Ratchet and Clank: Rift Apart Devs on Rivet’s Importance to the PS5 Game

Though she may not be in the title, Rivet not only shares a co-starring role with Ratchet and Clank in the upcoming PS5 adventure Rift Apart, but she’s also been at the heart of the marketing for the new game since its reveal.

And though she went from “that mysterious lombax” in the original Rift Apart trailer to the now-Jennifer Hale voiced Rivet who captivated us in our recent hands-off Rift Apart preview, she’s always been a foundational part of the game.

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“When I pitched the game, it had a scene that was very similar to what we released in our [reveal] trailer, where Clank finds himself isolated and calls out to Ratchet and a female lombax steps up and is like, ‘Who?’ That was in the original pitch,” creative director Marcus Smith told IGN in an interview. “And there were some people who were a little worried that it’s a game called Ratchet and Clank, not Ratchet and Clank and Rivet. And I had to walk them through the idea that it is Ratchet and Clank. It’s just a different Ratchet. We’re playing with dimensionality. That allows us to bring in new players by experiencing new versions of different characters.”

Of course, as the past looks at the game, our hands-off demo, and time with Smith indicated, Rivet is a fully realized, new hero with her own hopes and goals, who is simply serving the Ratchet role in her dimension. The two interacting and even merely existing in the same adventure allowed Insomniac to explore new character relationships, play off of expectations from pre-existing ones, and create a story that felt true to the franchise but still forged new ground.

“The biggest challenge was how do we tell a story that can bring in new players, but also builds on the past history of the franchise that we’ve been building,” Smith explained, noting that they didn’t want to abandon the series and just continue on from the 2016 reboot. “We wanted to build off of what’s already there. So we were thinking of the It’s a Wonderful Life model. Is there a way that we can tell the story as it was through the eyes of new characters? So, alternate dimensions were something that came up pretty quickly because we’d already been doing dimensionality in previous entries. That was a compelling hook for us, which is, what happens if there’s a Ratchet who doesn’t have a Clank, what are all the differences in that world and how is the character different or the same.”

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That has, naturally, led to Rivet and her unique journey that players will learn more about in Rift Apart. Smith highlighted how the love for this character from members of the team, like lead writer Lauren Mee and senior animator Lindsay Thompson, and the emotional depth and nuanced with which she is portrayed as a result shines through in the final game.

“I may be the grizzled old man on the team, and I deal with a lot of people who are much, much younger. And the energy that they bring is one of not wanting to hide behind some sort of guarded machismo but much more [open about their feelings and express something like], ‘Yeah, we’re insecure constantly.’ We’re exposing the human condition in these characters that ironically aren’t human at all.”

Smith explained how that humanity and emotional depth on screen, both in Rivet’s story and throughout the rest of Rift Apart, is thanks to Insomniac’s collaborative approach during development.

“The spirit of insomniac has always been that great ideas come from everywhere. And that’s not just some empty platitude. We create these things together, and collaborative problem solving is what we do best. And the benefit is you get the best possible,” he said. “Lindsay and Lauren, they love Rivet like their own child. And that is extraordinary. That’s the dream, right? That you can have people on the team who don’t care where the idea came from. We just love this character and we’re going to [bring her to life].”

For more, be sure to read up on how 3D audio and the DualSense are used in Rift Apart, and how the developers learned from Spider-Man and applied those narrative and gameplay lessons to Rift Apart.

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Jonathon Dornbush is IGN’s Senior News Editor, host of Podcast Beyond!, and PlayStation lead. Talk to him on Twitter @jmdornbush.

How Ratchet and Clank: Rift Apart Uses PS5’s DualSense, 3D Audio

Despite the PS5 being just over six months old, Ratchet and Clank: Rift Apart isn’t Insomniac Games’ first game for Sony’s newest console. But while the developer does have Marvel’s Spider-Man: Miles Morales and a Marvel’s Spider-Man Remastered edition under its belts, the studio is looking to take advantage of all of the new system’s features for their first PS5-exclusive outing.

Insomniac have, of course, emphasized how the PS5’s SSD allows the developers to let Ratchet, Clank, and Rivet hop from one dimension to the next near instantaneously, and with good reason. Shifting between fully rendered locations, sometimes from completely different planets, is an impressive example of what the console can do. But after a few months with the PS5’s available, it’s the DualSense’s haptics and 3D audio that allow for yet another level of immersion that couldn’t be achieved before. And given Ratchet and Clank’s penchant for wacky weapons, fascinating alien planets, and vibrant environments, Rift Apart is looking to certainly take advantage of those elements.

“We’ve put a lot of effort into our haptics implementation, and the result is you get this very complex tapestry of haptics responses. It feels like audio in the sense that the world is filled out with a lot of small details that have these little haptics responses,” game director Mike Daly said in an interview with IGN.

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“One thing we found was that if we use the full range of volumes available in haptics, and we basically constrained the duration enough, that already opened the door to having a lot more frequent responses that lived in the background, like the ambient sound on a level doesn’t distract you from the music or the dialogue,” he continued in response to my question about tuning the haptics to be immersive but not too distracting.

“We realized that we could dial things up, and we could also dial things back dynamically, which means when big things happen like weapons or explosions, it’s like listening to the sound of the game where things naturally go down to let you hear the dialogue come through. We have the same system applied to haptics, so that you’re always feeling the most important things, but it never gets muddy or confusing,” he continued.

And if it sounds like, well, sound has a lot in common with haptics rather than traditional rumble, you’re right. Both Daly and creative director Marcus Smith, spoke about how the team has had to adjust its thinking about haptics not just in what players will perceive, but how it’s developed.

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“Rumble used to be something that we had designers or production support do because it was much more scripting, but now it’s waveform editing. It’s an audio tool more than anything else,” Smith said.

Ingenuity, when it came to sound, wasn’t something that just applied to haptics, either. Due to the built-in ability to offer 3D audio in games, Insomniac sought to bring the worlds of Ratchet and Clank to life like never before.

“One of the nice things about it is that the sound designers more or less get to say whether a given thing needs to have 3D spectral audio, or traditional, depending on your sound output device. We did learn some lessons about what makes for good complimentary 3D spatial audio, where were the most effective places where we want players to pick up on a thing coming from a particular location,” Daly explained.

While we didn’t get to experience the haptics or proper 3D audio for ourselves, IGN did see more than 30 minutes of Rift Apart in a hands-off preview. And more on Rift Apart, be sure to hear more about how Rivet has always been core to the PS5 game’s pitch, and how the developers have applied what they learned from Spider-Man to make this ambitious new Ratchet and Clank.

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Jonathon Dornbush is IGN’s Senior News Editor, host of Podcast Beyond!, and PlayStation lead. Talk to him on Twitter @jmdornbush.

Ratchet and Clank: Rift Apart Shows Plenty of Heart, and PS5 Spectacle

Ratchet and Clank’s first PS5 adventure is shaping up to be something special. And as a longtime player of the franchise, seeing over 30 more minutes of Rift Apart gameplay in a hands-off demo solidified for me that this proper, full-length, brand new Ratchet and Clank could be both a perfect starting point for newcomers and one that, so far, looks to be the best showcase for how developers can push games on the PS5.

My demo consisted of two major sections: what appears to be either the very start of Rift Apart, or something very close to it, as Ratchet and Clank receive a parade honoring their years of heroic service, as well as a section sometime later, following Clank being thrown into another dimension and teaming up with the new lombax Rivet.

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The scale and spectacle is clearly, um, ratcheted up right from the first dimensional jump in what seems like clear lessons learned from Insomniac’s work on Marvel’s Spider-Man. And, most importantly as someone who’s been playing this series since 2002, Rift Apart looks to be the most nuanced on an emotional level, with Ratchet and Clank’s friendship and their own personal histories coming into play alongside the fascinating depiction of Rivet, who, somewhat unsurprisingly thanks to the studio’s track record, is an endearing, funny, and welcome addition to the core cast.

A Web of Influence

Something really striking about both sections of gameplay I saw came from the sheer scale of what Insomniac is pulling off. The expanse of what Ratchet can do on PS5 became clear in the State of Play, from the bustling density of Nefarious City to the meticulous detail of Ratchet’s fur. And while the franchise has been part of Insomniac’s DNA for much longer, it’s hard not to feel some of the impact of a couple Spider-Man games under their belt influencing the more cinematic take on the action I witnessed here.

My Rift Apart demonstration didn’t really include quicktime events, but did offer familiar moments where gameplay would seamlessly transition into a brief cinematic and back into gameplay, all without loading, and all while keeping the tension and pace up. These brief, show-stopping moments, like when Ratchet is tumbling through the air from one parade float to the next, offer chances for not only the gorgeous animation work to shine through, but for more personality to be displayed alongside behind-the-back shooting and platfoming sections. They feel inspired by superheroic quicktime events in Spidey’s outings, and they elevate the thrill of what could be a typical combat section.

It’s that sense of driving everything to be more impactful that lends the increased scope a sense of not making everything bigger just for the sake of it. Take a lengthy rail-grinding section in RIvet’s chapter I saw. Insomniac showcased a brief glimpse of it in the State of Play, but it’s part of a much larger story beat. Rivet and Clank are attempting to find someone known as The Fixer, who turns out to be this giant mech surrounded by scaffolding.

After turning The Fixer back on, Rivet and Clank discover that it has been enduring a bit of an existential crisis. If The Fixer can be broken and not repaired, can anything really ever be fixed? Perhaps all beings are better off left in their eventual, inevitable state, destroyed. And so the kaiju-sized robot begins wreaking havoc, unshaken from this new, pessimistic viewpoint. Rivet and Clank really need the bot’s help, though, so as the two begin grinding through an extensive area, narrowly missing falling scaffolding and deathblows caused by The Fixer’s destruction, they need to come up with a solution.

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Now, Ratchet is a series full of wild weapon combat, delightful wrench smacks against foes, and more, but, as The Fixer continues lamenting, Clank has a realization. The fix The Fixer needs is an internal one – a realignment of its viewpoint, not necessarily a mechanical, external one. In a desperate attempt, Clank calls out to the robot to tell him not to worry, because even though Clank has suffered a mechanical injury, he’s not broken. He’s still Clank, and The Fixer can be The Fixer.

It’s a change of heart (or circuitry) that takes hold. In fact, Clank’s improvised epiphany is built out of something Rivet says to him earlier in the scene. The Fixer calls Clank broken, too, but Rivet asserts that if he’s broken, well then so is she, and she thinks they’re both pretty awesome. So “broken” must be the wrong way of looking at it. In just a few short moments the sequence deftly balances extreme rail grinding with an attempt to get to the core of an emotional and mental health issue. It’s equal parts touching and thrilling, and immediately endeared me to Rivet, thanks in part to the animation, writing, and Jennifer Hale’s performance.

Insomniac developers described Rivet as an intriguing parallel to Ratchet – whereas he’s always had Clank alongside him during these adventures, Rivet has been a rebel fighting for good but fighting alone. She has a tough exterior, but is also deeply empathetic and caring. She can be vulnerable and knows it. That dichotomy really lends itself to a new bond with Clank, who she affectionately calls “Bolts,” but also offers another emotional buy-in to the central story. The Dimensionator is meant to let Ratchet hop to the dimension where the rest of his species is, but the parade scene clearly shows he has some reservations. Clank explains some of this to Rivet, who doesn’t do the best job of hiding how desperately she would love the opportunity to find other lombaxes.

As I said, there’s likely still so much more to see of where the story goes from here, but if my time with Rift Apart proved anything, it’s that the humor and spirit of Ratchet and Clank has absolutely made its way to Rift Apart, and it may have more heart than ever before.

The Suit Maketh the Lombax

While the twists and turns of Rift Apart’s story are largely still a mystery, the showcase of action in both Rivet and Ratchet’s parts made it clear that traversal and combat also stick to the core of what’s made the franchise work so well in the past, but with refinements and additions that offer some sorely needed updates.

Ratchet’s DNA of third-person shooting and platform collectathon gameplay is certainly intact – the worlds are littered with crates to smash, pocket dimensions or gold bolts to collect, and waves of baddies to systematically demolish with Insomniac’s trademark knack for wacky weapons. Rather than mess with what’s still quite fun to play, especially having just revisited 2016’s Ratchet and Clank thanks to its PS5 performance patch, Insomniac has instead added and iterated on what’s there.

It’s worth noting that, rather than make the two heroes massively different, switching from Ratchet to Rivet sections won’t be a jarring experience – their core moves are the same, and their arsenal and health progress is shared across the two. (This seems to, amusingly, be explained away when weapons dealer Ms. Zurkon explains how Rivet’s fellow spy friend – Ratchet – has also been contributing to their rebellion.)

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Regardless, the two lombaxes are more agile than ever before, with a dash move that the developers explained can let the heroes phase through enemy attacks, and is something that’s unaffected when gravity comes into play. Among the many other changes, strafing has been improved, enemies show some signs of damage with armor pieces flying off, depth of field comes into play to allow the player a better focus on enemies, and ammo for your currently equipped weapon is shown beneath the reticule so you can keep a better eye on it.

And speaking of weapons, those will likely be some of the most anticipated elements for players. I still haven’t gone hands-on with the game, so descriptions of how DualSense haptics or the adaptive triggers are used to enhance the immersion are, for now, just that – descriptions. They’re certainly one of the aspects I’m most curious about, and if any developer can make great use of those features, I’d bet my money on Insomniac and Ratchet’s arsenal.

So far, the weapons on display seem like a great mix of enhancements to previously existing weapons like the Buzz Blades, but I’m already in love with some of the new additions. The Topiary Sprinkler literally roots enemies in place by covering them in flora, which is great for circling around enemies with big shields, while Mr. Fungi is a Mr. Zurkon-like sentient weapon, who gleefully shoots spores at enemies to harm them.

Add in weapons like the Ricochet, which takes its pinball inspirations and turns them into a projectile that players can not only bounce multiple times on enemies at will, but even has a little timing minigame baked in where sending it back at a foe at the right moment will deal extra damage, and the ingenuity is clearly back in full force. I can’t speak to the full suite just yet, but it’s clear Insomniac is trying to up Ratchet’s arsenal.

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The visual flair that comes with all of these weapons, the character animations, and the incredible level detail across planets is certainly stunning, but that too, like using the DualSense, is something I didn’t get a full flavor for in this demonstration. Given the recent State of Play and the gameplay you can see right now, I’ve no doubt Ratchet and Clank has the capability to look as good, if not better, than the Pixar movies it’s always compared to, but a streaming video demonstration just doesn’t offer the full effect. That’s not to speak anything ill of the game or the animation work, but if anything it only makes me more excited to get to play Rift Apart as it’s intended – on a large, 4K HDTV.

There’s so much more I could go into from my time just watching Rift Apart gameplay, and a small slice of it at that. From the dimensional twists on established characters, to Captain Qwark’s hilarious writing and performance at the parade, to the enemy variety and more – Rift Apart is quickly assuaging any fears that it might be a light package coming at the start of the PS5 generation. It looks dense, both in its graphical detail and in its gameplay offerings, and the character moments I saw made me love this cast all over again, and fall in love with what the team is doing with Rivet. Ratchet and Clank may have been out of the game for a bit, but with Rivet by their side, Rift Apart may just thrust them back into the spotlight in fantastic fashion.

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Jonathon Dornbush is IGN’s Senior News Editor, host of Podcast Beyond!, and PlayStation lead. Talk to him on Twitter @jmdornbush.

Scarlet Nexus: The Final Preview

I’ve played a lot of character-action games and action-RPGs in my years of gaming, which was why when I went into my hands-on session with Scarlet Nexus, I figured that I pretty much knew what to expect. But Scarlet Nexus surprised me with a style of combat that was both fast-paced and deliberate, while also still managing to combine that with an endearing cast of characters that already had me invested in their relationships and struggles even in just the four hours that I got to play. Add on top of that a unique “Brainpunk” aesthetic and the core mechanic of being able to throw cars at your enemies, and Scarlet Nexus is standing out in all of the right ways.

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Scarlet Nexus’s world is one that runs largely due to the powers of the brain, hence the “Brainpunk” label. People communicate telepathically, there are augmented reality pop ups and advertisements all over the city, and most importantly, many of its inhabitants are gifted with special mental abilities. The two playable protagonists, Yuito and Kasane, are equipped with Psychokinesis, which gives them the ability to move objects with their minds. But through the usage of what’s known as the SAS (Struggle Arms System), they’re also able to temporarily borrow the powers of those close to them.

This forms the main framework of Scarlet Nexus’s combat. Both Yuito and Kasane are able to fight with traditional attacks using their preferred weapon of choice – for Yuito that’s a sword and for Kasane it’s a handful of knives that she sends out and calls back telekinetically – but in addition to that they’re also able to seamlessly toss anything that’s not bolted down at their target for big damage. The catch is that using your psychokinesis takes a great deal of mental power, and the only way to restore that quickly is by getting back in the thick of it and landing regular attacks.

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So you’re encouraged to mix in regular and psychokinetic attacks regularly, and thankfully, there’s a really great flow to the combat where you’re able to toss an object and then immediately press the attack button to dash in towards your target, land some hits to fill up your meter, and then when you try to throw an object again, you’ll automatically jump back out of the fray. The mobility aspect of it is important, because unlike many other action games, you have to fully commit to either attack or defense, as you can not cancel your attacking animation to roll away. So mixing in your psychokinetic attacks with your regular attacks is actually an important way to be defensive while also still being on the attack.

The final wrinkle in the combat system is the addition of your party members, each of whom have their own special mental power, and can be called upon to temporarily give you their ability. Yuito’s childhood friend Hanabi, for instance, has pyrokinesis and is able to imbue each of your attacks with flames. This is especially important because most enemies have elemental strengths and weaknesses that you’ll need to exploit in order to deal with them effectively. Beyond that, you can also utilize elements of the environment to put on some extra hurt, like using your psychokinesis to grab an oil barrel to douse an enemy in gasoline, and then borrow Hanabi’s pyrokinesis to ignite them for pyrotechnic damage.

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What was most impressive about my three hours of playtime, which started at the very beginning of the game, is how quickly I was exposed to a huge variety of both characters and powers, and the ways in which they synergize with your psychokinesis. One of my favorite examples involved a time I was partnered with a character that could use invisibility while we traversed a subway. When we came up on a group of unsuspecting enemies, I was able to turn invisible, run right past them, and then telekinetically pull a train along the tracks to wipe them all out in one satisfying go.

Other powers were more meant to deal with very specific enemy types, like the ability to slow down time, which was used to counter fast enemies that would just move out of the way of traditional attacks; or the ability to use clairvoyance and spot invisible enemies; or the ability to harden your body and protect yourself against otherwise unavoidable attacks from an especially strong foe.

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The most promising aspect of this whole system is the fact that your party members’ abilities can be strengthened via a persona-esque bond system that has you deepening your relationships with each individual character, which in turns adds new properties to their abilities. What’s even more impressive about this system is that there are two playable characters, and their playthroughs are almost entirely different.

And that’s probably the aspect of Scarlet Nexus that excites me the most. I spent the majority of my playtime playing as Yuito, but I also had time to run through the first hour or so as Kasane and was shocked at how different things felt. This is absolutely not a case where there’s a male and a female option of the same character; Kasane and Yuito are entirely different characters with distinct personalities, different motivations, different relationships, and different combat abilities.

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Yuito’s combat style, for example, is focused on short range sword attacks that excel at dealing a lot of damage to a single enemy. Kasane’s on the other hand is more of a mid-range style that is a bit slower, but has the advantage of adding a bit more AOE to her attacks. Their skill trees develop their abilities very differently as well. Yuito gets the ability to quickly recover when he gets knocked down very early, allowing to quickly get back into close range; while Kasane’s earliest power-ups enhance her ability to do air combos. She gets an early double jump and air dash that she can use to extend her air combos in ways that Yuito can’t until much deeper into his skill tree.

The differences in their campaigns are even more profound. While their paths do cross occasionally, leading to similarly structured missions that both characters share, the two are on completely different platoons of the OSF (Others Suppression Force), which means you’ll be consistently interacting with a different set of party members depending on whether you’re playing with Yuito or Kasane.

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As impressive as this all was, there were still a few disappointing bits. Even though Yuito and Kasane go on different missions with different characters, they generally traverse the same locations, which does make a lot of the missions feel very same-y, even though the context and dialogue of the missions are very different. It’s an issue that’s made worse by the fact that the levels themselves are very bland to look at. I saw lots of empty streets, parking lots, and construction yards with very little personality.

Of course, these are all just impressions after just about four hours into a game that seems like it has quite a lot of meat on its bones. Nevertheless, I left my preview very eager to dive right back into Scarlet Nexus and learn more about its characters, worlds, and see how deeply I can sink my teeth into its fast and frantic telekinetic combat.

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Mitchell Saltzman is an editorial producer at IGN. You can follow him on twitter @JurassicRabbit

AndaSeat Fnatic Edition Review

A good gaming chair does quite a bit more than a basic office chair, and the AndaSeat Fnatic Edition gaming chair offers pretty much all of the extras you can expect from a serious gaming chair. This racing-style seat, like many of its competitors, doesn’t come cheap. At $530, it’s even more expensive than the Secretlab Titan Series that tops our recommendations. So, let’s see how well it justifies its higher price.

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Design and Features

As I mentioned, this is a racing-style chair. Like many of its competitors, the tall backrest has the rearing-cobra look to it. It’s designed for use at a desk, with five 3-inch caster wheels that roll silently. The wheels have a PU coating that AndaSeat says prevents damage to hardwood floors. I haven’t seen any new damage to my flooring, but the wood floor in my apartment didn’t start out in pristine condition either.

The AndaSeat Fnatic Edition is a large chair. The seat rests on a piston that offers 2.24 inches of height adjustment, which surprisingly feels like a lot more range in practice. At its lowest settings, I feel like I’m almost squatting, and at its highest setting, there’s a little more dangle to my legs than there should be.

Its size and specs definitely make it a big and tall gaming chair. The company recommends it for users between 5’10” and 6’10” and weighing less than 330 pounds, though it can support up to 441 pounds. The Fnatic Edition is nearly identical to AndaSeat’s Kaiser 2 chair, just with some different exterior materials. Curiously, AndaSeat recommends users be 5’6”-6’8” for the Kaiser 2. I’m 6’3” and about 230 pounds, and I feel as though I’m on the upper end of the chair’s comfort range. Knowing that, the Kaiser 2’s ranges do feel more appropriate for the Fnatic Edition to me. That said, comfort could be an issue for heavier or broader-hipped gamers. This chair has a somewhat aggressive bucket seat that can put some uncomfortable pressure on my thighs, which gets a bit tiresome after some time.

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Part of what helps make this chair capable of holding up so much weight is the solid steel construction and heavy-duty piston and base. But, the result is a chair that’s a bit over 70 pounds. If it’s going to live in one spot, that may not be an issue, but it can be a real doozy to lift over the edge of a carpet or a stray cable on the floor.

The AndaSeat Fnatic Edition has plenty to round out the experience. 4D armrests provide adjustments vertically (just under three inches), horizontally, rotationally, and front to back. You can further expand or narrow the armrests at the connecting point on the bottom of the chair, though this is tedious to do. I have a broad build, and even the armrests’ narrowest position feels a hair too wide. The armrests are fairly large and somewhat soft, but not really cushioned in any way.

The seat is packed with a dense foam and wrapped in a sturdy-feeling PU leather. I haven’t sat in the chair on a scorching summer day, but the material doesn’t feel the most breathable and gets a tad sticky on skin when wearing shorts.

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The seat also includes memory foam-packed neck and lumbar pillows. The lumbar pillow simply sits in a nook on the backrest while the neck pillow runs straps through two holes at the shoulders or around the headrest. The through-hole position is far too low for me, but around the headrest is a much more appropriate fit.

There’s also some strong relaxing functions. It not only has a backrest that can recline 160 degrees, but the whole seat can also rock. This lets the backrest go into a deep recline while angling up the seat and armrest so you won’t slide out. That full recline is far enough back to be scary, but still felt surprisingly stable. The rocking function has an adjustable resistance, and it can be locked in place.

There’s plenty to like here, but it all lines up a bit too closely with the Secretlab Titan Series. That chair is more than $100 cheaper and offers a 5-year warranty, giving it a strong edge on the AndaSeat and its 2-year warranty.

Assembly

Assembly of the AndaSeat Fnatic Edition is fairly straightforward and only requires one tool that’s included in the box. The hardware that connects each part feels high quality, and each bolt is easy to initially thread by hand thanks to large bolt heads. Given that this chair is more than 70 pounds, some of the parts are very heavy, and that can make holding one part in place while trying to thread a bolt through another part tricky to do solo. But just as teamwork helps in gaming, having a second hand to build this chair would make it a breeze. It took a bit shy of an hour to put together on my own, and I felt like I’d gotten a minor arm workout by the time I was done.

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Gaming

A gaming chair has one job: to make sure you’re comfortable while you’re gaming. I’d say the AndaSeat Fnatic Edition does that, but there are some qualifiers.

To start, being able to get the chair into a comfortable, ergonomic setup is essential. Since the AndaSeat Fnatic Edition has excellent positional flexibility in terms of seat height, recline and tilt, it’s scoring strong marks here. The armrests prove far better than those that simply lock in place. They could afford to go narrower or have more padding, but they still make it easy to position at the right height for a comfortable reach to a desk while supporting my arms. The rotation also helps a little when I need to get both hands on a keyboard. The height adjustment can be somewhat finicky though, occasionally struggling to lock into place at the highest position.

That issue with locking is inverted when it comes to the backrest, which really doesn’t like having any pressure on it when I first pull up the recline level. The peccadilloes add up for the seat and backrest. As I’ve already mentioned, the neck pillow isn’t as easy to get in just the right position as some chairs that use a vertical strap system, and it’s even worse for the lumbar pillow. Nothing really holds the lumbar pillow in place, so I have to regularly slide it back up to where I need it until I lean forward and it inevitably slides back down.

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When everything is positioned just right, the AndaSeat Fnatic Edition can be really comfortable, but it doesn’t stay that way for as long as it should. For a couple hours of serious gaming, it can be a worthy companion. After that, I find the pressure from the sides of the bucket seat becomes bothersome. Fortunately, the foam in the seat itself doesn’t disappoint.

During longer sessions, the firm arm rests become a point of small discomfort as well. The wide spacing of the armrests is also particularly suited to keyboard and mouse gaming, but it’s a bit too wide to stay optimally comfortable when I’m spending a lot of time typing or gaming with a controller.

These are small issues though, as many of the AndaSeat Fnatic Edition’s closest competitors aren’t doing much differently, and it’s still a lot more comfortable than many basic office chairs. But, the AndaSeat Fnatic Edition doesn’t exist in a realm of its own, and the Secretlab Titan Series offers an incredibly similar feature-set while remedying some of the issues I’ve run into with AndaSeat’s option – namely the aggressive bucket seat and the lumbar pillow that just won’t stay put. Since Secretlab does that while charging less and offering a longer warranty, it’s clear to me the AndaSeat can only be a runner-up.

Multiple New SteamWorld Games are in Development

‘Several’ games in the SteamWorld series are currently in development at the developer now previously known as Image & Form.

Announced on the Image & Form Twitter account, the developer announced that not just one, but multiple new SteamWorld games are in the works. Image & Form also announced that it was formally rebranding as Thunderful Games, bringing it closer in line to it s parent company:

In 2018, Thunderful Games was founded to bring together indie studios Image & Form and Zoink Games under one umbrella. Then, in 2020, Thunderful Games also acquired Coatsink, creators of Jurassic World Aftermath and Esper. Now Image & Form itself has become Thunderful Games, with the company assuring fans that it’s the “Same folks, new name!”

The next game to come out from Image & Form / Thunderful Games will be The Gunk, exclusively for Xbox Series consoles, scheduled for later this year.

Image & Form built its reputation working on games for Nintendo platforms, with SteamWorld Tower Defense launching on DSiWare in 2010. But the series has since grown to become a popular and recognised franchise, spawning SteamWorld Dig, Dig 2, Heist, and Quest – and has shipped games on pretty much all major platforms. While the games themselves differ wildly, all of them are adventures led by charming, steam-powered robots, with the latest game, SteamWorld Quest: Hand of Gilgamech, launching in 2019.

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Whilst we don’t yet know what the new SteamWorld games will be, Image & Form has tried its hand at everything from tower defense, to platformers, and even card games. Whatever direction the team heads in next, fans can remain satisfied that the SteamWorld franchise is set to continue.

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Liam Wiseman is a Freelance News Writer at IGN. You can follow him on Twitter @liamthewiseman

M1 Mac Deals: Save Up to $150 on Apple’s Newest Machines

Apple is now making MacBooks that come packing the company’s own silicon instead of Intel’s. The Apple-made chip is the M1, and it’s been universally praised for its massive speed bump over the previous generation of Intel-based Macs and MacBooks. Basically, if you’re in the market for a new Mac, you want an M1 Mac.

Here’s where you can find them, including where you’ll get the best deals available now. For instance, the entry-level MacBook Air is currently marked down $100 at Amazon, and the MacBook Pro is $150 off.

All the Best M1 Mac Deals

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Above, you’ll find all the best deals available on M1 MacBook Air, M1 MacBook Pro, and M1 Mac Mini. If you want to spec out the machines yourself, you can do that at Apple (see below), but you won’t get any discount.

M1 Macs at Amazon

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Amazon tends to have deals on a revolving selection of M1 Macs. If you don’t find a discount on the one you want right now, you can always check back later. The timing of the discounts and which models are on sale is generally either pretty random, or timed to price match other retailers’ sales.

M1 Macs at Best Buy

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Best Buy also offers deals on certain models of M1 Macs at any given time.

M1 Macs at Apple

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While Apple almost never offers discounts on its computers, it is the only place where you can spec out the machine to your exact preference. If that’s worth paying a little more than you might at another retailer for an out-of-the-box machine, go for it.

What Is the M1 Chip?

m1-macsThe M1 is the first chip Apple has ever designed specifically for a Mac. It’s a system on a chip, or an “SoC.” It includes a processor, I/O, security, and memory, all in one package.

Apple also developed the latest Mac operating system, MacOS Big Sur, to work efficiently with M1 Macs. With the hardware and software both designed to work together, the idea is that Macs and MacBooks can now achieve higher performance and better power efficiency than ever before. And, judging by the reviews of M1 Macs, Apple seems to have succeeded.

For years prior to the M1, Macs have run on Intel chips. While those machines worked just fine, the M1 Macs really are a major improvement. These machines run faster and cooler than their Intel-based predecessors.

Because they run cooler, Apple no longer even includes a fan in the M1 MacBook Air. In its place is an aluminum heat spreader, which is completely silent. The M1 MacBook Pro has a fan, but reviewers say it virtually never kicks on. If your previous Mac ever sounded like a jet engine that was about to take off, these new M1 models should be significantly quieter.

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Also as a result of M1 chip’s efficiency, these Macs get significantly better battery life than previous models. Apple says the M1 MacBook Air gets up to 18 hours of battery life, while the M1 MacBook Pro can go for up to 20 hours between charges.

The main drawback to the system-on-a-chip design is that, like most Mac models in recent years, you can’t upgrade the internals after purchase. That’s why it’s important to get a Mac with all the storage and memory you think you’ll need throughout the life of the machine.

But overall, all of these M1 Macs have been getting stellar reviews, citing big performance jumps over previous models. And as more and more apps get updated to take advantage of the new silicon, they should perform even better.

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

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Spiral: From the Book of Saw Review

Spiral: From the Book of Saw is the worst of both worlds. It’s a hollow mimicry of the Saw series, unlikely to satisfy long-time fans, but it has just enough gory, Saw-like material to alienate general audiences. It is also, simply, not good enough on its own terms to qualify as a competent work of art — or even a competent studio product churned out on a conveyor belt and squirted with a dash of familiar franchise flavor. To make matters worse, it grasps at social relevance and weighty, moralistic messaging in a manner that feels downright mystifying.

Granted, it wouldn’t be the first Saw film to attempt this. Saw VI, the last enjoyable entry, took aim at America’s broken healthcare industry by placing a health insurance CEO in its central game, forcing him to choose which of his employees would live or die. Spiral, similarly, attempts to draw thematic connections between two forms of predatory death-dealing: Jigsaw traps, which force victims into self-mutilation in order to survive, and a brutal system of policing that shields itself from consequences, even when its officers kill people. The key difference, however, is that Saw VI knew how to have fun with its premise.

Spiral, the ninth entry in the series (and the second soft reboot in recent years), has an opening scene that promises an understanding of what made the series tick. It’s a simple, back-to-basics trap that pivots away from the large-scale Rube Goldberg torture houses of later entries. It’s gaudy, intense, and enjoyable in a way the series hasn’t been for ages, but everything tumbles downhill from there.

At the story’s center is Ezekiel “Zeke” Banks (Chris Rock), seemingly the only virtuous cop in a department of corrupt scumbags, and the son of a respected retired police captain, Marcus Banks (Samuel L. Jackson). Chris Rock originally approached Lionsgate with the idea for a new Saw film, and the final product feels like a vehicle for his talents, though not necessarily his dramatic ones. Zeke isn’t so much a real person in a tough predicament, but an evocation of the idea of virtue; when he’s introduced, he doesn’t speak in dialogue as much as he does in stand-up routines about divorce, as if Rock had simply re-used outtakes from his 2018 special Tamborine. It would be one thing if tapping into Rock’s comedic energy were the point — the marketing certainly seems to be courting mainstream moviegoers — however, Zeke puts on a serious face for the rest of the film once mysterious clues begin showing up at the station, and cops around him start being kidnapped and placed in Jigsaw games one at a time.

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At this point, you may be wondering what the film’s central premise even is. I’m afraid I’ve just described it. The first Saw was an escape room; the second was an escape house; the third was a walkthrough of a hellish meat factory — and so on. Spiral, despite marketing itself as a Saw movie (or at least, Saw-adjacent), doesn’t actually have a central “game” of which to speak. It’s simply CSI: Jigsaw, with Zeke and his fellow officers responding to hints and discovering gruesome crime scenes while trying to figure out the killer’s identity.

Not only is the film un-Saw-like in structure, but it has a strange relationship to the Saw series’ sprawling continuity. The Saw sequels are usually obsessed with drawing tenuous connections and filling in narrative gaps through flashbacks. They’re incredibly sincere about it, too. It’s part of their bizarre charm. The Spiral trailers pose a central question about whether these new killings are the work of a copycat or someone connected to the original Jigsaw, John Kramer (Tobin Bell), which wouldn’t be too much of a stretch, since he recruited enough apprentices to have his work continue well beyond his death in Saw III. Spiral no doubt answers this question, but it does so gutlessly and guilelessly, simply stating it outright instead of unveiling it through its narrative.

Spiral treats its lack of structure, and its lack of narrative intrigue, as virtues. Sure, these are “unique” for a Saw film, but in the same way, having a Fast and Furious movie without cars would be “unique.” It even tries to highlight its supposed novelty by having Zeke say, of the original Jigsaw killer, that he “didn’t target cops,” even though he most certainly did. The central premise of both Saw II and Saw IV, directed by Darren Lynn Bousman, involved cops being the targets of Jigsaw games. Spiral was also directed by Darren Lynn Bousman. What gives?

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The new killer has a bone to pick with law enforcement, and the film does, at least, draw a connection between the many pig masks throughout the series and these new targets (the classic “Billy” puppet is replaced by a pig puppet in police uniform). A few of the traps are fun if torture-porn is your thing. And while the monotone, robotic voice used by the new killer is a far cry from Jigsaw’s menacing rasps, the recorded instructions for each victim are suitably laden with puns, in a classically Jigsaw manner. If the recording mentions “pointing fingers,” you can pretty much assume which body part the trap will target.

However, none of this makes the film remotely interesting. Bousman certainly returns the color palette to the garish tones of the early series, but those dingy, primary washes worked for the sickly, claustrophobic enclosures of the initial films. Most of Spiral takes place out in the open. It follows cops moving from place to place, with scenes often ordered and connected incoherently, and the traps themselves don’t take up all that much of the runtime.

With the traps sidelined, and the series’ winding lore no longer much of a concern, there’s only one real Saw-esque target left for Spiral to hit: the plot twist. Every film in the series has one, and it usually comes out of left field, even if it needs to cheat to fool the audience. However, Spiral’s premise is that of a murder mystery, and it’s entirely about trying to uncover the killer’s identity from the start. Even if you don’t know the answer, the film asks the question so many times that it leaves little possibility for surprise. What’s more, the film doesn’t even have the decency to use Charlie Clouser’s “Hello Zepp” for its big reveal, the musical composition that has scored every one of the series’ twists till date (strangely, the film uses the track elsewhere, in a distinctly non-twist capacity).

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Between its cast of Black A-listers (who barely share the screen), its hip hop and R&B heavy soundtrack, its 21 Savage remix of “Hello Zepp” and its focus on police brutality, the film clearly hopes to insert itself into the post-Get Out wave of socially-minded Black mainstream horror. Although, it does this about as deftly as the dopey slave-sploitation thriller Antebellum. It even goes as far as employing imagery evocative of police shootings, in a moment that tries (and fails, quite egregiously) to echo the social commentary of George Romero’s The Night of the Living Dead. You’ll know it when you see it, and good lord, is it mishandled.

And yet, despite all this, the film doesn’t want to actually confront the specter of race that looms over it, other than by having two of its lead characters be Black police officers (along with two other non-white supporting cops, played by Max Minghella and Marisol Nichols). For that matter, the film doesn’t want to confront any of its own ideas. Between its “Book of Saw” subtitle and the protagonist’s name, Ezekiel, it hints at some religiosity in its subtext, but apart from a trap that vaguely resembles the idea of turning away from fire and brimstone, à la the destruction of Sodom and Gomorrah — it’s a reach — these are mostly empty platitudes.

Spiral: From the Book of Saw is barely a Saw film, delivering only briefly on the visceral thrill of mutilation, and on none of the series’ other tenets. It’s also the most artless, tactless version of what it plays like instead: a rejected pilot episode for a rote police procedural.

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Rarest Mass Effect Moments You Might Not Know About

Video Transcript

There’s this side quest in the original Mass Effect where you must collect 16 ancient asari writings, which you do by scanning planets as well as landing on uncharted worlds and searching for them. It’s an awful collection task quest, deathly boring to do even with a guide. The reward isn’t even all that great, being nothing but some measly experience points. The saving grace being that because the whole thing is so meaningless, you can skip it without fear of missing out.

However, in Mass Effect 3, there is a small side quest on the Citadel for Shepard stan Conrad Verner. Turns out that before Conrad devoted his life to worshiping the Commander, he wrote a doctoral dissertation on xenotechnology and dark energy integration and can help Shepard obtain some ancient tech, tech that happens to be written in ancient asari dialect. If you collected 10 of the 16 asari writings all the way back in Mass Effect 1, you get some special dialogue as well as a plus five bonus to your war assets.

This is one of those rare moments most players didn’t fully experience in their Mass Effect trilogy playthrough: Strange or unique outcomes that required you to do something either really obscure to get or because you made choices in the past that fall in-between the cracks of the series’ mortality system. Most players tend to play a pure pure paragon or renegade playthrough, but if you mix and match you get some pretty interesting consequences. In this video, I’m going to go through a few of my favourite rare Mass Effect outcomes.

Originally this video was really long, so if you have other moments you’d love to see, or have your own favourites, drop them in the comments below or like this video and subscribe so we know you want to see more. It goes without saying this video contains spoilers for the whole series, except Andromeda cause I don’t talk about that game.

Mordin Lives

Mass Effect may be all about choice but some things are predestined. Some characters won’t make it to the end no matter what decisions you make. The first and most heartbreaking loss in Mass Effect 3 is Salarian scientist Mordin Solus, who is doomed to either sacrifice himself to cure the genophage, or betrayed by Shepard and shot in the back. Either way Mordin has to die.

Or does he? Yes! Mordin can live and you might be thinking “well that sounds like the best situation, I love Mordin and I would like him to live”, but the reality is to get this outcome you actually have to f**k up really badly.

Mistake number one: You killed Wrex back on Virmire, which means his bloodbrother Wreav is in charge of clan Urdnot. Wreav is both stupid and bloodthirsty and a future with him in charge of the Krogan may very well lead to another Krogan Rebellion. But that’s ok because with Eve at his side, she can help guide him in the right direction.

Mistake number two: You didn’t save Mealon’s research data in Mass Effect 2 and Eve is now dead. Or mistake 2.5, Eve dies because you didn’t stop the bomb on Tuchanka.

With Eve not around to keep Wreav in check, Shepard now has a pretty compelling case as to why it’s not a good idea to save the Krogan right now. This is enough to convince Mordin, who then fakes his death so Wreav thinks he died curing the genophage. He then assists in building the crucible, brings you a small boost to your war assets, and sends Shepard a nice little thank you email. You even get a final goodbye with him on Earth. But as far as everyone else is concerned Mordin is dead.

Was his survival worth the genocide of a whole species? I leave that up to you.

Salarian Councilor’s Death

Another tragic death in ME3 is Thane, who dies at the hands of series edgelord Kai Lang as he’s saving the Salarian Councilor. There is no way around this one. If Thane is alive in Mass Effect 3, he is fated to die here.

But what if Thane isn’t in Mass Effect 3? What happens to the Salarian Councilor? Well remember Captain Kirrahe from Mass Effect 1?

Kirrahe’s hold the line speech

Yeah that guy. You actually meet him briefly on Sur’Kesh, now Major Kirrahe. Congrats on the promotion. For most players this is just a nice little nod to the character, but for those who don’t have Thane around it’s actually a clever reintroduction and setup because, you guessed it, Kirrahe shows up in Thane’s place and saves the Councilor. You held the line good buddy.

Of course Kirrahe can actually die all the way back on Virmire if Shepard chooses not to help the Salarian squad by turning off a couple defenses. If that’s the case, well then the councilor just dies. Whoops. If this happens Udina will actually use doctored security footage to make it look like Shepard was the one to kill them, making it harder to convince Ashely or Kaidan. Speaking of…

Ashley/Kadian Refuse to join Shepard

Let’s touch on the fate of another pair of squad members, Ashley and Kadian, who’s roles are largely identical in Mass Effect 2 and 3 depending on who you saved. For simplicity we will refer to them as the Virmire survivor.

Their story culminates during Udina’s attempted coup of the citadel council. There is a hidden score based on a number of factors that will determine the outcome such as romance, saving the council in ME1, and how you’ve interacted with them in ME3. If you get a positive score, you can convince them of Udina’s betrayal and then get the option to have them join you on the Normandy for the rest of the game. If you end up with a negative score you can’t convince them and they’ll get shot by either Shepard or one of your squadmates. Brutal.

There is however a rare third outcome. It is possible to have a high enough score to persuade the Virmire survivor to back off during the confrontation with Udina, while simultaneously still having a broken relationship with them. This means they will straight up refuse Shepard’s offer to join the Normandy and can’t be a squadmate for the rest of the game. I didn’t even know this could happen until very recently, which just goes to show how much work and thought the devs really did put into these games.

Confused Liara (Saving her last in ME1)

Ok why don’t we want to take a break from all the death and sadness and talk about a more fun lighthearted moment in Mass Effect 1. One of the required missions of the game is to head to a Prothean dig site on the planet of Therum and find Dr. Liara T’Soni. Most players will head to Therum first as it’s what the game recommends and you’ll want Liara early if you’re interested in romancing her. But you don’t have to. You can wait. And wait. And wait.

In fact you can wait all the way until the ending of the game until there is nothing else to do but save Liara. When you finally show up it turns out she’s been trapped in the Prothean security bubble this whole time and is losing her goddamn mind.

You get a unique conversation where Liara believe’s Shepard is a hallucination followed by an equally hilarious scene back on the Normandy where you inform Liara that the plot of the game basically happened without her.

Party Member’s showing up as enemies in Combat (Legion, Jack, Morinth)

As we’ve made pretty clear so far in this video, party member death is a pretty major part of the Mass Effect trilogy. In Mass Effect 3 not only can many of the major characters die but often Shepard is the one who kills them, which makes a Renegade run pretty brutal. Most of this friend murder happens in cutscenes but their are several you can kill in combat.

The first being everyone’s favorite space psychopath Jack. After parting ways with Shepard, Jack becomes a teacher at Grissom Academy, a school for gifted biotics. A major side mission in the game involves rescuing Jack and her students from Cerberus, but it’s possible to ignore it. In Mass Effect 3 if you carry on with the main story you’ll get locked out of side content as time moves forward and this is taken into account, as Jack and her students are kidnapped by Cerberus.

When storming the Illusive Man’s base near the end of the game you’ll come across a special recording of Jack being tortured. Further in, you’ll find Jack, now brainwashed into a Phantom, and you’ll have to put her down.

Along the same vane as Jack is Legion. It was possible to give up Legion’s body to Cerbrus back in Mass Effect 2, a choice absolutely nobody made cause who’s gonna give up the chance at a Geth party member. We’ll if you did Cerbrus will indeed have kept the body and experimented on them. The empty shell that was once Legion shows up as a special enemy type in the Cerberus base, the same room where Phantom Jack also appears.

The final party member to talk about is Morinth, one of Samara’s Ardat-Yakshi daughters who you can side with in Mass Effect 2. Morinth was always a limited party member. She pretends to be Samara for the rest of Mass Effect 2 as to not arouse suspicion, which basically means she still says all the things Samara does outside of a few small moments.

With her being so limited in Mass Effect 2, it’s disappointing but not at all surprising that she doesn’t make a proper appearance in Mass Effect 3. Shepard gets an email from her, but that’s about it. However at some point in the game Morinth was found by the Reapers and turned into a Banshee. In the final battle on Earth Morinth will appear. She behaves just like any other Banshee and gets no special dialogue.

Romance with Javik and James

Everyone is horny for someone in Mass Effect and while BioWare does it’s best to make your dreams a reality, there are some party members you just can’t romance. Two of those were military beefcake James Vega and Prothean sadboy Javik, which a vocal group of fans were pretty disappointed with. Javik makes total sense to me. He’s the last of an ancient alien species with a really hot voice. He can throw me out of an airlock anyday. James on the other hand… well he’s not for me but he is voiced by Freddie Prinze Jr., aka The Iron Bull in Dragon Age, so I sorta get it.

BioWare must have heard the fan’s cries because they added two hidden “romance paths” in the Citadel DLC. During the big party, if FemShep doesn’t have a romance partner and makes certain dialogue choices they’ll wake up the next morning having slept with either James or Javik.

The Javik scene is played as a joke, but the James one I find genuinely creepy. Shepard can make several advances on James throughout the game but he always turns her down, making it pretty clear he’s not interested. Yet in the citadel DLC Shepard eventually resorts to getting James drunk enough so he’ll sleep with her. To cap the whole thing when they wake up in the morning he sounds like he regrets that it happened. Like what the f**k BioWare? I don’t think this is what the fans had in mind. If the genders in this situation were reversed this would have never made it into the game.

The Saddest Party on the Citadel

I don’t want to end this video on such a downer so let’s go back to the fun stuff; killing squadmates. During the previous section where the… bad thing happened, I mentioned the Citadel DLC and the big party you can throw at the end. Citadel was the final content made for the original trilogy. As such the whole thing is one massive celebration of it’s characters. BioWare went all out, bringing back the whole cast and stuffing in as many in-jokes as possible. As a finale to these beloved characters, you couldn’t ask for anything better.

But the thing is, Citadel’s charm is dependent on those characters, and what happens if none of them are alive? We’ll that’s what my co-worker Jake Dekker and I went on a journey to find out in our series The Saddest Party on the Citadel, a multipart let’s play where we planned out the murder of all our squadmates in order to get the fewest number of characters possible available for the party. Turns out there are three party members you can’t kill in the whole series; Liara, James, and EDI. That’s it.

This is a bit different from everything else we’ve been talking about. There isn’t extra dialogue or a new scene. The party goes on, exactly the same, except nobody is present. I don’t think BioWare expected anyone to actually play the game this way, but I love that it’s possible. It’s the ultimate example of what happens when you push this series emphasis on player choice to its limits. You get a sad Shepard, throwing a rubbish party for the only few people left they haven’t gotten killed.

So, as I said upfront, if you’ve got any rare outcomes you’d love to see us feature in a future video, let me know in the comments below. If you like Mass Effect, and if you made it through this video, it seems like you do, make sure to stick around, we’ve got plenty of it coming up on the channel.

Regina King To Direct Image Comics’ Bitter Root Movie Adaptation

Regina King blew us away as Angela Abar in HBO’s Watchmen, and now she’s diving back into comic books on the other side of the camera, directing the film adaptation of Image Comics’ race-themed Bitter Root for Legendary Entertainment, according to The Hollywood Reporter.

Bitter Root, created by David F. Walker, Sanford Greene, and Chuck Brown, tells the story of the monster-hunting Sangreye family during the Harlem Renaissance. Here’s Legendary’s official synopsis: “For generations, the Sangeryes have hunted and cured those infected by a supernatural force that feeds off of prejudice and transforms humans into monsters. But with most of the family gone, the remaining Sangeryes disagree over saving or killing the monsters.”

Legendary is calling the film a cross between Blade and Get Out. The book was nominated for an Eisner in 2019 for best new series.

In addition to directing, Regina King will produce along with Reina King and Ryan Coogler, among others. Bryan Edward Hill is rewriting the first draft. Regina King most recently directed One Night in Miami… and won an Emmy Award for 2019’s Watchmen show, our #1 show of 2019.