Razer Huntsman V2 Analog Review — Keyboard, Meet Controller

While a good gaming keyboard and mouse will almost always trump a controller in competitive environments, it’s hard to deny the analog upsides of a gamepad. Feathering the pedal to make it safely around a corner without losing speed, creeping up behind an enemy to deliver a devastating backstab, and slowly inching across a thin platform to make it safely to the other side–these are just a few of the actions that require the meticulous control of an analog gamepad. With the Razer Huntsman V2 Analog keyboard, Razer has tried to bridge the gap by evolving its classic Huntsman gaming keyboard into an analog device capable of providing that pinpoint input.

The Huntsman V2 Analog keyboard is capable of providing that accurate 360-degree analog movement, and while there are some significant hurdles that come with that, Razer has also used its new key switches to add some transformative features that take unique advantage of its analog capabilities. Dual-step actuation gives users the ability to assign two actions to a single key. The analog movement is impressive on its own, but being able to perform actions like equipping a grenade and throwing it with a single key is a game-changer and one of the most exciting features I’ve seen added to a gaming keyboard in some time.

Setup and performance

The Razer Huntsman V2 Analog gaming keyboard features analog optical key switches, which means they’re able to detect how far a specific key is being pressed. This allows for more direct control over how fast a character moves, among other things. You don’t have to repeatedly tap the WASD keys when you need to slow down a vehicle or move slowly in a game to remain undetected. This works by binding specific keys to different aspects of a controller, such as the sticks and triggers, as the V2 Analog utilizes the XInput API that lets Windows read your inputs as an Xbox controller.

Razer Huntsman V2 Analog gaming keyboard
Razer Huntsman V2 Analog gaming keyboard

This is one aspect of how the analog keys work, but you’re also able to adjust the actuation point of each key, making it so a keystroke isn’t registered until you push down a certain distance. In addition to that, you can set a second actuation point, giving one key two different functions. Being able to equip a grenade in Apex Legends with a light press and then throw it by pushing the same key further is an exciting utilization of the analog functionality, even more so than having the keyboard emulate a controller. It opens up the possibilities for quicker performance in competitive settings, and the potential for unique keybindings with the dual-step actuation is vast.

The conversion of keyboard inputs to those of a controller is not perfectly recognized in games. Binding the WASD keys to the left analog stick and moving around will turn all in-game button prompts into Xbox controller inputs–instead of asking you to press E on your keyboard to pick up an item, it’ll ask you to press the X button. Once you press E to pick up the item, most games will recognize you’re using a keyboard and switch back to key prompts. This can be a bit distracting if you’re using keys not mapped to controller buttons. An easy solution to this back-and-forth is to map every possible action to a controller’s input. This will keep the on-screen prompts from changing, and while it won’t be an issue for those familiar with their favorite game’s controls, it does produce a hurdle, especially for those learning a game for the first time.

This makes setting up the Huntsman V2 Analog a bit complicated. Binding keys means they won’t be recognized as standard keyboard keys. My first time playing Grand Theft Auto V, I was able to quickly bind WASD to my left analog stick. This allowed for analog movement, while I used the rest of my keys’ default PC controls for every other action. This worked well until I got into a car and tried to drive. The PC controls required me to press W to accelerate, but I had already assigned that to my analog stick. This meant I couldn’t drive until I assigned Right Trigger to a key in Razer’s Synapse software.

I also found that in some cases, if I didn’t map all of the controller’s functions to my keys, the game wouldn’t work properly. For example, I tried using the WASD keys as an analog stick in Dark Souls Remastered and keeping the rest of my default PC controls, but this particular game wouldn’t recognize key presses when moving with the rebound WASD keys. You’ll need to bind every aspect of the game’s controls to have the proper experience, and after I backed out of the game and did exactly that, it worked flawlessly. The setup is easy once you know what to do, but with the sheer amount of options at your disposal, it can be overwhelming and time-consuming when setting binds for each game.

As for the analog key switches, they work as advertised. At first, it felt like I was learning how to use analog sticks for the first time. Not pushing all the way down on a key felt unnatural, as I typically only use a keyboard and mouse when pinpoint-precise aiming is more important than analog control. And while the analog keys did provide more accurate movement, it took a long time to get used to. It was eventually easy enough for me to do what I wanted to, making games like Dark Souls feel viable on a keyboard and mouse, but ultimately, I still felt I’d perform better with a controller.

The Razer Huntsman V2 Analog features an improved magnetic wrist rest
The Razer Huntsman V2 Analog features an improved magnetic wrist rest

Gallery

The Razer Huntsman V2 Analog can also be used as a non-analog keyboard, with no need to map inputs to a controller or customize actuation points–though I highly recommend utilizing dual-step actuation even if you’re not using the keyboard for analog movement. Thanks to Razer’s excellent optical switches, key presses are read sooner than your typical switch, making for slightly quicker inputs. Of course, this also means that if you’re not yet used to the optical switch, you may produce some typos or misclicked inputs–it’s something I’ve grown accustomed to, and now, I rarely find myself making errors like this.

One issue I came across while using the keyboard was when I would switch back to a controller. The V2 Analog appears to take priority over controllers, so when I’d pick up a gamepad for Rocket League, my Xbox controller was being read as a second player, even if I didn’t set any controller bindings on the V2 Analog. As soon as I unplugged the keyboard, it went back to normal. There are workarounds to this, as Steam lets you choose your preferred controller for each individual game, but it’s worth noting if you like to switch between the two different control methods.

Razer Huntsman V2 Analog specs

Switch type: Razer analog optical switch
Keycaps: Razer doubleshot PBT keycaps
Size: Full size
Connectivity: USB-C & USB-A 3.0 (also comes with USB-A adapter)
Onboard memory: Up to 5 key-bind profiles
Extras: Chroma RGB lighting, magnetic wrist rest, media keys, USB 3.0 passthrough

Build quality

The Huntsman V2 Analog gaming keyboard features the same overall shape and design as the Huntsman Elite, making it a supremely well-designed peripheral that feels as high-end as its $250 price tag suggests. The Huntsman is built like a tank, feeling heavy, substantial, and like one solid piece of metal and plastic–I could see Hitman’s Agent 47 using it to take out a target. On top of the keyboard, the keys feature a slight amount of texture, giving fingers the right amount of grip to hug the keys without making it difficult to glide across them.

The Huntsman Elite’s wrist rest also returns for the V2 Analog with a slight redesign. The Elite’s wrist rest features a plastic border running along the outside of the plush leatherette pad, whereas the V2 Analog has done away with this border. This makes for a more comfortable experience, allowing your hands and wrists to rest however you like without fear of plastic digging slightly into your skin.

Value

In a lot of ways, the Razer Huntsman V2 Analog feels more like the next iteration of the Huntsman Elite than an entirely different product, so if you already own the Huntsman Elite, you don’t necessarily need to upgrade–unless you’re particularly excited about the analog key switches. At $250, the V2 Analog is $50 more than the Huntsman Elite, which feels like an appropriate bump for the analog features and overall improvements. The Huntsman Elite is still a fantastic keyboard, however, so if you don’t want or need the extra features, you can save a bit of money by going with the Elite version instead.

The bottom line

The Razer Huntsman Elite is one of the best mechanical gaming keyboards out there, and even if you ignore the analog functions entirely, the Huntsman V2 Analog is just as good, if not slightly better than its Elite predecessor. Being able to map your keyboard to a controller and take advantage of that analog control adds to the utility of the Huntsman, and the dual-step actuation can be a game-changer, especially in games where equipping items and using them take two different inputs. It has some considerable hurdles–those expecting plug-and-play for V2 Analog’s innovative features should probably hold off–but if you’re a fan of customization and tinkering, the Huntsman V2 Analog can be a great gaming keyboard.

The Good:

  • Excellent build quality
  • Razer’s switches continue to be among the industry’s best
  • Improved wrist pad provides further comfort
  • Dual-step actuation is a fantastic implementation of the analog keys
  • Analog key switches work well…

The Bad:

  • …but only after a considerable amount of remapping and customization
  • Huntsman V2 Analog takes priority over controllers, making switching back and forth a hassle

About the author: Mat Paget used the Razer Huntsman V2 Analog gaming keyboard as his full-time keyboard for a week, using it for both gaming and work. Razer provided the V2 Analog for review purposes.

Bowser’s Fury: 9 Things I Wish I Knew Before Playing

Bowser’s Fury combines the gameplay of Super Mario 3D World and Super Mario Odyssey into a brand new open-world Mario title, and while it may seem daunting at first we have some useful tips to get you started on your adventure in Lake Lapcat.

Lake Lapcat is full of different islands to explore and each have their own Cat Shines to collect in an attempt to defeat Fury Bowser. But what if you search the entire island and can’t find another shine? What if the Fury Bowser fights are giving you trouble? Are your amiibo useful? This video covers all that and more with some tips and tricks to help get you started.

In GameSpot’s Super Mario 3D World + Bowser’s Fury review, Steve Watts writes, “Put together, Super Mario 3D World + Bowser’s Fury is a spectacular package. Super Mario 3D World is an absolute joy of classic platforming excellence, and this is the best version of it thanks to some well-calibrated improvements. Bowser’s Fury is peculiar and less polished, but it dares to poke fun at its own oddities and it has a wild creative streak. The two share thematic similarities, but more importantly, they work hand-in-hand to show the full extent of versatility in what a Mario game can be.”

Bowser’s Fury Guide: Tips We Wish We Knew Before Starting This New Super Mario 3D World Mode

Bowser’s Fury, the new mode included with the Switch re-release Super Mario 3D World, combines the gameplay of Super Mario 3D World and Super Mario Odyssey into a brand new open-world Mario title. The game may seem daunting at first but fear not, fellow explorers, as we have some tips you may find useful before starting your adventure on Lake Lapcat.

If you’re more curious about how Super Mario 3D World + Bowser’s Fury stacks up, then be sure to read our full review. Otherwise, as a certain Italian plumber would say, Let’s-a go!

Looking For More Shines? Leave An Area And Come Back

Every major island has five Shines to collect, and once you get one, you might not know where to start searching for the others. You might even look all around the island and not find another Shine. But if you leave an island’s proximity and then come back, it should refresh the island and spawn a new Shine, as well as give you a new Shine objective.

Don't hesitate to leave an area and come back.
Don’t hesitate to leave an area and come back.

Usually, this amounts to walking out of the cat gate and walking back in, but if that doesn’t work, then you can tell if you’re outside of the island’s proximity if the music changes since each island has a tune. This also applies to the Cat Shines split into five pieces, as some islands expand and change the more Shines you get, and some of those pieces are hiding in future versions of the island.

Don’t Forget To Get The Power-Ups On The Towers!

Power-ups like this are often on top of towers.
Power-ups like this are often on top of towers.

Every time you collect a Shine, you’ll get a little scene where the Shine flies up to the tower, and it begins to, well, shine. What you might not know is that the top of the tower has a little sparkling area you could ground pound to get a power-up. The nice thing about Bowser’s Fury is that you can bank power-ups, five of each, so it’s not like 3D World, where you only get the one you have equipped and a backup.

Each time you get a Shine, the top of the tower lights up again, and you can get another power-up, but they do not stack! For example, if you neglect to ground pound the top of the tower until you’ve got four of the five Shines, then you’ll only get one power-up. Once you get all five Cat Shines, a flag will sprout on the top of the tower, and you won’t be able to get any power-ups. Power-ups are abundant, so you don’t have to worry about this, but it’s nice to have the cards stacked in your favor early on.

Not Ready To Fight Fury Bowser? No Problem!

Every couple of minutes, Fury Bowser decides to rear his ugly head, and you may not want to fight him if you’ve not yet collected the necessary amount of Shines to do so. To make Fury Bowser go away, collect any Shine on the island. Alternatively, if you evade him for a while, he’ll decide to leave anyway.

Fury Bowser is your main headache in this expansion.

There isn’t a considerable downside no matter which option you choose to deal with him. Fighting and defeating Fury Bowser opens more areas on the island, but waiting and collecting more Shines each time he appears can deplete his health to make the inevitable battle against him a little easier. You can’t fully deplete his health before confronting him, though, so be careful not to abuse this, or he’ll get even more furious.

Having Trouble Fighting Fury Bowser? Look For The Bells!

The bells are your go-to for dealing with Fury Bowser directly.

You might notice during the Fury Bowser fight that you no longer have access to your items, and yes, you can get hit and go back to regular Mario and even little Mario, just giant variants of those two. So what can you do? It might be hard to spot, but if you go back to any of the cat bell locations, they’ve now turned into bells you can use to go back into a Super Saiyan-like Cat Mario form. They don’t always respawn immediately, but they do respawn, so don’t worry if you lose the cat suit again.

The Bowser Amiibo Is Actually Helpful

Amiibo are pretty hit or miss when it comes to functionality within games, even if the figurines are pretty cool. But surprisingly, the Bowser amiibo is helpful in Bowser’s Fury. Every island has steel boxes with Bowser’s face on them. How do you break them? The answer is simple.

If you've got a Bowser amiibo lying around, we recommend taking advantage of it.

Fury Bowser has to blow fire on them when he’s after you, and when they break, it reveals a Shine inside. Now without the amiibo, you could approach this one of two ways. You could stand there and wait for Fury Bowser to show up, or you could head straight there as the rain starts to fall and hope you get there in time. What the Bowser amiibo does is automatically spawn Fury Bowser. So when you get to the boxes, tap the amiibo, have Fury Bowser open the boxes, then get the Shine and have Fury Bowser go away.

It’s true that the amiibo only works once per Shine, but if you summon Fury Bowser, get him to open the boxes and then collect the Shine that counts as one, so you could go from location to location and do this one after another if you wanted. No waiting, maximum efficiency.

Don’t Forget About Bowser Jr.

This little dude is a nuisance most times, but in Bowser's Fury, he's your pal.

Bowser Jr. is a very “set it and forget it” character if you’re playing single player. You can choose to have him help a little, a lot, or not at all. This amounts to Bowser Jr. grabbing coins or hitting enemies off to the side, so he’s pretty easy to forget. But, if you ever come across these little question marks on the wall, you have to hit R then use the gyro to send Bowser Jr. to paint over them. Sometimes it reveals just a power-up, but other times, it’s a gold pipe that leads to a bunch of coins.

Admittedly, coins aren’t super useful in this game. Get 100, and you’ll get another power-up, and if you die, then you lose 50 coins, which is similar to the system in Odyssey, but hey, the more power-ups, the better right? Sometimes 100 coins will even lead to a Super Star! You can actually play Bowser’s Fury with two players, and player two controls Bowser Jr., so if that’s you, then you can throw this tip right out the window while making sure player two isn’t screwing around and making your life more difficult.

Don’t Worry About Dying

Do not fear death.

Jumping off an earlier point, dying in this game is not a big deal. There are no lives to collect, and you can die as many times as you want. The system works exactly like Odyssey, you die, and you lose coins. You only lose 50 at a time, so thankfully, if you’re working towards a new power-up, you won’t lose everything, but otherwise, there’s no penalty, which gives you the freedom to explore the world and experiment with things.

Also, Don’t Worry About Getting All The Shines Before The End

Don't let your completionist mentality wall you off from the end. There's plenty more to collect after you complete Bowser's Fury the first time.

If you’re like us, you probably want to get all the Shines before heading into the final battle, but you also might have noticed that the game doesn’t clue you into where the remaining Shines are or how many are left. Fear not, fellow completionists; once you finish the final battle, Bowser Jr. will let you know how many are left and where the rest are on the map. There are also some Shines that only become accessible once you have finished the final fight, so it’s impossible to get everything beforehand. That’s not to say you should only get the necessary amount and move on. There are some benefits to having extra Cat Shines in the bank, such as…

But Maybe Don’t Save The Hardest Ones For Last

Try to work out the hardest Shines first. It'll spare you some endgame headaches.

As you progress through the game, Fury Bowser will show up a little more frequently than before. For example, if you have 48 Shines, but the Giga Bell unlocks at 50, Fury Bowser will show up even more than usual. And even if you have extra Shines, Fury Bowser will still show up a little more frequently than before as the game progresses and you unlock more islands. For this reason, we recommend not saving some of the trickier ones for the last as it can become an even bigger challenge. Ones that require precise platforming while also avoiding Fury Bowser’s fiery blasts can be a bit of a headache, unless you’re into that sort of thing.

Now Playing: Bowser’s Fury: 9 Things I Wish I Knew Before Playing

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Stardew Valley’s Biggest Update Is Out Now For Consoles

Stardew Valley players on PC have been able to enjoy the game’s massive Update 1.5 for almost two months now, and today console players will get the update as well. The new update is said to be the largest addition of new content since the game launched, with notable additions including split-screen co-op, a new beachside farm layout, and heaps of new endgame content.

Stardew Valley developer Eric “ConcernedApe” Barone has said that the update is heavy in endgame content for long-time players, but newcomers will still find something to enjoy. The update adds a new beachy farm type, as well as an entirely new island-based region in the game. This comes with a heap of new quests and character interactions, as well as new crops, trees, and farm animals.

Update 1.5 also adds split-screen coop, just in time for couples wanting to game together on Valentines Day. The update has already received a few patches for early issues on the PC, meaning the delayed console update should already benefit from those fixes. Check out all the details and the full Update 1.5 patch notes here.

Barone has previously said that Stardew Valley 2 may be a possibility in the future, though at that point all efforts were still focused on the huge 1.5 update. We may get more news soon, as Barone has said that he’ll decide what to do next with Stardew Valley once Update 1.5 was completed.

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Clarice Series Premiere Takes a Look at Lecter’s Sidekick

This is a spoiler-free review of the series premiere of Clarice, which is currently available to watch on CBS or CBS All Access in the US.

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She’s listed as one of the top ten heroes in cinematic history by the American Film Institute. But unlike her counterpart Dr. Hannibal Lecter, Clarice Starling has not been the constant focus of TV and film storytelling obsession. Jenny Lumet and Alex Kurtzman hope to change all that with their adaptation of her story in the singularly titled Clarice, premiering February 11 on CBS. Adding layers of psychological horror to its more traditional cops-and-bad-guys fare, Clarice is an enjoyable dissection of what makes this Starling sing.

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Taking place a year after the events of Silence of the Lambs, Starling (played by Rebecca Breeds) is barely hanging onto her sanity by burying herself in work. With unprocessed trauma bubbling just below the surface, the special agent is called to Washington, DC to work on the Violent Criminal Apprehension Program (VICAP) team tasked with finding serial killers. But this time around, Starling is forced to confront her past as the new attorney general is Ruth Martin (Jayne Atkinson), mother of Catherine Martin (Marnee Carpenter), Buffalo Bill’s last victim.

Starling’s addition to the VICAP team, however, is not a welcome one. Her teammates—lead by Paul Krendler (Michael Cudlitz)—are none too excited to employ her, feeling she is but a tool to make Ruth Martin look good. Though she does seem to have one of the men on her side (Lucca De Oliveira as Tomas Esquivel), the other two (Kal Penn as Emin Grigoryan and Nick Sandow as Murray Clarke) are a bit more suspect. And Krendler is fully not having it with Starling at all.

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What unfolds is a procedural with a compelling overarching story, entrenched in creepy, horrific, and often psychological mystery. Though it is decidedly less visually inventive, erotic, and outright grotesque than NBC’s Hannibal from 2013, it does feel like a spiritual sibling as they both pick at the scabs of what make their protagonists human. In a dream world where networks could cross pollinate, it would be interesting to see an intersection of these two Lecter-adjacent worlds. But, at least for now, Clarice is not legally allowed to mention the famous cannibal in its plot (which is an unavoidable but somewhat frustrating quirk of the series, given Lecter’s impact on Clarice’s life and what she’s endured so far). So this one will have to stay a bit of a dream.

Everyone on Clarice is compelling to watch, and the episodes provided to critics were all expertly paced. Meaning: you’re not tuning into some boring, run-of-the-mill coptime adventures. You’re learning what it means to be Clarice Starling, to survive the Buffalo Bill of it all—even more so than Lecter—and be a woman in an extremely male-dominated field. Starling isn’t some boot-stomping bravadoist, she’s quiet and observing. But there are cracks that just keep cracking, and it feels like it’s going to be exciting to watch.

In the end, while it doesn’t reinvent the wheel, Clarice will leave you engaged and satisfied if you’re looking for a horror-lite police procedural with high production value and an engaging central character. Its pilot sets the stage for a new chapter for Starling, one you’d be remiss to miss if you’re a fan of the Thomas Harris source material.

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Bungie Says It’s Done Expanding The Cosmodrome In Destiny 2

We’ve seen about all we will of the Cosmodrome in Destiny 2, according to Bungie. Though the Destiny 1 location is now a bigger part of the game, thanks to additions with the Beyond Light expansion and the Season of the Chosen, the developer isn’t going to add back all the parts that appeared in the original game.

Bungie clarified the situation with the Cosmodrome in its latest This Week at Bungie post, in which it said that the two Cosmodrome Strikes it added with the Season of the Chosen, Fallen S.A.B.R.E. and The Devils’ Lair, are the last Cosmodrome additions it plans to make.

That’s at odds with what Bungie previously said about the Cosmodrome when it announced plans to bring the location back for Destiny 2. Back during the summer when Bungie made the announcement, the developer said the Cosmodrome would eventually be made roughly the same as it was in the first year of Destiny 1. Players have been wondering when the rest of the Cosmodrome would get added into the game and Bungie hasn’t had much of an answer for them.

According to the blog post, the developer decided that instead of reworking more of the Cosmodrome, it would be better to focus on developing new areas and locations for players to visit.

“As we approached Beyond Light’s launch, it became clear to us that we had a choice to make: After returning all three of its original strikes, do we invest more time and resources in bringing Cosmodrome to D1 parity or do we switch our focus to building new experiences for Year 4 and beyond?” Bungie wrote. “Given that we believed we had achieved our original goals and knowing the community and team’s desire for new content, we chose the latter option. But, when we made that decision, we failed to properly update your expectations for how far the Cosmodrome experience was going to be extended and that was a mistake. So, to clear things up: With the Devil’s Lair and Fallen S.A.B.E.R. strikes returning, we don’t have any active plans to add more to the Cosmodrome than what is there will be focusing on new updates overall.”

There is still more Destiny 1 content coming back to Destiny 2, though. Bungie also previously announced that the Vault of Glass, the original game’s first raid, will be added to Destiny 2, albeit in a reworked form. We still don’t know exactly when that will happen, though–Bungie has said the Vault is coming “this year,” but that’s as specific as the developer has gotten.

Now Playing: Destiny 2 – Season Of The Chosen Battlegrounds Gameplay

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Destiny 2 Finally Removes The Most Annoying Dialogue In The Game

With the release of the Season of the Chosen, Bungie put out a big update to Destiny 2 that made several major adjustments and fixed a bunch of bugs. Not all those changes made it into the patch notes for Update 3.1.0, though–including one that removed an annoying bit of dialogue that’s been plaguing the game since it was first released.

That piece of dialogue comes from Suraya Hawthorne, the Clan vendor in the Tower, and plays every time you complete Hawthorne’s weekly clan challenge. In its This Week at Bungie blog, the developer noted that the dialogue has now been removed. Presumably, all Guardians are currently rejoicing.

The Hawthorne dialogue has been exactly the same since the release of Destiny 2, and even though three years of story advancements have come and gone since then, Hawthorne would still spend quite a while talking about players’ accomplishments from the conclusion of Destiny 2’s vanilla story campaign, the Red War. But the issue wasn’t just that Hawthorne’s dialogue hasn’t been updated in three years–it’s that you would hear it a lot.

Players have been complaining about Hawthorne’s dialogue for a while, because whether we wanted it or not, Hawthorne always had time to explain. Each week, players can complete a challenge for Hawthorne that has you contributing a certain amount of experience points to your clan to help level it up. The challenge is pretty easy to knock out just by playing the game and comes with a solid loot reward, so if you’re playing on any given week, you were probably visiting Hawthorne at least once by the end of it. For players running two or three characters, the result was visiting Hawthorne over and over again most weeks for years, hearing the same dialogue every time.

This isn’t the first time a repeated bit of dialogue has become a thing for Destiny players. Many got so familiar with Zavala’s opening speech for a Destiny 1 Strike, Cerberus Vei III, that it became a meme–and then Bungie joined the joke by turning the speech into a t-shirt.

Destiny 1 also featured the line “I don’t even have time to explain that I don’t have time to explain” from the Exo Stranger. It also turned into a joke that Bungie got in on when it released a gun called No Time To Explain in the Taken King expansion. (The Exo Stranger is back in Destiny 2’s Beyond Light expansion and she’s much more articulate this time around.)

And before that, the line “That Wizard came from the moon!” turned into a joke after it was featured in the game’s alpha. Bungie once again was willing to laugh at itself a bit, printing the line on a t-shirt it sold for charity–but it did also remove the line from the game.

Check out the additions to Update 3.1.0’s patch notes below.

Update 3.1.0 Additional Patch Notes

Rituals

  • Removed Hawthorne’s Red War-era dialog when completing her Clan challenge.
  • Players can now turn in Gunsmith materials 100 at a time, and Vanguard tokens 20 at a time – enough to get a full rank.

Reputation

  • Valor, Glory, and Infamy rank-up banners are now at the bottom of the screen, no longer blocking players from taking actions in orbit when hitting a new rank.
  • Valor, Glory, and Infamy values are now available on the main Director screen for the ritual.

Gambit

  • Reworked the mote system for more reliable gathering.

Crucible

  • Iron Banner
    • Removed Skill Based Matchmaking listing from the Iron Banner tooltip – it has been using Connection-Based Matchmaking, along with the rest of the Crucible, since June of 2020.
  • Survival
    • Life count changed from 6 to 4, respawn time changed from 7s to 5s, consistent with ruleset prior to Beyond Light.

New Light

  • A Guardian Rises
    • Destroying the Spider Tank during The Divide phase will now progress the directive by 50%.
    • Fixed an issue where veteran accounts that start a new character could not be progress or dismiss some tutorials.
  • Schism
    • Fixed an issue where players could jump through a window during the Navota vignette and block their mission progress.
  • Cold Boot
    • Fixed an issue for veteran characters playing the New Light quest that would cause the Legendary weapon tutorial to persist through the entire mission.

Risk/Reward (Riskrunner)

  • Fixed an issue where players with full Energy weapon inventory slots would have Riskrunner sent to the Postmaster upon pick up.
  • The weapon now drops as an Exotic Engram during the mission, allowing players to clear room in their inventories if they wish to pick up their Riskrunner immediately.

Forsaken Campaign

  • Fixed an issue where players would see a “Quests Full” message when trying to start the Forsaken campaign, forcing them to find and pick up the quest at the Quest Archive in the Tower before proceeding.

Now Playing: Destiny 2 – Season Of The Chosen Battlegrounds Gameplay

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New Rocket League Lucky Lanterns Event Is Live, Brings Back A Classic Mode From 2015

Rocket League‘s latest limited-time event, Lucky Lanterns, is now live. The in-game celebration is themed around the Lunar New Year, and will last until March 1.

Lucky Lanterns adds Heatseeker to Rocket League until February 22. This 2v2 fan-favorite mode sees the ball naturally drawn to the opposing goal of whichever team touched it last, forcing players to react more quickly on blocks. Then, from February 22 to March 1, Super Cube returns to Rocket League. This 3v3 mode hasn’t been seen in Rocket League since 2015, the year the game launched. As its name implies, it transforms the ball into a cube.

Additionally, Lucky Lanterns adds a bunch of Lunar New Year décor to Rocket League. The Forbidden Temple (Day) arena has been redecorated in celebration of the upcoming Year of the Ox. New cosmetics will also be in the store during the event, including the now-painted Paper Dragon goal explosions. Lucky Lanterns will add limited-time event challenges as well, giving you more tasks to complete alongside your weekly challenges.

In the midst of the event, Rocket League is getting a new battle car. The Ford F-150 is coming to Rocket League, though only for a limited-time. From February 20-28, you can buy the Ford F-150 Rocket League Edition for 1500 Credits–the bundle includes the F-150 battle car, Chairman decal, SE wheels, Ford F-150 engine audio, Ford F-150 boost, and Ford F-150 player banner. According to developer Pysonix, the F-150 battle car has the same hitbox as the Octane.

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Disneyland Resort’s Avengers Campus Is Set To Open In 2021, Park Remains Closed

Avengers Campus, the Marvel-themed land at Disneyland Resort’s Disney California Adventure, was originally scheduled to open in July 2020. But due to the COVID-19 pandemic, Disney’s two theme parks in California have been closed since early last year. However, construction on Avengers Campus has continued and Disney CEO Bob Chapek says the project is still scheduled to open “later this year.”

Chapek made the comment during a call for investors, while noting that other new projects in Disney’s theme park portfolio are still being worked on–he specifically mentioned Mickey and Minnie’s Runaway Railway at Disneyland, Guardians of the Galaxy: Cosmic Rewind and Remy’s Ratatouille Adventure at Florida’s Epcot, and the Star Wars-themed hotel, which is also located in Florida. Missing from Chapek’s statement was a mention of Tron Lightcycle Power Run, the roller coaster under construction at Walt Disney World.

As for when California’s parks will open again–or when the company’s theme parks around the world will be able to increase their park capacities–Chapek noted it’s dependent on COVID-19 vaccine distribution.

“In terms of the outlook for the parks for the rest of the year, and the capacity, it’s really going to be determined by the rate of vaccination of the public,” he noted. “That seems like the biggest lever that we can have in order to either take the parks that are currently under limited capacity and increase it or open up parks that are currently closed. So, that is sort of the gating factor, if you will.”

Interestingly, Disney is playing a bit of a role in California’s vaccination efforts. Currently, one of Disneyland Resort’s parking lots is being used as a mass vaccination site, with over 100,000 doses having been administered thus far.

While you wait for Disneyland to re-open and Avengers Campus to launch, make sure to check out GameSpot’s extensive coverage from its tour of the new land while under construction. You can find everything from the strange food you’ll be able to dine on to all of the Marvel Cinematic Universe heroes you’ll get to meet to even a deep dive on the new Spider-Man ride.

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Where To Buy The Mario Red & Blue Edition Nintendo Switch

A new Nintendo Switch edition is releasing this Friday, February 12, alongside the new Switch exclusive Super Mario 3D World + Bowser’s Fury. The special-edition Mario Red & Blue Edition Nintendo Switch will be available for $300 when listings go live tomorrow, and we expect it’ll sell out fairly quickly, based on how other limited-edition Switch launches have gone. It already went live at the Nintendo Store on Thursday afternoon and was gone in a flash.

Where to buy the Mario Red & Blue Nintendo Switch

Mario Red & Blue Edition Switch console - $300
Mario Red & Blue Edition Switch console – $300

While the Mario Red & Blue Edition Nintendo Switch console has sold out at the Nintendo Store, you still have a chance to buy it at major retailers, which will offer the console on February 12. Listings will likely go live tonight around midnight, so you’ll want to be at your computer with payment info on hand for a chance at snagging this limited edition. You can check the listings where the Mario-edition Switch will be available below.

The Mario Red & Blue Edition Switch console is the first Switch version that’s a color other than gray. While we’ve seen different colored docks and Joy-Cons, the Switch itself has always been gray, though some limited editions have featured a special pattern on the back (it’s unclear if the Mario edition will). The new Mario Switch is bright red, as is the dock. The Joy-Cons are the same shade of red with blue grips that imitate the plumber’s iconic suspenders. This Nintendo Switch console bundle comes with a Super Mario-themed carrying case as well. Note that it does not come with a copy of Super Mario 3D World + Bowser’s Fury–you’ll have to buy that game separately.

This is the latest limited-edition Switch console from Nintendo, which released a tropical-themed Animal Crossing: New Horizons Nintendo Switch last year as well as a Fortnite Switch bundle, both of which featured a special design and new Joy-Con colors. There was also a Super Mario Odyssey-edition Nintendo Switch console that had red Joy-Cons and came with a copy of the game and a carrying case, but the rest of its design was plain gray.

Other places to buy a Nintendo Switch

If (and when) the Mario-edition Switch eventually sells out, you’re not out of luck if you’re still hoping to buy Nintendo’s hybrid console. We’re continuing to track where to buy a Nintendo Switch and have rounded up the best places to buy its standard edition, other limited editions, and the Switch Lite below. The standard edition with red and blue Joy-Cons as well as the Switch Lite remain easiest to find in stock. We’ve indicated whether each system is available at list price below, but note that this info is subject to change based on how quickly the Switch can sell out.