EA Sports PGA Tour Will Feature FedExCup Playoffs And Use ShotLink, TrackMan

EA Sports has announced more details on its upcoming PGA Tour game, revealing on Wednesday that the FedExCup will be featured in the new game. This includes “ultra-realistic” versions of the three events of the FedEx Cup playoffs.

Additionally, the FedExCup playoffs will be featured in the game’s career mode, along with “select” challenges. Another part of EA’s announcement today was that PGA Tour will feature the ShotLink technology that measures all manner of data about PGA Tour players.

The FedExCup comes to EA Sports PGA Tour
The FedExCup comes to EA Sports PGA Tour

The three events comprising the FedExCup playoffs in 2022 that will be featured in the game include the St. Jude Championship, the BMW Championship, and the Tour Championship. The sites of these events are TPC Southwind, Wilmington Country Club, and East Lake Golf Club, respectively.

In EA Sports PGA Tour’s career mode, players can earn FedExCup points with the goal of reaching the playoffs and competing for the title. EA also confirmed that the lower-level Korn Ferry Tour will appear in EA Sports PGA Tour, with players competing first on this developmental tour before advancing to the PGA Tour.

As for the ShotLink integration, EA says this will provide “revolutionary data capture technology from every golfer’s shot–measuring digital information from PGA Tour players and comparing the data with fans playing the video game.”

No golf game, from any studio, has ever used the ShotLink system. The developers at EA received “extensive amounts of data” from ShotLink to help make player ratings and skills more authentic to real life. Additionally, EA’s developers were provided access to the popular launch monitor TrackMan system–which measures things like ball flight, swing speed, and launch angles–to help make the game feel more realistic.

EA Sports PGA Tour is scheduled to release in 2022, and it will compete with the next PGA Tour 2K game, which looks like it will also launch in 2022 after skipping a release this year.

2K’s game has Tiger Woods as a consultant, but EA’s game will be the only one to feature all four of golf’s Major tournaments, including the Masters, the PGA Championship, the US Open, and The Open. EA Sports PGA Tour also features the Ladies Professional Golf Association (LPGA), including the Amundi Evian Championship event. Both male and female PGA Tour pros will be featured as playable characters, though a full list of athletes has not been released yet. The game also has a create-a-player tool.

EA is releasing this information about EA Sports PGA Tour just as the Tour Championship tees off beginning this Thursday, September 2, at East Lake in Atlanta, Georgia. The top 30 players in the world will compete in this last event of the season, with the winner taking home $15 million. The player who finishes last walks away with a cool $395,000.

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Just How Random Is Lost In Random?

Developer Zoink’s Lost in Random takes place in a world defined by the idea that, as everyone in the game is so fond of saying, “random rules.” Citizens are randomly assigned where they’ll live once they reach a certain age, for example, and protagonist Even fights enemies by rolling a six-sided die and choosing from an assortment of abilities based on what she happens to randomly roll. But just how random is Lost in Random–are players’ successes and failures tied to the roll of the die or are there systems on the backend helping (or hindering) each roll?

“Most games have some kind of random element to it,” Zoink CEO and head of development Klaus Lyngeled told me. “The randomness you have here is that you throw a dice and the dice gives you a number and you have to decide what you want to do based on that number. And that’s random, that’s really random.”

Now Playing: Lost In Random Combat Trailer | EA Play Live 2021

Lost in Random takes place in a world where the concept of randomness has power. The Queen of Random is the most powerful being in the land because she possesses a die, which she rolls to decide the fates for every citizen once they come of age. You play as Even, whose older sister Odd is taken to live with The Queen after rolling a six. Even has a nightmare that Odd is in trouble and goes to help her, stumbling upon a dice-filled graveyard early on in her journey. It’s here that Even meets Dicey, a sentient die. When Even rolls him, she evokes something random (as there’s no way to accurately predict how a die will land every time), and in doing so, she unlocks powerful magical abilities that make her a threat to those who would get in her way.

This idea that Dicey gives Even power and agency in this world comes through most obviously in combat. As you gather energy in the midst of a fight, you pull cards from your deck and when you’re ready you can roll Dicey. The number he lands on will determine how many points you have to spend and each card has a corresponding number that dictates how much energy you’ll need to play it. The cards allow Even to unlock powerful abilities, like a magical bow or deadly bombs, with stronger abilities requiring you to roll higher numbers.

“The other random parts of combat–which is built into the system–is what kind of cards do you pull out of your deck?” Lyngeled said. “That’s also random.”

When I pressed Lyngeled about just how random combat could be, he said that the game won’t be so random that anything can happen, but added that there are no systems on the backend influencing the randomness to lean one way or the other in order to, as examples, make certain combat scenarios more challenging or increase the likelihood of drawing specific cards back-to-back. When I made the comparison to Baldur’s Gate 3 and that game’s loaded dice system, he said that Lost in Random has nothing like that. “The system that’s built here [in Lost in Random] doesn’t really need that because of the way the system is built,” Lyngeled said.

“That said, what I really love about Baldur’s Gate is the crazy chaos,” Lost in Random game director and lead writer Olov Redmalm said. “I have fun failing in Baldur’s Gate–that’s an inspiration for me when it comes to trying to implement a fun sort of chaos in [Lost in Random]. As an example, we have this card, where Dicey becomes this living timebomb and then you can send him out. But in Lost in Random, if you get hurt, Dicey always goes, ‘Oh no, I got to go check on Even.’ So if you’ve already played that card, he’ll come to you while he’s like, ready to blow up. And so you’re like ‘No, no, no. Go back there!’ And so we want to balance that and make sure it’s not too frustrating.”

Interestingly, Lost in Random does incorporate the idea of weighted dice within the narrative. During certain points in Lost in Random’s story, Even will have to roll a specific number in order to proceed to the next area or chapter–in those moments, you’ll have the power to temporarily suspend the randomness of Lost in Random’s world and roll the number you need to keep going.

“Though, it’d be funny if you were standing by a door and you had to roll a five to go through the door and you just kept rolling a one,” Lyngeled said, laughing.

No Caption Provided

But both Lyngeled and Redmalm reiterated that a sense of randomness permeates into the narrative of Lost in Random–even if you need a weighted die to sometimes proceed, the story will delve into the theme of how life is random.

“I love a good subtext,” Redmalm said. “I am quite an anxious person. I have general anxiety disorder. So [Lost in Random’s] narrative has been really therapeutic for me to work with. Because–and you can make your own interpretation–[Lost in Random] is about how every decision is like making a roll of the dice. And if you’re the type to really worry, you think about those rolls and what they’re going to mean–that seeps into both the gameplay and the story, this worry about what’s going to happen next.”

That worry is at the heart of Even’s story as she ventures forward to find and save her sister. At the very start of the game, Even is confident and, to the point of being naïve, finds comfort and strength in how she’ll succeed merely because she believes she can. But, of course, life doesn’t work out that way–sometimes you encounter unforeseen curveballs.

“That’s definitely the theme [of Lost in Random]–fear of randomness and the desire to control the randomness of life as opposed to just trying to live with the randomness, accept the hand you’ve been dealt, and find your place in this scary world,” Redmalm said.

Though all this sounds thematically heavy, both Lyngeled and Redmalm assured me that Lost in Random still has a sense of humor like several previous Zoink games (most notably 2013’s Stick It To The Man and 2018’s Flipping Death). Lost in Random is a bit more serious, but it’s a very dialogue-driven game in which conversations push the plot and the jokes in equal measure. Writer Ryan North–best known for penning The Unbeatable Squirrel Girl and the Adventure Time comic series–is the dialogue writer for Lost in Random. This will be the fourth game from Zoink that North has worked on, previously helping to get the dialogue right for 2013’s Adventure Time: Rock Bandits and subsequently handling the dialogue for Stick It To The Man and Flipping Death.

“He is a real nerd–he’s perfect for the project because he’s very random in his way of random jokes and random exclamations from characters, but he’s also really smart about incorporating the numbers on a dice into puns and stuff like that,” Redmalm said.

No Caption Provided

Alongside featuring a storyline that’s a tad more serious, Lost in Random is a bit different from past Zoink games in another notable way: Most of the main characters are women. In a first for Zoink, Lost in Random has a plot that’s centralized around a conflict that’s almost exclusively about women interacting with one another–Even is trying to save her older sister, Odd, from The Queen of Random, whose main lackey, Nanny Fortuna, is responsible for conditioning Odd through mental and emotional manipulation. The only main characters who aren’t women are The Narrator, who largely exists outside the story as a passive observer, and Dicey, who (at least in the early chapters of the story that I’ve seen) acts as more of a pet-like companion for Even.

“It was actually quite natural, it just happened,” Redmalm said. “And I know [writer Alexandra Dahlberg] had a huge part in that–she was with us in the very beginning, she was with us when we decided it was going to be about two sisters, and she had a lot of great input into sisterhood.”

“At the same time, I just think naturally, for me, it doesn’t feel like I have to think about that,” Lyngeled added. “I don’t have to think about the politically correct thing or something like that. It’s just about creating a good story, and then having the fortune that we don’t think, ‘We just want to have men in there,’ or something like that. But it wasn’t like I was like, ‘Oh, I’m going to count how many women there are. How many have been included? Okay, it’s perfect now.’ Instead, it’s just what works, what feels natural and good. You just go with it. So it probably depends on what kind of environment you grew up in and who’s around you and then that affects who you are and what you do.”

“It boils down to us having a big team,” Redmalm concluded. “Everyone has different inspirations and different ways of bringing individual characters to life. ‘We had a great writer’s room,’ is the short answer.”

We’ll see just how great fairly soon, as Lost in Random is set to launch for Xbox Series X|S, Xbox One, PS5, PS4, Switch, and PC on September 10.

Lost In Random Is a Rare Thing – a Game That Feels Truly New

It’s very easy to describe how Lost In Random looks – imagine Tim Burton’s stop-motion work stretched across the skeleton of a high fantasy world – but a lot harder to explain how it plays. Even in its early stages, that’s absolutely to its credit; Swedish developer Zoink! (Fe, Stick It to The Man) is making something that plucks some very specific, very disparate heartstrings – claymation movies and deck-building tabletop games – and the tune it’s playing on them is already sounding unexpectedly sweet.

Lost In Random’s world is essentially a feudal system built on dice rolls – every citizen throws a magic die on their twelfth birthday, with chance deciding their future. Roll a one and you’ll be sent to the sunken slums of Onecroft, roll a six and you’re welcomed into the heavenly Sixtopia, with a different town for every number in between. But the game’s hero, Even, begins to suspect the game may be rigged after her older sister Odd rolls a six and is ripped away from her family of Ones, and seemingly sends a ghostly call for help.

What follows is an escape from her assigned home, as Even meets a living, magic die (named Dicey, naturally) and they team up for a journey through all six of Random’s realms – two of which I had the chance to play through in a roughly three-hour hands-on. It’s impossible not to notice Lost In Random’s art style first, with its world not just looking like, but moving like its animated movie inspirations (and how many games can you say remind you of Nightmare Before Christmas more than anything else?). But spending even a little time in the game’s world – full of curiously elongated humans, glum fish-men, and a giant mayor with an evil twin sprouting out of his hat – reveals that it’s living up to that comparison in spirit, too.

Just like its movie references, this feels like a kid-friendly fairytale with an appealingly dark heart. One early sidequest asks you to solve a conflict between two sides of one man’s personality – half of him is emotional, the other half logical. Except the answer here isn’t to mediate between them – it’s to collect tiny, screaming slime-animals so that your chosen half can blend them into a potion and chemically destroy their rival. It’s never graphic, or outwardly grim, but there’s enough at work under the surface of Lost In Random’s population to give you pause.

But no matter how odd its characters might be, combat is where Lost In Random reveals its true strangeness. The game’s told as a broadly linear story, with the major locations unfolded into hub worlds of sorts, peppered with sidequests and collectibles – but tying it all together are fights with Even’s enemies, those trying to stop her reaching Sixtopia for reasons unknown. In appearances, these fights take on the form of a third-person action game, but in reality Lost In Random plays like no action game I’ve laid my hands on. Every battle begins with Even as a practically powerless figure, equipped with a slingshot that does no damage, and a dash ability to escape foes. Both of those harmless abilities can, however, pop the blue crystals that grow periodically out of every one of the game’s enemies. Here’s where it gets weird.

All of Even’s other abilities, from conjuring spectral swords, to spawning traps, to buffing her own stats, are attached to a deck of cards that you build and maintain over the course of the game. Smashing enemy crystals allows you to draw those cards and, once you’ve drawn them, Even can roll Dicey – which immediately slows the real-time combat to a crawl. The number Dicey lands on is essentially the mana you have to spend on your cards – if he lands on a three, for instance, you could spawn a sword (1 mana) and drop a bomb trap (2 mana), using the slowed time to pop it down between three enemies, before scurrying away and firing a slingshot pellet into it to set it off as time returns to its normal pace.

No matter how odd its characters might be, combat is where Lost In Random reveals its true strangeness.

In the game’s early stages at least, it must be said that combat never advances beyond being fairly sluggish – although hits and dashes themselves do at least have some of the cartoon whip and impact you’d hope for from an action game. That decision’s presumably been made so as not to alienate less skilled players, and to make building a good deck the major consideration as you progress. Even by the end of my three hours with the game, the malleability and importance of that deck-building system was already clear to me.

The first time I scrapped the game’s basic deck and rebuilt it, I focused on traps – allowing myself to set off bouncing projectiles and summon up gigantic hands that slapped enemies to the ground. It worked nicely enough, but I’d skimped on regular weaponry, and fairly frequently found myself unarmed and escaping from hordes of partially damaged enemies while I worked up enough energy to build another set of traps. After a visit to the game’s card merchant (a man who either lives inside, or just is part-wardrobe), I was far more tooled-up, and built a deck that balanced offense with trickery, at the expense of healing items.

It was genuinely thrilling to see how those little changes made a difference to combat – just like a board or card game, Lost In Random feels like a tug of war between elements of chance (the cards you draw, the dice you roll), and player skill (the deck you build, and the way you utilise those cards). My suspicion, and my hope, is that the game introduces more and more complex cards as time goes on, balancing Dicey’s increasing power (you can only roll up to a 3 by the end of the game’s second chapter) with decks that turn Even into wildly different kinds of fighter.

All of this comes before you get to the special rounds of combat that turn the fights into a literal board game, with Dicey’s rolls also controlling a giant playing piece, travelling across spaces and offering effects and new threats with every move. I only tried a couple of these, but they felt charmingly frantic – although I’m hoping the rules get a little more complex as time goes on.

I’m sure there will be some for whom the inherent randomness of all this will frustrate more than charm – getting a few unlucky draws and rolls in a row can leave you feeling more vulnerable than you might expect – but for me it plays perfectly into the game’s central ideas.

Like its protagonist, Lost In Random feels as though it’s refusing to accept the rules of the world it’s being born into. In an industry built on games that tend to build on established ideas, Lost In Random already feels like it’s trying to be something new. It looks different, and it plays differently – I suspect that won’t help its sales figures, but those who do play will likely find something surprisingly, appealingly unusual.

Joe Skrebels is IGN’s Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to [email protected].

Samsung Galaxy Z Fold 3 Review

For a smartphone, it doesn’t get much ritzier than the Samsung Galaxy Z Fold 3, short of slapping diamonds and gold onto the frame. The Galaxy Z Fold series has been a showcase for new display technologies coming from Samsung for a few years now, and the Galaxy Z Fold 3 may have finally put just the right amount of polish into the package. But at a jaw-dropping $1,800 price, it costs twice as much as a lot of typical premium smartphones. So let’s see if it manages to double up on capabilities and quality to justify that.

Design and Features

The Samsung Galaxy Z Fold 3 is unique among the phones you’ll usually find on store shelves. It’s one of very few phones that feature a folding display and part of an even smaller subset that pack an extra large folding display.

The phone’s design can almost let it fly under the radar. At first glance, the Samsung Galaxy Z Fold 3 looks like a somewhat typical smartphone with a 6.2-inch display, albeit one that’s got an unusual amount of bezel for a 2021 Samsung smartphone. Closer inspection reveals the folding nature of the phone. The Galaxy Z Fold 3 can unfold like a book to reveal a 7.6-inch display inside.

Despite the unique design, the Galaxy Z Fold 3 still boasts some of the fit and finish of Samsung Galaxy flagship phones. It’s wrapped in an elegant aluminum frame with Gorilla Glass Victus on the exterior, although a pre-applied screen protector scratches readily. The quirks of the design limit that elegance though, forcing the exterior display to cram in next to the space allotted for the hinge and requiring a screen protector and a crease to be ever present on the internal display. The hinge itself may have some stunning internal design to keep dust and water out – the phone even earns an IPX8 rating for protection against complete submersion in water – but the way the frame of the two sides connects to the hinge lacks style.

As much a Samsung product as ever, the two displays are at least brilliant. Both are pixel-dense Dynamic AMOLED 2X panels with adaptive refresh rates up to 120Hz for exceptional smoothness and dazzling peak brightnesses. That latter detail is crucial, as it’s only when the internal display is brightly lit up that it can hide the otherwise glaring crease down the middle. Unfortunately, this flexible display sees colors shifting and dimming when viewed at off angles, so that rules out using it in a half-open position. The external display works in the half-open position, allowing for hands-free use akin to a 2-in-1 laptop’s tent mode.

The dimensions of the phone get awkward as a result of everything going on here. The phone is tall and thin while closed, and the front display is narrow (24.5:9 aspect ratio!) to the point of being hard to use. The internal display meanwhile is quite large and a close approximation to a square, providing the equivalent of two smartphone screens side by side, but it’s no less awkward to interact with than the external display with its unwieldy size. In both cases, the phone will regularly require two hands. I find I’m stretching to reach things just as often as I’m cramped for space, there isn’t quite a happy medium. At 271 grams, it’s a heavy phone, though not quite as heavy as one might expect for a device this big.

As a premium Samsung flagship, there aren’t many features this phone has skipped out on. It still offers wireless charging, albeit only at 10W speeds rather than the 15W some other Samsung phones can support. It has stereo speakers that pack some punch. Samsung skipped the under-display fingerprint sensor and went for a side-mounted option that works great (and more consistently than the one found on the Galaxy S20). There’s also a sneaky under-display selfie camera built into the interior display. It has a low-resolution array of pixels over it that provide it a modicum of stealth when you’re not looking directly at it, though in truth the design makes it almost stick out so much when you look right at it that I don’t know why Samsung even bothered.

Fans of Samsung’s Note lineup will love the inclusion of support for an S Pen on this phone, although it’s not nearly as integrated as in the Note series. The Galaxy Z Fold 3 supports a special S Pen Fold edition or S Pen Pro on its internal display only, and while it’s effective for scribbling onto that internal display, it doesn’t have all the same features (like a remote camera shutter) that made the S Pen such a powerful tool for the Note series. It is impressive enough that Samsung got the S Pen to work as well as it does given there’s a gap between the two Wacom digitizers where the display crease is. Try as I might, I couldn’t detect any odd behavior while writing over the crease even if I started my lines directly on it.

Software

The Samsung Galaxy Z Fold 3 comes running Android with Samsung’s One UI 3 specifically tailored for the Z Series, coming with some extra control to better take advantage of the phone’s multitasking potential and to keep the ship sailing smoothly when it needs to switch back and forth between the two different displays.

The phone’s not overloaded with bloatware, and doesn’t feel like it has strayed very far from the experiences I’ve had on Samsung’s other recent flagships. The new addition here is a taskbar that’s the home for split-screen apps. Apps dragged onto the screen from this taskbar while another app is open can launch in a multi-tasking window, and combinations of apps can be set up to automatically launch side by side. The taskbar will also show recent apps. And, if two apps at a time isn’t enough, the tablet mode supports three apps running side-by-side-by-side. Of course, even with a bigger display, some things get really cramped when you set them up to multitask.

Rearranging windows for multitasking isn’t always intuitive, and it has some shortcomings, like these little GUI bars that sit near the top of a multitasking window no matter what, even if it’s covering up a portion of a video. Samsung also missed an opportunity to provide gamers with an on-screen gamepad, a feature LG nailed with the dual-screen case for some of its final phones (😢), like the LG G8X ThinQ.

Gaming and performance

Samsung really only made one sacrifice when it came to the performance of this phone: battery. Like the rest of the Galaxy S lineup launched this year, the Galaxy Z Fold 3 comes powered by the Snapdragon 888 chipset and all the muscle it packs. The phone performs in line with the likes of the Galaxy S21 and Galaxy S21 Ultra with snappy performance. The Z Fold 3 goes a little further in showing just how much power the Snapdragon 888 chipset offers as the phone is capable of running three apps simultaneously on the large screen, and it doesn’t show signs of struggling under that workload – the 12GB of RAM is proving useful here.

Gaming pushes the phone, but it still runs exceptionally well. I raced around at the highest graphical settings in Asphalt 9, and the only times the phone showed hitches were at the very start of each race as the map was still loading in. Once the race was on, the phone ran perfectly smoothly no matter what chaos was occurring on-screen

The Galaxy Z Fold 3 does get warm while under the load of gaming or multitasking. That heat seemed inevitable for this phone. The thin design doesn’t contribute as well to heat dissipation or extra cooling hardware inside, and the two separate batteries may see things heat up as well. The extra large display is also a bigger power draw, which would see the batteries heat up that much more. It wasn’t getting painfully hot, but it wasn’t comfortable either.

Battery life may not be as impressive as some of the other flagship phones on the market, but the Samsung Galaxy Z Fold 3 actually surprised me. It has a 4,400mAh battery (split into two parts), which is only 10% bigger than the Galaxy S21’s 4,000mAh battery, but the phone has an extra large display to power. Yet, the phone still does a surprisingly good job of lasting through the day. Throughout my testing, I never had it peter out before the day was done, and that included days with lengthy gaming sessions, full two-hour movie viewings, and even a three-hour drive with the Galaxy Z Fold 3 serving as a stupendous GPS device.

Two busy days using the phone’s larger display extensively would be stretching it, but the smaller front-display can help keep battery use low.

Camera

Let’s get this out of the way, the Galaxy Z Fold 3 isn’t offering a camera experience on par with the Galaxy S21 Ultra even though it costs hundreds of dollars more. Most of the cameras on the Z Fold 3 are good, with the main sensor really turning up the heat, but the lack of the periscope zoom lens keeps the performance somewhat limited. That said, shooting photos with the internal screen as a massive viewfinder does make it really easy to preview photos.

The Galaxy Z Fold 3 features the following cameras:

  • 12MP Ultrawide at f/2.2
  • 12MP Wide at f/1.8 with OIS
  • 12MP 2x Telephoto at f/2.4 with OIS
  • 10MP Front-facing (exterior) at f/2.2
  • 4MP Front-facing (interior) at f/1.8

Shooting with the Galaxy Z Fold 3 is a curious task. There are cameras everywhere. The small external screen has its own punchhole selfie camera while the large internal screen has an under-display camera, and then there are the three cameras on the back of the phone.

The external selfie camera is decent, capturing sharp details and realistic colors even in dimmer conditions. But, anyone looking for a great selfie can use the main cameras by opening the phone and continuing to use the external display as a viewfinder. It’s a tad clunky, but it nets much better photo results. The internal selfie camera is far worse, capturing less detail and offering color that’s more akin to a budget webcam’s. Given the only reason to use the internal camera is likely for a video chat while multitasking, the quality may be acceptable.

The rear camera system provides a wide, ultra-wide, and 2x zoom camera. Samsung has done a good job here of making the coloring appear consistent between the three different cameras, and there’s not a dramatic trade-off in image quality when switching from one sensor to the others. They take some quality shots, especially in good lighting conditions, though the main sensor is the only one that holds up as well in darker environments.

I noticed wishy-washy behavior from the phone deciding which sensor it would use for a shot, often opting to use the main sensor for a zoom shot even when set to 4x zoom. This was a behavior I ran into on the Galaxy S21 Ultra, but in this case it’s not caused by my finger confusing any laser AF sensor as there is none. The main sensor does well enough for a 2x zoom, but beyond that I feel the actual zoom lens would perform better even if it’s not getting as much light. A zoom factor of 2x is pretty disappointing in this case, as Samsung has shown how much further it can go with the S21 Ultra, and the digital zoom caps off at 10x while providing results that don’t hold up against even the Galaxy S20’s zoom capabilities in a side-by-side shootout.

Samsung’s photo smarts are also a little lacking when it comes to deciding on when to use Night Mode. I’m often trying to snag a shot of the cats in darker settings, and the phone will frequently switch to a long exposure, guaranteeing a bad result if the cats move, and it’ll do so even if the photo would have been acceptably lit without Night Mode engaging.

LEGO Releases September 2021: Batmobile Tumbler and More

It’s a new month, and that can only mean one thing. That’s right, a new batch of LEGO sets is available to buy or preorder. This month’s new releases are kind of all over the map, ranging from advent calendars to a massive Batmobile Tumbler, and even a soccer stadium. Let’s have a look, shall we?

New LEGO Releases and Preorders for September 2021

New LEGO Jurassic World Sets

New LEGO 2021 Advent Calendars

The star of the show this month is the LEGO DC Batman Batmobile Tumbler. This set is up for preorder now at the LEGO Store (it already sold out at Amazon) for $229.99, with a release date of November 1. It’s a huge 2,049-piece replica of the battle-ready Batmobile from the Christopher Nolan films. Designed for adults, it comes with a buildable stand and placard for display, plus Batman and Joker minifigs.

If you like the Batmobile Tumbler but don’t want to drop a couple hundred bucks on it, you can pick up a smaller version instead for $39.99 (this one is available at Amazon and the LEGO Store). This one is a 422-piece build and it comes with minifigures of Batman and Scarecrow.

One other massive build that’s now available exclusively at the LEGO Store is for fans of football (or soccer, as it’s known stateside). It’s Camp Nou – FC Barcelona, a 5,509-piece build that’s colorful and generally fantastic looking. It’s also a set that’s geared toward adults and is meant to be set on a shelf.

Finally, this year’s 2021 LEGO advent calendars are now available for purchase. They’re always popular items, especially for anyone with kids. They come with 24 mini builds or minifigs, and are intended to be opened one per day from December 1 – 24.

Pretty good month for LEGO releases, IMO.

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

Battlefield 2042 Beta? EA Trolls Fans With A Meme On Twitter

The Battlefield Twitter account is having some fun with its fans today, posting a meme about the forthcoming Battlefield 2042 beta and trolling fans in the process.

Using the American Chopper meme template, the tweet calls out the fact that it’s now September so the beta should be announced and detailed soon based on EA’s previous announcements. September has 30 days, so today might just be the first disappointing day of many over when the beta may begin, however, says the joke/meme. Looking at the mentions and replies to the tweet, the joke really did its job of riling up the community.

Now Playing: Battlefield 2042 – Even More Things To Know

The Battlefield 2042 beta is scheduled to begin sometime in September, and it could be as soon as September 7, according to a report. All we know so far is that preordering the game will provide early access, but we’re still waiting to find out exactly when the beta will begin and what it will contain, among other key particulars.

Battlefield 2042 is a multiplayer-only game that has three main modes: All-Out Warfare, Portal, and Hazard Zone, the latter of which hasn’t been revealed at this stage. For more, check out GameSpot’s recent preview of the ambitious mash-up mode, Portal.

Battlefield 2042 is scheduled to release on October 22. Not long after, Activision will release Call of Duty: Vanguard on November 5, and then Microsoft will launch Halo Infinite on December 8. Get your wallets ready.

GameSpot may get a commission from retail offers.

No Man’s Sky Frontiers Update Out Now, Lets Players Become Space Mayors

No Man’s Sky‘s last few updates have been explosive, adding tons of new features like flying pets, new multiplayer game modes, and more. However, the game’s latest update, Frontiers, could potentially have a larger impact than any other. Frontiers, which players can download now, adds a settlement system to No Man’s Sky, letting players build their own town that they can manage on an alien planet.

As of today’s update, players can find settlements across the universe. Players won’t be able to plop their own settlement down wherever they’d like, but will instead have to earn the title of Overseer at an existing one. Once they’re in change, players can start taking on the duties of a space colony mayor, which don’t sound too out-of-this-world.

Along with naming the settlement and deciding what’s built in it, the role of a town Overseer also includes sorting out all kinds of disputes. Players will have to both resolve arguments between villagers and defend the town from attacking Sentinels.

The job of an Overseer isn’t thankless either. Players who manage to keep their settlements happy and productive will earn some resources every day. Those rewards depend on a settlement’s production values though, with high-class settlements providing players with more valuable goods.

Frontiers is also giving No Man’s Sky players the tools they need to build a unique settlement or base easily. Base building has received multiple updates, including a new base building menu, placement modes, and over 250 new parts.

A full list of patch notes for the Frontiers update can be found below. Although it seems like a closer for the game as well, Frontiers won’t be the last update for No Man’s Sky, with the founder of developer Hello Games, Sean Murray, saying on Twitter, “We’re excited for what it allows us to do in the future.” Thankfully, the release of today’s update also means people can stop modding Murray’s face into the game.

No Man’s Sky update 3.6 patch notes

SETTLEMENTS

  • Procedurally generated planetary settlements can be now found on inhabited planets all across the universe.
  • Settlements are found naturally via a new mission that occurs after a small amount of post-tutorial progress.
  • Settlements can also be found with maps purchased from the Space Station Cartographer.
  • Mission Board missions that involve locating NPCs can also take players to settlements.
  • Players may submit their credentials to the monument at the heart of the settlement. If accepted by the citizens, they will become Overseer of the settlement and may choose its name.
  • Every settlement and its layout is unique. Each building is procedurally generated, using only parts available for player base building.
  • Settlement status can be seen and managed from the central monument. Once players have constructed their Overseer’s Office, they can also manage the settlement from the terminal in their office.
  • Settlements have five key stats: productivity, population, happiness, upkeep costs, and Sentinel alert level.
  • Improve their stats by researching new technologies, attracting new settlers to the town, constructing new buildings, setting settlement policies, and more!
  • Settlements where productivity is higher than its upkeep will generate valuable products for its Overseer to claim for themselves. Higher class settlements will produce more valuable goods.
  • Settlements can fall into debt, for example after commissioning an expensive new piece of technology. Debt is automatically repaid from surplus production. While settlements are in debt, the Overseer may not claim the extra products.
  • Key stat bonuses are awarded in the form of settlement features.
  • Strong features will replace weaker ones. Once the settlement is at the feature limit, weaker features will be awarded as stat bonuses and will not replace a better feature.
  • Over time, the Overseer will be called upon to make decisions. A new Settlers mission has been added to the log to help keep track of these requests. This mission will alert Overseers whenever they are required.
  • Every few hours, the Overseer may be requested to make a decision. These range from greeting strangers, to resolving crimes, to setting settlement policies and research goals.
  • These decisions will help shape your settlement into a thriving town. However, be sure to monitor the Sentinel alert level. This will rise slowly over time, and may trigger an attack on the settlement. The Overseer must be ready to defend their people!
  • The settlement’s citizens will wander the town according to their routines. Their mood is influenced by the overall happiness of the settlement, as well as their own reactions to your decisions.
  • Any settler may be inspected to glimpse a view at their current thoughts.
  • Other settlers will display their thoughts as they wander, allowing the Overseer an insight into the inner lives of their citizens.
  • Opportunities to choose a new building to construct will arise frequently. Choose which buildings to prioritise and make your settlement unique.
  • Once a decision has been made at the terminal in the Overseer’s Office, a construction site will be placed in the settlement. Visit the site and supply resources to fuel construction.
  • Completing the construction of buildings will also award stat bonuses.

BASE BUILDING

  • The base building menu has been replaced by a new grid of all available parts.
  • The grid allows a quick and easy preview of all existing parts, as well as offering quick access to part selection.
  • From the grid, players can select a part to place or go straight to edit mode.
  • In placement mode, players now have quick access to scale, colour, material and rotation options.
  • In placement mode, players can quickly cycle between related parts, or can return to the parts grid to choose their next construction module.
  • A new ‘free placement’ mode has been added. This disables snapping and allows parts to intersect with each other and still be valid to place. It also allows players to freely place parts in mid-air.
  • From placement mode, or direct from the parts grid, players can enter Edit mode and adjust any existing parts. Simply target the part and select the appropriate option.
  • From edit mode, parts can be duplicated for rapid construction.
  • Or, pick up a part to fine tune it before putting it back in place.
  • Over 250 new base building parts have been added, from decorative to structural.
  • Three new construction sets have been added – timber, stone, and alloy. While still versatile and easy to snap, these new sets are much higher detail and more visually diverse than the previous basic sets.
  • These sets replace the old wood, concrete and metal sets. The older sets are no longer available to learn, but will be kept for existing players.
  • Players who have already researched pieces from the old sets will be awarded parts from the new set for free. The new sets are significantly larger, so be sure to visit the Construction Research Station on the Space Anomaly to browse the full set.
  • The new sets are context-aware and will automatically adjust their visuals to suit their position within a building. For example, walls placed at the top of a multi-storey building may add extra trim to their tops, while walls placed at the bottom may feature extra support beams.
  • The Exocraft signal boosters can now locate Trade Outposts.
  • Fixed an issue that prevented the Galactic Trade Terminal from being placed on basic wall pieces.
  • The Galactic Trade Terminal no longer needs power to function in player bases.
  • A number of deprecated and unusable base parts have been removed from the research trees.
  • Signal Boosters are no longer limited to one per region.

VISUAL IMPROVEMENTS

  • Space skies have been significantly improved, with all-new visuals for generating nebula effects.
  • Visual effects across the entire game have been significantly improved – destruction, environmental, combat and much more.
  • The mode select screen has been updated with a new set of images from the community. Thank you to all the dedicated No Man’s Sky photographers!
  • Fixed an issue that caused a single black frame during a teleport.
  • Fixed a number of rendering issues with stars in VR.

SAVE STREAMING

  • The save/load system has been overhauled.
  • On console, each save is now treated as its own object, rather than all five save slots being bundled together.
  • All existing saves have been automatically backed up.
  • A number of crashes that could occur when saving or loading large and lengthy savegames have been fixed.
  • The number of possible save slots has been increased from five to fifteen. The save select screen now supports scrolling to see additional slots/start a new game.
  • The number of discoveries that can be saved locally without uploading has been doubled.
  • Any non-consumable Quicksilver rewards, such as gestures and base building parts, are no longer save slot specific and can be used across all save slots once purchased.
  • Cross-save Expedition rewards, Titles, and Catalogue data will now be cloud synced along with other save data.
  • Multiple users on the same PC and Windows login will no longer share Expedition rewards, Titles, and Catalogue data.

OTHER IMPROVEMENTS

  • On the Discovery screen, improved the clarity of the button that is used to register completion of all creature discoveries on a planet.
  • The reward for discovering all creatures on the planet has been significantly increased.
  • The clarity of the end-of-expedition countdown has been improved.
  • Season Three will begin soon, and will bring an exciting range of new rewards…

BUG FIXES

  • Fixed a number of mission issues related to other players discovering the target creatures/plants/minerals.
  • Fixed a number of issues where matchmaking with players who had adjusted their clocks would cause the Expedition to end prematurely.
  • Fixed a number of issues that could prevent players from landing despite the location being valid.
  • Fixed an issue that made it difficult to hover-select the final Expedition patch.
  • Fixed an issue that caused the text on the expedition start splash screen to overlap in VR.
  • Fixed an issue that allowed players to start a new Expedition without updating their client to the correct version.
  • Fixed a number of mix issues with Bytebeat and background music.
  • Fixed an animation issue that could occur when stroking a companion immediately before mounting them.
  • Fixed an issue that caused the collision detection for biological horrors to be far too small.
  • Fixed an issue that prevented jetpack trail names from appearing if they had not been unlocked.
  • Fixed a number of camera issues that could occur when using a planetary chart while inside an Exocraft.
  • Fixed an issue that caused some buildings and bases to be labelled incorrectly when entering them.
  • Fixed an issue that could cause players to take hazard damage if their hazard protection was drained but they were no longer in the active hazard.
  • Fixed an issue that caused some markers to have a “time to walk here” estimate despite being on another planet.
  • Fixed a rare crash on Xbox that could prevent players from loading into the game.

Seinfeld Hits Netflix On October 1, Every Episode To Be Released Worldwide

Seinfeld is set to be released in its entirety on Netflix on October 1. All 180 episodes of the classic comedy will be available worldwide on the streaming platform.

Netflix picked up the streaming rights to Seinfeld back in 2019, reportedly paying an eye-watering $500 million for five years. The series was previously available on Hulu. The deal followed the loss of two of Netflix’s most popular comedy shows–Friends and The Office–to HBO Max and Peacock respectively.

Seinfeld was created by Jerry Seinfeld and Larry David and ran for nine seasons between May 1989 and July 1998. It’s widely regarded as one of the best and most influential comedies ever, and the series finale was the fourth most-watched of all time. The acerbic, observational show focused on the day-to-day life of four friends living in New York, and also starred Julia Louis-Dreyfus, Jason Alexander, and Michael Richards.

Both Seinfeld and Netflix Co-CEO Ted Sarandos issued not-entirely-serious statements about the release of the show in October. Seinfeld said, “Larry and I are enormously grateful to Netflix for taking this chance on us. It takes a lot of guts to trust two schmucks who literally had zero experience in television when we made this thing. We really got carried away, I guess. I didn’t realize we made so many of them. Hope to recoup god knows how many millions it must have taken to do. But worth all the work if people like it. Crazy project.”

Sarandos’s statement reads, “This is the first time we’ve taken a risk of this nature, going all in on 9 seasons at the jump. But Jerry has created something special with this sitcom that nobody has ever done. I truly think he and Mr. David have enormous futures ahead of them and I’m thrilled Netflix could be the home for them to grow their fanbases.”

In related news, David’s follow-up show, Curb Your Enthusiasm, returns to HBO Max for its 11th season in October.

What If…? Season 1, Episode 4 – Review

Spoilers follow for Episode 4 of Marvel’s What If…? For more, see our review of the previous episode of What If.

Doctor Strange, with his limitless magical potential, has always felt like one the MCU’s most dangerous wild cards, and What If’s fourth episode makes clear why. As the guardian of our reality, Strange’s cosmic perspective and access to the Time Stone has mostly been a blessing up to this point – the upcoming events of Spider-Man: No Way Home notwithstanding – but here, the consequences of Strange obsessing over his great power with no thought to the great responsibility that follows it are dire. The Sorcerer Supreme’s descent into grief-stricken madness is an effective cautionary tale about what loss can do to a person and furthers the argument that these more mature stories are What If’s bread and butter. And that ending!

Episode 4 takes the foundation of Strange’s (Benedict Cumberbatch) mystical journey – the car accident that took his hands – and twists fate by putting Dr. Christine Palmer (Rachel McAdams) in the passenger seat. Strange losing the use of his hands was already an understandable motivator for his journey to Kamar-Taj in his solo film, but Christine’s death puts him in an even more desperate state of mind by the time he gets there. He’s still able to defeat Dormammu and become Sorcerer Supreme, but the Time Stone around his neck hangs heavier and heavier as Strange’s power grows.

While Strange is able to time travel back to the night of the accident, nothing he does saves Christine from dying: it’s a nexus event, or an “absolute point in time” as this episode refers to it. While our understanding of a nexus event’s importance to the MCU’s plot going forward is still growing, the concept is used wonderfully in this episode to represent the effects of tragedy, of loss so painful we’d unmake the world to reverse it. Strange’s centuries-spanning marathon of summoning monsters to absorb their power is a great illustration of this, evoking his intense focus on bargaining with Dormammu at any personal cost. With each creature (or evil garden gnome) absorbed, Strange literally becomes more of a monster. There’s an element of Gothic horror to the whole episode, with Strange positioned as both Doctors Jekyll and Frankenstein as he learns the cost of his meddlesome hubris. What If is a great vehicle for these morality plays when it can avoid dipping too much into the fan service well for easy thrills.

Cumberbatch turns in a good vocal performance, especially when Strange’s inability to save Christine is turning the screws in his mind. Rachel McAdams has a thankless role as little more than the source of Strange’s grief, but she does get time to bring some intensity to her performance in her final scene.

The episode does occasionally strain itself explaining the temporal shenanigans going on, overcomplicating the story by revealing that the Ancient One (Tilda Swinton) used the power of the Dark Dimension to create two versions of Doctor Strange in the same reality. Strange being “half a man, living half a life” is distracting, an unnecessary development that feels engineered just to give us a Strange vs. Strange magic fight scene at the end. The MCU is getting a little too obsessed with these mirror grudge matches, and all the glowy ropes and portals in the multiverse fail to make the whole “you’re literally your own worst enemy” bit feel fresh. In fact, most of this episode’s strongest visual moments are the more emotionally evocative ones, like the shadows of Strange’s new horde of inner demons giving way to his new gaunt appearance. Despite the Ancient One’s distracting involvement, the story sticks its landing, taking one of the darkest turns in MCU history going into the final moments.

The totality of Evil Strange’s failure comes crashing down on him when The Watcher (Jeffrey Wright) finally reveals himself, which we get a tease of earlier on when Strange hears him through whatever cosmic noise cancelling The Watcher uses to narrate to the viewer. He’s been promising he won’t interfere and, even with reality collapsing around Evil Strange, he holds true to his word. Seeing What If commit to creating a pocket universe for a single episode and then letting the hero’s choices be so devastating that they destroy that universe was incredibly gratifying, and it also gave us some important insight into The Watcher. This is the first time we’ve seen him actively ignore a character in need, instead chiding Strange for his failings. It’s an interesting development for such a dispassionate character, one who extols the importance of choice while being defined by his own apathy.

What If has the freedom to tell any kind of story that it wants, stories the live-action MCU movies may not have the courage to tackle, so ending on such a down note was an excellent reminder of the fresh possibilities that freedom allows for. Of course, there’s a Sword of Damocles hanging over every choice What If “commits” to: it’s impossible to know if any consequences are final. Sure, abandoning a corrupted Stephen Strange screaming in a collapsing reality is a bold and dark choice, but it’s also easy to picture The Watcher or some villain undoing that drama by plucking him out just to give the “Altvengers” What If is setting up someone to fight in the finale. Or to give Sacred Timeline Strange some extra madness in the multiverse to deal with once his solo sequel hits screens next year…

Destiny 2 Season Of The Lost: Seasonal Challenges Guide (Week 2)

Like previous seasons, Destiny 2 players will have plenty of seasonal challenges to pursue for the next several months. Season of the Lost’s objectives offer plenty of variety, with each adding a new selection of challenges that reward you with gear, resources, and experience points. You won’t have to do every objective within the week that they debut either, as Destiny 2 stacks new seasonal challenges on top of older ones, giving Guardians time to pursue the tasks that they deem to be a priority.

Here’s how it works and all of the seasonal challenges available so far.

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

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Season of the Lost Weekly Challenges

Week 2 splits the challenges between continuing the Wayfinder Voyage quest, getting some Linear Fusion Rifle practice, and spending some time in the Iron Banner. For the Taken Eradication challenge, the Lake of Shadows strike in the EDZ and The Corrupted Strike in the Dreaming City are good sources to farm.

Tracing the Stars also continues this week, and if you’re looking for the locations of the Atlas Skews, you can check out our guide.

Wayfinder’s Voyage II

Use the Wayfinder’s Compass to complete Wayfinder’s Voyage II. Also, defeat Scorn with Grenade Launchers.

Ley Line Secrets

Align beacons and discover Trivial and Enigmatic Mysteries within the Shattered Realm.

Umbral Wayfinder II

Use Parallax Trajectory to focus Umbral Engrams at the Prismatic Recaster in the H.E.L.M. Open Wayfinder’s Troves in the Astral Alignment activity.

Astral Lancer

Defeat combatants with Linear Fusion Rifles. Combatants defeated in the Shattered Realm or Astral Alignment activities grant bonus progress.

Iron Sharpens Iron

Complete Iron Banner matches. Earn bonus progress for wins.

Drifter’s Chosen

Earn points by banking Motes, defeating Blockers, and defeating Guardians in Gambit.

The Tangled Web We Weave

On the Tangled Shore, earn progress by completing bounties, patrols, public events, and Lost Sectors.

Contender’s Delve

Complete a Lost Sector on Legend or higher.

Close-Range Calibration

Calibrate close-range weapons–Sidearms, Submachine Guns, Shotguns, and Swords–on the Tangled Shore. Bonus progress for rapidly defeating combatants.

Taken Eradication

Defeat Taken combatants in strikes. Earn bonus progress for defeating tougher combatants.

Season of the Lost Weekly Challenges – Week 1

Week 1’s challenges are focused on starting the new Wayfinder’s Voyage quest through the Astral Alignment activity, gathering Parallax Trajectory, and taking part in weekly playlist challenges. For the objective that requires taking out legions of Scorn enemies, The Hollowed Lair in the Tangled Shore is a good location to farm.

Wayfinder’s Voyage I

Use the Wayfinder’s Compass to complete Wayfinder’s Voyage I. Also, defeat Taken anywhere in the system. Powerful Taken in the Shattered Realm award more progress.

Umbral Wayfinder I

Use Parallax Trajectory to focus Umbral Engrams at the Prismatic Recaster in the H.E.L.M. Open Wayfinder’s Troves in the Astral Alignment activity.

Ascendant Ballast I

Gather Ascendant Anchors from patrol destinations and the Shattered Realm.

Ley Line Rumors

Align beacons and discover Trivial Mysteries in the Shattered Realm.

Momentum Clash

Defeat Guardians in Momentum Control. Earn bonus progress with Zone Advantage.

Dredgin’ Up Victory

Complete Gambit matches. Earn bonus progress for wins.

Challenger’s Aspiration

Complete weekly playlist challenges.

EDZ Patrol

In the EDZ, earn progress by completing bounties, patrols, public events, and Lost Sectors.

Mid-range Calibration

Calibrate mid-range weapons–Hand Cannons, Auto Rifles, Fusion Rifles, and Machine Guns–in the EDZ. Bonus Progress for rapidly defeating combatants.

Scorn Pest Control

Defeat Scorn combatants in strikes. Earn bonus progress for defeating tougher combatants.

Seasonal

Master Of All

Complete all seasonal challenges.

How Do Seasonal Challenges Work?

You can access Seasonal Challenges from the Quests tab, where they can find tasks such as eliminating Scorn with grenade launchers, farming for Parallax Trajectory, and uncovering Ley Line secrets during this season’s quest. Completing a challenge always rewards you with a significant amount of XP, and other tasks include bright dust, emblems, and weapons. Each challenge can be completed once per account, and each week will usually add around 10 new challenges which will be active for the duration of the season.

If you arrive late to the seasonal party, the good news is that there’ll still be time to wrap up any lingering tasks before the next season begins, usually from week 10 onwards during a season. Completing Season of the Lost‘s challenges will fulfill the requirements for the Master of All seasonal challenge, which in turn will net you a large Bright Dust reward that can be spent in the Eververse store on select cosmetics, emotes, and items.

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