Netflix’s Jupiter’s Legacy Gets First Teaser And May 7 Release Date

The first teaser for the upcoming Netflix superhero show Jupiter’s Legacy has been released. It is based on Mark Millar’s comic book series of the same title and hits Netflix on May 7.

Jupiter’s Legacy focuses on elderly superheroes who first gained their powers in the 1930s, and their children. Unfortunately this teaser doesn’t actually feature any footage from the show–it’s just a reveal of the logo and a voiceover that states, “One day you’re gonna be stronger than anyone else in the world. Every evil you can imagine is gonna rise up against mankind.” Hopefully we’ll get to see a proper trailer soon, but in the meantime check out the first promo:

Netflix has released a synopsis for the show, which reads, “after nearly a century of keeping mankind safe, the world’s first generation of superheroes must look to their children to continue the legacy. But tensions rise as the young superheroes, hungry to prove their worth, struggle to live up to their parents’ legendary public reputations–and exacting personal standards.”

The main cast of Jupiter’s Legacy has also been announced. The show will star Josh Duhamel as Sheldon Sampson/The Utopian, the leader of the superhero team known as The Union, Leslie Bibb as Sheldon’s wife Grace/Lady Liberty, and Ben Daniels as Sheldon’s brother Walter/Brainwave. The cast also includes Elena Kampouris as Sheldon and Grace’s daughter Chloe, Andrew Horton as their son Brandon, Mike Wade as Fitz Small/The Flare, Kara Royster as Janna Croft/Ghostbeam, and Matt Lanter as George Hutchence/Skyfox, the show’s main villain.

The showrunner on Jupiter’s Legacy is Sang Kim, who previously worked as a producer on Altered Carbon, The Walking Dead, and Designated Survivor. Millar is also on board as executive producer.

Jupiter’s Legacy is part of Millar’s connected comic universe Millarworld. In 2017, Netflix bought the entire brand, and Jupiter’s Legacy is the first show to emerge from the deal. The company subsequently announced a range of other upcoming Millarworld adaptations, including American Jesus, Empress, Huck, and Sharkey the Bounty Hunter.

PlayStation-Exclusive Days Gone Is Coming To PC, “Whole Slate” Of Other Games Too

Sony is bringing the PlayStation-exclusive zombies game Days Gone to PC. GQ reported that the Sony Bend-developed game is headed to PC this spring as part of a wider strategy on Sony’s part to launch a “whole slate” of its PlayStation games on PC.

It won’t be the first modern PlayStation game to come to PC, as Sony already released Horizon: Zero Dawn on PC last August. PlayStation boss Jim Ryan told GQ that bringing that game to PC was a “straightforward success” because “people liked it and they bought it.” However, Ryan is never quoted in the GQ piece confirming that Days Gone is coming to PC or that Sony has a plan to release additional games on PC. The Days Gone Twitter account confirmed the news and said more details are coming soon.

Sony never shared a sales number for Horizon on PC, but the reaction was strong enough for the company to apparently consider launching more of its console games on PC down the road.

“We also looked at it through the lens of what the PlayStation community thought about it. There was no massive adverse reaction to it,” Ryan said of bringing Horizon to PC. “So we will continue to take mission steps in this direction.”

None of this is a surprise, as Sony management has been saying for a long time that it will consider launching first-party console games on PC.

“We will explore expanding our first-party titles to the PC platform, in order to promote further growth in our profitability,” Sony management said in August 2020.

Sony has said that players should not expect all PlayStation exclusives to also release on PC, and instead those decisions will be made on a title-by-title basis. Hideo Kojima’s Death Stranding, which released as a console-exclusive on PS4, also came to PC, though the PC edition was handled by 505 Games and not Sony.

Sony’s strategy is not unique in the console space, either, as Microsoft has been releasing its first-party console exclusives on PC for years.

Now Playing: Days Gone Video Review – Farewell, Oregon

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Ghosts ‘n Goblins Resurrection Review

Capcom’s Ghost ‘n Goblins franchise has a very specific reputation. Whether you played the Arcade or NES version of Ghosts ‘n Goblins, Ghouls ‘n Ghosts on the Genesis, or Super Ghouls ‘n Ghosts on the SNES, working through these games felt like pushing a boulder up a mountain or pulling teeth. A little over 35 years later, Ghosts ‘n Goblins Resurrection remixes and revives those games into a platformer that looks new but, perhaps unsurprisingly, embodies that same boulder-pushing, teeth-pulling gameplay. Its modern flourishes soften the blow a bit from time to time, but Resurrection is still defined by punishing, borderline cruel tactics that game designers have long-since outgrown.

Ghosts ‘n Goblins Resurrection is a new game, but it functionally retells the Ghosts ‘n Goblins story. The basic mechanical structure of the series remains intact, too: You run and jump from left to right, throwing javelins, knives, flaming potions, and other weapons at a seemingly endless onslaught of zombies, scythe-wielding skeletons, and winged demons. Famously, you begin the level clad in armor but lose some of it every time you take a hit until you’re inevitably hopping around in heart-adorned boxers.

Resurrection derives large chunks–level themes, sequences, and bosses–from previous games, most notably Ghouls ‘n Ghosts. Some of the series’ distinctive bosses and sequences are reimagined in Resurrection’s pencil-style art, which smartly breathes a lot more color and whimsy into a series that’s always felt more cheeky than spooky. Not every reference to the old games is pulled literally from an older game; some, like the now-towering gray cyclops from Ghosts ‘n Goblins, are more liberal reinterpretations. Even the enemies and sequences you can trace back to a specific point in a previous game are not identical to their predecessors, and it doesn’t feel like replaying a portion of another game, but it’s a potent dose of nostalgia.

Ghosts 'n Goblins Resurrection on Nintendo Switch
Ghosts ‘n Goblins Resurrection on Nintendo Switch

Since Resurrection so closely resembles the 8-bit- and 16-bit-era games to which it pays homage, it retains all of the controls and design characteristics that cultivated the series’ original, frustrating reputation. In a modern context, the series’ building blocks do not stand the test of time. Combining sluggish controls and unpredictable, sometimes unknowable, enemy attack patterns, the controls and level design feel as if they were designed to frustrate rather than challenge.

Your running movement is slow–you can’t outrun enemies–so your jump is your primary movement. Jumping always feels risky in GnG: You have no air control, and it follows an uncanny arc that’s never exactly the distance you want to go. Meanwhile, the levels take advantage of that limited range of motion. Platforms are spaced apart in such a way that you’re likely to jump over them or land right on the edge, teeing you up for an enemy to hit you and knock you into a pit. The waves of zombies and monsters, already plentiful, get to take some cheap shots at you, appearing underneath your feet with little warning and attacking from off-screen. And again, even with plenty of notice, you’re not nimble. You will be caught off-guard. It’s a perfect storm of unpleasant platforming feel and ruthless level design. Set up for failure, the fun falls away and only rage remains.

Resurrection adds a few new features that make some aspects easier and more approachable, though they do not go nearly far enough. There are four difficulty levels, including a quasi-no-fail mode. If you die repeatedly, you can also temporarily lower the difficulty for the duration of a level or turn on a setting called the “magic metronome,” which slows the entire game down. The curve is ultimately too shallow, though. Even on Squire, the lowest of the standard difficulties, you still need to memorize enemy movement patterns for long sequences and land pixel-perfect jumps by the end. Plus, the inherent difficulty created by the sluggish controls is not so easily scaled back.

There’s also a new magic system, which adds screen-clearing attacks like turning enemies into frogs and shooting bolts of lightning out above, below, left, and right. While helpful and abundant–it’s only limited by a short cooldown–the magic system never gives you the breather you need when you’re overwhelmed. Enemies are so abundant that even a well-timed spell only grants a few seconds of relief and certainly won’t allow you to advance much. Plus, mistimed spells will get you killed. Magic needs to be charged, and that few seconds of not throwing your weapon gives enemies more than enough time to pummel you.

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Occasionally, Resurrection does find a good balance between staying faithful to its infuriating heritage and drawing you in. The original Ghosts ‘n Goblins games are infamous for their bait-and-switch ending: When you reach the final boss, you’re told to replay the beginning and play the game again before fighting them. Resurrection softens that blow; you’re given the satisfaction of an ending before getting thrown back to the level-select screen, and when you replay the game, there are more difficult “shadow” levels to make the second leg of the journey feel fresh. That said, the difficulty is already staggering the first time around, that the prospect of an even harder version may simply stop you in your tracks.

Of course, every moment of Ghosts ‘n Goblins Resurrection feels like it could be someone’s breaking point. That’s the series’ legacy: the feeling it champions. If you have a strong nostalgia for these games and whatever feelings they inspired in you, it is a faithful homage. And Capcom deserves credit, to a point, for recreating a game that can stand shoulder to shoulder with Ghosts ‘n Goblins, and Ghouls ‘n Ghosts, as peers in excruciating gameplay. As entertainment, though, it is an artifact of a time long-past that I’m happy to remember, rather than return to.

Tekken 7’s Next DLC Character Is Apparently The Prime Minister Of Poland

During the Japanese Fighting Game Roundtable that was held last week, Bandai Namco announced a new DLC character for Tekken 7 in an extremely short teaser.

While her face, name, and fighting style weren’t revealed in the six seconds of footage that she appeared in, the short clip did at least confirm that Tekken 7’s latest character hails from Poland.

Not just another random fighter from the streets, this character is also addressed as the Polish Prime Minister and she’s ready to serve her people in the King of the Iron Fist tournament. That’ll earn her a few extra votes when it’s election time. Poland’s current prime minister is Mateusz Morawieck, who was elected in 2017 on a platform that had no mention of him being involved in any fights with an American wrestler, a panda bear, or a Mexican Luchador wearing a leopard mask.

Tekken producer Katsuya Harada said that the current release window is early Spring 2021 and that he had worked with the Polish embassy in Japan on creating the character.

Season 4 of Tekken 7 began last fall and introduced Kunimitsu, the daughter of the original ninja of the same name from the very first Tekken. Alongside other free gameplay updates, stages, and user interface enhancements, Bandai Namco also confirmed that more updates will roll out across Spring 2021.

Now Playing: Tekken 7 – New Polish Fighter DLC Teaser Trailer

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Tom Holland Describes How He Messed Up His Star Wars Audition

Before he was Spider-Man, Tom Holland was apparently multiple auditions deep into a Star Wars role he thinks eventually went to John Boyega – but messed it up and didn’t get the part.

This audition story comes by way of Backstage in a new interview with the Spider-Man and Uncharted actor. Before becoming synonymous with Spider-Man in the Marvel Cinematic Universe and before nabbing the role of famed treasure hunter, Nathan Drake, Holland was apparently “four or five” auditions deep for a role in what we now know as Star Wars: The Force Awakens.

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“I remember my audition for Star Wars,” Holland told Backstage when asked about audition horror stories he had. “I was like four or five auditions in, and I think I was auditioning for John Boyega’s role [Finn]. I remember doing this scene with this lady, bless her, and she was just a drone. So I was doing all of this, like, ‘We gotta get back to the ship!’ and she was going, ‘Bleep, bloop bloop, bleep bloop.”

Holland said he couldn’t stop laughing because of how funny he found it. He also felt really bad because it was clear the person was trying really hard to be a convincing android or drone.

“I obviously didn’t get the part,” he continued. “That wasn’t my best moment.”

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It’s a great story and it’s not hard to imagine how that mess-up might have led us to the reality where Holland plays Peter Parker instead of Finn.

Speaking of multiple timelines, check out this story about Holland denying that former Spider-Man actors Tobey Maguire and Andrew Garfield appear in the upcoming MCU Spider-Man sequel and then read about how he called the next Spider-Man movie the “most ambitious standalone superhero movie ever made.” After that, check out the first image of Holland as Nathan Drake in the upcoming Uncharted film.

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

Vampire: The Masquerade – Bloodlines 2 Developer Removed, Game Delayed Out of 2021

Vampire: The Masquerade – Bloodlines 2 has been delayed out of 2021, with developer Hardsuit Labs no longer leading the game’s development.

The news was revealed in publisher Paradox Interactive’s 2020 year-end report. Paradox revealed it has “started a collaboration with a new studio partner to finish work on the game.” In a statement issued by the Bloodlines 2 Twitter account, Paradox said that in order to meet its ambitions for the game, the publisher came to the conclusion that “a change is needed, and, as a result, more development time is required.”

Paradox thanked Hardsuit Labs for its work on the game so far. “The studio has done a tremendous job in laying the foundations for the game and we hope that you, the community, will also appreciate their contribution to Bloodlines 2.” The year-end report indicates that the studio will “finish” work on the game, meaning this doesn’t seem to be a full restart for development.

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Bloodlines 2 was initially pegged to launch in Q1 2020, but was postponed in to later in the year, before being officially delayed into 2021 in August of 2020. This was just the start of the game’s development troubles, as later that month, the game’s Narrative lead and Creative Director were dropped from the project unexpectedly. The game’s Senior Narrative Designer left shortly after in October.

The publisher can no longer pin down a release date for the game due to the development reshuffle, so Paradox has also decided to stop taking pre-orders for Bloodlines 2. “As soon as we can, we’ll let you know what the future development team of Bloodlines 2 will look like,” the statement reads. We’ll be sure to let you know more about the fate of the game as the project develops under a new, unannounced studio.

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Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.

Ambitious Dark Souls “Sequel” Mod Drops First 18 Minutes

Dark Souls modding project Nightfall promised it would act as a “direct sequel” to the game when it was first announced, and new footage shows the project living up to that promise. A video shows the first 18 minutes of the game in full, showcasing a new story, unique characters, voice acting, and a brand-new boss, as picked up by PC Gamer.

Nightfall picks up right where Dark Souls left off, with the protagonist quickly coming upon the Kiln of the First Flame–the location of Dark Souls’ final boss battle. The fan-made sequel follows on from Dark Souls’ “dark” ending, where the Chosen Undead defeats Lord Gwyn and becomes the Dark Lord. The new protagonist is a hollow, navigating this new Age of Darkness in Lordran.

The mod uses existing assets and locations cleverly, but also has plenty of new content of its own, from original music, to voice acting, to remixed and remade combat, enemies, and bosses. Nightfall also managed to work in a rally system in the style of Bloodborne, and even has a day-night cycle.

The new video runs all the way up to the first boss, the Blistering Demon. While the new boss is based on the Taurus Demon, the boss’s moveset has been completely refreshed, with one brand-new AOE attack.

Dark Souls studio From Software is currently working on a new game called Elden Ring in collaboration with George R. R. Martin, with many hoping it’ll release in 2021. Fans are latching onto the Nightfall announcements in lieu of any news about Elden Ring, which has been all but silent since it was announced at E3 2019. Nightfall could easily be further away than Elden Ring due to its scope and small team, but we’ll all be watching eagerly to see how it progresses.

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Vampire: The Masquerade – Bloodlines 2 Delayed Again, Lead Developers Replaced

Vampire: The Masquerade – Bloodlines 2 has been delayed again, with publisher Paradox announcing that it is also replacing the lead development studio on the project.

After a delay late in 2020, Bloodlines 2 was expected to launch in 2021 as development focused on polishing. In its latest earnings release, however, Paradox has announced that the sequel to Vampire: The Masquerade will no longer be releasing in 2021 at all, and that lead developer Hardsuit Labs are no longer involved with the project.

As part of a statement on the change, Paradox CEO Ebba Ljungerud says the hard decision was made to ensure the game lives up to the quality standard fans are expecting.

“We have now chosen to postpone the release of the game further, and we will not be launching the game in 2021,” the statement reads. “We have also decided that Hardsuit Labs will no longer be leading the development of Bloodlines 2, and we have started a collaboration with a new studio partner to finish work on the game. This has been a difficult decision, but we are convinced that it is the right way forward to do the game justice.”

In a separate message regarding the delay on the game’s official website, it has also been confirmed that preorders are being halted until a new release date has been agreed upon.

This is the latest in a long line of development issues for Bloodlines 2, which has lost numerous writers and creative directors over the last few months. Replacing the lead studio is the most drastic change to affect the project yet and might lead to an extended delay or drastically different creative goal.

Now Playing: Vampire: The Masquerade – Bloodlines 2 ‘Come Dance’ Trailer

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Monster Hunter Rise: The Final Preview – IGN First

More than three years after Monster Hunter: World, a new entry in the series will finally arrive on the Nintendo Switch on March 26. Monster Hunter Rise will be the first title in the series built from scratch for Nintendo’s current system. While Monster Hunter Generations Ultimate, an enhanced port of a 3DS title, made it to the West in 2018, fans had to wait until the fourth year of the system’s life cycle to get an all-new monster hunting experience.

From my time with the publicly available demo and a private demo at Capcom’s Osaka HQ, in which I hunted the new monster Somnacanth in Frost Islands and tried out the robust character customization options for Palamute and Palico buddies, Rise appears to have been well worth the wait.

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See unedited gameplay of Monster Hunter Rise in the video above. 

I would like to start by reemphasizing how great Rise looks on the Nintendo Switch. It shouldn’t be overlooked that Rise is simply one of the most impressive titles you can find on the system, both from a graphical and technical standpoint. While the likes of The Elder Scrolls V: Skyrim, The Witcher 3: Wild Hunt and Dragon Quest XI may have been ported to the latest Nintendo, Rise is one of the few examples of dynamic open environments specifically designed for the Switch, besides games like Nintendo’s own Super Mario Odyssey or Game Freak’s Pokemon Sword/Shield.

What makes Rise such a great match for the Switch is its focus on fun, fast-paced action. The newly added Wirebug mechanic allows you to swing through the environments and run up walls, which really changes the way you fight and explore. This new system has been compared to Breath of the Wild’s ‘climb anything’ philosophy, and while I think that comparison doesn’t really do either game justice, swinging and climbing through an environment instead of carefully examining monster tracks does feel right at home on Nintendo’s console/handheld hybrid.

A balance to satisfy all hunters

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From what I’ve played, I feel the most impressive thing about Rise is that it seems to have found a balance that welcomes new players while satisfying veteran hunters. New systems definitely make things more inviting, and a decrease in focus on preparation is hard to ignore – but Capcom never seems to forget what it is that makes Monster Hunter so special in the first place.

Weapon types still have astounding depth, for example, which makes them just as rewarding to master as before. However, with an improved Training Area that allows more customization, and a reduction in the amount of materials necessary to upgrade, switching weapons and ultimately finding a weapon type that suits your playstyle should feel more tempting.

Eating chef Yomogi’s sweet Bunny Dango at player hub Kamura Village (or after leaving on a quest like in World)  and collecting as many Endemic Life creatures as possible allows the player to head into battle with more buffs than before. Don’t want that? Feel free to ignore some or all of the stat boosts to create a challenge according to your own preference.

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Cohoots, Kamura Village’s beloved pets, will automatically highlight the locations of monsters on the map the moment you enter an area. While you don’t know the identity of a monster until you actually encounter it, not being able to find your target should no longer be an issue for the less experienced player. That doesn’t mean that exploration is dumbed down. Both Shrine Ruins and Frost Islands offered plenty of side routes and hidden secrets. Especially if you’re after the Endemic Life, expect to take plenty of interesting detours before heading into battle. The verticality the Wirebug adds to exploration is great as well, and it makes exploration feel genuinely different from previous entries.

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Loss of stamina and weapon sharpness may be some of the most typical Monster Hunter aspects that are still intact, but here too Capcom has come with ideas to prevent newcomers from getting too frustrated. You won’t have to worry about stamina while riding the Palamute (your new dog-like buddy), for example, and you can recover stamina and sharpen weapons while mounted.

These are only a few examples of how Rise attempts to blend the needs for every type of player into one game. While it’s too early to say whether the team has managed to find the perfect balance, what I’ve played seems promising. Director Yasunori Ichinose acknowledged to me in an interview that receiving a perfect score from both fans and newcomers is an impossible task, but he said he wants each type of player to be able to find at least one thing to love.

A good example might be the Palamutes. These new comrades enrich both the exploration and combat of Monster Hunter, while at the same time functioning as an additional layer of creativity and communication. From fur color to ear shape and eye color, the character creator allows for plenty of freedom. Creating a unique Palamute in addition to your own character and a feline Palico almost makes it feel like you are creating a whole family.

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See the robust customization options for Palamutes and Palicoes in this video.

There’s plenty of petting, hugging, feeding, handshaking and whatnot available in the field as well, and let’s not forget about the cute Cohoots, which you can pet, feed and dress too. Combine that with the fact that Kamura Village can be entirely enjoyed in multiplayer, and you have a game that could potentially be enjoyed without actually going hunting. Hunting areas could even be used to hold Palamute-back races, with specific Endemic Life functioning as checkpoints one needs to pass. I’m not saying that this will be the next Animal Crossing or Mario Kart. But like Ichinose says, there appears to be something to love for every type of player.

Great variation in both monsters and locales

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Rise’s maps are said to be approximately the same size as World’s locales, but they seem to have been designed with a different philosophy in mind. Whereas World’s areas were dotted with narrow paths and caves with low ceilings, Rise’s environments generally appear to be more spacious, giving the player plenty of room to swing around and use the acrobatic Silkbind Attacks during battle. While I have to admit that there appears to be less visual variety within each map, diving in to attack a monster from far away with the Wirebugs feels great.

 As you get used to swinging around with these tamed bugs, you’ll start realizing just how much of a game-changer they are. Once you get the hang of the controls, you’ll be jumping over obstacles and reaching the tops of temples or waterfalls without losing momentum. You start with two Wirebugs equipped, but you can find a third one that will temporarily allow you to swing even further.

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Ichinose told me that the team investigated the possibility of increasing the amount of Wirebugs you can befriend; however, with more than four Wirebugs equipped the game soon became too easy, which is why you’ll start with two Wirebugs and have a temporary maximum of three throughout the game.

Both Shrine Ruins and Frost Islands have an obvious Japan-inspired setting, with atmospheric stone lanterns and snow-topped torii gates leading to lonesome shrines and temples. It was cool to see that the type of Endemic Life you encounter seems to differ between maps as well, a puffer fish-like creature being an example of something I have only come across in the Frost Islands area.

Interestingly, Flooded Forest – the third map that Capcom has revealed – shows a ruin that looks inspired by South American cultures rather than Japanese or Asian. With Sandy Plains and Lava Caverns revealed after February 17’s Nintendo Direct, it seems that the full game will contain a great variation of locales.

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The same can be said about the monsters. The comeback of monsters like Tigrex, Pukei-Pukei and Tobi-Kadachi will add plenty of variation, while new monsters like Magnamalo, Tetranadon and Bishaten bring an authentic flavor to Rise’s Japan-inspired world. Most of the new monsters were inspired by yokai, the ghosts and spirits of Japanese folklore, and Capcom went the extra mile to include attack patterns and intimidation methods based on these inspirations. Being attacked by a Tetranadon’s open-hand strikes or dodging the persimmon fruit Bishaten throws at you should create an experience that is both challenging to play and engaging to watch.

Fighting Somnacanth in the Frost Island area was cool, but as my character in the demo was already wearing Somnacanth armor, I felt a bit over-equipped. During battle Somnacanth will often stand on its tail, which makes it hard to hit its head. It has some brutal physical attacks such as a slam from high above, and an attack in which it slides across the water on its belly at devastating speed. Its breath attack puts the player to sleep, which I imagine could be fatal if you were to fight with lesser equipment. This attack has a pretty long range too, but you should be able to see it coming when it starts charging.

Because of my strong equipment, I wasn’t required to watch its attack patterns as closely as most players will need to, and my advantage made it hard to imagine how difficult the monster will be on a first hunt. That being said, designed as a mixture between Western and Japanese mermaids, the Somnacanth oozes personality. Its devil-like looks and mesmerizing singing voice are a unique mix, and a cute, otter-inspired backstroke swimming style gives it a whole identity of its own.

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The Rampage – an event in which numerous monsters attack Kamura Village at the same time – will be the main focus of the story. This should further enhance the Japan-inspired setting, as the event is based on Hyakki Yako, an ancient Japanese myth in which a horde of yokai parade at night. As can be seen in The Game Awards 2020 Trailer, you’ll be preventing monsters from invading the village from a fort, utilizing cannons and ballista. The newest trailer from Nintendo Direct showed the twin quest maidens Hinoa and Minoto joining The Rampage, the ability to mount monsters at the fort (more about mounting monsters later), and Apex monsters that look different and appear to be stronger than regular monsters.

A game focused on Capcom’s expertise

At its core, the battle system itself feels very close to previous entries in the series, and I mean that in the best possible way. Here too, Wirebugs are the biggest game-changer, allowing for extra mobility and last-moment dodges. Heavier weapons that take more time to swing around especially feel easier to maneuver, thanks to the increase in mobility. Silkbind Attacks make for cool special attacks that give each weapon type an additional layer of personality.

A succession of Silkbind Attacks can bring monsters to a mountable state called Wyvern Riding, another new feature of Rise. It’s cool how one new system directly connects to the next, although a monster can also be brought to a mountable state through an Endemic Life called Puppet Spider (which lets you fire out strings of web that restrain it) or by having two monsters attack each other. I love how during Wyvern Riding you never completely feel under control. The monster’s animations show how it’s trying to resist, and it can be difficult to head precisely in the direction you want. You can almost feel how the hunter is pulling the Silkbind strings with full force.

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From a gameplay standpoint, Wyvern Riding is pretty straightforward, with a weak and strong attack, the ability to evade attacks and the option to launch the monster into walls to have it damage itself. The Mounted Punisher – a special attack unique to each monster – can be unleashed if you manage to fill the Wyvern Riding gauge within the time limit.

What makes Wyvern Riding interesting is the strategic layer it adds to the hunt. When riding a monster, simply launching it into a wall for big damage is one option, but you could also use it to bring a second monster to a mountable state and ride that monster to attack your original target. Common open world solutions like luring one monster to another and watching them fight until one becomes mountable make for cool emergent situations in addition to the game’s already robust main action.

Most weapon types have been slightly tweaked but feel largely the same as before, the Hunting Horn being the obvious exception. With each attack corresponding to a different note, various melodies allow for stat buffs, but in previous games the player was required to memorize these, which made the Hunting Horn an interesting yet intimidating support weapon to use. While the main philosophy behind the Hunting Horn hasn’t changed in Rise, melodies have become simpler and note combos displayed on-screen have become much more handy.

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This is just another example of how Rise streamlines the experience while keeping the core intact. With all these tweaks in one game, my impression is that Rise feels more like an action game than any other Monster Hunter title. That doesn’t mean that the series’ layered RPG elements aren’t still a big part of the experience, but it feels like there is more freedom in the degree to which you want to engage in them.

I can understand that for some fans this new balance can potentially sound a bit worrying – the reduced amount of materials needed to upgrade weapons and armor, and the removal of Hot Drinks (an item previously necessary in cold areas) are some of the more controversial changes for the Monster Hunter fan base. I’m personally a bit sad to see the Scoutflies and monster tracks that World introduced gone. However, in the end I am confident about the direction in which Ichinose and his team are heading: a game that prioritizes enjoyable action above all else. Action is Capcom’s expertise after all, and Rise might just be the purest action game in the Monster Hunter series.

Monster Hunter Rise will be released on Nintendo Switch on March 26. For more Monster Hunter Rise details from this month’s IGN First, be sure to check out our Somnacanth Quest gameplay video, an in-depth interview with director Yasunori Ichinose and a gallery that shows how its monsters were inspired by Japanese folklore.

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Esra Krabbe is an editor at IGN Japan. Shenmue is pretty much all he talks about on Twitter.

Fortnite Crew Adds Exclusive Llambro Skin For March Rewards

Fortnite Crew has teased its new exclusive skin for March, featuring a colorful, puffer vest-wearing horned llama named Llambro. The pack also comes with a matching back bling, pickaxe and wrap, which is all included in the monthly $12 subscription along with 1000 V-bucks and access to the current season’s Battle Pass.

The cosmetics coming in March include the Llambro Outfit, the Up North Back Bling, the Puffcorn Pick Pickaxe, and the Llegend Wrap. The new cosmetic set joins a whole host of llama-themed skins and cosmetics already in Fortnite, though this one will be exclusive to March subscribers.

Players who subscribe before February 28 still have time to get their hands on February’s Fox Clan Vi skin before it goes away. All Fortnite Crew items are yours to keep permanently, even if you cancel your subscription.

Fortnite Crew is a relatively new subscription service for Epic Games’ battle royale, offering exclusive cosmetics, V-bucks, and access to the season’s battle pass. If players have already paid for the battle pass when they subscribe, they’ll be refunded 950 V-Bucks for that season.

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