Star Wars: Republic Commando Remastered Review

First released in 2005, Star Wars: Republic Commando acted as many a young Star Wars fan’s initial introduction to the concept that the clone troopers of the prequel trilogy are human beings–creating unique identities for the seemingly identical soldiers. Republic Commando has a strong legacy among Star Wars fans–despite the game’s removal from the official canon, it remains a key part of the Star Wars universe, especially when it comes to video game entries.

Handled by Aspyr Media, Star Wars: Republic Commando Remastered brings the original 2005 Xbox and PC game to PS4 and Switch with enhanced HD graphics and modernized controls, though the multiplayer is absent. Otherwise, it’s the same game. And though the flaws in its gameplay are only more noticeable now 16 years later, this remaster manages to still deliver a compelling story of four specialized commandos engaging in a variety of combat missions across the Clone Wars.

Squad Up

In Republic Commando, you play as RC-1138 aka “Boss,” commanding sergeant of a specialized commando unit trained to take on missions that require a greater level of skill and cognitive ability than standard clone troopers possess. Your unit, Delta Squad, is also composed of sarcastic demolitions expert RC-1262 aka “Scorch,” by-the-books hacker and technical analyst RC-1140 aka “Fixer,” and morbidly grim sniper RC-1207 aka “Sev.” The game takes place over several locations, beginning with an assignment on Geonosis at the end of Attack of the Clones and concluding on Kashyyyk just prior to the events of Revenge of the Sith.

The different actors for Boss (Temuera Morrison), Scorch (Raphael Sbarge), Fixer (Andrew Chaikin), and Sev (Jonathan David Cook) do most of the legwork in differentiating each member of the squad from one another. Most of the game sees all four working together, providing numerous opportunities for conversations between the squad. This helps to build a rapport with your AI-teammates–Scorch and Sev’s brotherly rivalry with one another is still amusing years later, as are Fixer’s repeated but useless reprimands for the two of them to act more like adults. As you’re in command, the others look up to you as a big brother figure, and this familial bond creates a tendency to act protectively towards your squadmates.

That’s a good thing, because that desire to keep your squad alive will help motivate you to make good decisions. Having elements of a tactical shooter, Republic Commando offers you options in how to lead your squad through combat gauntlets–these range from general orders such as “defend a spot” or “search and destroy,” to more specific commands like telling Sev to use his sniper rifle from behind a certain piece of cover or tasking Scorch with setting a demolition charge on an obstacle in front of you. Holographic outlines of where a squadmate can do something will appear on your HUD, allowing you to know what options you have in each area and easily assign squadmates to where you want them to go.

The Illusion Of Command

Early on, there isn’t much agency in how you can command your squad, which, along with the game’s linear nature, can feel disappointingly restrictive. There’s very little choice in how to tackle a problem on Geonosis–usually the solution is just given to you as you’re funneled into a plan instead of making your own. But your possibilities do open up in later levels.

For example, my favorite part of the game has you enter a hangar where you know droid soldier dispensers are going to land–in fact you can see them in the distance, giving you a window of opportunity to quickly devise a plan before the fight breaks out. Throughout the hangar, there are spots where your squad can take up positions to snipe or throw grenades or man a turret, but there are also a dozen or so canisters where you or a squadmate can attach motion-sensing explosive traps. So it’s a mad dash to get a good idea of how the hangar is laid out, decide where to assign your squad to do the most damage, and figure out where to put traps to plug the holes in your defense. It encourages you to make good judgment calls fast because the threat is so imminent. And it’s impossible to do everything before the first dispenser arrives, forcing you to react to any of your mistakes. It’s a tense moment but so incredibly rewarding, because it’s one of the strongest examples of seeing how your plans can save the day.

Republic Commando doesn’t give you something like that prior, nor does it do anything too similar for the rest of the campaign (there are a couple of other standout moments like it, but they don’t quite require the same level of strategic prowess), which unfortunately means that this tactical game isn’t actually all that tactical. Sure, you’re directing the squad and making the decisions, but when the decision is whether or not you want to use a certain sniping spot (without much downside either way), the decision-making process isn’t as impactful.

No Caption Provided

And that’s where Republic Commando Remastered struggles the most. In 2005, the illusion that you were regularly making impactful decisions was only broken after playing the game several times and noticing that you were largely making similar decisions to your first run through the game. In 2021, with 16 more years of game design iteration to compare to, it’s a lot more obvious. It’s not like you can assign your fellow commandos to snipe from anywhere for instance, you can only tell them to snipe from predetermined locations and there’s typically no more than one or two spots per area. If you enter an area and there’s a computer to hack in order to proceed and one place to provide cover with sniper fire, the level design is automatically funneling you into solving the immediate problem by splicing into the computer and placing a sniper for overwatch support. Sure you could just choose to not place the sniper where the game has designated the ideal spot, but that doesn’t really impact the battle other than making it a bit longer because no one is taking out the far-off targets since everyone in the squad is waiting for enemies to close in. That’s not you making a strategy to the best of your tactical abilities, that’s the level design telling you what to do–and there’s no satisfaction in following someone else’s plan in a game all about tactics.

And so for several moments throughout the game (especially the start), it can feel like you’re just going through the motions of assigning squadmates to the two or three necessary positions that need filling. It’s a problem that becomes less prominent further into the game when you start being put into larger spaces with four or more possible commands and thus giving you the opportunity to actually decide what you want to do, but your lack of agency as a commander never really goes away.

Even though tactical command options are fairly limited, the absence of them is still noticeable, and the rare moments when your tactical abilities are stripped from you are still incredibly effective at instilling a sense of vulnerability. After you build rapport with the other members of Delta Squad, you’re occasionally thrown into situations where you must fight solo. With no teammates chirping in your ear, it’s incredibly lonely and that feeling is reinforced through the gameplay in the lack of squadmates to assist you in battle–you can’t assign Sev to cover you or task Fixer to slowly hack a computer while you and Scorch hold off an oncoming threat, you have to do everything on your own. It’s definitely not as stressful as playing a survival horror game, but the sensation is similar; it sells the urgency of the situation where you need to reconvene with your squad as soon as you can. Even if your ability to direct your team is somewhat limited most of the time, your role as the commander builds a strong sense of camaraderie and it’s noticeable when it’s gone.

Changes In The Remaster

The lack of multiplayer is the remaster’s most noticeable change, though admittedly, multiplayer was never Republic Commando’s strong suit. The multiplayer included two variations of deathmatch and two variations of capture the flag on eight different maps that were inspired by levels from the campaign–it was your standard mid-2000s multiplayer shooter affair (meaning it was not Halo 2), and it lacked the squad-based banter that makes the single-player campaign as enjoyable as it is.

I also don’t miss the game’s old control scheme, which was somewhat annoying on the original Xbox. On Switch and PS4, the game takes advantage of the Joy-Con and DualShock 4’s bumpers, two extra buttons that the original Xbox controller didn’t have, in order to make switching grenades and visor modes easier.

No Caption Provided

For this review, I played Republic Commando Remastered on Switch. Playing it docked and with a gamepad controller is my preference considering it’s easier to see far off targets on a larger screen, but the game holds up in handheld mode with the Joy-Con controllers too. Having not tested the remaster on PS4 (or PS5 via backwards compatibility), I can’t comment on that version, but the Switch did hitch on occasion–basically every time the game loaded into a new area, registered a manual save, or tried to manage numerous enemies and/or explosions on the screen. It never put me in a more difficult situation, but it is noticeable and thus a bit annoying. My game also outright crashed once, but the generous auto save feature meant I only lost a few seconds of progress.

On Switch, aiming can take some getting used to, but Republic Commando is quite loose on demands for precision so the Joy-Con controllers can effectively line up a shot–you don’t have to be exact, you just have to ensure your gun is aiming in the right direction. It’s thankfully generous in what counts as a hit, so it’s never frustrating that you can’t achieve the same level of precision as a mouse and keyboard.

Same Game, New Paint Job

In the end, Republic Commando Remastered doesn’t do anything to drastically change the experience of playing the original game. And to that end, its shortcomings have only become more apparent with time–tactical shooters have evolved to offer more satisfying experiences with choice and consequence–so you likely won’t find much replayability here.

But it’s still entertaining all things considered. If you loved its campaign back then, you’ll see that it has aged well in some respects. And if you haven’t played Republic Commando before, the remaster’s upgraded graphics and modernized control scheme allow you to enjoy a game that’s 16 years old.

Plus, Vode An, Republic Commando’s main theme, is still the most epic piece of original composition made for a Star Wars video game, and that alone deserves to be experienced.

Now Playing: Star Wars Republic Commando – Official Announcement Trailer

Plants Vs Zombies 2 Original Producer Explains What Went Wrong

Plants vs Zombies 2 wasn’t what a lot of fans expected out of a sequel to the classic strategy game, as it was rife with microtransactions that many players said felt like hitting a free-to-play wall. The original producer of the game, Matt Johnston, has opened up about what was going on behind the scenes as those decisions were being made.

In an interview with MinnMax, Johnston said that the seed of microtransactions in Plants vs Zombies 2 was part of its original design, with the idea of plant food. This was intended to be a leg up for players who were struggling, as a way to overcome a particular obstacle. In the midst of development, though, his team was suddenly asked to make a slice of the game playable for upper management, for reasons he didn’t know at the time. And while the team made the demo, it’s at this point that he first expressed some reservations about following a F2P model.

“We don’t think that’s possible without breaking the game,” Johnston explained. “The game is this interwoven, meticulously hand-balanced set of interdependent components. Every plant has a zombie that it depends on for that balance. Making sure that that whole thing is woven together in that perfect lineage and that perfect experience was just a magic trick that you can’t mess with.”

The demo was well-received by management, and shortly after PopCap was acquired by EA. That’s when Johnston was told that the earlier demo had been to give EA, as potential buyers, an idea of what was going on with the game. Sometime after the acquisition, Johnston says he was visited by then-EA CEO John Riccitiello who said his kid–a big PvZ plan–had suggested the idea of rent-able plants.

“It went against everything we had just learned,” Johnston said. “If you have that interwoven fabric of all these elements, you pull one out and the whole thing unravels.”

Johnston said he advocated for keeping PvZ2 as-is and making a separate free-to-play game, built from the ground up with those hooks in mind, so it wouldn’t “break anything.” Shortly after, he claims, he was taken off the project and then later asked to leave the company.

PopCap’s Peggle series saw a similar outcome with Peggle Blast, which also made heavy use of microtransactions. Plants vs Zombies has since gone on to spin off into the Garden Warfare series of shooters, which has three entries of its own, along with the F2P collectible card game Plants vs Zombies Heroes. Plants vs Zombies 3 has been soft-launched in some territories, but a final release date has not been set. EA says it has “optional microtransactions that can help you speed up progression.”

GameSpot may get a commission from retail offers.

Destiny 2 Trials Of Osiris Map And Rewards This Week (April 9-13)

The Trials of Osiris and Exotics vendor Xur are back in Destiny 2 for the weekend. Jumping into the event this week will give you a chance at the Sola’s Scar sword, plus a bunch of other Trials gear that’s new this season. Here’s the map you’re facing this week and a full rundown of the rewards you can earn.

As always, this weekend’s Trials event continues to the Tuesday weekly reset, so you’ve got until April 13 to earn rewards and spend tokens with Saint-14.

Trials of Osiris Map And Rewards (April 9-13)

  • Map: The Dead Cliffs
  • 3 wins — Sola’s Scar, Solar sword
  • 5 wins — Hunter, Warlock, or Titan Leg Armor: Pyrrhic Ascent Strides, Boots, or Grieves
  • 7 wins — Igneous Hammer, Solar hand cannon
  • Flawless run — Tomorrow’s Answer (Adept), Void rocket launcher
The Season of the Chosen features new armor you can earn in the Trials of Osiris, along with extra cosmetics like a ship, Ghost shell, and sparrow.
The Season of the Chosen features new armor you can earn in the Trials of Osiris, along with extra cosmetics like a ship, Ghost shell, and sparrow.

Though the Trials of Osiris is Destiny 2’s toughest challenge, you shouldn’t be hesitant about participating. You can still earn Trials rewards–some of the best gear in the game–even if you’re not a Crucible master. The End Game bounty from Saint-14 awards each week’s three-win reward just for playing Trials in general. You can also snag another weapon drop the first time you complete a recent Seasonal Challenge if you can win a total of seven rounds (as opposed to complete matches).

The Trials of Osiris is Destiny 2’s super-tough weekend competitive multiplayer event, which takes place from Friday to Tuesday every week, and it represents some of the highest-level challenges and rewards in the game. Your goal is to rack up as many victories as you can before you suffer three total losses, which forces you to reset your Trials run, or Passage. You’ll earn loot along the way as you rack up more and more wins, but the best rewards in the event come when you go on a winning streak of seven matches in a row–a “Flawless” run.

If you can manage to go Flawless, you’ll visit the Lighthouse, which is only available to Flawless players, where you’ll get some exclusive rewards. Opening the chest in the Lighthouse now gets you an “Adept” weapon, which has extra stat boosts you can’t get almost anywhere else.

GameSpot may get a commission from retail offers.

Hot Wheels Unleashed Is What You Imagined Hot Wheels Were As A Kid

For many, Hot Wheels was a cornerstone of childhood entertainment. Racing a set of micro-cars on bright-orange tracks, painstakingly pieced together into what you thought would make for a cool layout at the moment, offered a lot of amusement. The upcoming Hot Wheels Unleashed from developer Milestone looks to rekindle that same sense of fun and excitement with a full-fledged racing game, and now it’s more true to the Hot Wheels experience we imagined as kids.

I recently got to go hands-on with a pre-alpha build of Hot Wheels Unleashed, racing across a set of constructed tracks with vehicles that pay homage to old-school and modern cars from across the entire Hot Wheels toy franchise.

Playing Hot Wheels Unleashed felt like I was getting reacquainted with the same excitement I felt when playing Hot Wheels as a kid. Some of the available vehicles in the pre-alpha included throwbacks to the ’70s Rodger Dodger muscle car and the Dragon Blaster from the recent Color Shifters line of collectibles. In the final game, there will be more than 60 vehicles to collect and take for a spin. I found it fun to take the ’90s Twin Mill for a ride, which was a favorite of mine back in the day. There’s an undeniable sense of nostalgia in Hot Wheels Unleashed, and the game certainly leans into that when it comes to reimagining the micro-racing vehicles as high-octane speed machines competing in races on the iconic bright-orange tracks.

The full game will also feature a variety of tracks with different themes and backdrops. The ones present in the preview build showed a solid sampling of the more challenging race types you can expect in the full game. These tracks had names like Speed Vault, Spider Trial, Dragon’s Den, and Attic Troubles, to give you a sense of the difficulty and in-level gimmicks they had. In the preview build, we got to race on four tracks set in one of the game’s backdrops, a garage, and the full release will include other settings to have your races. Like in real life, the various tracks are constructed in common areas around the house, including bedrooms, backyards, and even a kitchen.

In keeping with an arcade racer’s tenets, Hot Wheels Unleashed keeps the racing mechanics simple, letting players of different skill levels jump in and start racing. The focus is on maintaining speed, building your boost meter with drifts, and staying ahead of the competition, but there are no power-ups to collect. Without worrying about tuning your vehicles, your success in the races depends on your skills controlling your toy car of choice and how well you understand the track. While Hot Wheels Unleashed does stick very closely to the familiar aspects of an arcade racer without adding anything entirely new to the formula, it still manages to offer a sense of quick fun and excitement that’s accessible across the different tracks.According to the devs, every Hot Wheels car–each with its unique performance and handling–are viable for competition. As this game is an exaggerated and stylized racer, you can expect to encounter a set of challenges and obstacles on the tracks that will require split-second decisions to overcome the odds, and that’s where Hot Wheels Unleashed feels at its best. One particular track that stood out was the Spider Trial, which, as the name suggests, features a live spider who shoots webbing onto the track, ensnaring racers who aren’t able to dodge it.

Though Hot Wheels Unleashed is an accessible racing game, it was surprising to see just how challenging the races can get, all due to the aggressive AI. While I was eventually able to overcome the odds and get the best of the other racers, the game’s early build still presented some jarring moments of overly aggressive AI making the races tough to finish in a decent rank. Even on the easier tracks, it was a challenge to keep up due to the rubberbanding AI, which resulted in other racers easily ganging up on my vehicle with collisions and overtaking me with sudden bursts of speed at inopportune times. Lead designer Federico Cardini told me the AI was still being tuned to be a little more forgiving to players, while still retaining a sense of aggression on the tracks.

No Caption Provided

This early build does nail the sense of speed and precision for a fast-paced racing game starring a suite of toy cars. However, it still keeps it simple when it comes to getting a grip of your chosen vehicle’s sense of speed and handling. Cardini explained that shifting over to a more relaxed style of racing came from the development team’s understanding of the genre based on their years of work on racing franchises like MotoGP and Ride.

“I’ll be honest, from a development side, it made me ecstatic, I’d say. We are also fans of racing in general, and we felt like with an arcade racer like this, we could show our love for the genre,” Cardini said while reflecting on Milestone’s jump from racing sims to an arcade racer. “One of our most famous games is Screamer, from the nineties, and that was an arcade racer, and we have an incredible amount of knowledge and expertise on racing games. This is a great opportunity for us, where we can really create something unique for a game like [Hot Wheels Unleashed] that uses our years of experience on racing games.”

In addition to the quick races that I got to take part in, there are also a career mode and time trials to jump into, which will tie into the game’s unlocking of new vehicles and tracks. Unfortunately, we didn’t get a chance to experiment with the game’s track editor, which sounds like it will be a defining feature of Hot Wheels Unleashed. According to the devs, every standard track in the game was built from the ground up with the track editor, and the same tools will be available for players at launch. Along with creating your custom tracks, set in the six different environments, you can also share them online to have other players try them out. The online network will let everyone share and download new tracks to race on, which will give players a constant stream of new places to compete with their chosen vehicles.

Hot Wheels Unleashed stands as a tribute to the entire Hot Wheels franchise and the impact it had on fans. I enjoyed my brief time getting reacquainted with the Hot Wheels series and remembering what I liked about the toy cars from my youth. So far, this is shaping up to be a solid arcade racer that understands what people love about the long-standing line of toy cars. Hot Wheels Unleashed is currently scheduled for release on September 30, for PC, PS4, PS5, Xbox One, Xbox Series X|S, and Nintendo Switch.

Now Playing: Hot Wheels Unleashed Exclusive Gameplay

New Star Trek Movie Confirmed For 2023 But We Don’t Know What It Is

Paramount has announced it will release a new Star Trek movie in 2023. What is the movie? We don’t know and Paramount hasn’t said yet, but the film studio apparently feels confident enough about it to put the untitled and unannounced film on its release calendar.

This movie, whatever it turns out to be, will be released on June 9, 2023.

JJ Abrams rebooted the Star Trek film series in 2009 in a well-received, commercially successful film that starred Chris Pine as Captain Kirk and Zachary Quinto as Spock. Sequels Into Darkness and Beyond released in 2013 and 2016.

A fourth installment in the reboot series was planned, but Paramount pulled the plug on it in 2019. Actor Simon Pegg, who played Montgomery “Scotty” Scott in the reboots, said the Star Trek films simply did not make enough money.

“The fact is, Star Trek movies don’t make Marvel money,” he said in 2020. “They make maybe $500 million at the most, and to make one now, on the scale they’ve set themselves, is $200 million [for its budget]. You have to make three times that to make a profit.”

Into Darkness was the most commercially successful of the three reboot films, and it made $467 million worldwide.

Pegg also remarked that the 2016 death of Anton Yelchin, who played Chekov, was a “huge blow to our little family, and [the] enthusiasm to do another one might have been affected by that.”

Another Star Trek movie from Fargo’s Noah Hawley was said to be in the works, but it’s been sidelined for now. A report said Hawley’s movie would tell a story about a virus that wipes out a huge part of the universe, and Paramount may not want to pursue this story in the current climate.

Quentin Tarantino is said to be involved in a future Star Trek movie, but again, it remains to seen if that’s still the plan given the overall upheaval around the sci-fi series.

In other Star Trek news, new seasons of Star Trek: Discovery and Star Trek: Lower Decks are in the works–check out new trailers here.

The Last Campfire Update Adds More Puzzles, Higher Framerate And Replayability Features

Hello Games’ The Last Campfire has received a surprise update.

The studio has said that while The Last Campfire “isn’t a live service game like No Man’s Sky,” the team wanted to implement some larger features so they could “move on from this game they care so much about.”

Hello Games has added 20% more puzzles to the game, as well as the ability to replay any puzzle at any time. This arrives alongside a host of performance improvements, controller and Mac support, a higher framerate cap and several quality-of-life improvements. A lot of the features added had been requested by fans.

[ignvideo url=”https://www.ign.com/videos/2020/03/17/the-last-campfire-official-trailer”]

Developed by a 3-person team within the studio, The Last Campfire launched in August of 2020 on PC, PlayStation 4, Xbox One, iOS and Nintendo Switch.

The studio says that they’ve been pleased with the response to the game, noting that “over 80%” of the game’s players get the platinum reward for solving every side puzzle and helping every forlorn.

We reviewed The Last Campfire, scoring it a 9 and calling it “a beautifully told tale.” It was reported back in September of 2020 that Hello Games is working on a “huge, ambitious” new game.

[poilib element=”accentDivider”]

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

The Last of Us Remake Reportedly in Development, and Days Gone 2 Pitch Rejected

Sony studios are reportedly working on a remake of The Last of Us, while Sony Bend begins work on a new game after an unsuccessful 2019 pitch to make Days Gone 2.

In a new Bloomberg report into dissatisfaction among Sony’s lesser-known studios, sources say that a Last of Us remake codenamed T1X was started by Michael Mumbauer, the founder of Visual Arts Service Group (a Sony developer that traditionally assists development on PlayStation Studios’ games).

Mumbauer apparently assembled a new, 30-strong development group and – after passing on the idea of a remake of the first Uncharted game – settled on a remake of 2013’s The Last of Us. However, the team reportedly ran into trouble after Sony kept their existence a secret, and refused to offer extra budget. Head of PlayStation Studios Herman Hulst apparently deemed the project too expensive, and Mumbauer’s team was moved to support development of The Last of Us 2.

[ignvideo url=”https://www.ign.com/videos/neil-druckmann-reacts-to-the-last-of-us-2s-best-playstation-game-of-the-year-win”]

Bloomberg’s sources say that, after The Last of Us 2 was completed, Sony moved multiple Naughty Dog developers onto the T1X project, and the remake effectively became a Naughty Dog project. Mumbauer and other original developers have now left the company, but development on the remake is apparently continuing.

As part of the same report, Bloomberg also says that Sony Bend pitched a sequel to Days Gone after the game’s release in 2019, but was rejected. Sony then apparently moved Bend developers onto two Naughty Dog projects – a multiplayer game (presumably the standalone Last of Us multiplayer game) and a new Uncharted project (which has also been rumoured recently).

Some Bend staff reportedly left as a result of having their autonomy taken away, and leadership allegedly complained to Sony and asked to be moved off of Uncharted development. Sony Bend is now apparently working on a new original game, but it’s not clear if this is Days Gone 2, a brand new game, or a return to another back-catalogue game.

Update: Eurogamer reports that its sources claim a Sony Bend-developed Uncharted game was planned to be a new chapter for the series, possibly a prequel, and was intended as something of a reboot for the series. It’s unclear if those plans have persisted with Bend off of the project.

[ignvideo url=”https://www.ign.com/videos/the-last-of-us-hbo-series-will-cover-the-first-game”]

There had been many rumours about a new Sony team in San Diego, led by Mumbauer, with many assuming that it was working on a new Uncharted game after it said it was developing in an “existing franchise”. However, it seems that referred to The Last of Us, with Uncharted’s future seemingly remaining under Naughty Dog’s control.

The timing for a remake of The Last of Us feels appropriate given the upcoming HBO series, which will reimagine the story of the first game, with Pedro Pascal and Bella Ramsey in lead roles.

[poilib element=”accentDivider”]

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].

The Falcon and The Winter Soldier: Season 1, Episode 4 Review

This review contains spoilers for Marvel’s The Falcon and The Winter Soldier episode 3, ‘The Whole World is Watching’, now available to view on Disney+. To remind yourself of where we left off, check out our The Falcon and The Winter Soldier episode 3 review.

[poilib element=”accentDivider”]

The star-spangled shield stained with blood may be a blunt metaphor, but the final image of episode four of The Falcon and The Winter Soldier nonetheless effectively communicates a central theme of the show: the establishment is a problem. Captain America beating a man to death with the edge of his shield is the final end point of an episode that dedicates itself to picking apart the numerous power structures at play, further analysing where The Falcon and The Winter Soldier’s loyalties lie and the surprisingly bleak messages it seeks to convey.

Episode four is the darkest, most serious chapter of the run so far. Surprisingly, it’s penned once again by John Wick writer Derek Kolstad, but this time around the fun espionage adventure vibes are cast aside and the buddy comedy dialogue almost entirely purged from the script. While this makes for a more dour episode, it works in the show’s favour; the quips have been very hit and miss over the season, and ultimately this serious story is better served by leaving the comedy behind.

A more honed focus on the serious matters allows episode four to take a much deeper dive into the motivations driving each of its characters. With John Walker, we see an increasingly aggressive Captain America that strays further and further from the ideals laid down by his predecessor. But while clearly developing into the form of an antagonist, his motivations are broadly understandable; he’s angered not just by what he sees as terrorism from the Flag Smashers, but also his inability to fight them due to his lack of enhancements. But while he has honest belief in what he’s fighting for, his flawed reading of what power grants a person leads him to become the vengeful, hot-headed antithesis of Steve Rogers.

[widget path=”global/article/imagegallery” parameters=”albumSlug=the-falcon-and-the-winter-soldier-cast-and-characters&captions=true”]

This is reflected in Karli Morgenthau, who we get to spend much more time with in this episode thanks to her finally getting face-to-face time with Sam. These conversations solidify that Karli’s overall goals are noble and her anger justified. Sam’s desire to understand her approach – despite everyone around him being against this – works to further make the Flag Smashers sympathetic and establish at least the foundations of a united cause between the characters. Yet, like Walker, Karli’s desperation and anger has convinced her to choose violence, and her conviction in these methods only seems to grow stronger and more problematic, particularly with her misguided threats against Sam’s family.

This all further reinforces Morgenthau and Walker’s positions not as the show’s antagonists, but as complicated humans in a complicated world. And in a cinematic universe that usually uses clearly defined good and evil (that’s the comic book way, after all), it’s admirable to see showrunner Malcolm Spellman holding the show true to this vision. This does occasionally make for muddy watching, though; there are frequent moments through this episode where so many characters are in opposition to Karli that it feels as if the show is instructing viewers that she’s a clear cut villain. But, through the use of Sam’s sympathies and the blood-stained shield motif as a closing note, episode four is able to close with its values and messages in clear focus.

That’s not to say there aren’t some factors working against this. Episode four spends a lot of time dealing with the Flag Smasher’s reactions to the GRC, and the more The Falcon and The Winter Soldier focuses on this, the more unfocused and out-of-line with the rest of the MCU it feels. In Spider-Man: Far From Home, the return of half the population was framed as a joyful punch line. WandaVision made the moment more traumatic, but there’s been no sense of just how much of a humanitarian crisis it was prior to The Falcon and The Winter Soldier. While it’s fine for the show to reveal new, more complicated layers to this, there’s rarely any exploration of the hows and whys of the GRC’s actions, and just a focus on Karli’s response. Strengthening audience understanding of exactly how the GRC mishandled the Blip would not just reinforce Karli’s position, but also support the show’s main point about the mishandling of power.

[widget path=”global/article/imagegallery” parameters=”albumSlug=the-falcon-and-the-winter-soldier-10-comics-stories-you-should-read&captions=true”]

Similarly, the appearance of Ayo and the Dora Milaje feels somewhat incomplex for such a multi-layered show. It turns out that Ayo is simply in town because Wakanda still harbours an almighty hatred for Zemo (which, fair play, he did murder their king). While a Wakandan presence in the story would ideally serve a more interesting purpose, it does provide the episode’s most notable fight sequence. The spinning attack moves of the Dora Milaje certainly adds a bit of comic book flair to the show’s otherwise grounded battle approach. But it’s the psychological impact this attack has that’s the most important thing; Walker realising that he can be bested by regular, unenhanced foes is the snapping point that leads him to taking the serum himself. Now souped up like Steve was, we’re hopefully in a position to explore exactly what happens when an unworthy man takes on the full mantle of Captain America.

Among all these heavy moments, Baron Zemo’s continued Hannibal Lecter act is a fun change in tone that still remains sinister. His slipperiness allows him to further his own agenda in secret, and as with his appearance in Civil War, he proves a complicated villain with a fair point. But while his personal plot isn’t directly related to fairly American-centric struggles that the other characters are attempting to unpick, his discussion of how super powers lead to dangerous supremacy is yet another example of the show smartly linking its many separate elements to its central theme of abusive power.

Neo: The World Ends With You – July Release Date, Gameplay Details Revealed

Neo: The World Ends With You will be released on July 27, and we’ve learned a whole host of gameplay details.

A PlayStation Blog article provided the date, as well as a deep-dive into the story and gameplay. Neo: The World Ends With You is a sequel to Square Enix’s 2007 Nintendo DS title The World Ends With You.

Set in Shibuya ward in Tokyo, you play a character called Rindo, who is part of a street crew called The Wicked Twisters. Your job is to uncover “the mysteries behind the sinister Reapers’ Game,” a week-long competition to save your soul. As you proceed you’ll take on other crews and deal with the Shibuya and Shinjuku Reapers in the process.

A big part of the game will be scanning and fighting Noise, nefarious manifestations of negative emotions that appear throughout Shibuya. When Rindo scans for Noise they will also be able to see the thoughts of the everyday people of Shibuya.

[ignvideo url=”https://www.ign.com/videos/2021/04/09/neo-the-world-ends-with-you-release-date-announcement-trailer”]

Much like the first game, players will assign pins to their party members that change their attack mechanics in combat. In Neo, you’ll be able to control multiple party members during battle, and each teammate will hold one of the 300 available pins, which can be activated to unleash a special attack.

Pins and threads can be purchased from a variety of shops in Shibuya to upgrade a character’s stats and abilities, and you’ll have to figure out a good combination of pins and threads for your team to fit the way you like to play. The composer of the original game Takeharu Ishimoto is back for Neo, and so is the protagonist of the first game, Neku. A hooded Neku with a new outfit is revealed at the end of the latest trailer for the game.

Players who preorder the game on the PlayStation Store will get access to a Legendary Threads Set that boosts stats in battle, as well as a special set of Avatars. Neo: The World Ends With You launches on July 27 later this year for PS4 and Nintendo Switch. It will also come to the Epic Games Store in Summer 2021.

[widget path=”global/article/imagegallery” parameters=”albumSlug=neo-the-world-ends-with-you-5-screenshots&captions=true”]

[poilib element=”accentDivider”]

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

Hotel Transylvania 4 Gets Official Title and New Release Date

Get ready for more monster madness: Hotel Transylvania 4 has a new title and release date.

Sony Pictures Animation has announced that the fourth installment of the Hotel Transylvania franchise will be officially titled Hotel Transylvania: Transformania, with fans invited to check in with the myriad of monsters on July 23, 2021. The new release date sets the movie two weeks earlier than planned after originally being moved from December 22, 2021, to August 6, 2021.

Selena Gomez, who voices Mavis in the movie series, the vampire daughter of Adam Sandler’s Dracula, will also serve as an executive producer this time around alongside franchise creator Genndy Tartakovsky, Michelle Murdocca, and producer Alice Dewey Goldstone. Tartakovsky has penned the script for Transformania but has handed over directorial duties to Jennifer Kluska and Derek Drymon.

[widget path=”global/article/imagegallery” parameters=”albumSlug=2021-movies-preview&captions=true”]

The previous entry in the franchise, Hotel Transylvania 3: Summer Vacation, took a big bite out of the box office when it was released in 2018, grossing $528 million worldwide against a budget of $80 million. It became the highest-grossing movie in the Hotel Transylvania franchise and even climbed the ranks to become Sony Pictures Animation’s highest-grossing fully-animated movie worldwide.

IGN’s review of Hotel Transylvania 3: Summer Vacation commended director Genndy Tartakovsky for offering “a manic alternative to the relatively grounded, emotional storytelling of Pixar,” though it was also noted that, with each new installment, “the audience is expected to be more invested with these characters, and the many artificial aspects of their world have simply become a distraction.”

[poilib element=”accentDivider”]

Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.