

Asus ROG Zephyrus S17 – Software

That fine-tuning I just mentioned is done by the Asus Armory Crate app that’s preinstalled on the S17. There are several modes available, like Turbo that goes all out to maximize the system’s potential. Or Performance that, well, boosts performance. Silent and Windows are also options that the app automatically switches between when it recognizes what you’re doing (or not doing) and adjusts accordingly.

Also possible in Armoury Crate is the option to customize the keyboard’s RGB lighting via preset effects, create gaming profiles, view system stats, fine-tune the display or update Asus services.

All-in-all, Armoury Crate offers a nearly one-stop shop for all things S17. You’ll need to open Aura Creator, however, if you want to further customize the keyboard’s lighting on a key-by-key basis.

Before I’m accused of giving Asus a pass for including the bloatware that is McAfee on the S17, let me quickly address that. For $3,299, Asus customers deserve better than dealing with prompts and alerts from McAfee about expiring antivirus protection. You can easily uninstall it, but it leaves a sour taste in my mouth that it’s even installed.

GTA 5’s New PS5 And Xbox Series X|S Trailer Gets Massively Ratioed

Rockstar Games released a new trailer for Grand Theft Auto V‘s new PS5 and Xbox Series X|S versions during the PlayStation Showcase recently, but the reaction to it was probably not what the studio was hoping for.

On Rockstar’s own YouTube channel, the video has 93,000 dislikes and 31,000 likes. The ratio is even worse on the PlayStation channel, with the video receiving 97,000 downvotes and 24,000 likes.

Now Playing: Grand Theft Auto 5 PS5 Trailer | Sony PS5 Reveal Event

Commenters are calling out the video for failing to showcase why people should buy GTA V again on yet another platform. Rockstar says the game is upgraded and enhanced on PS5 and Xbox Series X|S, but the trailer shown at PlayStation Showcase did not deliver the goods in the eyes of some commenters.

In a blog post, Rockstar said fans can look forward to a “range of technical and graphical improvements across the entire experience.” Some vehicles in GTA Online will have “performance enhancements.”

Rockstar originally planned to launch GTA V for PS5 and Xbox Series X|S on November 11, but the studio delayed the game to March 2022. “The game requires a few additional months for polishing and fine-tuning,” Rockstar said.

The studio has indeed shared very little in the way of specifics for the new edition of GTA V, but the company said it will have more details to reveal “soon.”

Another element to the story here is that Rockstar has not said if GTA V on PS5 and Xbox Series X|S will be offered as a free upgrade or if it will be a full-price game again. What we do know is GTA Online’s new standalone edition will be free for PS5 users for the first three months after launch. This suggests, but doesn’t confirm, that GTA V on next-gen systems will indeed be a paid game as opposed to a free upgrade.

Whatever the case, PS5 and Xbox Series X|S represent the third generation of consoles where GTA V will be available through a bespoke version of the open-world game. It originally launched for PS3 and Xbox 360 in 2013, before coming to PS4 and Xbox One in 2014. Then in 2015, it was released on PC. In total, the game has sold an astonishing 150 million copies, and that’s just the beginning for its commercial success–GTA Online brings in money from its various microtransactions.

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Agent Carter’s Hayley Atwell To Voice Lara Croft In Netflix’s Tomb Raider Anime Series

Netflix’s upcoming anime series based on the Tomb Raider franchise has reportedly cast Hayley Atwell (Agent Carter) as the voice actor behind Lara Croft, according to The Hollywood Reporter.

First announced back in January, the Tomb Raider anime will follow Lara Croft’s adventures after the events of the Crystal Dynamics reboot trilogy, which wrapped up with 2018’s Shadow of the Tomb Raider. Plot details are still light, and other casting announcements are still ahead which might help fans better guess where the story is going.

Tomb Raider will be written by Tasha Huo (The Witcher: Blood Origin, Red Sonja), who is executive producing with dj2 Entertainment founder and CEO Dmitri M. Johnson (Sonic the Hedgehog), Stephan Bugaj, and Howard Bliss. Jacob Robinson will be an executive producer via his company Tractor Pants.

The Tomb Raider franchise was revived in 2018 with Alicia Vikander in the lead role. A sequel to that movie is in the works with Lovecraft Country‘s Misha Green writing and directing. It’s hard to believe, but the Tomb Raider series first kicked off 25 years ago. Atwell follows in the footsteps of Viklander and also Angelina Jolie, who played the archaeologist and treasure hunter in two films in 2001 and 2003.

Atwell also has two other major upcoming performances: reviving Agent Carter for the multiverse-spanning Marvel anthology What If…? and starring opposite Tom Cruise in Mission: Impossible 7.

Leaked Redfall Images Suggest That The Game Looks Like Borderlands With Vampires

Images for an early build of Arkane’s Redfall recently leaked online, reportedly sourced from a playtest of the game. The images first appeared in an anonymous Imgur post–which has since been deleted–but the Internet never forgets and these snapshots are now being shared online.

Some of those pictures showed off a loadout screen and a testing area with a “Loot Zoo”, gameplay elements that hint at a loot-shooter design where players are constantly looking to improve their gear. This idea is further reinforced by another image showing off five tiers of rarity, level-gated weapons, an item shop, and guns having a “scrap” value.

Now Playing: RedFall Cinematic Trailer | Xbox + Bethesda E3 2021

The leaker also added that Redfall has a “gameplay style/loop [that] is very similar to Borderlands” and that there are six characters to choose from in total. One character allegedly has a drone-like bird sidekick and another can teleport short distances, similar to how players could use the Blink ability in Dishonored. A cunning weapons vendor with a strict no-refund policy has yet to be confirmed.

The open-world is claimed to be seamless and “similar in scope to Fallout 76 or Ghost of Tsushima” with a selection of side-missions and tougher enemies to battle amongst the weaker vampires. Bethesda and Arkane have been quiet on any other details beyond Redfall’s reveal trailer in June, although its official description did provide some more detail on the game’s lore.

“The quaint island town of Redfall, Massachusetts, is under siege by a legion of vampires who have blocked out the sun and cut the island off from the outside world,” the description read. “Trapped with a handful of survivors against diabolical enemies threatening to bleed the town dry, choose your hero from a diverse roster, grouping up with others to create the perfect team of vampire slayers.”

Leaks are worth taking with a pinch of salt though, as early builds of games are never indicative of what the final product will be. Gameplay ideas change, various elements are fine-tuned, and the developers aren’t keen on the world seeing a product that is far from finished.

It’ll likely still be a while before Redfall is explored in more detail, but for now, Arkane is preparing for the launch of Deathloop on PC and PS5 this week. Reviews are so far overwhelmingly positive, with GameSpot’s Tamoor Hussain giving Arkane’s latest effort 10/10 in his Deathloop review.

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Fortnite Season 8 Secret Skin – When And How To Unlock

Fortnite Season 8 sees the return of a true secret skin in the battle pass. It’s been a long time since we’ve been in this situation, though it does mean that Marvel’s Carnage can be earned as soon as you get to tier 100. The Fortnite secret skin, meanwhile, won’t be available for a few weeks. There are still some things we don’t know about this character just yet, but also lots we do know. Here’s when and how to unlock the Fortnite Season 8 secret skin.

Unlike the last several seasons, this season’s midseason unlockable bonus character is a true secret. We haven’t had a real secret skin since Season 5’s Predator, and not since Season 1 of Chapter 2 have we had a character who is not licensed as the secret skin. Based on a teaser image, it appears that’s what we’ll get this season. See for yourself in the image below.

The top right blue box shows us a silhouette of a fantastical looking secret character.
The top right blue box shows us a silhouette of a fantastical looking secret character.

When Will The Season 8 Secret Skin Unlock?

Though we don’t know their name yet, we do know when the secret character will unlock. According to the in-game menus, the Season 8 secret character will unlock on October 28.

Fortnite Secret Skin Challenges And Cosmetics

The secret character will come with several challenges on October 28, and players who want to earn all of their “toys” will need to complete these challenges to do so. While we can’t see the challenge descriptions just yet–and won’t for several weeks–we can still get foresee there will be 10 cosmetics to unlock via challenges.

Therefore, October 28 is just the earliest possible date you’ll be able to unlock this character. Normally some cosmetics are tied to completing Epic Quests all week too, so we’ll have to see if that tradition holds in Season 8. Just in case, you’d be wise to complete your purple quests whenever they arise.

The secret skin is a throwback, but their list of 10 rewards is customary.
The secret skin is a throwback, but their list of 10 rewards is customary.

We’ve already got a full slate of Fortnite Season 8 coverage for you to dive into, including a look at the new weapons, the map changes, and the complete Fortnite Season 8 battle pass overview.

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