Call Of Duty: Vanguard Campaign Footage Coming Next Week

Following the announcement of Call of Duty: Vanguard, Activision has announced when we can expect to learn more, and it won’t be long. More footage of the World War II shooter’s campaign will be revealed at some point next week, Activision said.

“More campaign footage coming VERY soon. Like maybe next week. But what do we know,” Activision said on Twitter, basically confirming the reveal for next week.

Now Playing: Call of Duty Vanguard – Everything We Know

This year’s all-digital Gamescom event takes place next week, and Activision is among the companies confirmed to attend the show, making it a likely bet that we’ll see more there.

What we do already know about Vanguard’s campaign is that it focuses on the “interweaving story of multinational heroes” who make up Task Force One. The four main characters are:

  • Private Lucas Riggs, 20th Battalion, Australian 9th Infantry Division, British Eighth Army.
  • Sergeant Arthur Kingsley of the 9th Parachute Battalion, British Army.
  • Lieutenant Wade Jackson, Scouting Squadron Six, United States Navy.
  • Lieutenant Polina Petrova of the 138th Rifle Division, Red Army.

Each of the characters is playable, and the story will bounce between four theaters of WWII. Players will take part in dogfighting over the Midway island, defending Stalingrad as a sniper, dropping out of a parachute into France, and battling in North Africa.

For more on Vanguard, check out GameSpot’s “Call Of Duty: Vanguard preview. You can preorder Vanguard right now.

Additionally, Activision is launching a brand-new Warzone map later this year, and it will honor your past battle pass unlocks and purchases, thankfully. All of this Call of Duty news is happening as Activision Blizzard faces a lawsuit over discrimination and sexual harassment against women.

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Frogger TV Show Will Leapfrog To Peacock On September 9

Peacock has released the first official trailer for Frogger, the game show that is–as you can likely guess–a live-action real-life version of the popular arcade and video game. The show also finally has a release date revealed by the clip: September 9, with new episodes airing every Thursday.

The Frogger TV show was filmed in Australia–presumably as it’s safer to produce there compared to other countries due to the pandemic–and has 13 hour-long episodes total coming this fall. Actor and comedian Damon Wayans Jr. (New Girl, Happy Endings) will host the Frogger TV show for Peacock with contestants competing to be named “America’s finest Frogger.” (Even though, again, it was filmed in Australia.) His co-host is Kyle Brandt of Good Morning Football. Check out the clip below, froggy-style.

The show’s official synopsis reads in part: “Audiences and contestants alike will be transported into a wild, whimsical Frogger world, filled with all the simple but challenging elements of the mega-hit from Konami. Contestants from across the country will test their talent in a competition requiring skill, strength, strategy, and problem-solving smarts.” The winner gets a cash prize of $100,000.

The competition series was first announced back in February.

AMC Expanding Anne Rice Universe With Lives Of The Mayfair Witches

AMC Studios announced plans to open a writer’s room where they will explore adapting Anne Rice’s supernatural horror trilogy Lives of the Mayfair Witches into a TV series for AMC and AMC+.

Lives of the Mayfair Witches follows Rowan Mayfair, a neurosurgeon who discovers she is the heir to a family of witches and is thrusted into facing a dark presence that plagues her family with her newfound powers. Lives of the Mayfair Witches will be the second book from Rice to be adapted into a TV series alongside Interview with the Vampire which is greenlit for a 2022 release. Both The Vampire Chronicles and The Lives of the Mayfair series have sold over 150 million copies worldwide.

AMC Networks acquired the rights to 18 titles of Rice’s works in 2020 to develop for TV networks and streaming services, with Rice and her son, Christopher Rice, serving as executive producers.

Dan McDermott, president of original programming for AMC Networks and AMC Studios said AMC has enormous ambition for Rice’s works and feel gratified to be able to explore greenlighting a second series of Rice’s after greenlighting Interview with the Vampire.

“We take our responsibility to deliver compelling television to both existing and new fans of this material incredibly seriously, as we move deliberately to develop these titles into a new franchise and universe for AMC+ and AMC,” McDermott said.

Mark Johnson, award-winning TV producer for Breaking Bad and Better Call Saul, will develop Rice’s collection into a streaming and TV universe. Esta Spaulding and Michelle Ashford, former writers of Masters of Sex, will serve as Lives of the Mayfair Witches’ writers and executive producers with Spaulding also as the showrunner.

“It is gratifying to be moving so quickly from the ‘Interview’ greenlight to exploring a second series with such talented and accomplished writers and creators as Esta and Michelle,” McDermott said.

Destiny 2 Is Getting Anti-Cheat Service Battleye Next Week

It’s official: Bungie announced that Destiny 2 is partnering with anti-cheat service Battleye for a “soft launch” next season. The company took to Twitter to confirm the new measure against cheaters and told players to tune in for more info at the upcoming Destiny 2 showcase on August 24, which coincides with the launch of Season 15.

Prior to the announcement from Destiny 2’s Twitter account, leaked screenshots of Destiny 2 support pages mentioning Battleye were circulating online. The Verge’s Tom Warren also seemed to confirm the rumors, leading players to be even more certain that Destiny 2 devs are taking action to implement a more effective way to catch cheaters than the game’s currently beleaguered in-game reporting.

Battleye is an anti-cheat service active in a lot of other popular games, like Fortnite and Rainbow Six Siege. When the soft launch occurs, players will likely need to download the Battleye software that will run alongside Destiny 2.

Destiny 2 has suffered from an increased amount of cheating, with Bungie reporting in 2020 a 50% rise in cheaters from the previous year. Most of the cheating comes from the PC side of things and is heavily prevalent in competitive endgame content like the Trials of Osiris.

In a statement to Polygon, Bungie emphasized the current actions it is taking towards reducing cheating. “We also filed three lawsuits against cheat makers [on Wednesday]–Lavicheats, Veterancheats, and Wallhax aka EliteBossTech, in addition to existing litigation against Ring-1 and Aimjunkies, so we’re taking steps internally and externally to try and level the playing field for our players,” a Bungie spokesperson said.

To find out more about the Battleye integration, players can catch the Destiny showcase on August 24. While the next Destiny 2 expansion The Witch Queen won’t be out until 2022, the showcase will likely tease new info like which locations are getting vaulted.

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Call Of Duty: Warzone Will Honor Battle Pass Unlocks And Purchases When New Map Launches

Call of Duty: Warzone is getting a brand-new map later this year, featuring a new environment and a new anti-cheat system from developer Raven Software. You might be wondering what might happen to any of your previous battle pass unlocks or store purchases when the change happens.

The good news is that this content–including progression-based unlocks and items purchased with real money–will move forward with you, Activision has announced. There will be universal progression between Modern Warfare, Black Ops Cold War, Vanguard, and Warzone. So ranking up in one game, whether that be standard rank progression or battle pass XP, also applies to the others.

Now Playing: Call of Duty Vanguard – Everything We Know

Additionally, your Warzone loadout can be made up of weapons and content from across Modern Warfare, Black Ops Cold War, and Vanguard. For Vanguard specifically, the content will come to Warzone when the new map launches later this year. We don’t know exactly when that’ll be just yet, however.

Activision also promised that fans can look forward to a “massive calendar” full of new maps, modes, playlists, and seasonal events across Warzone and Vanguard in the future. “Expect the most connected Call of Duty experience ever seen,” Activision said.

More details on Vanguard, Warzone, and the new anti-cheat system will be announced in the lead-up to the Vanguard’s launch on November 5.

For more on Vanguard, check out GameSpot’s new preview, “Call Of Duty: Vanguard Is Looking To Turn The Tide Of World War II.” You can preorder Vanguard right now.

Ghost of Tsushima: Iki Island DLC Review

Ghost of Tsushima was an amazing game when it came out a year ago, with a meaty campaign, stellar samurai combat, and arguably one of the most gorgeous open worlds ever created. This Iki Island expansion is its first paid DLC, which is also included as part of the new Director’s Cut, and it delivers a brand-new island, a new story chapter, new sidequests, and a healthy heap of new secrets and collectibles to discover. And while none of it goes any further than just ā€œmore Ghost of Tsushima,ā€ in my book, more Ghost of Tsushima is always a great thing.

In order to play the Iki Island content, you’ll need to progress to at least Act 2 of the main campaign (you can also circle back and do it after beating the story). That’s when Jin discovers that a group of Mongols, led by a woman named The Eagle, are planning an invasion of Tsushima from the neighboring Iki Island. Wanting to nip the invasion in the bud, Jin heads to Iki Island himself, which is a mostly lawless land inhabited primarily by bandits who are also suffering at the hands of The Eagle and her tribe.

Iki Island is a place of great significance to Jin because it’s the place where his father died, which makes the story deeply personal. We get to see Jin’s character explored to a degree far beyond what happens in the main campaign, which is great. There are certainly one or two head-scratching plot reveals that border on illogical, but all things considered, I enjoyed the tale of Iki Island and the way it forced Jin to reconcile with his past.

Iki Island has some of the coolest Easter eggs I’ve seen in a while.

But story aside, the best part about this expansion is the whole new island to explore. Once again you begin with a map that’s almost completely blank and are free to set out in any direction to discover its many landmarks, areas of interest, and some of the coolest Easter eggs I’ve seen in a while. Many of these landmarks are identical to the kind of thing found in the main campaign, like bamboo shoots, hot springs, lighthouses, and Haiku Spots, but there are plenty of entertaining new distractions to discover, too. That includes archery challenges, animal sanctuaries, playable flashbacks, and a handful of sidequests. Two new Mythic Tales are also awesome, and have especially worthwhile rewards – even to someone like me, who already had 100% completion in the base game.

While the context of every quest varies, the content feels very familiar. You’ll infiltrate lots of Mongol camps (whether by stealth or standoff), follow footprints to track people and animals down, and charge through open fields for large-scale battles. It’s all well-trodden ground, since we’ve done these same types of quests before, just in different locations and for different characters, but a year later I was far enough removed that it was fun to do them again.

The one way where Iki Island truly shakes things up is in its enemies.

The one way where Iki Island truly shakes things up is in its enemies. There’s a new type called the Shaman that is not only a formidable fighter, but will also buff all nearby enemies with their song and dance. In addition to that, there are now enemies that will switch up their weapons mid-fight. That means you might begin a fight in Water Stance to deal with an enemy that’s wielding a shield, but then have to swap to Stone Stance once they strap that shield to their back and pull out two swords. It sounds simple, but it can actually be a good challenge to juggle when you’re also worrying about the crowd of enemies surrounding you, all wielding different weapons. It’s just another layer to think about that makes combat even more enjoyable.

It took me eight hours or so to get through the main storyline of Iki Island, even while taking my time and doing a healthy amount of exploration and outpost clearing to expose the map. I’ve since put in another four or five hours to clear out all the landmarks, and at this point I feel like I’ve generally experienced everything substantial this DLC has to offer, making it a small but relatively dense package.

What Marvel’s Kevin Feige Is Saying About Shang-Chi To Chinese Audiences

Marvel president Kevin Feige has addressed a number of concerns that have been voiced by Chinese audiences ahead of the release of Shang-Chi and the Legend of the Ten Rings.

As reported by Variety, Feige participated in an interview with Chinese film critic Raymond Zhou during the U.S. Shang-Chi premiere this week, in which he responded to some of China’s biggest gripes surrounding the MCU feature and assured fans that careful consideration had been given on the road to taking the comics to the big screen.

In particular, Feige stressed that the upcoming Phase 4 movie doesn’t feature Fu Manchu, a character who serves as Shang-Chi’s father and primary nemesis in the comics who has been on the receiving end of backlash for years, with many seeing the character as a racially insensitive caricature. Feige confirmed he doesn’t appear “in any way, shape or form.”

“[Fu Manchu] is not a character we own or would ever want to own. It was changed in the comics many, many, many years ago. We never had any intention of [having him] in this movie,” Feige emphasized, adding: “Definitively, Fu Manchu is not in this movie, is not Shang-Chi’s father, and again, is not even a Marvel character, and hasn’t been for decades.”

Instead of Fu Manchu, Shang-Chi’s father in the movie is Wenwu, portrayed by Tony Leung. As explained in a recent featurette, our titular hero will find himself returning to his father’s world after running away in his youth, which is quite a different story to the one sometimes told in the comics that sees the character abandon his Chinese roots to embrace the West.

“That’s certainly one of the elements we’ve changed,” Feige stated, reassuring potential moviegoers. “All of our comics go back 60, 70, 80 years. Almost everything has happened in almost every comic, and we chose the elements that we like to turn into an MCU feature. So that story is not what this is about.

“That sense of running away… is presented as one of his flaws,” he added, noting the narrative change. “It is a flaw to run away to the West and to hide from his legacy and his family — that’s how the movie is presented. And how he will face that and overcome that is part of what the story’s about.”

Shang-Chi and the Legend of the Ten Rings is set for a wide theatrical release on September 3. The movie doesn’t yet have a release date in China despite it being an important market for movies, with its box office previously taking $629 million for Avengers: Endgame, making it the country’s highest-grossing foreign film ever, plus the sixth-largest earner overall.

For more on the MCU film, get a glimpse of the movie’s dragon character in the latest poster, check out our explainer on Shang-Chi himself, and if the Ten Rings are actually magical.

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

Splitgate Will Stay in Open Beta For the ‘Foreseeable Future’ After Unexpected Popularity

Splitgate, the portal-based shooter from 1047 Games, will remain in its open beta period for the ‘foreseeable future’ after its recent unexpected popularity has seen more than 10 million users download the game in under 30 days.

In a press release, 1047 Games announced that Splitgate will remain in open beta as the studio continues to work on scaling the game. The game’s surge in popularity has caused a string of server queues and wait times for players hoping to access the Halo-like shooter.

1047 Games has been active in addressing the strain on its servers through social media and the game’s official Discord channel, whilst at the same time working to increase player capacity on the game. In just the past four weeks the studio’s team of just 30 people has increased its server capacity to now support up to 175,000 concurrent players, and significantly reduced player wait times.

CEO and co-founder of 1047 Games, Ian Proulx, shared in the press release his thoughts on the game’s overwhelming popularity and what it has meant for scalability. ā€œThis has been the most surreal time of my life,ā€ said Proulx. ā€œThe fan support has been incredible as we work to improve the player experience. We never dreamed of having to scale this big this quickly, and as a result we have had to overcome challenges to keep up with player demand. We met several major milestones in a short time, creating a stable platform where fans can expect to find a server to play on relatively quickly, and I’m proud of what our team has accomplished – but there’s a lot more to come!ā€

Proulx continued, ā€œIn looking at the issues facing the scalability of the game’s backend, the process includes far more than simply dealing with server capacity. We are focused on keeping the game stable for fans, and iterating on the game’s concurrent capacity in order to minimize player wait times. We want to do this the right way, and we want to be prepared for massive scale when we officially launch, all the while continuing to improve the beta with frequent updates, additional features, and improvements to server capacity.ā€

1047 Games says that it has several content updates planned for fans across the rest of the year whilst further changes to the game’s backend framework continue to be rolled out. Splitgate’s first content update will feature on the game later today (August 19) and will bring with it a Ranked Duos mode as well as increased server capacity. 1047 Games will be announcing further updates in weeks to come including what the company describes as a ‘significant announcement’ at Gamescom 2021.

The development team at 1047 Games are certainly striving high with the FPS title. In a recent Q&A, the team discussed its hopes to bring the title to other platforms including a possible port to mobile and Nintendo Switch. For more on Splitgate, make sure to check out our review-in-progress for the game where we have so far awarded it a 7/10.

Jared Moore is a freelance writer for IGN who spends a lot of his time in Splitgate tentatively shooting through blank enemy portals. You can follow him on Twitter.

Skyblivion: The Skyrim Mod Aiming to Make the Oblivion Bethesda Couldn’t in 2006

Skyblivion is a mod that’s very easy to explain: it’s aiming to bring the entirety of The Elder Scrolls 4: Oblivion into the engine used by The Elder Scrolls 5: Skyrim. But the reality isn’t that the team of volunteers making it simply wants to upscale the 2006 game we already know – they want to make the dream version of the game that Bethesda’s developers had in their heads back when they came up with Oblivion.

In a way, the Skyblivion team is treating Oblivion like a sketch, and painting in new details drawn from a number of sources. Seen in a recent dev diary, areas like the city of Leyawiin have been fully redesigned based on unused Oblivion concept art, bringing to life ideas that could never be realised in the original game. Others, like the Fall Forest, have been expanded and enriched with more foliage and areas of interest, with the Skyblivion team guessing at what the original designers might have aimed for with more technological grunt at their disposal.

This mixture of realising unused ideas and adding modern sheen to areas left fairly basic is part of the Skyblivion team’s philosophy. ā€œWe are definitely taking some creative freedom here and there,ā€ project lead K Rebel tells me over email. ā€œIf we didn’t, you might as well replay the original Oblivion. Rest assured, though, that we are approaching this as fans of Oblivion and The Elder Scrolls games.ā€

You can see a Skyblivion quest in action below:

ā€œOur cities, interiors, dungeons and environments are larger and filled with a lot more detail than anything in Oblivion, and in many cases Skyrim too,ā€ K Rebel continues. ā€œThis already feels like we added some ā€˜cut content’, as I’m sure the original developers would have loved to create a bigger and more detailed world, but in the end were held back by the technology of the time. For example, a lot of the fortresses from the original Oblivion were singular towers, which in a lot of cases we have rebuilt into actual fortresses that are inspired by the stories you can find about them.ā€

It’s not just the world that will see those improvements, but the game’s mechanics, too. ā€œOur approach to this project is similar in a lot of ways to any other AAA game’s development cycle. We focus our efforts redesigning areas of the game that need it the most, such as environments and unique weapons. Nobody likes finishing a long questline only to receive a generic sword, or exploring through empty forests.ā€

For the initial release, at least, there is a line being drawn on what can be added, though. The first goal – and one the team’s been working on for many years already – is to bring to life a new version of the original Oblivion, while keeping its basic make-up intact. ā€œAnything else that wasn’t part of the original game won’t be touched until after our first public release,ā€ K Rebel explains. ā€œWe have recovered a big list of [cut] quests, for instance, but unless our questing department has time to spare before the release these won’t be added until later.ā€

That goes for the original game’s DLC, too – the 1.0 version of Skyblivion will include the team’s take on the base version of Oblivion, so don’t expect to be able to use the infamous horse armour right away.

Even while still in development, Skyblivion feels like a fascinating mixture of homage and fan fiction, resulting in something that doesn’t sit totally comfortably in either camp. I ask whether K Rebel sees this game as designed for those who already love Oblivion, or those who never played it: ā€œIt depends. I think that people who have recently played through Oblivion will be able to really appreciate Skyblivion on a new level, as they can clearly see how much work has been put into remaking this game. On the other hand, I think a lot of people, including myself, would kill to be able to re-experience Oblivion for the first time again – and on top of that a version of Oblivion which has much improved environments, better unique weapons and is overall a less janky and buggy experience (although a lot of this jank is what gave Oblivion its goofy charm).ā€

Of course, the worry that hangs over any project like this is that, no matter the good intention, a developer or publisher might see it as theft rather than tribute. Thankfully, the Skyblivion team doesn’t see trouble on its horizon. ā€œThere has been some contact with Bethesda, but projects like these are in a bit of a legal grey area,ā€ K Rebel admits. ā€œBethesda allows us to do what we do but won’t openly support it. Having that said, I’ve had the pleasure of talking to a number of Bethesda employees, some of which even worked on Oblivion, and they had nothing but kind things to say about our project, which has been very humbling to say the least. A takedown is something I can safely say I never see happening.ā€

The last major question is when we might be able to try Skyblivion for the first time – and it’s really the only question K Rebel can’t give me an answer for. The project lead explains that the team has an unwritten rule not to promise a date, but that they are working on a public road map to make the road to the finish line a little clearer.

It’s a fair answer (if a slightly unsatisfying one for those excited by the prospect of the mod) – this is a team made up purely of volunteers, working on the game in their spare time. It’s a mammoth project, and one that K Rebel says takes up practically all of their spare time. So why take it on? In a way, it seems to be that making the dream version of Oblivion is, in itself, the dream:

ā€œI think once you get to a certain age, everyone is going to try and chase their childhood. When I read comments on our updates I think that’s something that our ā€˜fans’ are the most excited for – reliving a memory from the past. For me personally though, the project started out as a dream to work on my own game and make it what I wanted it to be. This soon grew into a massive project that we want to work on together and are able to make it everything we want it to be in an Elder Scrolls game. We may not get paid for our work but it’s a really unique experience to be able to work with like-minded individuals and work purely on something out of love and passion.ā€

Skyblivion is looking for volunteers to join its development team – you can sign up here, or follow the team on Twitter.

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].

Skyrim Developer Reveals the Secret Of Its Treasure Foxes

It seems unfathomable that ten years after the Elder Scrolls V: Skyrim launched, the game could still have any secrets yet to be uncovered. But following on from yesterdays developer revelations about a bee derailing one of the most well-known (and memed) openings in video games, another development secret has been revealed, this time regarding the game’s treasure hunting foxes.

The story comes by the way of Joel Burgess, who was a developer at Bethesda during the creation of Skyrim. In a series of tweets, he outlined one of the games biggest post-launch rumours about mysterious foxes that would appear and lead players to treasure chests and other goodies.

Burgess outlined that after the game released, a number of players would tip each other off that if you followed the game’s many foxes, they would lead you to areas of the map filled with treasure. Since this had never been a deliberate feature that had been added into the game, Burgess was naturally confused, and quickly sought to uncover how and why this was happening.

From consulting with other members of the development team, Jean Simonet, Jonah Lobe, and Mark Teare, it quickly became apparent that the culprit was not part of the game’s script at all, but part of the navmesh system, ā€œan invisible 3D sheet of polygons that is laid over the world, telling AI where it can and cannot goā€. Once spooked, the foxes were supposed to flee along a generated path, using the navmesh for guidance. But for some reason, the fox would automatically flee towards the area with the largest number of triangles on the navmesh.

The answer to this strange behaviour was eventually discovered: it was happening because the fox fleeing would travel 100 triangles away, as opposed to using real-world measurements, such as 100 metres away.

“You know where it’s easy to find 100 triangles? The camps/ruins/etc that we littered the world with, and filled with treasure to reward your exploration,” said Burgess.

Areas of interest like camps and treasure caches contained large numbers of triangles due to the increase in detail, and so in its hunt for a lot of triangles to travel over in order to flee, the foxs’ AI routine pretty much always took them to a camp or something similar. In Burgess’s words: ā€œfoxes aren’t leading you to treasure – but the way they behave is leading them to areas that tend to HAVE treasure, because POIs w/loot have other attributes (lots of small navmesh triangles) that the foxes ARE pursuingā€.

So there you have it: another story of how tricky and unpredictable game development can be. And another example of how, ten years after launch, games can still throw up surprises, quirks, and interesting tales here and there.

For more from Skyrim, check out the news of it receiving an FPS boost on Xbox Series X, our favourite console-friendly Skyrim mods, and the copy of Skyrim that sold for $600.

Liam Wiseman is a Freelance News writer for IGN. You can follow him on Twitter @liamthewiseman.