Activision Blizzard has decided to cancel all in-person Call of Duty League matches for the 2020 season and will, instead, move them online in response to the novel coronavirus (COVID-19) outbreak.
The Call of Duty League’s official Twitter shared a statement saying that the currently scheduled in-person matches will now become “online-only competitions, effective immediately.” These matches between the 12 teams will be broadcasted live to fans with new dates getting “announced shortly, along with tune-in details.”
“The health and safety of employees, fans, players, teams, and partners is paramount to Activision Blizzard Esports,” the statement reads. “We are continuing to closely monitor COVID-19 (coronavirus), city-level recommendations and mandates, and all guidelines set forth by the Centers for Disease Control and Prevention.
“After careful review and working in close collaboration with our teams, we are shifting all currently scheduled 2020 Call of Duty League live events to online-only competition, effective immediately. For details on previously ticketed events, please visit host team websites and follow their social channels.
“The new online-only matches will be broadcast live to fans. Dates will be announced shortly, along with tune-in details. Call of Duty League has seen firsthand the power of our live events in our inaugural season, and will return to city-based competition in front of live audiences as soon as it is safe and logistically possible.
“In the interim, Call of Duty League is confident it will continue to deliver fans what they want: amazing competition between the best players, competing at the highest level, for the right to be considered the greatest team on earth.”
If you had asked me to write out a checklist of features I would expect to find in a Metroidvania, my final list would be pretty close to what I found in Mindseize. It’s a decent one, too. Solid, even. And, for all that, just a little bit dull. There’s nothing wrong, per se, with an unimaginative adherence to the basic Metroidvania formula, but Mindseize also fails to inspire with its approach to theme-setting and story development. The final result is a competent but unspectacular action-platformer with precious few ideas of its own.
You play a father bent on exacting revenge on an evil sci-fi organisation that, uh… seized the mind of his daughter. An early unsuccessful encounter with the Big Bad leaves Angry Dad disabled but, with the help of a good sci-fi organisation, able to continue his crusade by transplanting his own mind into a robot. It’s nonsense, of course–though it’s inoffensive nonsense, sparing in its narrative dumps and blessedly easy to ignore.
More urgent matters involve exploring the various planets, each of which is presented as a vast network of 2D platforms appropriated from conventional stock–the jungle area, the industrial factory, the rainy dystopian nightscape, the caves littered with glowing crystals, and the caves that are a bit darker because there are no glowing crystals. They’re all there, present and correct, and no more imaginative than similar scenes in countless other games.
Mindseize doesn’t hold your hand when it comes to traversing the map. No map markers or giant chevrons pop up to let you know you need to explore the caves more thoroughly before you can progress through the jungle. All you can do is venture into one area, poke and prod your way around until you realise your progress is blocked, then try somewhere else. Chances are the item you need will be there instead. It’s rewarding to make these discoveries yourself rather than having them signposted. Recognizing that you’ll have to return to a place later once you’ve collected the wall-jump or the crouch-dash always carries a certain smug satisfaction.
On plenty of occasions, however, I felt stuck. I’d pull up the map and stare at it for a while. The map itself is a simple 2D grid with savepoints and vendors pinpointed, different areas colour-coded, and most helpfully of all, thick borders indicating the level boundary contrasted against thin borders that promise more to explore. All the places where the level extended beyond where I’d been were clearly visible, so it was simple enough to backtrack and check things out. Usually, I’d realise I’d missed something the first (or second, or even third) time through: a platform just edging into the screen that I’d wrongly assumed I couldn’t reach, a screen that had multiple exits and I’d always taken the obvious one, or maybe a breakable wall that led to a shortcut or a whole new area.
When you die you are sent back to the last savepoint you activated–which can be quite some distance apart–and all progress since the savepoint is reset. This creates a tension when exploring an area for the first time, as you weigh whether to double back to preserve your additions to the map against the risk of pressing on and losing it all. I found I got into a rhythm of exploring one way for five to 10 minutes and then ducking back to the nearest savepoint before striking out again to reveal the next little section.
Working to gradually reveal the map’s secrets is enjoyable despite the occasional setbacks. The repetition involved in running back and forth, slowly honing the map into shape like a blacksmith tempering steel, isn’t merely pleasurable in itself–it also gives ample opportunity to perfect the techniques required to dispatch or avoid all the enemies patrolling the levels.
Indeed, while exploring, much of your time in Mindseize is spent swatting aside grunt enemies with an assortment of ranged and melee weapons. New weapons are collected over the course of the game, though you can only equip one of each and can only swap at a savepoint, so there’s a nice bit of strategic thinking about which weapons are going to be best suited for the level ahead. There’s not a huge amount of variety in the weapon selection, but each one is distinct enough to necessitate a different approach depending upon which one is currently in your hand.
Beyond the unfashionably scant arsenal, there’s not much in the way of tailoring modern flourishes to the core action. Indeed, it feels more like a conscious attempt to recreate how these games played in the 16- and 32-bit eras, for better and worse. Combat isn’t as fluid and flashy as something like Dead Cells, but there’s a clarity and precision to the weapons and their movesets. As a result, clearing a screen–or just trying to duck and weave your way through–feels like a purposeful series of very deliberate button presses as you perform a neatly choreographed dash, shoot, jump, swing and roll to safety. Under the likely influence of nostalgia, I really enjoyed the simplicity and pixelated chunkiness of the action.
Much of the challenge of traversing a level comes from having to deal with multiple different types of enemies at once, and it’s here where the healthy variety comes to the fore. Juggling a screen full of five or six enemies, all trying to kill you in different ways, tests your wits and reflexes even when backtracking. Respawning enemies mean that you start to memorise routes, particularly when heading back towards a boss encounter, and the groove you settle into running through the same handful of rooms again and again is immensely gratifying as it becomes second nature.
It’s unfortunate that the boss battles aren’t especially memorable. They’re fine, I guess, but they’re unremarkable as both combat encounters and as characters. Most bosses rely on a handful of attacks and a gimmick, neither of which feel like they have much connection to the level building up to them. Sure, the last ability you collected is–yep, you guessed it–probably going to prove useful against the next boss, but there’s no surprise or invention to it. There’s no eureka moment when you realise an unexpected application of one of your abilities. Instead, the boss fights all work pretty much how you’d expect them to, a series of often quite demanding tests of pattern recognition and patience.
I enjoyed wandering the stereotypical video game worlds of Mindseize and dispatching its well-deployed inhabitants. It does enough with encouraging exploration and enemy variety that it kept my mind engaged even if, thanks to the uninspired narrative and character development, my heart just wasn’t feeling it. Generic Metroidvanias may be increasingly common these days, but I have to admit that the formula still works.
As teased, Genesect is coming to Pokemon Go this month. The Mythical Pokemon will make its debut in Niantic’s popular mobile game as part of a new Special Research event. However, you’ll need to buy a virtual ticket if you’re hoping to catch it.
Genesect will be available as part of a new Special Research story quest called A Drive to Investigate, which kicks off at 8 AM local time on March 20 and runs until 10 PM local time on March 26. As previously mentioned, this story quest will only be accessible if you have a virtual ticket, which can be purchased ahead of the event from Pokemon Go’s in-game shop for $8 USD.
Purchasing the ticket will grant you access to various Special Research tasks that culminate in an encounter with Genesect. If you don’t buy a ticket, you’ll have a chance to encounter the new Mythical Pokemon in EX Raids beginning in April. In addition to Genesect, the Special Research story quest will lead to encounters with other Bug- and Steel-type Pokemon such as Pinsir, Scizor, Skarmory, Karrablast, Shelmet, and Durant.
Genesect-themed trainer items
You’ll receive a few other perks for purchasing the Drive to Investigate ticket, including a Genesect-themed cap and bag for your trainer, along with the following items:
5 Premium Raid Passes
3 Super Incubators
3 Charged TMs
3 Fast TMs
3 Incense
3 Star Pieces
1 Poffin
15 Rare Candies
1 Glacial Lure
Coinciding with the Genesect Special Research event is the previously teased “mystery weekend event,” which runs from March 20-23. During that time, Normal, Fire, Water, Electric, and Ice Pokemon will spawn in the wild more frequently than usual. Nincada will also be appearing more often during the event, and you’ll have a chance to encounter a Shiny version.
On top of that, lower-level Raids will feature Bug- or Steel-type Pokemon, Karrablast and Shelmet will hatch more frequently from 5 km eggs, and you’ll earn twice the normal amount of Stardust when you catch or hatch Pokemon. You can read more about the event on the Pokemon Go website.
Chief medical officer for Disney Parks, Dr. Pamela Hymel, said in a previous statement that they’re committed to keeping Disney staff and guests healthy:
“As part of our commitment to the health and well-being of our cast, guests and the larger community, we are carefully monitoring the evolving coronavirus situation and are in regular contact with health agencies for information and guidance. Walt Disney World Resort and Disneyland Resort, are welcoming guests as usual and we continue to implement preventive measures in line with the recommendations of the Centers for Disease Control and Prevention (CDC) and other health agencies.”
Disney had previously taken measures in response to COVID-19 for their other parks. USA Today reported that Hong Kong Disneyland and Tokyo Disneyland have since closed. There are currently no plans for when Hong Kong Disneyland may reopen. However, Tokyo Disneyland is closed until at least early April with expansion plans being “postponed to mid-may 2020 or beyond”.
The Shanghai Disney Resort park closed over a month ago and partially reopened this Monday with a new policy in place. According to the park website, guests are required to wear a mask and show their health via a QR code system when entering dining areas.
“Every guest entering Shanghai Disney Resort will be required to undergo temperature screening procedures upon their arrival,” the park’s official site explains. “Guests will also be reminded to maintain respectful social distances at all times while in stores, queues and restaurants.”
Disney originally required cast members at their Tokyo park to wear masks in February, before deciding to close. Disneyland Paris also issued a statement on their website that they’re adjusting queue line capacities in response.
Cyberpunk 2077 is not on store shelves yet, but it seems that CD Projekt Red might be planning for its next project–another game in the Witcher franchise. A report from Eurogamer Poland suggests that Adam Kicinski, president of CD Projekt, has opened up about the next game in the Witcher series.
According to the report, as translated by IGN, a new game set in the world of The Witcher will begin production after Cyberpunk 2077 releases on September 17, 2020. Work is set to begin right after the previous game is finished, and while the next game will be set within the Witcher universe, it will not be called The Witcher 4.
Following the publication of the report, though, studio head Adam Badowski issued a statement on Twitter clarifying that it’s solely focused on Cyberpunk right now–although he did not necessarily rule out that a Witcher project is lined up to come next.
The Witcher is always in our hearts and minds, but currently we are fully focused on Cyberpunk 2077. When the right time comes, we will begin to talk about other projects.
According to the original report, work on the game will begin small, as most of CDPR staff will continue working on Cyberpunk 2077 content after the game releases. Much of the team will continue working on the game’s upcoming multiplayer modes.
GameSpot has reached out to CD Projekt Red for a statement.
In 2015, CD Projekt Red said that the next game in the series would not happen for a long time, as the series deserved a break. Of course, quite a bit of time has passed since then.
Whatever the next Witcher game ends up being, don’t expect Geralt to be in it–CD Projekt Red has been very clear on The Witcher 3 being the end of his story. It will likely be a long time before we know anything concrete about the next game in the Witcher series.
Meanwhile, for fans of Geralt, the second season of Netflix’s The Witcher will broadcast in 2021.
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Major League Baseball (MLB) has delayed its opening day “by at least two weeks” due to concerns over the spread of COVID-19 (coronavirus).
The MLB posted its official statement on Twitter. Following a call with the 30 Clubs, MLB Commissioner Robert D. Manfred, Jr. announced the league decided to take these precautions “in the interests of the safety and well-being of our players, Clubs and our millions of loyal fans.”
In addition to the opening day delay, this pre-season’s remaining Spring Training games have been canceled, and the 2020 World Baseball Classic Qualifier games in Tucson, Arizona have been postponed indefinitely. While Spring Training games had already been in progress, the MLB’s proper season was scheduled to begin on March 26.
Several other non-sporting events have also been impacted by COVID-19, as E3,GDC,CinemaCon, WonderCon, and SXSW have all been canceled or postponed due to the ongoing spread of the virus, and the BAFTA Game Awards has transitioned to an online-only event.
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Colin Stevens is IGN’s video game social coordinator. Follow him on Twitter.
While the latest installment in the Scream franchise is shrouded in secrecy, the upcoming film has found its directors. Ready Or Not’s Matthew Bettinelli-Olpin and Tyler Gillett will direct, according to The Hollywood Reporter.
Part of the collective filmmaking group Radio Silence–along with Chad Villela, who will produce the new Scream film–the duo’s plans for the upcoming movie have yet to be revealed. There is no indication if this will be a continuation of the original story, a reboot, or something in between.
The Scream franchise took the world by storm back in 1996, as a slasher horror movie whose characters were well aware of the cliches that exist within the genre. The first film made $173 million on a reported $14 million budget. Three movies and two seasons of a TV series followed, the latest of which–Scream 4–released in 2011 and made $97 million worldwide on a reported $40 million budget.
This new Scream movie would be the first film in the history of the franchise not directed by the creator of the series, Wes Craven. The horror movie icon passed away in 2015 at the age of 76 after almost 50 years working as a horror movie director in Hollywood.
Regardless, the new Scream movie should be in good hands with Bettinelli-Olpin and Gillett. In GameSpot’s review of Ready Or Not, Rafael Motamayor said, “Ready Or Not breathes new life into the people-hunting genre with a fast-paced, brutal fun time. In just 95 minutes, blood is spilled, laughs are had, and expectations and genre tropes are met and subverted, ending in an explosive finale that will leave you eager to RSVP for this particular wedding over and over.”
Mario Day has come and gone, but the sale prices on Switch games have stayed live and in the case of Mario + Rabbids, gotten even better. The sale prices for Super Mario Maker 2, Yoshi’s Crafted World, Super Mario Party and Mario vs. Sonic run through Saturday, but the deal on Mario + Rabbids is brand new and probably won’t last.
Not only are there some great chances to save on Mario games this week, but we just added a ton of new Super Mario designs to the IGN Store, as well as other Nintendo t-shirts from Metroid, Zelda, and even Animal Crossing.
For Honor is receiving a Prince of Persia in-game event called Blade of Persia. The crossover event will be playable starting today through April 2 and feature a limited-game mode as well as Prince of Persia-themed cosmetics.
The new mode is called Ruler of Time and it will require players to fight the Prince and his army of sand creatures who’ve arrived in Heathmoor following a sandstorm. Players will fight the Prince in a changed Harbor Dominion map where the Prince will periodically emerge and attack heroes using the Dagger of Time.
Along with the new mode are Prince of Persia-themed changes, including a new menu, and a variety of customization items. If players have the free event pass they will have access to 30 tiers of Prince of Persia-themed loot, including a new Battle Outfit, Sand Mood Effect, Emblem OUtline, and 26 Ornaments.
The Prince of Persia theme will also evolve with time as the Prince will eventually embrace his evil side and turn into the Dark Prince. A new game mode will be available on March 19 when that happens.
For more about Ubisoft’s medieval fantasy game, check out IGN’s review of For Honor here or our For Honor wiki for tips and walkthroughs.