Little Nightmares 2 Builds Tension Through Its Uneasy Partnership

“This isn’t so bad,” I thought to myself as I scampered through the admittedly spooky forest, the opening level of Little Nightmares II, which I got to play in a preview build of the game. Mono, the paper bag-wearing protagonist of Little Nightmares II, handles just as nimbly as the original game’s Six, which makes it easy to navigate the dangerous obstacles in my path. Whether it’s leaping over the poorly hidden rope to avoid getting caught in a snare or chucking abandoned shoes and sticks into piles of leaves that are clearly hiding active bear traps, Mono is up to the task–he’s an intelligent kid. Which then begs the question: Why in the hell is he choosing to continue down an increasingly dangerous path that is obviously leading up to something even worse?

That something turns out to be a dilapidated shack of a house. “We could just go around,” I say out loud, but Mono isn’t having any of it. The only path forward, apparently, is through, so into the obvious murder house I go. Inside, Little Nightmares’ more traditional puzzles come into play–just like the first game, you’re controlling a very tiny child who has wandered into a space that’s home to people who are significantly larger than you. So Mono has to clamber up and down staircases, crawl under furniture, and move boxes in order to leap up and grab the handle of doors in order to open them. It’s all fairly simple stuff, though there is an urgency to my actions, as the unsettling sound design and occasional environmental context clues are really selling that I’m not alone in the house.

Plus, ya know, there’s that whole cannibalistic aspect of the first game in the back of my mind reminding me that there’s a good chance that I’m going to run into someone who wants to eat me. The original Little Nightmares reinforced the notion that you shouldn’t trust anyone or anything in this terrifying world–given what Six is willing to do in order to satiate her hunger, you’re not even sure you can trust yourself. Little Nightmares II builds on this unsettling feeling of mistrust by introducing a partner character you can’t directly control. She may be a familiar face, but your partnership is born out of necessity, not a mutual bond.

Locked in one of the rooms in the house is another child–it’s Six, though she’s not wearing her memorable yellow raincoat, appearing as she did in Very Little Nightmares, the mobile title that acts as a prequel to the original game. Six doesn’t wait around to thank me for saving her, bolting out of the room. I decide to follow, and here is where Little Nightmares II reveals its new puzzles: cooperative challenges.

There are puzzles in the game that Six and Mono cannot solve on their own. Sometimes one has to boost the other up to reach something that’s really high, for example, or hold an object in place while the other interacts with it. For better or worse, you have to trust Six to make it through the game–when you pull on a rope to decrease the gap in a bridge to allow her to make the jump to the other side, you have to hope that she is willing to then come back and reach out her hand to catch you as you make the further jump. There’s no way to directly control Six. She wanders off and doesn’t wait for you to catch up unless she encounters a problem that she can’t solve on her own. You can hold her hand–sacrificing speed to ensure you both stick together–and call for her to come to you. But there were a few moments when I called out and I could have sworn that when she looked back at me, she paused to consider whether it was worth it. Maybe it was just a latency issue, a bug to be ironed out ahead of release, or maybe she doesn’t trust me yet. And if she doesn’t trust me, it makes it hard to comfortably feel like I can trust her.

And that’s where Little Nightmares II’s true tension lies, in the unnerving position you find yourself in where your survival is dependent on relying on someone you’re not sure you can completely trust. You do need Six too, you just can’t abandon her. The game does a fabulous job of hammering in that fact within the first few moments of meeting Six. Because after saving Six, you encounter the being that likely took her captive: the Hunter. And you will not get away without her.

“Why do they call him the Hunter, Jordan?” I can hear you asking. Well, the first time you see him, he’s skinning animals with his bare hands, which seems like a very outdoorsman, hunter-y thing to do. Oh, and upon seeing you, he decides his best course of action is to load a shotgun and just start blasting.

What follows is a lengthy chase through the rest of the forest, with you and Six working together to move heavy objects, climb over obstacles, and discover ways to temporarily hide from your pursuer. Chase sequences aren’t new to the Little Nightmares games, but Little Nightmares II does a much better job with them than its predecessors. You still immediately fail if you’re caught–which for the Hunter means he sees you and blows your head off–but the sequel does a better job of teaching you how not to fail because you now have a partner. At the beginning of the chase, Six immediately takes off sprinting and hides behind a box, a cue that you should do the same. The Hunter shoots at you but the box takes the shell, and during the time it takes for him to reload, Six sprints to the next hiding place. After this, Six follows your lead, but now you have the knowledge of how to escape the man who’s chasing you: Run to a box, hide behind it to survive the shotgun blast, run to the next box, repeat.

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This pattern continues throughout the chase, with Six initially showing you how you can survive (hide in tall grass or dive underwater to avoid the light of the Hunter’s lantern, for instance) and then handing the agency back to you with the knowledge of how to survive for the next few minutes. So instead of experimenting with several different strategies and dying over and over at each checkpoint, I actually made it through the entire chase with only two deaths (and both were clearly my fault–I rushed ahead in fear when I should have taken a few seconds to take stock of the situation). It felt like Six and I were leading each other and working together to escape this monster instead of me memorizing the correct route through repeated trial and error. When it comes to horror games, I find it way more satisfying when it feels like I outsmarted the invincible monster chasing me–I don’t want to be reminded that I’m simply trying to solve a puzzle that’s dressed up to be scary.

The escape from the terrifying Hunter ends in a satisfying way. I didn’t really appreciate it until after the fact–in the moment, I was screaming, “Pick up the gun and end this motherfu-” as I tried to grip my controller with sweaty hands–but as Six and Mono were safely sailing away, I realized that most of the distrust I had for Six was gone. But only most of it, not all. Escaping the house and fleeing from the Hunter showed just how reliable Six could be in a pinch. She seems like an excellent ally to have. But I also can’t help but think back on the times when she ran off without me, only slowing down when it seemed like she would need me to help her. Does she trust me or is she only keeping me around for as long as she needs me? It’s a tense way to end Little Nightmares II’s first chapter, and it left me intrigued to see how the rest of the game plays out.

I guess I’ll find out whether Six is a trustworthy partner when Little Nightmares II launches for Xbox One, PS4, Nintendo Switch, and PC on February 11.

Now Playing: Little Nightmares 2 Gameplay Trailer | Gamescom 2020

Windbound Review – Against The Wind

Windbound is an excellent island. It’s just a shame that it’s a poor archipelago.

For my first few hours with the new roguelike survival game from Five Lives Studios, I walked a knife’s edge–blissful relaxation on one side, speedily encroaching anxiety on the other. You would be forgiven for being lulled into a false sense of security. The sunny skies and gorgeous ocean are inviting. The art style charmingly stakes out a familiar middle ground: cartoonish gloss, realistic proportions. The monsters are memorably designed, and even the most imposing are at least a little cute. But as welcoming as it can look, the red and yellow gauges at the top of the screen are a constant reminder that this world isn’t friendly.

You’ll stumble around early on, unable to do much of anything. Okay, you have grass, but what can you do with grass? Okay, you crafted a grass rope, but what can you do with a grass rope? You may try to wade into the water in hopes of swimming to the closest island, but your stamina gauge will quickly dash those hopes. Deplete it and you’ll wake up on the beach, back where you started. Eventually you’ll find a shrine on the island where you’ll receive an oar, which is, in some way, legendarily significant. Locating this artifact will unlock some new crafting recipes. Turns out you can craft a grass boat with enough rope and some elbow grease.

From here, Windbound’s waters open up. A tower in the distance, which tapers into a stony crab’s claw, beckons. You search for two more, each with a portion of the key you need to progress to the next level. After finding all three, you search for a gate, carved into a massive outcropping of rock. Pass through the gate and you’ll find your boat, waiting to take you on a river ride through a stone cavern. Hulking sea creatures breach the water as jaunty music, which threads the needle between sea shanty and battle theme, guides you along. This moment is genuinely climactic and cool and had me on board for whatever came next.

But, then it repeats, largely unchanged, four times. In fact, as the game progresses, all of these beats from the opening hour repeat four times. By the end, what was once fun and interesting becomes rote and boring at best and deeply frustrating at worst. There are always three towers to find but by the fifth level, the play space has expanded and the islands have become smaller and more numerous. Finding the towers in the latter half of the game feels like searching for a needle in a haystack, except the needle’s location is scrambled every time you die.

Well, at least that’s what happens on the Survivalist difficulty. Windbound can be played as a roguelike with permadeath or as a more forgiving, level-based survival game. I want to recommend the latter, because Windbound’s sluggish pace is a poor match for a roguelike’s structure. At one point, roughly three hours into a playthrough, a shark suddenly appeared and destroyed my boat, killing me instantly. I was playing on Storyteller, so I was able to begin again at the start of the level instead of at the start of the game. But all I could think about was how much effort I would have wasted if I had been playing on the more punishing Survivalist setting. Three hours of searching for towers would have gone down the drain in a blink of an eye. I can’t fully recommend playing on Storyteller, either, though. Searching for food to shore up your stamina gives structure to the Survivalist mode, and that’s missing on the easier setting. Your stamina gauge depletes much more slowly on Storyteller, so most of your time will be spent in the water, searching for towers–an act that becomes painfully tedious as the game stretches on.

A lot of that tedium stems from how difficult it is to steer your ship. Early on, you row your boat with an oar. It’s straightforward, but it will take you a long time to get anywhere. So you’ll want to craft a mast which allows you to harness the wind. But, once you do that, it becomes very difficult to sail against the wind. You’re supposed to loosen your sails when the wind is at your back and tighten them when you’re moving against it, but sailing against the wind never really feels natural. It seems like you’re supposed to sail at a diagonal or slalom back and forth. Both options feel pretty counterintuitive, and I came to dread sailing between islands. It’s also difficult to see a tower until you’re very close to it, so instead of seeing a point on the horizon and sailing to it, you’re frequently sailing to the horizon and hoping that a point materializes.

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As much as I disliked the act of sailing, I did enjoy the process of building a sturdy boat. In typical survival game fashion, as you find new materials you unlock access to new recipes. After building grass and bamboo boats for hours, it’s exciting to finally find the key ingredient needed to craft an axe and gain the ability to chop down trees. After that shark made short work of my grass boat, I went back to the drawing board and created a powerful wooden boat with multiple hulls and strong, defensive armor. Building a strong boat that can effectively brave the high seas is satisfying. And the absence of huts or houses helps the game maintain a sense of forward momentum.

When you are on dry land, you spend a lot of your time running from monsters. Some, like the docile bison-like Gorehorns, will leave you alone unless you invade their personal space. Others, like the creepy Gloomharrow, which slinks around like Randall from Monsters Inc., attack on sight. Some craftable items require parts from these creatures to make, and you quickly gain a sense for whether or not a fight will be worth it or not. If you’re flush with arrows, taking down a Gorehorn is as simple as clambering onto a rock just out of reach and pelting them with projectiles. But, if you’re running low, you’ll need to get up close and personal with a spear, or worse, with your knife. These fights mostly involve locking on to your opponent and waiting for them to make a move before you dodge and hop in for a flurry of attacks. Combat isn’t a huge part of the game, though. Fights are a risk-reward proposition and a major drain on resources, health, and stamina if you don’t manage to down the monster and/or if they don’t drop much meat. But it works well enough when you need to engage and each creature behaves distinctly enough that I never forgot where to get a certain part.

Overall, Windbound has its moments. Much of the time, it was relaxing enough to zone out and search for crafting materials. But the game is built around finding towers, and that process becomes significantly less fun after the first level. There are only so many times you can search for a tower, no matter how winsome the presentation.

MacBook Deals: Save on All the Latest Models

Apple isn’t exactly known for dropping prices on its products. Thankfully, other retailers that sell Apple products have no such aversion to discounts. Right now, Amazon has nearly all models of the latest MacBook Air and MacBook Pro on sale for between $50 and $300 off. So if you could use a new laptop, now’s a good time to pick one up.

All of these laptops are the latest models, and they all sport the Magic Keyboard, which is a huge improvement over the keyboard in the models these replaced. Thanks to the scissor switches used in place of the previous (and infamously unreliable) butterfly switches, the keyboard on these computers offers a superior typing experience.

MacBook Air Deals

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These machines also all have Touch ID, which lets you enter passwords using your fingerprint, which honestly still feels pretty futuristic.

As for which MacBook to pick, the two questions you need to ask yourself are: how much power do you need, and what’s your preferred screen size? The MacBook Air has a 13-inch Retina display, as does the 13-inch MBP. As you climb up the price point ladder, you’ll get more power, which should come as no surprise. But if you just need a laptop for everyday tasks, a MacBook Air will suit you just fine for years to come.

13-Inch MacBook Pro Deals

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Those who do more demanding computing tasks like programming or audio/video editing should look at the MacBook Pros. In addition to packing more power, all of the Pros come with the Touch Bar above the keyboard. It’s a long touchscreen whose buttons change depending on which app you’re using. The idea is that it’s more versatile than the physical buttons on the MacBook Air.

16-Inch MacBook Pro Deals

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The 16-inch MacBook Pro offers the largest screen yet on a MacBook.

Any machine you choose, you’re getting a deal, so grab one if you want one. As usual with Amazon, there’s little rhyme or reason for when its prices go up or down. Usually the online retailer seems to price match the sale prices of competitors when it has the same item in stock. As such, there’s no telling when these deals will go away.

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Chris Reed is IGN’s shopping and commerce editor. You can follow him on Twitter @_chrislreed.

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GTA Online’s San Andreas Prix Week Is Now Available

Grand Theft Auto V‘s Los Santos Summer Special continues this week in GTA Online with the release of the San Andreas Prix Week. The latest update adds new Open Wheel race tracks, more rewards, extra discounts, and a free t-shirt.

Rockstar has unveiled nine new tracks for GTA Online’s Open Wheel race series. These high-speed courses take you past the Vinewood sign, across The Land Act Dam, and onto the Los Santos Freeway, with plenty of other eye-watering stops along the way. If you slide behind the wheel of any Rockstar Created Open Wheel Races this week, you’ll also earn triple GTA$ and RP.

Both VIP and MC Work & Challenges are dishing out double rewards this week, too. Whichever of the two activities is played more often this week will determine next week’s in-game bonuses. If players take on more VIP Work & Challenges, then double rewards will be applied to all Special Cargo Sell Missions the following week. If players partake in more MC Work & Challenges, then all Biker Business Sell Missions will be awarded with 2X GTA$ & RP from September 3 through September 9.

If you complete either VIP or MC work this week, you’ll receive a complimentary Green Dot Tech Mask in case you’ve ever wanted to resemble a Watch Dogs character. By playing GTA Online over the next seven days before September 2, you’ll also be able to get your hands on a free Vapers Den t-shirt.

Meanwhile, in the Diamond Casino & Resort, players who swing by the lobby can give the Lucky Wheel a spin in an attempt to win this week’s podium car: the Progen PR4 wrapped in the Estancia-Tobacco-sponsored livery.

There’s also a range of discounts on offer throughout Los Santos this week, including:

40% off MC Clubhouses

Downtown Vinewood, Grapeseed, Great Chaparral, Hawick, La Mesa, Paleto Bay (1 Paleto Blvd and 68 Paleto Blvd), Pillbox Hill, Rancho, Sandy Shores, and Vespucci Beach.

40% off Executive Offices

Maze Bank West, Arcadius Business Center, Lombank West, and Maze Bank Tower.

40% off Biker Businesses

Document Forgery Offices, Counterfeit Cash Factories, Weed Farms, Meth Labs, and Cocaine Lockups.

30% off Executive Office Customizations

Interiors, Organization Name Change, Money Safe, Gun Locker, Accommodation, and Personal Assistant.

There’s also a 35% discount on the Ocelot R88, and 40% off the Declasse Hotrod Saber, Declasse Drift Tampa, and Delasse Drift Yosemite.

Prime Gaming subscribers who have connected their account to the Rockstar Social Club can now earn the latest weekly $200,000 bonus. You can also grab the Vespucci Canals Nightclub location for free, along with access to a special discount that gives you 70% off the Mammoth Avenger and 75% off the Avenger Weapon and Weaponized Vehicle Workshops.

Now Playing: Grand Theft Auto 5 PS5 Trailer | Sony PS5 Reveal Event

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Marvel’s Avengers Shows Up Early For Some People In Australia

Marvel’s Avengers is slated for release on September 4, but some people in Australia are getting their hands on the game early. A reader of the website Kotaku Australia said they received a copy of the game on PS4 from Amazon Australia.

It’s unclear if this was a one-off early shipping mistake on Amazon’s behalf, or if Amazon has begun to ship the game ahead of schedule en masse, or some other issue entirely. Whatever the case, with copies of Marvel’s Avengers beginning to appear in the wild, it’s a good time to take extra precautions online if you want to avoid spoilers.

While Marvel’s Avengers is similar to Destiny in some ways, unlike Bungie’s title, Marvel’s Avengers does not require an internet connection. That said, there is a one-time internet activation requirement and an 18 GB day-one patch, so those who scored an early copy of the game will seemingly be locked out from playing it.

In other Marvel’s Avengers news, dataminers have seemingly unearthed information that suggests the game may feature as many as 15 additional heroes. Alongside Spider-Man, who is a PlayStation exclusive, the list includes Ant-Man, Black Panther, Captain Marvel, Doctor Stranger, Mockingbird, She-Hulk, and more.

Now Playing: WE FINALLY Understand What Kind Of Game Marvel’s Avengers Is

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Epic Games Explains What Fortnite’s Google Play Ban Means For Players

Fortnite has been blocked on the Google Play Store, meaning some players are now unable to update the game and play Chapter 2 Season 4, but Epic is making clear to players that its own app and the Samsung Galaxy Store will allow Android players to keep playing.

Epic Games is sending an email to those who have downloaded the game on Android, which notes that Android users can still play the new season via the Epic Games App for Android (accessed via Fortnite.com/Android) or the Samsung Galaxy Store. However, the most traditional download method has now been rendered obsolete due to Epic’s ongoing legal proceedings with Google.

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Epic added that Fortnite users who already own the game on Google Play can continue to play the current update, but given that the Season 3 Battle Pass wrapped up on August 27, players will not be able to progress any further – they also will not be able to access new cosmetics, gifts or challenges. The Battle Lab, Duos and Limited-Time game modes have also been rendered inaccessible for Google Play users.

Here’s a primer on everything that has happened so far in Epic Games’ legal battle with Google and Apple over app store policy. Apple players are now completely unable to play the newest season of Fortnite following the game’s removal from the App Store.

In other Fortnite news, check out our explainer of the Nexus War update that has brought a number of Marvel superheroes to the game.

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

Nick Offerman Recalls His Meeting For A Superhero Movie And What Went Wrong

Actor Nick Offerman auditioned for the role of Wolverine many years ago, but the part went to Hugh Jackman. As it turns out, that wasn’t the only superhero role that the Parks and Rec star was in the mix for.

Appearing on Rob Lowe’s podcast, Offerman said about three or four years ago (so 2016-2017), he had a Skype meeting with a director “for a superhero movie.” The production of this film, whatever it was, had some issues, and the director was fired; a crew member replaced him.

Offerman said he knew from the very beginning that there was no chance he would get the role, due in part to how he wasn’t exactly in top physical shape, but he tried to sell the director on the idea that he would be the “funny” choice.

“I don’t get a lot of meetings for superhero movies,” Offerman said. “I knew that this guy wasn’t the first choice as director. The director had been fired, and this guy was a crew member who had been promoted to director. So I knew that, going in, there was no way I was getting this job. No way. You know the math.”

“The only way I get the job is if the man or woman is a maverick,” he added. “Anybody can go to the gym and get ripped. But I will be funnier than any of these other choices. I think the smartest thing you could do is to cast me. It’s the kind of thinking that will allow your superhero movie to stand out.”

Offerman said the same day that he had the call with the director for his project, he started running for exercise. He now runs 5 or 6 days a week, and 4 miles per day.

There are plenty of possibilities for what movie Offerman might be referring to here, and hopefully one day we learn the true answer.

Offerman recently starred on the miniseries Devs, which we thought was one of the best sci-fi shows on TV.

Now Playing: Devs Ending Explained – Episode 8 Plot Breakdown And Theories

Bill & Ted Face The Music Review: A Most Excellent Escape

It’s been a rough year for practically everyone. Many of us are stuck at home, unable to see friends, go on vacations, or even make a simple trip to the movies. Initially, 2020 was set to be a pretty fantastic film year, with new entries in a variety of beloved franchises, from Fast & Furious to Ghostbusters. Practically all of them, including upcoming Marvel Cinematic Universe films, have been delayed as far as deep into 2021. One highly-anticipated movie, though, simply couldn’t wait that long.

Bill & Ted Face the Music arrives in select theaters and on digital release on Friday, August 28. It’s the first film in the series since 1991’s Bill & Ted’s Bogus Journey. Face the Music has been in the works for over a decade, but even with that much development, the prospect of revisiting this franchise after so long is a scary one. Can it live up to the hype? Will it be a worthy entry into the existing canon? Could these 30-year-old characters even resonate in the modern day?

Thankfully, the answer to all three of those questions is a resounding yes. Bill & Ted Face the Music is practically everything you could have asked for, and more. After 30 years, Bill (Alex Winter) and Ted (Keanu Reeves) are all grown up, have families, and yet are still the same slacker duo that are trying to unite the world with a single song. Unfortunately, it hasn’t been working out and they are visited by someone from the future who tells them their time is up. Now they have 78 minutes to come up with the song that will save the universe. Not too tall of an order, right?

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The key to this movie, just like others in the franchise, is the duo’s performances. They’re able to, for the most part, easily embody the characters they haven’t played in nearly three decades. There is an isolated moment or two when it sounds like Reeves is playing Reeves, rather than Ted. Then again, that might also be due to the fact that the actor has transcended movies to simply become a person whose voice many would instantly recognize, regardless of context.

The chemistry between these two characters is as palpable as ever, likely due in part to the long-lasting friendship between the two actors. And the characters share more than just the bond of friendship, as they’re both faced with their failure to achieve their potential in life. That makes it all the more engaging as they race against the clock to finally prove to themselves what they are capable of.

If you’ve seen the trailer you have some idea about their story in the film, as the duo jump in the phone booth once again to visit different versions of themselves on their journey and, honestly, each iteration of Bill and Ted you meet in the film is entertaining and worthy of a bit more screentime. If anything, that’s the film’s most notable flaw: At just over 90 minutes, Face the Music moves quickly and there are scenes you’re likely going to want to see more of.

Theirs is only one of the movie’s stories, though. The film also introduces their daughters, Billie (Brigette Lundy-Paine) and Thea (Samara Weaving), who nearly steal the show throughout. As Bill and Ted’s kids, they are obviously best friends and love music and hanging out just as much as their dads. However, they’re also brilliant. Seriously, they’re geniuses.

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Whereas Bill and Ted rarely think their plans through or process what the next step will be, Billie and Thea are well-reasoned and incredibly intelligent–while still hanging onto many of the personality quirks they’ve picked up from their parents. Lundy-Paine, in particular, is incredible as the daughter of Reeves’ Ted, embodying some of his traits while also making the character her own.

The rest of the cast more than holds their own in supporting roles, with some truly exciting standouts. The most notable is Kristen Schaal’s role as Kelly, daughter of Bill and Ted’s time-traveling mentor Rufus (George Carlin). She sets the duo on their new journey and, of course, winds up just as entangled with them as her dad–who makes a brief appearance using repurposed footage. Additionally, Gotham and Barry star Anthony Carrigan appears as a futuristic cyborg that ends up becoming one of the most hilariously sympathetic characters in the second half of the film.

Lastly, it’s impossible to talk about this movie without mentioning William Sadler reprising his role as Death. The character of Death was one of the best things about the original sequel, Bogus Journey, and 29 years later, Sadler still perfectly embodies the character. He also benefits from possibly more character development than anyone else in the film, as viewers will learn a lot about what he’s been up to since the events of Bogus Journey. That development makes him the emotional core of the second half of the film.

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What’s most important about Face the Music is that it feels like a Bill and Ted movie. The visual effects have been upgraded, there are a bunch of new faces, and Bill and Ted are no longer teenagers. Still, the movie’s energy fits right alongside Excellent Adventure and Bogus Journey.

Ed Solomon and Chris Matheson, who have co-written all three of these movies, told GameSpot that this is–in their mind–the final chapter in the story of Bill and Ted. If that is truly the case, they’ve left on a high note. That’s far more than one could have expected when this movie finally became a reality. As excited as fans were, there was a very real possibility it would never meet the hype. Thankfully, it blew it out of the water.

Now Playing: Bill And Ted Face The Music – Official Trailer

WWE’s Thunderdome, Rey Mysterio’s Ladder Match For Custody Of His Child And More | Wrestle Buddies Episode 17

This week on Wrestle Buddies, GameSpot’s professional wrestling podcast, Chris E. Hayner and Mat Elfring are stepping inside of the Thunderdome. Well, not really. But we can’t ignore WWE’s new arena or a certain wrestler that got to have their first match in it at Summerslam.

First up, Mat and Chris take a long look at the Thunderdome, WWE’s answer to presenting Raw, Smackdown, and pay-per-view events in the pandemic. They filled an arena with video screens, pyrotechnics, lasers, lights, and what is perhaps the biggest Zoom call ever. The technology behind it is truly magical, though there has been some controversy.

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Then, hot on the heels of Dominic Mysterio’s debut match at Summerslam, Mat and Chris revisit the ladder match for custody of him back in 2005. That’s right, when Dominik was a child, Rey Mysterio and Eddie Guerrero feuded over who would get to be his dad. It’s a truly bizarre piece of WWE history and something we both love.

All of that, plus we answer your questions! If you wanted to know who our favorite celebrity wrestlers were, strap in for some fun. New episodes of Wrestle Buddies are released every Thursday on the podcast platform or app of your choice, including Spotify, Stitcher, and Apple Podcasts.

Fall Guys, Ratchet & Clankt, Destiny 2, & A New Dragon Age At Gamescom | Save State

Today’s Save State is a Gamescom Opening Night Live special. We got a look at Fall Guys season 2, which promises to be medieval themed, and will come packed with new modes, map changes, and costumes.

We saw an extended look at gameplay from Ratchet And Clank: Rift Apart on PS5, as well as some details on when the game will be launching.

Bungie revealed more details on its upcoming Destiny 2 expansion: Beyond Light, including its new Stasis ability. Tomorrow on Generation Next, we’ll be discussing Gamescom in more detail, as well as helping you pick the perfect TV or monitor for PS5 and Xbox Series X. Check it out on youtube.com/GameSpot.