Deathloop Feels Like a Mystery to Solve Solo

Up until now, folks have been attempting to define Deathloop via comparisons with a fairly broad list of existing games. Previous time loop games, assassination games, and highlights from developer Arkane’s own back catalogue have all come into the crosshairs. After a five-hour hands-on with Deathloop from the beginning of the game it’s certainly true these associations have merit – but it’s equally true they’re not really painting a complete picture of Arkane’s ambitious Groundhog Day murder marathon, as it’s a little different to what I expected.

Deathloop’s grimy, retro-futuristic ’60s espionage aesthetic makes a fabulous first impression, and it’s well-supported by some immediately excellent music and some great voice work from Colt actor Jason E. Kelly. Kelly’s dialogue needs to do a fair bit of heavy-lifting – particularly as Deathloop sets up its main mystery – and imbuing his delivery with a cocktail of indignant confusion mixed with otherwise gung-ho enthusiasm successfully put me in Colt’s corner straight away. I like him, and that’s always a good first step.

Deathloop’s premise is simple: to break out of a 24-hour time loop, main man Colt must kill the eight enigmatic ‘Visionaries’ that run the creepy island of Blackreef in a single day. Die, or fail to get all eight, and the day starts all over again – and everyone you’ve shot, stabbed, or kicked off a cliff is resurrected. IGN’s detailed hands-on preview of this initial slice of Deathloop features a spoiler-free discussion regarding the hunt for one particular target.

Either way, after roughly five hours with the game it’s now very clear that killing all eight targets in one day isn’t going to be quite as straightforward as it sounds. Four times of day and four different environments – but double the targets – means Colt needs to uncover ways to bop off multiple targets in each location on a single visit.

The fact that there’s no way to save your progress while mid-mission is an interesting way to force players to truly lean into the experimentative world of a hypothetical time-loop. Messed up? Deal with it and keep going, or give up and try the day over again. Colt’s special ability to die twice in a level before a third death resets the day for good blunts just enough of the risk to allow me to use a little trial and error, but it only takes two small mistakes to leave Colt skating on very thin ice until I decide to leave a map.

However, it didn’t take long for Deathloop to begin to depart from some of the more common press comparisons I’ve heard to date – especially with Io Interactive’s Hitman series. It’s true that both thrive on repetition within their murder sandboxes; Hitman encourages return visits to its maps via its fun reward system, and Deathloop bakes them into the narrative itself (multiple visits to the maps are required to uncover clues, hidden locations, plus upgrades and other powerful weapons). At the five-hour mark they’re otherwise quite different, especially in terms of their approaches to stealth and the density of NPCs. I’ll stress none of this really seems to reflect poorly on Deathloop, which seems very good so far. Movement and combat in particular feels very refined and I love Colt’s violent kick move. It’s just not as closely aligned with Io’s assassination classics as some of the initial reporting led me to believe.

Of course, another element of Deathloop is the ability to play not only as Colt, but as his rival Julianna. While Colt’s wish is to break the loop by killing the island’s eight Visionaries, Julianna’s role is is to kill Colt.

According to Arkane, choosing to play as Julianna will inject you into someone else’s game, allowing you to hunt down and kill them while they’re busy trying to unravel Deathloop’s central mystery as Colt. For the purposes of this preview, only Colt could be used, and human players were unable to enter our games as Julianna. Only AI-controlled Juliannas invaded my playthrough, and she appeared as a target just twice in the roughly five hours I played. The AI Julianna doesn’t seem too tricky to take down with a potent weapon; she’s a little tougher than standard enemies but not egregiously so.

It is very important to note that Deathloop can be played entirely solo, blocking strangers (or friends) from gategrashing your game and ruining your session. So, yes, you can most definitely play Deathloop and exclusively only ever deal with an AI-controlled Julianna. What’s confounding me a bit, however, is that I can’t really fathom why anybody would choose otherwise. That is, after a decent stint of Deathloop – including a couple of consecutive runs that ended in slightly irritating deaths achingly close to the objective I’d set for myself – it’s entirely beyond me why anyone would ever opt to allow strangers to enter their game.

While I’ve enjoyed picking at the initial threads of Deathloop’s mystery and patiently skulking through the environments, I can just see no joy whatsoever in letting Arkane airdrop a total stranger into my game to potentially wreck everything I’d achieved that day – especially if it meant losing weapons and power-up trinkets I hadn’t yet protected from vanishing when the loop resets. I also can’t see how it would be fun to do it to someone else – especially a friend. Granted, I’m a strict single-player evangelist, but it seems roughly equivalent to bursting into a mate’s house and pulling their PS5’s power plug out of the wall before they have a chance to save their progress. Arkane has established that Deathloop’s PvP wasn’t really conceived with competitive play in mind, so I’ll wait until I’ve seen the PvP in action, but I’m not quite grasping the appeal of this second pillar of Deathloop’s package. Maybe I’m not a big enough jerk.

Fortunately, there isn’t long to wait – Deathloop arrives on PC and PS5 next month, on September 14 – but for now I feel like this may be a mystery I’ll seek to solve solo.

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

Candyman Ending Explained: What Happened and What Comes Next?

Full SPOILERS ahead for Candyman!

Nia DaCosta’s Candyman is both a sequel and a relaunch. While it pays homage to the original films, it also breaks from the trends they established, and builds to a thrilling conclusion that feels both unexpected yet completely fitting.

What happens in the climax might seem complicated at first, given the surprising way it’s set in motion. The film is far from straightforward, but the way its thematic pieces fall in place results not only in a great ending to the movie but a great new beginning for the Candyman series.

Candyman: Why Does Burke Kidnap Anthony?

Slasher movies are no strangers to last-minute villain reveals, and Colman Domingo’s Burke is a sure candidate, between his eerie entrance and his in-depth knowledge of Candyman. Towards the end of the film, he finds Anthony McCoy (Yahya Abdul-Mateen II) in a fugue state and decides to turn him into a version of Candyman in full view of his girlfriend Brianna (Teyonah Parris) by sawing off his arm, replacing it with a meat-hook, and dressing him up in a familiar brown coat before calling the police. However, his reasons aren’t as simple as bloodlust or cult-like villain worship.

DaCosta’s soft reboot returns to the setting of the first film — the now condemned Cabrini-Green housing project — whose poor Black community has been forced out so developers can swoop in. Burke is one of its last remaining residents, and framing Anthony is his last-ditch attempt to prevent it from being gentrified. According to Burke’s twisted logic, if there turns out to be another Candyman killer in the project, people might sour on the neighborhood and keep their distance.

Burke is a keeper of myths, and while Candyman has fallen out of the collective memory, he carries the story with him. Before the film cuts to the Church where he holds Anthony and Brianna captive, we’re shown a flashback in which he watches his sister die after summoning the “original” Candyman — Daniel Robitaille (Tony Todd), who was lynched in the 1890s for loving a white woman — by saying his name in a mirror. As a child, Burke also witnessed the police beat an innocent man to death, Sherman Fields, who resembled Candyman and who was accused of putting razor blades in children’s candy. Burke was the only bystander in either case, but as he prepares to mold Anthony in Candyman’s image, he tells Brianna: “Now we have a witness.”

Burke knows both these stories intimately — the supernatural bloodshed and the real violence that permeates his community — though he’s had to shoulder their trauma alone. To him, they’re part of the same legacy, and a story that keeps repeating itself throughout history, with different “Candymen’” becoming victims of racist violence, and that violence returning from beyond the grave to kill innocent people, like his sister. Burke has, in a way, succumbed to this cyclical reality, and to him, perpetuating the urban legend is the only way to shield his neighborhood from a vicious outside world.

Candyman: What Happened to Anthony?

Anthony, upon being framed by Burke, is shot dead by Chicago PD in front of Brianna. As the cops intimidate Brianna into telling their version of the story, she summons Candyman by saying his name five times. When this spirit first appears, he’s surrounded by a swarm of honeybees — the way Robitaille was tortured before being killed — but he looks and sounds like Anthony.

Anthony, who was abducted by Robitaille as a baby in the original Candyman (1992), spends most of the film rediscovering his own history. At first, the myth is just material for his canvas, but it soon begins to consume him, not just artistically, but physically too. As his body starts to rot, he begins to resemble Robitaille’s grotesque, corpse-like appearance in previous films. Whether he likes it or not, he is part of the Candyman story — not just because he appeared in the first film, but because he’s tethered to America’s deep history of racism no matter how much he tries to escape it.

When Anthony returns to Cabrini-Green, where he lived as a baby, Burke considers this to be “perfect symmetry” — an inevitable echo, in which Burke also plays a part by kidnapping Anthony, the way Candyman once did. Burke and Anthony wear similar brown coats, just like several Black characters who made up different “versions” of Candyman over the years, all of whom suffered at the hands of white supremacy. By the end of the film, both Burke and Anthony symbolize the legacy of Candyman, and the pain it represents for the people of Cabrini-Green. Anthony is even absorbed into this history, and he becomes one with Candyman’s vengeful form.

Will There be a Candyman Sequel?

After Candyman kills the officers responsible for Anthony’s death, he briefly reveals his face to Brianna. We then see a returning Tony Todd in all his terrifying splendor, as he instructs her: “Tell everyone.”

The new sequel doesn’t discard any of the series’ mythology, but it builds on it from a new perspective. DaCosta is the first Black filmmaker to helm Candyman, and while previous films all centered on Robitaille haunting white women, the 2021 movie takes closer aim at the story of his murder — and of similar murders over the years — and re-works him into a spirit of vengeance. Candyman still takes innocent lives, but when he flays the police officers in the climax, Anthony’s voice emanates from behind the swarm; “They will say I shed innocent blood,” he whispers. “You are far from innocent.”

These updates to the character don’t retroactively change the previous films — in which white filmmakers told stories of white protagonists, who were outsiders to the racism in Robitaille’s past — however, the new movie captures Candyman’s actions from a brand new perspective. When Robitaille killed a policeman in the second film, Candyman: Farewell to the Flesh (1995), no thematic connections were drawn between white supremacy and structural police violence. However, a story in which Black perspectives are central, and in which white supremacist violence is still alive and well, is a vital realignment of what Candyman is, and perhaps, what he should have always been. When Robitaille tells Brianna to “tell everyone,” he not only wants his legend to live on and for people to summon him as they did in prior films, but he also wants this version of his story told, one that harkens back to his painful origins.

When the film ends, Candyman is neither just Daniel Robitaille nor just Anthony McCoy. He is both of them — and more. He is a symbol of all the Black victims Burke mentions, who died at the hands of white supremacy, and if the series continues under Jordan Peele’s Monkeypaw Productions, this is who Candyman is likely to be. The character was always designed to reflect a violent past, but now, he embodies the full scope of that history as it bleeds into the present and he kills with righteous fury.

What did you think of the new Candyman movie and its ending? Let us know in the comments. And for more on the film, check out our Candyman review and watch the director and cast on the legacy and meaning of Candyman.

Daily Deals: Halo Infinite SteelBook and Xbox Elite Series 2 Controller Now Available to Preorder

Halo Infinite Collector’s Edition SteelBook is now available to preorder for £54.99 (see it at Amazon). This includes a full copy of the game on Xbox Series X/S, and Xbox One, alongside a unique limited edition SteelBook case. Halo Infinite will launch on December 8, 2021.

Not only that, but the Halo Infinite Elite Series 2 Controller (see it at Amazon) is now also available to preorder at Amazon for £179.99. This comes out a little earlier than the game, on November 15.

Halo Infinite SteelBook Collector’s Edition Preorders Now Live

Preorder Halo Infinite Limited Edition Xbox Elite 2 Controller in the UK

Where to Preorder Halo Infinite Xbox Series X in the UK

Extra 30% Off at Checkout on Apple AirPods and More

Fire TV 4K Stick down to £29.99 (was £49.99)

International VPN Awareness Month – NordVPN Deals

Access US Netflix and protect your data with this handy VPN deal.

Robert Anderson is a deals expert and Commerce Editor for IGN. You can follow him @robertliam21 on Twitter.

Where Is Xur Today? (Aug. 26-31) – Destiny 2 Xur Location And Exotics Guide

The Season of the Lost is here in Destiny 2, changing a bunch of Exotics and bringing some great new ones, like Radiant Dance Machines. It’s also our first visit from Xur of the season, which makes it a great opportunity to snag some new Exotics to jump into the season’s new meta.

We’ll update this post as soon as Xur appears in the solar system with a full rundown of where you can find him and what he’s offering for the weekend.

Now Playing: Destiny 2: The Witch Queen – What You Need To Know

Xur returns to the solar system every weekend in Destiny 2, starting with the daily reset at 10 AM PT / 1 PM ET each Friday. The thing is, where he’ll land isn’t known until he actually arrives. Xur can hang out at one of several locations, including in the Tower Hangar area, on Nessus in Watcher’s Grave, and in the Winding Cove area of the EDZ. Xur’s inventory also changes each week, so it’s worth revisiting him on the weekends for new weapons and rolls on Exotic armor. You can visit him any time between his arrival Friday and the weekly reset at 10 AM PT / 1 PM ET the following Tuesday when Xur departs the solar system.

Each week, Xur offers one Exotic weapon and three pieces of Exotic armor: one for each character class. The inventory is random, as are the stat rolls you can expect on each of his armor offerings, so if you’re looking to fill out your collection or if you’re hoping for better versions of Exotics you already have, it’s worth visiting him. Xur also brings an Exotic Engram, which is guaranteed to drop something you don’t already have, if there are Exotics missing from your collection on that particular character–but that doesn’t include Exotics you have to earn through activities, including the new Exotic armors added each season, which can only be claimed from Legendary or Master Lost Sectors.

Icarus – How the Lessons of DayZ Are Shaping Rocketwerkz’ Next Game

Survival games are built on the back of risk management. They present you with objectives, and they dare you to overreach in your efforts to achieve them. They cascade their challenges upon one another. You are hungry, and so you need food. But to acquire food, you’ll need a weapon to hunt with. You’ll need a fire to cook the meat with. You’ll need shelter for the fire. You’ll need tools to create shelter with, and a space to put it, and you’ll need water and oxygen and storage and… Before you know it, you’re juggling more elements than a circus performer at a science museum. And in the great survival games, you won’t even realise how many things you’re keeping in the air until hubris kicks in, you overreach and it all comes crashing down.

It’s still early days for Rocketwerkz’ Icarus — it enters public beta this weekend (learn more on the official site) — but the New Zealand-based developer’s survival game already feels like it’s tapping into that intricate balancing act, and its session-based gameplay provides ample opportunity for players to be foiled by their own pride.

Superficially it’s like any other survival game. You land on the planet (Icarus itself), you do survival things, you try to live. But thanks to sessions, Icarus is able to change the parameters of your drop each time you try a new prospect. While early on you might take easy prospects in safe areas, later your drops might involve higher stakes, with tighter timeframes.

Thanks to sessions, Icarus is able to change the parameters of your drop each time you try a new prospect.

“I think that simultaneously the worst and best part of Icarus as a project is its session-based nature,” Dean Hall, founder of Rocketwerkz, says of sessions. “It’s the worst part because it’s difficult to explain. And you should never try and sell something that people need but they don’t want. But it’s the best part because it’s the solution to a lot of problems. So if we can figure out how to actually explain to people succinctly its true value in a way where they understand and they agree with the value proposition of session-based survival in a PvE context, then I think we win, and we are able to solve their problem.

“And I know it can seem a little paradoxical to say, ‘okay, it’s a crafting and building game but in a temporary session.’ But actually, if you look at it, all your game sessions are temporary. When you go in and play Valheim, when you go to kill Bonemass, you build a little base [near the boss fight] and many times you’ll never visit that base again. Or in Ark — you’ll play on the same server for two or three weeks and there’ll be a wipe. Rust regularly wipes. These are games that already do sessions, they’re just not calling them sessions.

“What we’re trying to do is really define what your task is for a session. And by doing that, by having an endpoint, we have a clear failure mode that you can work against. And from there we’re able to build on that a scaffold of progression between those sessions. So I think in reality, we’re just sort of putting a structure around what already exists.”

In the early part of the beta it seems sessions will be long — 21 days is where the countdown currently begins, and it ticks down whether you’re in the game or not. But Rocketwerkz can create different prospects for different skill levels.

“When we started out, we thought that beginner players would want very short drops, and experienced players would be the ones playing the game over weeks and weeks,” Hall explains. “We’ve actually found that it’s probably the inverse. Later on when you have very high level characters, you probably want to go gamble them all. Take on whatever scenarios we could throw at you, maybe focusing on throughput and getting in and out very fast, using vehicles and all these other things like that. But early on, you really want the time to breathe, and explore and develop your character and stuff.”

Short drop or long, when you land, there’s no time to lose. Icarus is a daunting planet, rife with all manner of nasty pitfalls for the unwary. In the case of my recent hands-on, I landed on the planet in the middle of a storm, a raging weather event that wreaks havoc, tearing down trees and lighting spot fires, and whipping players with wind and dust and debris. You take exposure damage just being out in a storm, so I needed to heavily prioritise shelter.

Luckily, two members of the Rocketwerkz team were on the same prospect, and they knew just what to do, carving a hole in a nearby stone outcropping and letting us huddle in place until the storm ended.

Icarus uses raycasting off player bodies to determine the level of shelter, which means the three of us crammed into a rock the size of a washing machine is fine, if a little claustrophobic. In fact, according to my guides it means even huddling in a circle would provide adequate shelter for the person standing in the centre of it.

This is the sort of thing Icarus does spectacularly. It follows ideas all the way through to their logical conclusion. Bodies should be able to huddle together for warmth. Fire should propagate from lightning strikes. When you skin and clean a deer you just killed, it should leave nothing but a bloodied, meaty skeleton behind.

And players who flail about wildly should do damage to their teammates. Friendly fire is absolutely a factor in Icarus, but it’s firmly — for now — a Player vs Environment (PvE) game.

“I think we’ve seen a natural evolution from those days, a long time ago, where you had something like DayZ, which had its core in this mod, and that flowed through into other mods, and then it flowed through into PUBG, which then flowed through into Fortnite,” Hall says when asked about Icarus’ PvE focus. “And then you see a lot of different games doing Battle Royale modes and stuff like that.

“So I think we saw a real evolution of PvP, which is why you started to see a lot of other PvP-focused multiplayer games bringing out Battle Royale modes. [Battle Royale] gave PvP really good context, it gave really good pacing around the player versus player experience that people could understand. But we didn’t feel like the same thing had occurred on the player versus environment front.

“So on the PvE front… I think if you’re going to do something in the video game industry, I feel like you should try and do something new, at least a little part of it. And so we felt like PvE was really ready for some sort of push. And I think we’ve been validated in the market with that. Valheim I think brought some really, really awesome stuff to the survival lexicon, and sort of proved that, hey, there’s this huge appetite for PvE.

“And as a genre, we’ve required a lot of previous survival titles to do this mixture of PvE versus PvP, and we’ve not necessarily done it well. And so [for Icarus] we wanted to be very clear and say, right, we’re going out, and at least for the start, we’re approaching it [as a PvE game].”

It’s clear from our conversations and time with the game that Rocketwerkz has learned a lot from DayZ. One issue Hall’s mod and Bohemia’s game constantly ran into was the absence of a satisfying endgame. Icarus, on the other hand, has been built from the ground up to avoid this problem.

“So when people say, ‘hey, what’s the endgame?’ What they’re really talking about is what is the goal? What am I working towards?” Hall explains. “If you look at a game like World of Warcraft or New World, if you ask what the endgame is it’s less of a problem, because it’s like, ‘well, I’m working towards this or that.’ And that is what session-based survival does.

“And I think the anatomy of the PvP survival genre, the real evolution — and you’ve got some excellent outcomes from it with both Fortnite and Tarkov and stuff like that — what they really did is took those feelings from games like DayZ, and they just put a really nice structure around them. That’s the same thing that we want to do with PvE.

“We don’t have to turn around and say it’s a PvE game. We could introduce a session that’s PvP, there’s nothing stopping us from doing that. And I think that’s the advantage that we really need to sell to people. We can provide you with an endgame for now, but we can always provide another endgame later. Whereas if you take something like Ark or Vaheim, if you want to add endgame content you have to add it to that person’s current session, which becomes a problem because you suffer from technical inflation, you know, the new stuff you’re adding can break the older stuff later on.”

The idea that Icarus could easily transition to PvP really lays out the breadth of what sessions make possible for Icarus. It hints at the sort of “metaverse” style of development that is en vogue right now.

From a gameplay perspective it speaks to the sorts of social interactions DayZ was famous for. With stakes like permadeath and high quality exotic materials on the line, I wonder how long it will take before players are standing at the drop ship as the session counter winds down, negotiating a tense truce between one another over who gets to bring the lion’s share of a prospect haul into orbit? Will Icarus one day have muggings?

Icarus was originally slated for full release this week, but Rocketwerkz has instead implemented three-ish months of beta weekends, pushing the actual launch back to November.

“Broadly speaking, a game needs to be at a certain point before the feedback you get back is worthwhile, right?” Hall says of the delay to November. “There’s no point in getting feedback on something if the game is broken. There was a really obvious bar we needed to reach in terms of playability before we’d be able to get good feedback. So the delay really came from that. We were very clear [internally] on where the game needed to be at before people could play it and give us good feedback. So we had to delay it.

“The other side of that is that if we wait too long for feedback we pass the point where we could really make any meaningful changes. So what we’re hoping is that this represents the Goldilocks Zone between waiting too long to get feedback versus getting feedback too early before players can really get a grasp on what the experience is.

“Spreading it out over these beta weekends is really about focusing in and getting feedback on specific areas while avoiding what I call ‘beta fatigue’. Too often games come out in beta and everything’s there, but you’re experiencing everything at a time when the game is not necessarily balanced or working as intended. If you’ve got a game and it’s good and it’s fun, but you’re progressing way too fast, you’re missing out on entire areas of the game, I call that beta fatigue because I think you don’t always come back to it.”

Still, it means the game will be playable this weekend. It’s the build I played, with a tutorial and multiplayer and all the survival game goodness you might want. Or you can wait until November, to play the game in its release form — although as Rocketwerkz has made clear, it will be far from its final form.

Joab Gilroy is an Australian freelancer that specialises in competitive online games. You can tweet at him here.

Destiny 2’s New Hunter Exotic, Radiant Dance Machines, Is Absolutely Broken And You Need It

The Season of the Lost brings a new slate of Exotics to Destiny 2, and one of them has already become a must-have item that will surely be nerfed. That item is Radiant Dance Machines, a Hunter Exotic that is helping players create some ridiculous builds, whether in the Crucible, Gambit, or PvE activities.

Radiant Dance Machines are new to Destiny 2, but they were originally found in Destiny 1, where they increased your movement speed while you were aiming down the sights of a weapon. In Destiny 2, however, they’ve gotten an overhaul: they now allow you to use your Hunter dodge ability multiple times in a row for five seconds, so long as you are within a certain proximity of an enemy. The thing is, Hunter dodges can be made to do a lot of cool things, and Radiant Dance Machines makes a useful ability into an absolutely broken one.

Now Playing: Destiny 2: The Witch Queen – What You Need To Know

The trick to using Radiant Dance Machines to break Destiny 2 is pairing it with the right additional items. There are a number of mods that give you benefits when you use your dodge ability, and pairing these up with the Exotic allows you to take serious advantage.

First, there’s the Dynamo mod for Void helmets. This one gives you Super energy whenever you use your dodge. You can stack two at once, and when you execute as many dodges as possible with Radiant Dance Machines, you can boost your Super bar by 50% or more. Spec your character for the Mobility stat, which gives you your dodge back extremely quickly–in 15 seconds or less, when it’s high enough–and you can quickly get your Super in all cases.

Though they originally appeared in Destiny 1, the new version of the Radiant Dance Machines Exotic are very different in Destiny 2--and pretty broken.
Though they originally appeared in Destiny 1, the new version of the Radiant Dance Machines Exotic are very different in Destiny 2–and pretty broken.

Not only do Radiant Dance Machines give you lots of dodges in a row, but the distance from an enemy that’s considered “close” is pretty generous. That distance also counts through walls, so you can dodge with a bunch with enemies around corners or out of view and get your Super charged up without having to risk your life. Exploiting Radiant Dance Machines, it’s possible to get tons of Supers in a single Crucible match, giving you a massive advantage against opponents.

They work in Gambit and PvE activities, too–in fact, even at the start of a Gambit match when you see your opponents standing across the room from you, separated from you by glass, you’re considered close enough to trigger Radiant Dance Machines and gain multiple dodges. Head to the glass and start dodging, and you can start a match with your Super halfway charged.

Radiant Dance Machines also lets you exploit other mods, like Distribution, which can be slotted into Hunter Class items. This mod gives you ability energy for every dodge near enemies, so you’re not only able to get your Super back very quickly, you can also recharge grenades or melee abilities, too.

Apart from that, there’s the benefit of the Hunter Stasis class, Revenant, and one of its special mods, known as Stasis Aspects. The Winter’s Shroud aspect from earlier this year creates a cloud of Stasis energy around you when you dodge, which slows down targets. Rapidly dodging around enemies can build up this effect to slow them down significantly and even freeze them solid, allowing for a quick, easy kill.

Pair the Multi-Dodge ability from Radiant Dance Machines with mods like Dynamo and the Winter's Shroud Stasis Aspect to become ludicrously powerful.
Pair the Multi-Dodge ability from Radiant Dance Machines with mods like Dynamo and the Winter’s Shroud Stasis Aspect to become ludicrously powerful.

Taken together, Radiant Dance Machines make Hunters ludicrously powerful. The Exotic is absolutely broken at the moment, and this seems like an item Bungie will adjust sooner rather than later–it’s just way too strong in the right builds. That means you should snag the Exotic as soon as you can and take advantage of it. You can find it in Legendary and Master Lost Sectors as a random drop.

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August Proving A Big Month For April

August is proving to be a pretty big month for April. April O’Neil anyway, who has popped up in back-to-back gaming conferences. Good for her. She deserves it.

First, at Gamescom Opening Night Live, developer Tribute Games revealed a new trailer for Teenage Mutant Ninja Turtles: Shredder’s Revenge. The trailer announced that April O’Neil will be a playable character in the upcoming beat-’em-up game.

In Shredder’s Revenge, April wields a reporter’s microphone as her weapon and demonstrates that she’s just as capable a hand-to-hand martial artist as her turtle allies. Teenage Mutant Ninja Turtles: Shredder’s Revenge is scheduled to launch for Switch and PC in 2022.

And then, the very next day following Opening Night Live, developer Ludosity and Fair Play Labs released a new trailer for Nickelodeon All-Star Brawl during Future Games Show. In it, April O’Neil is revealed as a playable character in the upcoming fighting game.

In All-Star Brawl, April also uses a mixture of martial arts and reporter equipment to fight off her foes. Nickelodeon All-Star Brawl is scheduled to launch for Xbox Series X|S, Xbox One, PS5, PS4, Switch, and PC in Fall 2021.

April has always been one of the most significant characters in Teenage Mutant Ninja Turtles, traditionally operating as an adult human that helps Leonardo, Raphael, Donatello, and Michelangelo interact with the world outside of the sewers. However, in more recent storylines, she’s typically been portrayed as a teenager, and she trains in hand-to-hand martial arts alongside the turtles, considering the four of them to be her brothers.

Both Shredder’s Revenge and All-Star Brawl feature April in her most iconic design: a red-haired adult woman in a yellow jumpsuit who works as an exceptionally talented reporter. She’s had plenty of other looks though, with the most recent alternate design being in 2018’s Rise of the Teenage Mutant Ninja Turtles, in which April is a sarcastic and streetwise Black teenage girl with the unlucky habit of landing odd jobs that usually get her into trouble.

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Epic Games and Time Studios (of Time Magazine) have teamed up to present the Fortnite March Through Time, a limited-time mode that offers no combat, building, or anything of the usual sort Fortnite is known for.

The California Department of Fair Employment and Housing has updated its lawsuit against Activision Blizzard, accusing the gaming giant of destroying evidence pertinent to the investigation.

Naraka: Bladepoint Review

Despite battle royale fatigue inching its way into the collective gaming consciousness in recent years, Naraka: Bladepoint is proof that the last-fighter-standing formula still has loads of unexplored potential. This high-flying third-person brawler blends the tight sword clashes of Soul Calibur with the frantic supply gathering and ever-constricting circle of Apex Legends to glorious results. After sinking 35 hours into the full release, its superb melee combat and exhilarating gravity-defying antics are still making me grin, even if irritating network connection issues and lifeless bot matches sometimes hinder the fun. Naraka: Bladepoint isn’t afraid to punish you for not respecting its mountainous skill ceiling, but once you find your footing, putting it down is a challenge in and of itself.

In standard battle royale fashion, Naraka: Bladepoint pits 60 combatants against each other on a war-torn isle, each controlling one of seven unique heroes either in teams of three or solo. Instead of scavenging for assault rifles or bullet-proof kevlar, however, you’ll search for spears, daggers, katanas, and tons more sharp-as-steel lethal instruments along with breastplates and magical trinkets called Souljades that add passive buffs. The loot-and-scoot way of life will be familiar to anyone that’s played Fortnite or Call Of Duty: Warzone before, but the similarities end once the time comes to put up your dukes. Battling other players means engaging in wild, up-close brawls that flow more like a fighting game than any battle royale.

From the instant an opponent parried my first sword swipe, sending me face-down into the dirt, I knew Naraka: Bladepoint took a healthy degree of skill to “get good” at. Charging into battle with no plan in mind against players that know what they’re doing will almost certainly yield similarly humbling results, as frantically swinging melee attacks leaves you open to counter attacks and air juggles. Taking time to learn the differences between standard, special, combo, and charged attacks while keeping an eye on your weapon and armor durability (which depletes quickly) is vital to success. It is equally important to monitor the competition’s body language, waiting for the perfect opening to cut them down. Once I got into Naraka: Bladepoint’s lighting-fast rhythm and strategic duels, though, I started having an absolute ball parrying and dodging with the best of them. Those initial encounters may have been a smidge embarrassing, but it’s all part of the learning process, and sticking with it will yield endless hours of breathless yet rewarding brawls.

There are also ranged weapons like bows, muskets, and hilariously gargantuan flamethrowers to find if popping folks from a safe distance is more your thing. This isn’t a shooter though, and killing enemy players solely through those means is tricky. In my experience, crossbows and the like are better for last hitting someone trying to flee after a close-range tussle rather than an entirely different means of fighting. Still, proficiency with them can come in handy, especially during team fights when you might be able to more safely fire shots while your allies take all the heat.

Hero toolkits are diverse and allow for creative combinations.

Practice in all of Naraka: Bladepoint’s various disciplines pays off big time once you hop into trios. Initially, I was skeptical that any 3v3 scenario would devolve into a mess of crane kicks and spear stabs. In practice, however, they’re more akin to the tactical team fights of League Of Legends than a lawless royal rumble. Coordinating your hero’s unique abilities along with those of a teammate can lead to diabolically amusing results. My favorite hero thus far is Matari, a stealthy assassin that can vanish and teleport around the battlefield. In an ideal scenario, I’d get friends to charge right at an opposing team while I skulked around behind them, unleashing vicious combos before they knew what happened. That plan of attack doesn’t always work, of course, and in those moments I could (hopefully) dart away with a blink, or hope my buddy could intervene as Tianhai, a tanky hero able to soak up excess damage once he transforms into a giant beast called the Vajra. The hero toolkits are so diverse and meld together so well that I’m sure we’ll see creative matchups for months to come.

If you’re someone who loves a good backstory to their multiplayer avatar, though, it might be best to look elsewhere. Even after using Matari for hours upon hours, I couldn’t tell you a single thing about her personality. Everyone of her mid-match quips is woefully cliche or lacking any enthusiastic delivery, and none of the other heroes fair much better. Sure, there are little snippets of lore sprinkled throughout the menus, but it’s always dry exposition with almost no flavor. With how enjoyable and expressive heroes are in battle, I wish there was more to their stories.

Despite how joyous Naraka: Bladepoint’s deep melee fights against other players are, however, bots can suck the fun right out of it. For your first few hours of ranked play, you’ll almost exclusively face dullard AI-controlled adversaries that barely put up a fight. They’ll happily eat a katana to the face and often don’t bother putting up a counter-attack of their own. Developer 24 Entertainment insists that bot matches exist to ease new players into Naraka: Bladepoint since the skill ceiling is so high, but you’ll likely learn next to nothing from these insipid encounters. I prefer to get blitzed by an actual person, learning from what I did wrong, then mindlessly wail on idiotic bots – and while other games have been known to use a similar tactic to start, you’ll face bots for much longer here with no warning.

If nothing else, at least bot matches allowed me to gracefully swing about the map without a care in the world thanks to how incredibly scalable Naraka: Bladepoint’s terrain is. It doesn’t matter if you’re marching up tiny hills or leaping up towering cliffsides — if it’s within sight, you can climb it, especially once grappling hooks come into the equation. Like every other item, they’re found throughout the map and are as important as healing herbs or the finest blade. There were several instances where I forgot to fight anyone because hook-shotting from treetop to treetop was so blissful, and as long as your grappling hook reserves are full, you’ll never have to touch the ground. It ends up feeling like if Spider-Man threw in some wonderfully overly dramatic Naruto landing poses every once and a while.

But no matter if you’re swinging across the heavens or locking horns with an enemy, Naraka: Bladepoint can fall apart at the seams if the servers are acting up. Now, while that’s true of almost any online multiplayer romp, it’s especially noticeable here when so much of Naraka: Bladepoint relies on pixel-perfect precision. Frustration sets in fast when a parry maneuver goes unnoticed due to lag, but thankfully connection woes have been a pretty infrequent since its admittedly rocky release day. Hopefully that stability will remain from here on out.

Skate 4 Is Coming to PC

The Skate franchise is officially coming to PC. The next game in the Electronic Arts franchise will launch on PC in addition to consoles.

Electronic Arts and Full Circle developers shared a video on Twitter to accompany the announcement, posting footage of a skateboarder performing a kickflip over a computer monitor. The display turns on to reveal the Skate logo.

The Skate franchise had been a console-exclusive series until this point. The first three games launched on PlayStation 3 and Xbox 360. The series has been dormant since Skate 3’s launch in 2010, though developers shared a behind-the-scenes teaser last month to assure fans that the fourth Skate game is still in development.

Details about the upcoming Skate game are still sparse. An official title hasn’t been revealed yet. However, EA’s trailer from last month teases an open-world design akin to the seamless downhill map of Skate 2.

The new Skate game was announced back at EA Play in June 2020. EA later shared that Full Circle, the new studio behind the game, was launched for the express purpose of continuing the Skate series. For about the next Skate game, read our article explaining how the upcoming sequel could feature an emphasis on user-generated content.

J. Kim Murphy is a freelance entertainment writer.