Why XCOM: Chimera Squad Makes A Big Departure From The Series Formula

XCOM: Chimera Squad is nearly here, just weeks after it was revealed. This experimental, budget-priced XCOM game makes some big changes to the series’ standard formula, including a preset team and straying from the usual permadeath element. It’s clear that Firaxis wants to expand the definition of an XCOM game, so GameSpot picked the brain of lead designer Mark Nauta on how it all came together.

What was the genesis for the idea of Chimera Squad? How long has it been in development?

As game developers, we’re always interested in ways that we can change or iterate on the way a game is structured and plays. After we released XCOM 2 and the War of the Chosen expansion, we felt there were still opportunities that had yet to be explored in the XCOM system. XCOM: Chimera Squad gives us a chance to revisit some core ideas of XCOM without having to rebalance all of XCOM 2 and War of the Chosen. This means we can try out ideas like Interleaved Turns and Breach mode, and use agents as characters instead of traditional XCOM soldiers and their classes. I started design work on Chimera Squad after War of the Chosen.

Why was this made a budget-priced release? Did that stem from wanting to go a more experimental route?

The price reflects two things–as a standalone title, we’re neither a sequel nor an expansion. For our fans, the price point and short time to release mean that veteran XCOM fans get a game in their hands sooner and new fans to the series have something they’re going to want to check out; perhaps then discovering the joys of XCOM as a series.

This is a very different kind of XCOM game; are you trying to expand the idea of what XCOM means or draw in new fans?

Yes! We think that XCOM can lend itself to a variety of game styles. As I said before, as developers we always want to try something new and see what our players think of it. The changes for Chimera Squad should appeal to veteran XCOM fans because it shakes up the tactical formula you’ve come to rely on since XCOM 2. If you’re new to the XCOM universe, here’s a chance to see a small slice of that–not the whole-world stakes of XCOM: Enemy Unknown or XCOM 2, but a story set within that larger universe. If that appeals to you, wouldn’t you want to go back and see how we got to City 31?

Where did the idea of breaching come from? Is it related to the encounters here being more contained?

It’s an evolution of the Ambush mechanics from previous games, but it’s a huge part of the Encounter system in Chimera Squad. Breach Mode is where you first set your tactics for that Encounter – unit order, ability choice and entry point are all things to consider and executing a successful Breach can really set Chimera Squad up for success. We found that breaking up Missions into smaller encounters–separated by a Breach–offered an interesting change of pace.

What influenced some of the bigger changes to the usual XCOM formula–particularly the change to permadeath and turn order?

In previous XCOM games, Permadeath made both narrative and gameplay sense as you were engaged in a war of attrition–soldiers are recruited from many different nations and losses were to be expected. It was also a major part of the consequences of that game, in that losing a veteran soldier could leave you without skills and abilities you had come to rely on for successful missions.

In XCOM: Chimera Squad, you’re now working with a specific set of characters in agents and we felt permadeath ran counter to the experience of playing with these characters. And, practically speaking, there were a lot of players who didn’t want to lose their XCOM soldiers and would reload if missions went bad. So for the sake of Chimera Squad, we came up with a compromise–you lose a mission if one of your agents bleeds out on the battlefield. Any character can stabilize someone who’s down, and there are consequences for having an agent get seriously wounded. But losing an agent means you have to restart the mission.

That said, there are still consequences for failure. It is possible to lose the game at the strategic level. We also understand that the permadeath presents a fun challenge that franchise veterans and fans have enjoyed and we’ve added a hardcore mode to retain that same tension.

For Interleaved Turns, it’s something we’ve talked about on the team internally. Having interleaved turns changes both the types of decisions you must make and what kind of tactical options you have at the table. By switching to interleaved turns, players will make on-the-fly decisions based on who is coming up next in the timeline. Right now it feels like you’re making more of a response to events as they unfold. You can have a plan for your four characters, but if an enemy action happens between characters two and three, you’re suddenly thinking: “Well, shoot. I didn’t expect that to happen. Do I need to change something up?” Suppose you’ve got a character like Blueblood moving in for a flanking shot, and an enemy throws a grenade at him. You look at the timeline and Blueblood won’t be able to act again until after the grenade goes off. Do you have Torque on your squad? Can she tongue-pull him to safety? Do you still have your Team Up action left this mission? Or do you risk having Blueblood eat the grenade and use the rest of the squad to set Blueblood up for an optimal attack?

Was Chimera Squad always envisioned as a standalone game? Could we see DLC or expansions?

Yes, the specific vision we had for XCOM: Chimera Squad meant it made more sense as a standalone title as opposed to a direct sequel. We don’t have any plans for DLC or to add expansions for XCOM: Chimera Squad.

Battlefield 5 Roadmap Includes “One More” Big Update

Battlefield 5 is preparing to wrap up the Into the Jungle event near the end of April, and preparing for the next set of updates. Senior producer Ryan McArthur outlined the upcoming roadmap in a post on the EA Blog.

For starters, McArthur says “one more standalone update” is planned for this summer, which could signify that this is the last major update planned for Battlefield 5. It will add “new content, weapons, and game tweaks,” but the blog notably doesn’t mention if it will include new maps. Sometime after the summer update, Battlefield currency and Company Coin will be offered as weekly rewards to unlock gear.

DICE is also planning community events like weekly community games on Fridays and Throwback Thursdays featuring previous Battlefield games. It’s also continuing work on the community games updates, and is still working to root out cheaters. It recommends using the community tools walkthrough to report cheaters.

The studio has kept the community engagement going with regular updates between the major content drops, like tank customization and free Company Coin. Into the Jungle ends on April 29.

Now Playing: Battlefield V – “Into the Jungle” Update Overview Trailer

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Give Your TV a New Home With One of These TV Stand Deals

With tax refunds and stimulus money showing up in people’s accounts, plus the new-found free time many of us have, 4K TVs are a hot commodity. Whether you picked up one of our picks for the best 4K TVs for gaming or went all-out and grabbed one of the best high-end 4K TVs, your new investment needs a place to sit.

TV Stand Deals

Don’t see the deals below? Click here.

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One really nice thing about these TV stands is they all have free shipping. That means you don’t need to leave your house, which is pretty ideal right now. If you do want to leave, or you’re making a trip out to get groceries anyway, you can opt to have one of these TV stand deals delivered to your nearest store. Personally, I’d just have it delivered, but that’s just me not wanting to throw a big box into the back of my car.

If you’re in the market for a new set, check out our guide to the best 4K TV deals right now.

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Seth Macy is IGN’s tech and commerce editor and just wants to be your friend. Find him on Twitter @sethmacy.

Xbox Series X Loads Gears 5 Four Times Faster Than Xbox One

Gears 5 loads 4 times quicker on Xbox Series X than on Xbox One – without a single change to the game’s code.

Speaking to Windows Central about the benefits of the new hardware, The Coalition’s technical director Mike Rayner quantified just how much the studio is already getting out of the upcoming console: “With the Xbox Series X, out of the gate, we reduced our load-times by more than 4x without any code changes.”

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Rayner explained that, “With the new DirectStorage APIs and new hardware decompression, we can further improve I/O performance and reduce CPU overhead, both of which are essential to achieve fast loading.”

The gist of Rayner’s comments – and the article as a whole – is that Microsoft’s work on improved I/O performance, and how it affects loading times, is among the most important additions.

“We have come to expect generational leaps in CPU, GPU, and memory performance with each generation”, says Rayner. “Xbox Series X more than delivers against these expectations. As a game developer, one of the most exciting improvements that far exceeds expectations is the massive I/O improvements on Xbox Series X. ”

The next-gen version of Gears 5 Rayner mentions isn’t just a tech test – it will be a launch game for Series X, and will be available as a free upgrade to those that already own it.

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We’ve already seen a demonstration of the base improvement on loading times from Xbox Series X (above), and that’s one of several tech upgrades that Microsoft is touting for its next machine.

Xbox Series X is scheduled to be released during Holiday 2020. Right now we know the Xbox Series X specs, we have an educated guess on its price based on those specs, and a full comparison with PS5. What we know far less about is Xbox Series X games, but we have a list of confirmed and rumoured titles for the next-gen console.

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Xbox Game Pass to Gain Red Dead Redemption 2, Loses GTA 5

Red Dead Redemption 2 will be arriving on Xbox Game Pass for console on May 7, 2020, the same day Rockstar will be removing Grand Theft Auto V from Xbox’s subscription service.

Revealed on Xbox Wire, if you miss your chance to download and play GTA V in time, you will be able to get a 20% discount on the purchase of the game.

Red Dead Redemption 2 was released in 2018 and was our Game of the Year Runner-Up behind PlayStation 4’s God of War.

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Even though it didn’t win our game of the year, it did earn one of our rare 10/10 scores. In our review of Red Dead Redemption 2, we said it “stands shoulder-to-shoulder with Grand Theft Auto V as one of the greatest games of the modern age. It’s a gorgeous depiction of an ugly period that’s patient, polished, and a huge amount of fun to play, and it’s combined with Rockstar’s best storytelling to date.”

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As for Grand Theft Auto V, it was added to Xbox Game Pass in January 2020 and will be replaced by Red Dead Redemption 2 next month.

Grand Theft Auto V, according to the NPD, was the best selling game of the decade from 2010-2019, a number that has been bolstered by the continuous support of Grand Theft Auto Online.

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This news follows the report that Rockstar is making changes to fix its crunch culture and is currently developing a new Grand Theft Auto.

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Have a tip for us? Want to discuss a possible story? Please send an email to [email protected].

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

XCOM: Chimera Squad Review

Much like it’s titular team of aliens and humans, XCOM: Chimera Squad is made up of a bunch of disparate parts merged into one package – sometimes less than gracefully. This XCOM spin-off is a full-length game set five years after the events of XCOM 2, but it’s by no means an XCOM 3. Instead, it feels more like a beta of sorts for that eventual sequel, setting up how its world has changed in the aftermath of the liberation of Earth and testing the waters with some radical alterations to traditional mechanics, but not in a way that amounts to a particularly polished whole.

Rather than fighting an alien invasion or leading a resistance movement, Chimera Squad is basically “XCOM: Cops,” which is still quite compelling despite the lower stakes. Advent is defeated, Earth is saved, and humans and aliens are figuring out how to live in harmony – well, most of them, at least. The light but well-written story has you controlling XCOM’s diverse Chimera Squad as you take to the streets of the massive City 31 to track down a series of shadowy syndicates looking to disturb that fragile peace.

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With that thematic change also comes a boatload of mechanical ones, some more successful than others. Missions have been broken into bite-sized chunks, your soldiers’ turns are interwoven with the enemy’s using a new initiative system, and you now start battles with a sudden breach directly into the fray instead of a slow tactical advance. Some of these changes are just different from what we’ve come to expect from Firaxis’ XCOM rather than better or worse, but the focus generally seems to have shifted more toward smaller-scale tactics over long-term strategic decisions, which left Chimera Squad feeling thinner overall.

Role Call

One of Chimera Squad’s largest departures from previous games is that the 11 possible members of your team are unique, predetermined characters with names, distinct personalities, and excellent voice acting. There’s the lovably naive Cherub, an unindoctrinated Advent hybrid clone equipped with a holoshield; the charmingly sarcastic Terminal, a human medic with a high regard for everyone’s safety except her own; and one of my personal favorites, Torque, a deadly viper who’s more accustomed to eating humans than begrudgingly fighting alongside them.

By the end of the 20+ hour campaign you’ll have a full team of eight (with only four used during any given mission), and they are all as different on the battlefield as they are off it. Each one is essentially their own class, with unique but universally awesome abilities that can range from Terminal’s healing to the psychic manipulation of the endearingly monotone sectoid Verge to Torque using her tongue to pull an enemy across the map before wrapping around and crushing them to death.

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No matter who you use, nearly every character feels like they have some overpowered ability from the get-go. It breaks the usual rules and progression of XCOM, in which fresh recruits are sent into battle and only the strong (or lucky) survive long enough to learn new tricks, in favor of putting exciting and powerful tools at your fingertips immediately. And I don’t mean “overpowered” as a bad thing here – there’s still plenty of challenge, and the strength of these abilities makes every character valuable and distinct right away. I felt encouraged to mess around with different team compositions and combos even after finding my favorites – also, it just rules to have aliens in XCOM armor on your squad.

My main disappointment in the story is that the character of each of your soldiers is only really given time to shine through mid-mission quips and some extremely entertaining but brief dialogue interactions while back at base. Despite leveling up with some basic ability progression, the fairly simple story of cracking skulls as an XCOM SWAT team doesn’t make room for any actual character development, leaving the members of your squad as the exact same two-dimensional (if interesting) characters you first meet the whole way through.

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I actually felt strangely less attached to any of these vibrant personalities than I did my randomly generated but highly customizable soldiers in previous XCOM games. Those blank slates didn’t have well-scripted backstories, but they did have loads of natural story growth – moments where their unexpected heroics on the battlefield shaped my interpretation of who they were, which I could then reflect in their loadout and outfit. With such immutable soldiers and no opportunities offered to see them grow like in Fire Emblem or other RPGs (and visual customization limited only to a single armor tint option), it’s easy to enjoy them but difficult to get attached.

Another reason I got more emotionally invested in my past XCOM soldiers is due to one of Chimera Squad’s only outright negative changes: taking damage is almost meaningless now. Because everyone has a name and your squad is finite, permadeath has been entirely removed and the post-mission impact of damage as a whole has been lessened. Soldiers don’t need any time to recover between missions, so you can generally be more reckless without much consequence, significantly lowering the stakes of putting your most valuable players in harm’s way.

If someone goes down or takes too much damage during a mission they can potentially get a “scar” that will weaken them until you fix it – slightly lowering things like health or mobility – but I only ever had scars occur three times in my entire 22-hour campaign, and spending time to fix them only took those soldiers out of the field for the equivalent of a mission or two at most. It’s not a good replacement for mortality, and is indicative of the general lack of depth between-mission management now has.

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Deciding which missions to take and which to skip will affect the Unrest level of City 31’s nine districts, which can lose you the campaign entirely if it gets out of hand. It’s an amusing meta-puzzle to manage, but the Intel Team system that accompanies it seems like of a slapped-on Band Aid to replace base customization. You can use a resource called Intel to build and upgrade Intel Teams in each district, which in turn increase the resources you receive each week… but that’s about it. The only strategy and decision making here is really “what resource do I want more of?” but since the answer is usually all of them all the time, the best response is basically “yes.”

The excellent visual style and compelling story setup of the politics behind XCOM’s struggle in a post-occupation world does keep the conflict of managing City 31’s panicking population engaging throughout. It’s just that everything you’re asked to do outside of a fight is paper thin, making Chimera Squad feel like nothing more than a testbed for Firaxis to experiment with new gameplay concepts and setup its next big story, while the actual “campaign” structure around those experiments is just a rickety scaffolding to keep it together.

Close Encounters

Thankfully, the combat itself is still built on the bones of the absolutely incredible XCOM 2 – that means even though some of Chimera Squad’s deviations from the winning formula have weakened it, its missions still play host to excellent tactical combat. Each fight is full of the important decisions of who to target first, where to move, and when to pop that powerful-but-limited ability or item that I love about the series. Its bespoke level layouts (with some procedural elements) are generally exciting and varied throughout as well, though you will start recognizing maps toward the end of the campaign.

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The most massive change Chimera Squad makes to its combat – and probably the entire structure in general – is the decision to split every mission into discrete encounters, similar to Ubisoft’s Mario + Rabbids Kingdom Battle. Missions now take place over one to three encounters, each of which is rarely bigger than a single room, with every enemy (barring reinforcements) visible to you from the start without fog of war to obscure them. Once you clear out all the enemies or complete your objective, your squad reloads their weapons automatically and jumps to the next one.

The implications of this are enormous and far reaching, sometimes for better and sometimes for worse. On the one hand, missions never have a dull moment: you’ll always be in the thick of firefights and I rarely spent whole turns just moving across open space. But on the other hand, I sometimes didn’t have to move at all. For characters like Verge and Terminal, who rely far less on gun accuracy, I could occasionally spend their turns using abilities without ever even needing to move before the encounter was over. That’s not very tactical.

The immediacy of always having action in front of you is also welcome and exciting at first, but has the nasty side effect of making every encounter feel functionally identical. Whether the objective is to save a hostage, clear out a room, defend an object, or whatever else, you’re always just in a room shooting dudes. Varied and visually exciting level layouts do successfully shake that up a bit, but there’s generally one gear no matter the task you’re given, and that gear is “go.” I missed XCOM 2’s moments of downtime and building tension after a while.

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Another double-edged sword of the new encounter system is mission length, which is generally shorter across the board. I like that I wasn’t faced with any hour-and-a-half marathons in Chimera Squad, but less important missions could also go by trivially fast. The three-encounter missions were always more fun because I knew I had to make tricky choices of how to ration my abilities across all three – especially the unique Team Up skill that can immediately jump one of your soldiers to the top of the turn order, but only once per mission. By contrast, single-encounter missions often had little strategy beyond just popping all my strongest stuff right away and going wild – that can be a burst of fun, but it requires no thoughtful restraint, so it’s not exactly complex.

The encounter system highlights the general shift Chimera Squad has taken away from long-term planning in favor of more moment-to-moment decision making. Those decisions are still very fun to make and the quicker pace is certainly appreciated, but that narrower focus still means this is a thinner puzzle to solve than XCOM 2, and the bite-sized combat chunks blend together even as enemies change with decent regularity.

Another prime example of this shift in priorities is the new Breach Mode that kicks off every encounter. This cinematic spectacle is cool to watch – even if you are sometimes nonsensically “breaching” a chain link fence or glass door that the enemy can clearly see you through – but similarly slims down strategic choice. You don’t get to control your initial positioning once you’ve breached through, just the order your soldiers enter and who you’ll fire at when they do. Each breach point has different boons or debuff modifiers associated with them that can give you temporary defense, stun enemies with breaching shots, or mark or root any of your soldiers that use it.

XCOM: Chimera Squad Gameplay Screenshots

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It’s an entertaining way to distill your approach strategy into a single quick decision, but it offers far less tactical control than planning how to advance on a position as a squad. All this streamlining and simplification likely makes Chimera Squad the most approachable XCOM yet, which certainly has value. I could easily see this being the gateway game that eases people into the deeper waters of the main series, but it undeniably leaves veteran players like me in a lurch as a result.

Breach Mode also ties into another major change Chimera Squad tests out: initiative order. Instead of moving all of your troops and then letting the enemy do the same, your turns jump back and forth and only specific abilities and items let you push people around in that order, which is clearly displayed on the side of the screen. This new system feels more like a sidegrade than anything – not really better or worse, just a different approach to turn-based gameplay. I enjoyed manipulating that timeline to my advantage and it certainly changed the way I thought about how and when to take down certain targets, but I also missed being able to more easily set up combos between my characters. In the end, it’s sort of a wash.

In keeping with the fact that you aren’t commanding a wartime army anymore – just insanely aggressive and alarmingly free-of-consequence law enforcement (you aren’t technically cops, but you are working with the cops) – there’s cool new encouragement not to simply murder everyone you see. Getting civilians killed as collateral damage can raise Unrest, making them interesting map hazards, and subduing enemies with non-lethal melee attacks or other special items and abilities will reward you with bonus Intel at the end of a mission. The extra melee option across all characters felt appropriate given the more intimate maps, and was generally a neat tool I felt actively encouraged to and rewarded for using.

The Only Good Bug Is a Dead Bug

Unfortunately, entirely removed from the copious amount of ways Chimera Squad morphs the XCOM formula, good or bad, are the copious amount of bugs that bring this game down a notch. I am naturally accustomed to a certain amount of rough edges in an XCOM game, but these issues ranged from minor annoyances to major inconveniences. They didn’t outright ruin my enjoyment, but there were just so many. Where to even begin…

First, you’ve got an assortment of oddly familiar visual issues: soldiers randomly floating in the air, guns constantly pointing the wrong direction while firing during a breach, the roof occasionally appearing during indoor missions to block my view, enemies inexplicably freezing at the start of their turn, and more. Then there were issues that made it actively annoying to play: stuff like the tooltip for the flash grenade saying it doesn’t affect allies when apparently it actually does (I learned that the hard way), the UI on one of Verge’s abilities sometimes indicating it will damage himself too when it really won’t, or line-of-sight indicators not appearing properly when deciding where to move.

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But then there are the worse issues – the ones that had me audibly cursing at my screen. Once I moved a soldier out of a fire to punch an enemy, only to have him teleport back into the flames at the end of his turn. You can find a handful of special guns through missions or a limited Scavenger market, but equipping one would sometimes (not always, mind you) delete that soldier’s regular gun from my inventory, preventing me from ever being able to unequip it because they had nothing to switch back to.

But by far the worst bug I encountered was when the body armor for one of my soldiers randomly deleted itself in a similar fashion. You can’t buy more armor or get any replacements, so he was permanently left with less health and armor for the rest of my campaign, which basically forced me to put him (and his un-unequippable special weapon) on research duty from that point on. Issues like this frustratingly hampered my strategic options and left me playing in constant fear of it happening again down the road.

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Weapon and armor-swapping bugs aren’t helped by the fact that the equipment UI is generally as ugly as it is difficult to use – far worse than XCOM 2’s already cumbersome interface. It looks borderline unfinished, making it difficult and confusing to swap items – especially when odd glitches occur, like my persistent medkit item inexplicably multiplying in quantity between every mission, apparently leaving me with over 200 extras by the end of the campaign. No matter how much time was paid to the story, characters, or gameplay alterations, the housing for those things clearly didn’t get the same attention.

80 Days Dev Is Buying Up User-Submitted Short Fiction For Next Game

Inkle, the developers behind 80 Days and Heaven’s Vault, are currently developing a new medieval strategy game called Pendragon. As a part of the game’s development, Inkle has been inviting their community to submit stories that will appear in-game.

Pendragon is a turn-based combat game focusing around strategy and story, with each game having a different experience thanks to the board being randomized each time. The story takes place during the year 673 AD, with Camelot on the verge of destruction and the Round Table falling apart. Players must lead a band of knights and heroes across Britain and reach King Arthur in time.

The stories that are submitted need to be “500-word, lightly-interactive ‘campfire tales’”, as they would be acting as the folklore in-game. Characters will settle down for the night and tell each other ghost stories, fairy tales, legends, and general folk stories to keep morale up in between events. The developers have released an example text, which is just a few lines of dialogue between characters that adds a piece of flavor to the story and setting.

Stories will need to be submitted by May 5 with the Ink tool, and for every story Inkle uses in-game they will pay $50 to the submitter. Outside of the usage in Pendragon, the story will remain the property of the writer to reuse however they wish.

Pendragon is scheduled to release on Steam later this Summer.

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Gladiator Almost Had A Very Different Ending

Ridley Scott’s Oscar-winning 2000 drama Gladiator ended in heartbreaking fashion, with Russell Crowe’s Maximus dying in the final battle against Joaquin Phoenix’s Commodus. Crowe has now spoken about how this wasn’t always the plan.

Speaking to Empire, Crowe said that Scott decided to change Maximum’s fate after filming had begun. Crowe said he agreed with the change, saying it was more fitting to his journey.

“I remember Ridley coming up to me on set saying, ‘Look, the way this is shaping up, I don’t see how you live. This character is about one act of pure vengeance for his wife and child, and, once he’s accomplished that, what does he do?'” Crowe said.

Crowe recalls that he joked with Ridley at the time that he had a good think about what Maximus might do if he were to survive. He would open a pizzeria next to the Colosseum, Crowe joked.

Instead of this more comical ending, Maximus perishes after completing his life’s journey to avenge the death of his wife and family. “He has a singular purpose, which is to meet his wife in the afterlife and apologize for not being there for her. And that’s it,” Crowe said.

Gladiator was nominated for 12 Academy Awards. It took home five, including Best Picture and Best Actor in a Leading Role for Russell Crowe.

A sequel to Gladiator is in production, but sadly, it’s not based on a script that makes Maximus a time-traveler.

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Trials Of Mana Review – Mana Enough

Trials of Mana is not a bold reinvention. While it has been given a graphical overhaul and added systems that help flesh out and modernize the combat systems, this remake of a once-obscure RPG is very much rooted in its own history. And by some combination of that history and the modern enhancements, it has a bundle of great ideas that are often hampered by others that are obtuse or confusing.

From the start, Trials of Mana distinguishes itself from other traditional Japanese RPGs by presenting a pool of heroes. The very first thing you do is select three of the six characters to be your party–a swordsman, thief, healer, berserker, offensive magic user, and support/ranged magic user are available–and that decision will last throughout the game. You can swap between any of the characters in the heat of battle, while the other two will manage on their own with some simple preset behaviors, but your primary character is treated as the game’s protagonist during major story moments.

It’s an inventive idea that adds a layer of personalization and a criss-crossing narrative. The stakes of the overall story remain the same, but by presenting you with a selection of six different prologues, you get to see the various motivations that led your custom-built party to be thrown into this grand adventure. The other characters that you left unchosen appear in brief cameos, and it’s implied that their own quest is still happening just off-camera as they go it alone.

However, this quality cuts both ways. While many similarly styled JRPGs would present a set cast, or have you swap characters between a larger roster, Trials of Mana has you choose the three who will last you for the entire adventure before you know anything about them or how the game will proceed. While all team compositions are probably viable, some are more sensible than others, so it’s entirely possible to get knee-deep before wishing you’d made different choices. I had chosen Reisz as my main character with the promise that she’s a strong ranged fighter, with the brawler Kevin and healer Charlotte as my backup. I imagined hanging back and doing ranged damage while Kevin pulled aggro. Several hours in, I realized her ranged abilities are fairly limited. And as I was fighting up-close anyway I might as well be controlling Kevin instead, since his aggressive fighting style and powerful attacks were much more satisfying.

I also regretted choosing Charlotte, albeit for completely different reasons. Much of the English voice acting in Trials of Mana is hokey and stilted, but fine and functional enough. Charlotte’s is obnoxious, in large part because the localization accents her youthfulness with a heavy speech impediment. In short, she tawks wike this, fow the whole thiwty houws! (It is actually spelled out that way in the subtitles, mind you.) If it was meant to be endearing, it failed. I had reservations the moment my characters met up with her, but by then I didn’t want to turn back and repeat the beginning of the game. Plus, Charlotte is also the only dedicated healer, so just about any given team composition would likely need to include her.

The characters themselves are familiar fantasy tropes, but strangely, many of them share almost identical qualities too. All three of my characters were heirs to a noble family–two of them an actual prince and princess–chased out of their kingdom by family strife or tragedy. There’s nothing necessarily wrong with leaning on these archetypes for a fantasy story, but it feels formulaic when seeing them back-to-back in three different prologues.

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Most of the time in Trials of Mana is spent in combat, interspersed with simple pathfinding and occasional platforming. Waypoints dot the map, neatly pulling you from objective to objective, though you’re rewarded for straying from the path. Sometimes waypoints simply bounce you back and forth between cutscenes, which can feel like busywork without combat sequences to break up the pace.

That’s because the combat is surprisingly fluid, especially in the late-game when you’ve unlocked a wide array of moves and combos. The Mana series is known for being action-focused, and this remake lovingly captures that quality in its transition from 2D to 3D. Striking enemies swiftly or charging a heavier attack and then dodge-rolling away feels weighty, and the powerful Class Strike abilities grant the appropriate feeling of overwhelming your opponents. Upgrading your characters eventually leads to bigger combo chains, giving you more versatility in the heat of battle. By the end it feels so naturally like a character-action game that its RPG roots are just running under the hood.

Because of this fluid combat system, Trials of Mana is at its best when you’ve found your main and your backup characters can behave independently. I struggled to switch between characters during tense battles when Charlotte wasn’t being generous enough with her healing, but after some tweaking of her passive settings it became largely unnecessary. These options are relatively simplistic with only a handful of toggles, but I found that focus helped keep them user-friendly.

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As enjoyable as the combat is, though, some of the elements surrounding the battle system can be confusing or obtuse. You start earning elemental spirits, which grant magical abilities, long before you could reasonably have leveled up enough to gain access to those abilities. Tool tips kept telling me I could equip these spells in the Training menu, implying they were immediately available, and I spent too much time hunting for abilities that didn’t yet exist. The third-tier Class upgrades, which are already gated behind a level requirement, are also gated behind special seeds, and the game isn’t immediately clear about where to look for them. And once you find those seeds, the classes they grant are randomized between a handful of different sets, so you may not get the variant you wanted.

The elementals also contribute to a day-night and calendar cycle, a genuinely impressive idea that goes almost entirely wasted. The game will stop at regular intervals to let you know when a new day begins and what type of elemental attacks get a boost on that day. This could encourage experimentation and strategy, but elemental spells are so rare that lining them up with the day just doesn’t seem worthwhile. I can’t imagine waiting several in-game days just to hit a boss with some slightly buffed magic. The day-night cycle is much more impactful if you have Kevin in your party, because as a member of the Beastmen tribe he turns into a much more powerful werewolf form at night.

As enjoyable as the combat is, though, some of the elements surrounding the battle system can be confusing or obtuse.

The story meanders oddly, with the nemeses introduced in the various prologues coming and going without much rhyme or reason. This seems partly due to the non-linear nature of telling pieces of stories starring a DIY cast, but it also just doesn’t have much substance. The plot runs out of steam about halfway through the main quest, first tasking you with a laundry list of remaining elemental spirits to gather up, and then facing a series of bosses. Tiny pieces of character development appear throughout these hours, but since you can do these segments in almost any order, the story pieces don’t really relate to one another. It’s instead a series of vignettes leading up to the reveal of the Big Bad and final confrontation.

Those staid elements are unfortunate, because the world of the Mana series is filled with joyful moments of whimsy and weirdness. This is a game in which you travel between villages by being shot out of a cannon built by a gnome named Von Boyage. Once you need to take to the sea, your method of conveyance becomes a giant turtle wearing snorkeling gear. Enemies have names like “Assassant” and “Captain Duck.” It’s just delightfully oddball and helps soften some of the more dire melodrama.

Trials of Mana stands on the strength of its combat, and the fact that it’s how you spend the vast majority of your time. That easy recommendation comes qualified with several elements that don’t work nearly as well, from dull and hodge-podge storytelling to bewildering progression systems. Seeing a historical curiosity through the lens of a mostly modernized action-RPG was enough to pull me through the experience despite my quibbles, though, so there’s certainly still life in the world of Mana.

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