First Trailer for NASCAR 21: Ignition Unveiled, New Series Arrives in October

Motorsport Games has announced NASCAR 21: Ignition will be released on October 28, 2021. NASCAR 21: Ignition is headed to PlayStation 4, Xbox One, and PC via Steam, and Motorsport Games has promised a free upgrade path for PlayStation 5 and Xbox Series X|S will follow post-launch.

The studio has released the first trailer for NASCAR 21 alongside the news, giving racing fans a first glimpse at the Unreal Engine-powered 2021 reboot of this stalwart sim series.

Folks who pre-order either the standard or “Champions” edition of NASCAR 21 digitally will get access to the game two days early. Champions Edition purchasers will also unlock 1988 Winston Cup champ and 16-time winner of NASCAR’s Most Popular Driver Award Bill Elliot as a playable racer. The Champions Edition will also include NASCAR 21’s season pass, which will provide access to a further three NASCAR legends down the track.

NASCAR 21 will come with the official drivers, teams, and tracks from the 2021 NASCAR Cup Series. This means it won’t be as broad as NASCAR Heat 5, but Motorsport Games has explained the decision to focus exclusively on the Cup series for the first instalment of this new series meant it could dedicate all its resources to ensuring the core NASCAR experience was “as close to perfect as we could be.”

“We definitely knew that people would be wondering, ‘Hey, you lost trucks, you lost Xfinity, you lost the fantasy dirt series,’” Motorsport Games’ George Holmquist tells IGN. “It’s really difficult to make all of those work correctly.”

“We also know from our player data that most people, probably 90% of our users or even higher, played just Cup, and the second-highest being Xfinity. So starting over we wanted to make sure the core of the game… was perfect, or as close to perfect as we could be. This doesn’t mean you’ll never see the trucks or Xfinity again; it’s just for this new game – the first rendition of it – we wanted to make sure that the core experience, the Cup experience, had a lot of attention to it and we weren’t dividing resources to create the feeder series.

Starting over we wanted to make sure the core of the game… was perfect, or as close to perfect as we could be.

“What we didn’t want to have, if you’re a player of Heat, is that they all kind of feel the same; it’s just that they’re a different car model. Arguably the dirt series felt a little different because you’re on a dirt track, but it wasn’t like you were driving a truck versus an Xfinity car versus a Cup car. And they’re actually very, very different.”

Powered by Unreal Engine and rFactor 2’s widely-acclaimed driving physics, NASCAR 21 will feature a full career mode, 40-player online races, and a new paint booth the studio promises will offer “unparalleled levels of customisation to create NASCAR paint schemes.”

“Motorsport Games is thrilled to offer our most true-to-life simulation of NASCAR to date with NASCAR 21: Ignition,” said Motorsport Games CEO Dmitry Kozko. “We’ve designed this game with our fans and players in mind, bringing them features, modes and options they have long clamoured for. NASCAR 21: Ignition captures the atmosphere, pageantry, and fierce competition of the NASCAR Cup Series, while offering authenticity, competition and accessibility through the game’s core foundations.”

Confirmation that Motorsport Games would be releasing the first game in a new NASCAR series later this year arrived last month, shortly before the studio also confirmed it had partnered with IndyCar for a new racing series expected to launch in 2023 (the first standalone IndyCar game since 2004). Motorsport Games is also building a game based on the British Touring Car Championship.

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

Halo Infinite Dev Calls New Engine A “Mythical Beast”

Halo Infinite‘s game engine is a “Mystical Beast,” according to one of the developers at 343 Industries. In an employee spotlight, senior software engineer Leonard Holman talked about working with Halo Infinite’s SlipSpace engine and how it marries the series’ classic gameplay with modern technology.

“SlipSpace really is a mystical beast; it walks this fine line of intimidating futuristic technology married to little gems of classic gameplay and subtly authentic legacy behaviors,” Holman said. “I love that the Engineering team has embraced the modern features of the C++ language. It’s an exciting time to be a C++ developer, at least I think so.”

Now Playing: Halo Infinite Technical Alpha Gameplay Livestream

The developers at 343 Industries have previously said that the SlipSpace engine, which was developed for Halo Infinite, allows the team to do things not possible on previous engines. One of the biggest improvements that came from the new engine was the ability to implement and test new ideas much faster than before. Holman also touched on finding old aspects of the Halo CE engine and implementing them into the new technology.

Fans got a taste of the SlipStream engine during the Halo Infinite Technical test in late July. While the performance was lacking on last-gen hardware, it performed well on the Xbox Series X|S. Performance aside, the Halo Infinite tech test was impressive and has made some of us more excited for its full release Holiday 2021 on Xbox Series X|S, Xbox One, and PC.

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Splitgate Could Come To Switch And Mobile, Cross-Play Also A Possibility

Splitgate may make its way to other platforms sometime in the future, developer 1047 Games said, including mobile, Nintendo Switch, and Mac. The team also added that cross-play on all platforms is a possibility.

During a developer Q&A earlier this week, the team was asked whether the popular free-to-play portal shooter would make the jump to other platforms. 1047 Games said platform accessibility is part of the “vision” for the game.

Now Playing: Valve’s Steam Deck – First Impressions

“We haven’t started on it, but it’s absolutely part of the vision,” CEO Ian “CardinalSoilder” Proulx said. “Part of the vision is we want to be available on everything. We want to be available on mobile, Switch–I mean, everything.”

Proulx was then questioned if a Mac release was in the cards for Splitgate. He said that it was a possibility as Apple’s macOS software is based on FreeBSD, an open source derivative of Unix (which is kind of like Linux). Currently Splitgate is available on PC via Windows, Steam, and Linux.

“It’s not on the top of our priorities, but it’s important to us that people play with their friends–and that means cross-play on everything.,” Proulx said.

Cross-play on mobile is a “maybe” because, according to Proulx, it would take a lot of work. Still, he said it would “super cool” to add the feature.

Splitgate is available now on PC, PlayStation 4, and Xbox One. Though it’s playable on PlayStation 5 and Xbox Series X|S via backward compatibility, a dedicated current-gen version with “obvious” upgrades is in the works.

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Diablo 2 Resurrected Quietly Drops TCP/IP Support

Activision Blizzard is currently facing serious ongoing allegations of harassment and mistreatment of marginalized workers. To learn more, please visit our timeline as well as our in-depth report on the subject.

Blizzard has decided to remove TCP/IP support from Diablo II Resurrected, a popular multiplayer feature that allowed players to play with others using a peer-to-peer connection rather than official Blizzard servers.

Blizzard announced its decision in a new FAQ for the Diablo II Resurrected early access beta.

“TCP/IP support will not be available in the upcoming Beta or the final game,” Blizzard stated. “After careful deliberation, we will no longer be supporting this option as we identified potential security risks and are committed to safeguarding the player experience.”

TCP/IP support has also been used to play games over LAN connections, with external services like GameRanger making it possible to play online. This potentially opened the door to cheaters when playing with strangers, but perhaps most importantly, it let players circumvent using Blizzard’s Battle.net service.

Reddit users over on /r/pcgaming were quick to criticize the decision, noting it would have negative implications for the speedrunning community, and would make it impossible to play online with the remastered graphics and features while using smaller mods that don’t have dedicated servers. Most prominently, the decision has been criticized as a move to ensure Blizzard can protect its revenue stream and force players to use Battle.net. The removal of TCP/IP support could also have implications for the future of multiplayer functionality on the remaster if Blizzard ever shuttered the service without implementing a solution.

The Diablo 2 technical alpha held earlier this year also experienced players cracking the game and enabling item duping and playing as locked classes, according to PCGamesN. The possibility of having Diablo II Resurrected’s player economy maliciously altered potentially played a role in Blizzard’s decision to remove TCP/IP support.

This is far from the first time a Blizzard remaster/re-release has encountered fan pushback. When Warcraft III: Reforged launched, it effectively made it impossible to play the original classic, replacing it with a remaster that suffered from technical issues and failed to live up to various promises from Blizzard.

If the lack of TCP/IP support isn’t a dealbreaker for you, you can check out the Diablo II Resurrected public beta dates and see the game in action for yourself.

Activision will also take part in this year’s Gamescom event, which is being held from August 25 to August 27.

Joseph Knoop is a writer/producer/necromancer for IGN.

2024 Moon Landing ‘Not Feasible’ Due to New Space Suit Development Issues, NASA Says

A new audit performed by the Office of the Inspector General has revealed that NASA’s planned 2024 Lunar Landing mission is “not feasible” as the organization’s next-generation spacesuits will not be ready in time.

NASA has been developing its new spacesuits for 14 years and this new audit has revealed that they won’t be ready in time as a result of COVID-19, funding shortfalls, and more. When the spacesuits are ready, NASA will have eclipsed its original $200 million in funding, with total costs reaching a potential $1 billion, as reported by Space.com.

“NASA’s current schedule is to produce the first two flight-ready xEMUs by November 2024, but the Agency faces significant challenges in meeting this goal,” the audit reads. “This goal includes approximately a 20-month delay in delivery for the planned design, verification, and testing suit, two qualification suits, an ISS Demo suit, and two lunar flight suits.”

The audit says these delays can be attributed to “funding shortfalls, COVID-19 impacts, and technical challenges” and that they leave no schedule margin for the two flight-ready xEMU suits. In other words, these delays push the suits out of NASA’s time range for its planned 2024 moon landing.

The audit says these suits would not be ready until April 2025 at the earliest.

“We reported in 2017 that despite spending nearly $200 million on extravehicular spacesuit development over the previous 9-year period, the Agency remained years away from having a flight-ready spacesuit to use on exploration missions,” the audit reads. “Since our 2017 report, NASA has spent an additional $220 million — for a total of $420 million — on spacesuit development. Going forward, the Agency plans to invest approximately $625.2 million more, bringing the total spent…to over $1 billion through fiscal year 2025.”

With all of this in mind, NASA’s 2024 Moon Landing mission won’t be possible — astronauts can’t go to the Moon without proper spacesuits, after all. However, the Office of Inspector General made four recommendations to the Associate Administrator for the Human Exploration and Operations Mission Directorate in lieu of the news:

  • Adjusting the schedule as appropriate to reduce development risks;
  • Developing an integrated master schedule to incorporate and align the hardware deliveries and training needs of the dependent Programs — Gateway, ISS, and HLS — and the Flight Operations Directorate;
  • Ensuring technical requirements for the next-generation suits are solidified before selecting the acquisition strategy to procure suits for the ISS and Artemis programs;
  • Developing an acquisition strategy for the next-generation spacesuits that meets the needs of both the ISS and Artemis programs;

As Space.com notes, even if the suits are ready by April 2025, this doesn’t necessarily mean the missions can occur immediately. The astronauts would need to undergo new and routine training with the new suits before actually launching into space to use the new suits.

What all of this means is that anyone excited about NASA’s visit to the Moon in 2024 will have to hold their excitement for at least a year longer. While waiting to see when NASA actually does make it to the moon, read about how NASA has discovered water on the sunlit surface of the Moon, and then check out this story about how a SpaceX prototype rocket for the Moon and Mars finally made its first successful landing.

Wesley LeBlanc is a freelance news writer and guide writer for IGN. You can follow him on Twitter @LeBlancWes.

Jeopardy’s Final Answer Is Two Permanent Show Hosts, Including the Actress From Blossom

After a unique interim period featuring an array of guest hosts, Jeopardy has officially settled on two permanent hosts. As expected, Mike Richards will be the full-time host from Season 38 onward. He’ll be joined by Mayim Bialik, who will host next year’s Jeopardy National College Championship.

Bialik is best-known for her role as Amy Farrah Fowler in The Big Bang Theory, where she served as the nerdy ying to Sheldon Cooper’s yang, as well as her starring role in Blossom. She will be the first woman to serve as a permanent host in Jeopardy.

Richards, meanwhile, is the show’s executive producer. He was previously reported to be negotiations to take over the top role.

Both Richards and Bialik auditioned for the permanent spot during Jeopardy’s guest host run. Other guests hosts included Aaron Rodgers, Joe Buck, and LeVar Burton. Burton in particular was widely favored by fans for the final spot, but ultimately missed out.

The announcement concludes the search that began after the death of Alex Trebek in November 2020. Sony executive Ravi Ahuja said in a release that the team “pored over footage from every episode, reviewed research from multiple panels and focus groups, and got valuable input from key partners” in making the final decision.

Jeopardy’s 38th season kicks off on September 13.

Kat Bailey is a Senior News Editor at IGN.

CW’s Powerpuff Girls Live-Action Series Loses Its Blossom

The CW’s Powerpuff Girls live-action series has just lost one of its main stars.

Chloe Bennet, who was set to play the grown-up version of Blossom, has departed the series according to Variety. The series, tentatively titled “Powerpuff” was set to follow Bennet’s Blossom and her two sisters as adults who return to crime-fighting after trying to leave their childhood’s behind them.

The report states that Dove Cameron and Yana Perrault are still attached to play Bubbles and Buttercup respectively. Other cast members including Donald Faison as Professor Drake Utonium are currently in talks to remain with the series.

Bennet’s departure is not the first hurdle for the troubled live-action adaptation of the Cartoon Network animated show. Powerpuff previously filmed a pilot with plans to launch the series this fall, but The CW decided to redevelop and reshoot the pilot after it was aired for executives.

CW chairman and CEO Mark Pedowitz reportedly called the pilot “a miss.” Heather Regnier and Diablo Cody are writing the series and CW’s Greg Berlanti is one of the executive producers on the show.

Bennet’s Blossom was said to be a perfectionist whose childhood led to her feeling anxious and reclusive as an adult. There’s no word yet on who will replace Bennet as Blossom for the pilot reshoot.

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

(Photo by Dia Dipasupil/Getty Images)

Powerpuff Girls Reboot Show Loses Blossom Actor Chloe Bennet

Actor Chloe Bennet has left the upcoming live-action Powerpuff Girls reboot show. The Agents of SHIELD star was set to play the adult Blossom in Powerpuff, which is being developed by The CW.

According to Deadline, Bennet has quit Powerpuff due to scheduling issues. The show’s other main stars–Dove Cameron and Yana Perrault–will stay on in the roles of Bubbles and Buttercup, while Blossom will be recast.

Chloe Bennet in Agents of SHIELD
Chloe Bennet in Agents of SHIELD

Bennet’s exit from Powerpuff is the latest setback for the series. The pilot episode was shot earlier this year, but in May, it was reported that it will be entirely rewritten and reshot to reduce the “campy” feel of the first version. The CW’s CEO Mark Pedowitz stated that, “because we see enough elements in there, we wanted to give it another shot. Tonally, it might have felt a little too campy, and didn’t feel as rooted in reality as it might have felt.”

Powerpuff also stars Donald Faison as Powerpuff creator Professor Utonium, Nicholas Podany as the villainous Mojo Jojo, and Robyn Lively as the team’s loyal ally Sara Bellum. The show has been developed by writer/producers Diablo Cody (Juno, Jennifer’s Body) and Heather Regnier (Sleepy Hollow). According to the official synopsis, Powerpuff will portray the superhero trio as “disillusioned twentysomethings who resent having lost their childhood to crime fighting.”

The Powerpuff Girls was originally created by animator Craig McCracken for Cartoon Network. It ran for six seasons between 1998 and 2005. There was also a feature-length animated movie released in 2002, and three specials. In 2016, the show was rebooted by Cartoon Network, and to date there have been three seasons.

Axiom Verge 2 Review

Axiom Verge 2 heard you liked Metroid, so it put Metroid in your Metroid so you can blast baddies and hunt for hidden goodies across two sprawling 2D maps at the same time. Granted, opening a game review with an Xzibit reference in 2021 might be a bit outdated, but Axiom Verge 2 is anything but: it infuses its retro-inspired sequel with contemporary ideas like fast-travel to minimise backtracking and an optional approach to the bulk of its boss fights in order to make progression smoother for players of all skill levels. This focus on accessibility comes at a cost, though, resulting in a Metroidvania that’s consistently rewarding to explore but noticeably lacking in combat challenge and diversity.

Axiom Verge 2’s story is fleshed out by countless hidden notes and computer terminal messages, but I won’t even attempt to summarise it since it’s dense with the same sort of pseudo-scientific technobabble that pervades its 2015 predecessor. Lingo-heavy lore aside, I found the basic plight of its main character, Indra, more than enough to propel me forward through the roughly eight-hour adventure; after she arrives at an Antarctic research base looking for her missing daughter, one thing leads to another and she suddenly has the power to absorb the unique abilities of nanomachines known as Arms. That’s really all the setup and motivation I needed.

Into the Breach

Axiom Verge 2 may feature an entirely new lead character and setting, but what really sets it apart from the original game is the ability to phase in and out of the Breach; an alternate dimension running parallel with the main overworld sort of like Stranger Things’ Upside Down if it was being emulated on a Game Boy Color. Each side of the dimensional divide has its own unique map structure and feel; Indra’s world features arcane ruins and dimly lit caverns to explore, while the more abstract Breach consists of chunky, hypercolour platforms and pulses to the sound of a bouncing chiptunes soundtrack.

This contrast doesn’t just make for appealing shifts in aesthetics, it brings a literal extra dimension to navigating your way through Axiom Verge 2. Not only do you need to puzzle your way to unlock gates and uncover hidden power-ups within each separate world as per the tried-and-tested Metroid template, but you also use interdimensional tears to hop back and forth between realms to circumnavigate obstacles in one dimension by finding an alternate path in the other. Orienting yourself in two places at once inspires a degree of non-linear navigation that’s a consistently absorbing challenge as a result.

It’s also a mechanic that continues to evolve over the course of the journey. Initially, you can only shift from one world to the other at predetermined Breach gates on each map, but eventually Indra is given the ability to both reveal hidden tears and also manipulate the placement of a tear in order to crossover to more precise areas. Not being able to see exactly where you’re going does introduce some trial and error, but the ability to fast-travel to any previously discovered save point gave me the freedom to experiment with blind leaps between worlds, knowing that I could beam back for a do-over if I accidentally blinked into the wrong spot.

Orienting yourself in two places at once inspires a degree of non-linear navigation that’s a consistently absorbing challenge as a result.

Even with double the map to cover, I found Axiom Verge 2 to be far more intuitive to explore than the original game. Each area of both maps feels far more distinct in terms of terrain, and a compass found early on subtly steers you towards your next objective. Any backtracking I did was typically with a clear purpose, to return to that suspiciously fragile-looking wall after I’d unlocked Indra’s shockwave power, perhaps, as opposed to pacing back and forth across multiple rooms because I had trouble distinguishing one from the next. Meanwhile, Indra only grows more fun to control over the course of the journey, consuming a steady diet of power-ups that transform her over time from humble platforming heroine to shapeshifting Swiss Army Knife equipped to scale almost every structure in her path.

Hack ‘n’ Slash

However, compared to its clever dual-world exploration, Axiom Verge 2’s combat is fairly one-dimensional. There’s certainly a healthy variety of enemy types to contend with in both maps, with mechanical kill-bots of all shapes and sizes in Indra’s world and a gaggle of more amorphous organisms in the breach, but the arsenal you’re given to tackle them with is surprisingly conservative compared to the the two-dozen or so different projectile types that could be bolted onto the original game’s transforming Disruptor rifle.

Indra begins with a pickaxe for close-up attacks and a boomerang for ranged assaults, while her drone – which she must pilot remotely through the Breach zones – can swing a tethered spinning blade and use a grappling hook to launch itself at enemies like a pinball. But despite the handful of additional melee weapons to find and the inclusion of a skill tree to upgrade basic attributes like attack speed and power, my simple slash-’em-up method for fighting didn’t ever change – because it didn’t need to. I never stopped to ponder if I should be using the bronze axe or if I should switch to the sickle sword because the right tool for the job always seemed to just be whatever I happened to have equipped at that moment. There were certainly visceral thrills to be had smashing my way through each roomful of robotic hordes, and the fighting is certainly fluid, but I wish I’d felt as inspired to cave in heads as I was figuring out ways to head into caves.

I wish I’d felt as inspired to cave in heads as I was figuring out ways to head into caves.

Axiom Verge 2 attempts to inject some strategy into fights by giving Indra the ability to hack enemies and other objects, but I found this feature much more useful for passive jobs like triggering switches to open doors or to hijack moving platforms than I did for any meaningful combat gains. If you’re close enough to latch onto an enemy within Indra’s small hacking radius, you’re likely close enough to slash them to bits rather than take that extra step to hack their movement speed in order to slow them down first. And if you happen to take a few blows in the process, you can be guaranteed that seemingly every other enemy you dispatch will leave enough health orbs behind to keep you continuously topped up anyway.

Boss Fight or Flight

Boss fights are similarly straightforward, should you choose to take them on. While the standard approach to boss fights in Metroidvania games is to trap you in a fenced-off area and force you into a claustrophobic confrontation with a monolithic monster, Axiom Verge 2 allows you to take a pacifist’s approach if you’d prefer. With rare exception, you can just evade each boss entirely and continue on your way to your next story objective, which will likely be a welcome feature for people who tend to bounce off these kinds of games when the going gets tough. (The couple of boss encounters that are mandatory grant you with unlimited respawns to help get you through.)

The problem is that if, like me, you relish the tension and eventual dopamine hit of toppling a towering behemoth often by the skinniest sliver of your health bar, then you’ll likely be disappointed in Axiom Verge 2’s boss battles. While they certainly look imposing, from a marauding mechanized bull to a downsized Death Star, few require much in the way of strategy beyond maybe a quick hack to short-circuit their defence systems followed up with some frenzied slashes until they explode. There are no distinct waves of attack to analyse and adapt to, nor is there any requirement to experiment with Indra’s expanding set of abilities in order to overcome them. I went into Axiom Verge 2 hoping for the next Hollow Knight, but what I got instead was a series of hollow victories.

While there aren’t individual difficulty modes to select, you can hop into the pause menu and increase the enemy damage multiplier to up the challenge a bit. But this just makes the combat more attritional as opposed to making it any more dynamic.

I found the boss fights to be so underwhelmingly innocuous and repetitive, in fact, that I didn’t actually realise I was fighting Axiom Verge 2’s final boss until after I’d beaten it and was suddenly watching the credits roll. It brought the experience to what felt like a very abrupt ending, and left many of the power-ups I acquired deep in the latter half feel significantly underused. I admittedly went back to my pre-end boss save game and spent another few hours hunting for secrets by using these late-game abilities, like breaking up into a cloud of nanites to pass through steel grates into walled-off areas or piloting a remote-controlled boomerang to hit otherwise unreachable switches. These power-ups were certainly fun to use, but scouring the two maps for more skill upgrades after I’d already comfortably beaten the biggest enemy threats only felt worthwhile mainly from a completionist’s standpoint.

WWE Summerslam 2021 Match Card, Start Time, And More

Summerslam is WWE’s biggest party of the summer, and it’s coming to Peacock on Saturday, August 21. That’s right, this PPV will be on a Saturday, not a Sunday, which will probably feel a bit weird for WWE fans. Here is everything you need to know about the upcoming event.

The 2021 event, Summerslam, is a lot like Wrestlemania Jr. There will be many championship matches, and probably some major moments. However, unlike Mania, Summerslam takes place on a single night this year.

Allegiant Stadium in Paradise, Nevada will host the event, which is just outside of Las Vegas. Summerslam will be in front of a live audience as well. However, there are some rumors and rumblings that the show may pivot last minute to be fanless because of the Delta variant of COVID. As of this writing, nothing has changed.

Photo: WWE
Photo: WWE

Start time and how to watch:

The show will begin at 8 PM ET / 5 PM PT, and there will be a Kickoff Show one hour prior, which you can watch for free on WWE’s Twitter and YouTube. Typically, there’s at least one match on the preshow. If you want to watch Summerslam, and you live in the United States, you’ll need a Premium ($5 a month, with ads) or Premium Plus Peacock ($10 a month, no ads) account. Regardless of which tier you choose, there will be a few WWE-related ads throughout the show. If you live outside of the US, you can watch the PPV on the WWE Network.

While the event is more than a week away, there are still a few high-profile matches that have already been booked. Both John Cena and Goldberg have returned to the WWE, and they’ve jumped the line to get themselves a championship match. Check out the match card below, which we’ll keep updating as more bouts are added to the card. Hopefully, WWE won’t be releasing any more high-profile wrestlers that are already booked on this card.

WWE Summerslam 2021 match card:

  • Edge vs. Seth Rollins
  • Bianca Belair (c) vs. Sasha Banks (Smackdown Women’s Championship)
  • The Usos (c) vs. Rey & Dominik Mysterio (Smackdown Tag Team Championship)
  • Bobby Lashley (c) vs. Goldberg (WWE Championship)
  • Nikki A.S.H. (c) vs. Rhea Ripley vs. Charlotte Flair (Raw Women’s Championship)
  • Roman Reigns (c) vs. John Cena (Universal Championship)

Cena and Goldberg appearances aside, there are some great matches you’ll want to check out. Nikki A.S.H. will defend her Raw Women’s Championship against Rhea Ripley and Charlotte Flair in a triple threat match. Nikki won the title the day after Money in the Bank–where she won the MITB contract. Additionally, we’ll see a Wrestlemania rematch as Sasha Banks challenges Bianca Belair for her Smackdown Women’s Championship, and it should be dynamite.

You can learn more about Nikki’s thoughts on the upcoming match and becoming an “Almost Super Hero” on next week’s episode of Wrestle Buddies, GameSpot’s professional wrestling podcast, as Nikki will be a guest on the show. Additionally, there will be a predictions episode for Summerslam where hosts Mat Elfring, Chris Hayner, and their sophisticated AI PredictionBot 3000 predict the winners and losers of the PPV.

Make sure to come back to GameSpot on Saturday, August 21 for live coverage and a review of Summerslam.