Agatha from WandaVision Is Joining Disneyland’s Halloween Party

Agatha, everyone’s favorite nosy neighbor from WandaVision, will be joining a host of other villains at Disneyland later this year for Halloween-themed festivities.

A new short trailer for Disneyland’s Halloween Party, the Oogie Boogie Bash, was released on its official Instagram page recently, and it shows off three new villains who will be debuting at the event. WandaVision’s Agatha appears to have caught the eye of many fans, however, she will seemingly also be joined by appearances from Toy Story’s Sid and the live-action version of Cruella DeVil. The trailer was subsequently shared on Twitter by Scott Gustin, and it can be seen below:

The Oogie Boogie Bash is set to return to Disneyland California among a range of other spooky festivities across select nights in September and October. Disney describes the event as a “separately ticketed, Halloween spooktacular that includes after-hours park access to treat trails, photo opportunities, entertainment, attractions, décor, and more.”

Agatha’s inclusion in the Oogie Boogie Bash marks another stepping stone for Disneyland’s integration of the MCU into its theme parks. In June, following delays caused by the global pandemic, Disneyland California opened its Avengers Campus for the first time.

The immersive Campus opened with featured areas focusing on a wide array of characters from across the MCU and a new Spider-Man-themed ride called Web Slingers. Avengers Campus also grants fans of the MCU the opportunity to encounter a range of Marvel stars including Iron Man, Captain Marvel, Black Widow, and more.

If you’d like to find out more about Disney’s Avengers campus, make sure to check out our review of Web Slingers, where we said that the all-ages-based Spider-Man attraction was neither a great ride nor a great game, but sure to be a young spider-fan pleaser.

Jared Moore is a freelance writer for IGN. You can follow him on Twitter.

PS5 And Xbox Series X Consoles Available At Walmart

Walmart’s latest PS5 and Xbox Series X restock for is live now. Both consoles are available as standalone purchases and cost $500 each. If you’re looking for the Xbox Series S, both Amazon and the Microsoft Store have the $300 console in stock right now. now

Each time Walmart has announced a PS5 and Xbox Series X restock ahead of time, units have (unsurprisingly) sold out very quickly. Often times, Walmart refreshes stock every 10 minutes, likely to help reduce strain on servers and to fight off bots. That said, you still have to be fast (and lucky). Walmart did recently alter its system to make you press and hold the purchase button to try to combat bots, though. The listings will update to “sold out” once all of Walmart’s stock is gone.

Though the PS5 and Xbox Series X have been available for more than nine months, it remains a challenge to secure either console. We’ve been tracking PS5 and Xbox Series X restocks since the preorder stage roughly a year ago. In recent weeks, we’ve seen multiple restocks for both consoles, though it’s not uncommon for the consoles to be sold as pricey bundles. This detail makes the standalone console restocks even more difficult to score.

Borderlands Movie: Krieg Won’t Be ‘Exactly the Same’ As Video Game Character

Borderlands star Florian Munteanu has spoken about how his movie version of Krieg will differ slightly from the character’s video game counterpart.

Munteanu, who has been cast as the psycho bandit in Eli Roth’s Borderlands movie, spoke to Screen Rant about how the game-to-film adaptation has handled his character, admitting that fans shouldn’t expect “exactly the same” from his portrayal of Krieg as they have observed while playing the video game, though he believes audiences will ultimately enjoy his take.

“I mean, the character Krieg is such a fan-favorite and I feel like what [fans] saw in the game, or what they are used to seeing in the game, they can’t expect exactly the same,” Munteanu explained. “I’m bringing my fighting style to the table as well as a humoristic way of playing the character. I think people will love it. But we’ll have to wait until next year for that.”

Krieg is one of the six playable characters in Borderlands 2. He’s from a bandit family and was treated rather unfairly by his mother for being weaker than the rest. This fuels him to grow stronger, but it’s not until he’s captured by Dr. Benedict that he becomes the Krieg of Borderlands 2. Dr. Benedict experiments on him and others, turning them into “Psychos.”

Krieg eventually breaks out of Dr. Benedict’s facility, kills him, and becomes a bit of a torn soul akin to Dr. Jekyll and Mr. Hyde. One half of Krieg’s personality is that of a Psycho and the other is his former, more sane self. Eventually, Psycho Krieg takes over and that’s who we see in the game. Roth admitted Krieg was the most difficult character to cast in the movie.

“Florian brings real humanity and multiple layers to a character who on the surface seems totally insane and brutally savage,” Roth said previously. “Krieg was by far the most difficult role to cast, and Florian brought him to life and grounded him in a way that I didn’t know was possible. He’s going to be a brilliant Krieg and will fit in perfectly with our incredible cast.”

Munteanu features in the stacked cast for Borderlands: The Movie, due out in 2022, alongside Cate Blanchett’s Lilith, Jamie Lee Curtis’ Dr. Tannis, Jack Black’s Claptrap, Gina Gershon’s Moxxi, Janina Gavankar’s Commander Knox, Kevin Hart’s Roland, and Ariana Greenblatt as Tiny Tina, a feral pre-teen demolitionist whom Krieg is in charge of protecting.

Adele Ankers is a freelance writer for IGN. Follow her on Twitter.

Superman: The Complete Animated Series Is Up for Preorder on Blu-ray

Superman: The Animated Series is finally coming out on Blu-ray. This is one of the more beloved superhero series, following in the footsteps of Batman: The Animated series. It shares several members of the same creative team with that show, including Bruce Timm and Paul Dini. The collection is set to release October 12 for $69.99. You can preorder it now (see it on Amazon).

Preorder Superman: The Complete Animated Series

This year marks the 25th anniversary of the debut of Superman: The Animated Series. It ran for five seasons, from 1996 to 2000. All 54 episodes are accounted for in this six-disc collection. Each one has been remastered to look great on modern televisions.

From the press release: “All 54 episodes have been remastered from the original 35mm Interpositive sources, giving special attention to extensive color correction, dirt and scratch clean up, and adding a grain reduction pass to create a pristine picture, all while making sure not to affect the original lines in the artwork of the animation. The audio was retransferred from the original audio masters, and the series is presented in its original aspect ratio (4×3).”

Also included are several hours of new special features and bonus material, as detailed below (also from the press release).

Bonus Material for Superman: The Complete Animated Series

Featurettes

  • Superman: Timeless Icon (New Featurette) – An all-new bonus feature, produced specifically for the remastered Blu-ray release of Superman: The Animated Series, reveals the complicated journey of the show and those who created the new mythology for The Man of Steel, as told by producers Bruce Timm and Paul Dini, director Dan Riba, writer Bob Goodman, casting/dialogue director Andrea Romano, and Tim Daly & Clancy Brown, the heralded voices of Superman and Lex Luthor, respectively.
  • A Little Piece of Trivia (Featurette) – So you think you know your Superman trivia? Wait until you hear about the series’ connection to Telly Savalas! A brain teaser to entertain every Superman: The Animated Series fan!
  • Superman: Learning to Fly (Featurette) – Get into the minds of the creative team behind Superman: The Animated Series as they detail the birth of this animated version of Superman and his incredible worlds. Featured speakers include producers Paul Dini, Bruce Timm and Alan Burnett, art director/producer Glen Murakami and directors Dan Riba and James Tucker.
  • Building the Mythology: Superman’s Supporting Cast (Featurette) – The characters around Superman get the spotlight in this in-depth look at everyone from Lois Lane, Jimmy Olsen and Perry White to Maggie Sawyer, Lana Lang, and Ma & Pa Kent. Producers Paul Dini, Bruce Timm and Alan Burnett, art director/producer Glen Murakami and directors Dan Riba and James Tucker give viewers the inside scoop.
  • Menaces of Metropolis: Behind the Villains of Superman (Featurette) – Your hero is only as good as the villains around him, and Superman: The Animated Series has a rogues’ gallery of top-grade baddies, including traditional opponents Lex Luthor, Brainiac, Bizarro, Metallo, Mr. Mxyzptlk, Toyman and Parasite, as well as new villains created for the series – like Live Wire and Luminus. Producers Bruce Timm, Alan Burnett and Paul Dini, directors James Tucker and Dan Riba and casting/dialogue director Andrea Romano give us a tour of the villains.
  • The Despot Darkseid: A Villain Worthy of Superman (Featurette) – Darkseid takes center stage in this examination of one of The Man of Steel’s most vicious adversaries, plus other Fourth World characters that appear in Superman: The Animated Series. The featurette includes producers Paul Dini, Bruce Timm and Alan Burnett, art director/producer Glen Murakami, writers Rich Fogel and Stan Berkowitz, director James Tucker and Charles Hatfield (Department of English, Cal State Northridge).

Audio Commentaries

  • Stolen Memories – producers Bruce Timm, Paul Dini and Alan Burnett, director Curt Geda and art director/producer Glen Murakami.
  • The Last Son of Krypton – Part 1 – producers Bruce Timm, Paul Dini and Alan Burnett, director Dan Riba and art director/producer Glen Murakami.
  • The Main Man – Part 2 – producers Bruce Timm and Paul Dini, director Dan Riba and art director/producer Glen Murakami.

Video Commentary

  • Mxyzpixilated – producer Bruce Timm, producer/writer Paul Dini, director Dan Riba and moderator Jason Hillhouse.

For info about more upcoming releases, check out our rundown of all the biggest upcoming 4K UHD and Blu-ray releases.

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

Riders Republic Seems To Fulfill The Extreme Sports Fantasy

Developer Ubisoft Annecy markets Riders Republic as an extreme sports fantasy, and that’s the impression I got after spending about four hours hands-on with the game on Xbox Series X as part of a Ubisoft preview event. Developed by the team that made Steep, Riders Republic looks to be bigger and better than that game–it’s far more extreme and outlandish, but in a good way–and I hope the full game delivers an experience that both captures the excitement and delivers on the ambitious vision of what I played in the early build.

What Is Riders Republic All About?

The first thing to know about Riders Republic is what type of game it is, and that’s an open-world extreme sports game that lets you ski, snowboard, downhill mountain bike, and fly through the air in a wingsuit or fan-powered glider. Set in a massive world with interconnected biomes of real places like Yosemite, Grand Tetons, and Bryce Canyon, Riders Republic offers snowy mountains, steep cliffs, and stunning vistas of forests, letting you live out your extreme sports fantasy from the comfort and safety of your couch.

The Controls

I wanted to love Steep, but it never completely resonated with me in the way that Riders Republic already has after playing just four hours. The controls feel better–they’re more natural and intuitive, and not to mention Riders Republic gives you multiple options (Racer and Trickster) for how difficult you want the experience to be. In Racer, the controls are more forgiving, and it’s a nice way to start the experience and feel the rush of landing epic tricks on the slopes. The Trickster control setup affords you more in-depth control, increasing the overall difficulty but allowing you to better focus on getting the timing and spin calculations right to land a trick.

There are also Manual and Auto landing options. In Manual, you are responsible for landing a trick successfully, while Auto makes it so you can’t get the rotation wrong on landing. I vividly remember stumbling often and terribly in Steep because of its dense and difficult controls. But Riders Republic builds on the foundation of Steep and gives you an easier onboarding process while also offering depth for those who want it. Manual mode gives you bonuses for the precise way in which you land, while Auto doesn’t. After just a few hours with Riders Republic, I enjoyed Auto as a means to get started and get my bearings, but Manual felt far more rewarding and meaningful as a control setup because I knew the successes (and failures!) were my doing and my alone.

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Gallery

Another notable element of Riders Republic compared to Steep and other action sports games is that Riders Republic’s camera is seemingly always where it needs to be. Rarely in my time did it let me down or obscure some part of what I needed to see. I did encounter a few bugs and oddities, but the version of the game I played was unfinished. Beyond being functionally very good, the way in which the camera tracks your player gives the game a cinematic quality that successfully captures the rush and intensity of being on the slopes or barreling through the forest on a downhill mountain bike. The camera also lets you play in first-person, which makes the experience even more intense. I enjoyed playing this way for short periods of time, but found myself getting overwhelmed by the increased sense of speed and immediacy that a first-person camera presents. I enjoyed the third-person camera more because it helped me feel more in control, and it allowed me to take in the lovely landscapes surrounding me. Also of note, Riders Republic has a “rewind” button so when you screw up–and you likely will–you can quickly and easily jump back to a previous point and try again. And generally, the game is pretty forgiving when you crash on any given course during any sporting event, respawning you back on the track and in position to get back into the race or event with limited impact.

The controls aren’t perfect, though. Successfully grinding rails on a snowboard was frustrating at times and it often felt like I was floating over the rails instead of actually on them. The wingsuit sections have a lot of promise, letting you basically become Falcon from the MCU, but similar to flying mechanics of that nature in other games, you will probably love or hate these sections. In particular, wingsuits can be challenging to get going again after a crash–you can either rewind to a previous section of the course or choose to perform a vertical restart which thrusts you back into the air. Both felt disorienting to me, and the wingsuit sections were my least favorite of the extreme sports. With more time with the game, however, my opinion might change as I could better familiarize myself with the controls. On a more positive note, I enjoyed mountain biking–it was my favorite activity, both as a sport and in terms of the controls. It’s also worth noting that, while there are some shared similarities between control setups for each of the individual sports, each has its own distinct feel and control setup that you’ll need to hone for the best results. Taking tight corners with a power slide, in particular, was extremely satisfying and the sheer volume and variety of tricks and spins–and how flashy they look–stole the show for me.

What You Can Do In Riders Republic

Riders Republic is a lot of different experiences mixed into one package. There are career options for the various sports, letting you participate in races and other challenges, and each of these careers can be completed with up to five others in co-op or by yourself. You’ll unlock new events and earn more experience and cosmetic rewards over time. There are also various PvP challenges where you compete against other human characters, both in live matches and against their ghosts. And there is also the open world to explore at your leisure, with dozens of locations and landmarks to discover. To get around the snowy sections in particular, there is a snowmobile you can access from the d-pad. The social hub, Riders Ridge, is a shared community space where players can walk up to people, inspect their gear and stats, and access various other elements of the game like its PvP modes, trick tutorials, in-game shop, and custom content made by other players.

My favorite part of the Riders Republic preview and its PvP offerings was Mass Races. These are gigantic events where 50+ players take part in a multi-sport series across three races (though, important to note: Ubisoft has already confirmed the Xbox One/PS4 versions of Riders Republic will feature smaller competitions in comparison to current-gen consoles, dropping down to a cap of around 20 players). The player with the highest score, based on their performance in each of the three races, wins. In some of the Mass Races I played, which were populated by other human characters (on pre-release servers, it should be noted), the action was chaotic but in the best way. The starting line of a race is hectic–in one race, 64 players took off at the same time–and thankfully, collisions are turned off for the first few seconds to avoid a massive, frustrating pileup. The courses themselves are sprawling–clearly designed to accommodate such a big player count–and varied in their environments. You need to dodge and weave between trees, rocks, and other obstacles–including fantastical projections not unlike what you might see in a GTA Online race–in addition to racing skilfully to stay ahead of your opponents. And when collision is turned back on, a further element of strategy comes into play as you must deftly navigate around your opponents and pass when the time is right.

These Mass Races start you on one type of sport, like a bike, and then transition to snowboarding, skiing, and flying from there out (though not always in that order), with the aim of rewarding the player with the most skills across multiple sports. The environments transition, too, to accommodate whatever sport you’re participating in at the time. For example, the game might transition from skiing to wingsuit, thrusting you from snowy slopes into the air above towering alpines. The transition sequences and animations from sport to sport felt somewhat jarring and unnatural, with the game stuttering for a short bit as it unfolded. These races also include special abilities like rockets on your skis and even some vehicles that aren’t part of the rest of the game. This makes them stand out from the rest of Riders Republic, and I hope more and different types of these can be added after launch. These Mass Races start every hour as a live service mode that you can opt into from the Riders Ridge social hub.

The Tricks Battle mode also stood out to me. In this mode, teams of six players enter a fantastical arena (the one I played featured a giant shark and tentacle-type rails to grind). The goal is to get the highest possible team trick score. Your team is assigned a color and, similar to Splatoon, getting the highest score in a particular district of the map will change the color to that of your team. You must constantly be on guard and defend the sections you’ve claimed while simultaneously going after others to get the highest score. Despite only just learning the ropes of tricks and still struggling to string combos together as proficiently as I might have wanted, I had a lot of fun in this mode. And because it requires advanced trick skills to win, it encourages you to dig into the tutorials and just hit the courses on your own time to practice your skills.

Shredding The Gnar With Style

Riders Republic has extensive character customisation and cosmetic items to purchase with currency that you can unlock through gameplay or with real money. A spokesperson for Ubisoft said Riders will only offer cosmetic items for purchase, never anything that can actually impact gameplay. On the cosmetic side, even after playing just a few hours, the game was already populated with players wearing giraffe costumes and driving vehicles like an ice cream truck, and I appreciated the lighthearted nature and tone of the game in general. You will hear “gnarly” and “bro” and “stoked” many times, in a bid to capture the vibe of the community it’s based on (for the most part). And the game also features famous extreme sports and outdoors branding like Red Bull, Clif Bar, and Oakley. This lighter tone is represented nicely in the Shack Daddy series, which is a collection of events with wacky and wonderful modifiers. In the one I played in the preview, everyone was dressed in red form-fitting bodysuits not unlike Ned Flanders in The Simpsons, and your character has wood panels for skis and tree branches for poles. There will be more than a dozen of these Shack Daddy events in Riders Republic at launch, and I’m excited to see how zany things get.

There is still so much more I want to see and learn about Riders Republic, including its “Zen” mode that I could see on the menu screen but wasn’t playable. I am also curious as to how a big, living, and breathing sports MMO like this will hold up when it’s put to its paces with a bigger player population. There is also the matter of how good a job Ubisoft does of supporting the game with more and more races to take part in, and how much the community comes up with in terms of user-generated content. Overall, I was extremely impressed with what I saw and played in my four hours with Riders Republic. The sheer variety of activities and compelling content makes Riders Republic something like the extreme sports game I dreamed of as a kid. Here’s to hoping the full game can deliver on its ambitious goals and give players a living world worth returning to.

Riders Republic launches on October 28 for PS4, PS5, Xbox One, Xbox Series X|S, PC, Stadia, and Luna.

Riders Republic Hands-On: Action Sports Goes Massive

I don’t think I’d be exaggerating at all to call Riders Republic the biggest action sports game I’ve ever seen – both in terms of the map size and the number of activities available. The seamless open world mashes together seven National Parks from the Western United States, from Wyoming’s snowy Grand Teton peaks to Utah’s rugged Bryce Canyon to California’s picturesque Yosemite Valley. Each one is modeled from satellite data, with some liberties taken near the edges to help them fit together.

Across this expanse of wilderness, you can unlock several different sports including mountain biking, skiing, snowboarding, and something called a rocket wingsuit that looks way too dangerous to be real and basically lets you fly around like Iron Man. These are further broken into multiple career tracks for each sport, with one focused on racing and another focused on chaining together tricks to win maximum style points. Along the way, there are some extra surprises like rocket skis and what was basically a speeder bike from Star Wars that you’ll be able to use in specific, special events. Certain races even have you transitioning between multiple sports within the same course.

Yet, the biggest thing setting Riders Republic apart from its predecessor, Steep, is its massively multiplayer elements. Zooming out, I could see hundreds of little icons representing other players shredding, swooping, and tearing their way across the map. Now, not all of these are actual people. But basically every rider you see is a recording of another player’s run, including the ones you’ll compete against in solo events. The AI can kick in for specific things, like if you ram someone’s ghost off-course and make them have to modify their route from the original recording. But for the most part, you’ll always be riding against a time set by someone who ran this track before you. And other players will be riding against yours.

Radically Multiplayer

That doesn’t mean you won’t be in the same world with others who are currently logged in, though. Riders Republic’s seamless matchmaking will try to put you into the same instance of the open world when you’re in the same general area as another genuine human. And there are scheduled mega races every 15 minutes that anyone who’s around can queue for in which you’ll be going up against all live opponents. There’s also live matchmaking for the various PvP events, which are another interesting new twist on the genre.

Aside from familiar races and trick scoring competitions, there’s a novel team vs team mode in which doing tricks on specific obstacles will claim them for your team, sort of like a combination of Tony Hawk’s Pro Skater and Splatoon. Claiming an entire “district” of the map will give your team a five-times score multiplier in that district. But you also need to send riders out to make sure the other team can’t claim any districts of their own, or your score multiplier won’t mean much. You also get point multipliers for staying close to your teammates, adding another element of coordination. This is a really interesting way to do multiplayer in a sports game, and I look forward to trying it out more.

There is no way to turn real-world money into a competitive edge.

Exploring also pays in Riders Republic, as the gargantuan map is filled with points of interest that can unlock secret cosmetic items and other cool, little bonuses. One of the Easter eggs I found replaced my skis with street signs and my poles with tree branches. I was able to keep these and use them in any future skiing events forever. You can also buy cosmetic items in the in-game shop, but stat-affecting gear like better boards and bikes can only be earned by levelling up. There is no way to turn real-world money into a competitive edge.

Wipeout

The controls definitely lean more toward the arcadey side. While I was impressed by how grippy and gritty the mountain bikes could feel on some of the downhill courses, it’s fully possible to summon momentum out of the Dark Dimension or something and execute a triple backflip off of a relatively small ramp. There are definitely some janky physics involved with certain obstacles like boulders and rivers as well. Of course, the beta we played was still a work in progress.

This is all tied together by a loose storyline about earning a name for yourself in a campy, over-exaggerated version of American extreme sports culture. It’s charming and genuinely funny at times, but way over-done and eye-roll-inducing at others, like a goofy uncle who’s always cracking jokes. It’s not exactly my vibe, but it didn’t hurt my ability to find some clean lines down a massive mountainside and have a great time doing it.

Mad God Review

Mad God was reviewed out of the Fantasia International Film Festival.

You may not know the name Phil Tippett, but you definitely know his work. He’s an acclaimed creature designer, who has built the incredible critters found in films like Piranha, Star Wars: Return of the Jedi, RoboCop, and Jurassic Park. When Hollywood moved away from practical effects to computer graphics, Tippett adapted, but his heart has always belonged to stop-motion animation. So, for the last 30 years, this Oscar-winning visual effects artist has worked on a passion project, which fans can finally see on the festival circuit. But be warned: Tippett’s Mad God is darker, stranger, and much more of a mindf*ck that you could possibly dream. While impressive in its decadence, all that style might leave you craving more substance.

Written and directed by Tippett, Mad God is a furious rebellion against the Hollywood films that built his reputation. Blending stop-motion animation and sprinklings of live-action performances, he has created an experimental film that has no dialogue, no named characters, and no real plot to speak of. So, his directorial feature debut is not a narrative movie but a tour through the darkest corners of his imagination.

Our guide on this journey is a mysterious figure, whose countenance is hidden behind a gasmask. No facial expression will give away his emotions at any point. However, his wardrobe, a cyberpunk mélange of metal, rubber, and leather that covers him head to toe, warns us that the world around him is toxic. Descending in a rusted diving bell, he plunges deeper and deeper into a hellscape bursting with depravity, violence, monsters, and muck. Incongruent with the unnamed hero’s heavy protective gear is his tightly clutched briefcase, which suggests he is a man on a mission. Frustratingly, this mission goes from unclear to utterly unimportant in the blink of an eye. From there, Mad God shuttles haphazardly through a kingdom of horrors.

A barrage of vignettes presents brief but brutal glances into a world that is narratively devoid, yet lush in details. Scenes of domestic slaughter are played out in shadow puppetry. A merciless food chain is unfurled with creatures, who look like they’ve escaped from totally different genre films, only to become meat. Monsters are bedecked with pulsing boils, pendulous breasts, and spurting buttholes. Altogether, this wretched world seems populated by every bizarre sketch Tippett ever saw rejected by a studio exec or deemed too shocking for mainstream movie audiences.

Mad God provides a feast for the eyes, but a putrid one. Surfaces glisten with slime. Creatures are spiky with hair, wiry and unwashed. Blood and gore hit not in sprays, but in gloppy explosions. This grungy world is so layered with texture that it feels like you could reach out and run your fingers through it. Though with such a dedicatedly grimy and unwelcoming production design (also by Tippett), who would want to?

Though willfully disgusting, the animation within this is an astonishing celebration of stop-motion. Tippett and his team have expertly executed the physicality of these critters. Whether they lumber, scurry, or slither, each has a sense of weight to their motions that makes even the most surreal beast feel real onscreen. So much so, that when live human actors begin to creep into the mix, you might well do a double-take to check if they’re a person or a puppet.

Mad God provides a feast for the eyes, but a putrid one.

Bolstering this revolting visual smorgasbord is an unnerving sound design. No characters speak in the traditional sense. Plenty will wail, gasp, gurgle, or coo. Much of the soundscape is guttural or feral. Yet the recurring babble and squeal of a human baby might be the most haunting sound, considering its hellish context. Meanwhile, the swollen score feels plucked from an ‘80s horror movie, where choral voices sing spookily while a piano and percussion clatter into ominous cacophony. All this culminates into a suitable soundtrack for nightmare fuel.

The repulsiveness of Mad God is intended. In an interview with Variety, Tippett bragged about walkouts at a preview screening, where viewers complained the film had given them “an anxiety attack.” But what is the message of his masterwork? I’m not convinced he has one. Mad God isn’t interested in coherence as much as it is experience. What you take away from this bog of carnage and creation is up to you. Tippett seems content to spill his subconscious onto the screen and call it a day. Though, for what it’s worth, he advised in the same interview that certain substances might be an aid in getting on his wavelength: “I would recommend either taking a gummy, smoking some marijuana, drinking a bottle of wine, or bringing a vomit bag to watch it.”

Full Disclosure: I did not take this advice and kind of wish I had. Though technically remarkable, Mad God left me emotionally cold. Sure, it’s eye-poppingly gross and garish. But without a story to follow or even faces to connect to, I found myself lost in the muck and hankering for a sensation beyond nausea and confusion.

Fortnite Galaxy Cup 2.0 Brings Back The Mobile-Exclusive Tournament

Though Fortnite on mobile is a tricky situation for many players right now, the game is still playable on many Android devices. Epic is gearing up for another mobile-exclusive tournament on the platform, the Galaxy Cup 2.0. Here’s what you need to know about the cosmetics you could earn totally for free.

Fortnite Galaxy Cup 2.0

The Fortnite Galaxy Cup returns to Android devices where Fortnite is currently supported. if you’re not sure if your device is included given the currently hectic situation that Fortnite is in on mobile, you can check compatibility here. The Galaxy Cup 2.0 will unfold on August 29 and will be played in solo queues.

The Cup will also take place within a limited-time mode (LTM), not the usual battle royale mode. The Arsenal LTM was selected “due to its tight match length and popularity in the mobile community,” said Epic. The mode plays a bit like the Call of Duty Gun Game, whereby players are given lesser weapons with each successive elimination, meaning winners will likely be crowned with underpowered common weapons.

For the Galaxy Cup 2.0, a Victory Royale rewards you seven points and each elimination rewards you one point. You also get a point for playing in each match.

The top scorers according to different standings in each region will earn themselves the Galaxy Grappler skin, Hands of the Galaxy back bling, and Vortextual wrap, while anyone who notches at least 20 points total during the Cup will earn the Lllamalaxy spray.

The Galaxy Cup 2.0 will reward more players than usual.
The Galaxy Cup 2.0 will reward more players than usual.

Each region will award several winners, sometimes even more than 20,000 depending on where you may be competing, so your chances of winning the cosmetics are much higher than it is in something like the J Balvin Cup, for example. You can find the full scoring breakdown on the Fortnite website.

Players will have three hours to complete up to 25 matches and their final score will be stacked up against others in their region. If you don’t want to compete, or if you fall shy of the cosmetic cutoff, you’ll be able to buy the full range of cosmetics in the Item Shop at a later date, though Epic didn’t say when.

If you’d rather just play for XP, now’s your chance to jump on the new Week 12 challenges. If you’ve been following every week, this is the first week you’ll be eligible to earn the final Superman cosmetics.

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Ubisoft Announces Plans To Make A Theme Park, Despite Initial Plans Stalling Out

Despite initially stalling out on plans to make Ubisoft-branded theme parks years ago, the Assassin’s Creed publisher hasn’t given up on this. In fact, the Paris-based company this week announced a partnership with Storyland Studios to create a pitch for a “full-scale Ubisoft theme park.”

The news comes by way of Theme Park Insider. Storyland Studios boss Ben Thompson said Ubisoft’s franchises are “iconic and globally recognizable,” making them a good match for a park.

“The settings within Ubisoft’s game worlds are a perfect tapestry for physical world creation–whether historic, real life, city-based, under the ocean, or on a different planet,” Thompson said. “For an experience designer like Storyland, it’s an incredibly exciting sandbox to play in. We’re thrilled to have been entrusted with this opportunity.”

Storyland is a design company that counts Universal Studios and Legoland as some of its clients, so the company is indeed a force inside the theme park industry.

Ubisoft’s Mathilde Bresson said, “Video games and themed parks have a lot more in common than we think. We are excited to join forces with Storyland to continue exploring the potential for synergies and design immersive, innovative and unforgettable experiences based on our catalog of worlds.”

According to the report, the concepts that Storyland is coming up with for Ubisoft will be “primarily indoor” attractions and could be applied to multiple parks around the globe. The first of these concepts will be unveiled at the IAAPA Expo this November.

In 2015, Ubisoft announced that it would create a “next-generation” theme park in Malaysia featuring the company’s brands. This never happened, and a spokesperson for Ubisoft told reporter Stephen Totilo that “theme parks are complex projects… [not all] get fully realized.” The spokesperson said Ubisoft amassed a “wealth of knowledge and experience” from its stalled park in Malaysia that it will apply to its new deal with Storyland. GameSpot has followed up with Ubisoft in an attempt to get more insight on the company’s plans to get into the theme park business.

While Ubisoft’s theme park might still be some time off, Super Nintendo World at Universal Studios Japan opened earlier this year, and similar parks in Orlando and Hollywood are currently being constructed.

Best Buy Is Selling RTX 30 Graphics Cards at Select Stores Tomorrow

Nvidia’s RTX 30 series debuted nearly a year ago. Yet, due to a number of circumstances – most notably a chip shortage – it has been increasingly difficult to buy Nvidia’s newest graphics cards. If you are still looking to purchase a GPU in the RTX 30 series, Best Buy will once again sell these GPUs in-stores tomorrow.

Best Buy did not disclose which RTX 30 cards will be resupplied. Currently, seven graphics cards make up the RTX 30 series, from the RTX 3060 to the RTX 3090.

More than 80 Best Buy locations across 45 states (plus Puerto Rico) will have “will have limited quantities available.” According to Best Buy, each participating store will enforce a one per customer limit to ensure as many people can purchase a GPU as possible.

To ensure that the one per custom limit is enforced, beginning at 7:30am local time, participating Best Buy locations will hand out tickets to those waiting in line. Obtaining a ticket guarantees that you will be able to purchase an RTX 30 graphics card inside the store beginning at 8 am local time.

This is the third time Best Buy has sold Nvidia’s highly desirable graphics cards. The first one happened in June, when the company sold the RTX 3080 Ti Founder’s Edition in-stores only. The second restock was last month, with more than 100 Best Buy participating locations selling limited quantities of the RTX 30 series.

Taylor is the Associate Tech Editor at IGN. You can follow her on Twitter @TayNixster.