The Walking Dead: Saints and Sinners Review

Imagine what would happen if you took a half-season of The Walking Dead TV show, mashed it together with a Deus Ex or System Shock style of exploration and decision-making, and then drizzled it with the best aspects of a modern VR game. What you might end up with is a survival horror game that’s oppressively tense and brutal, but also tugs on you relentlessly to explore every corner of its post-apocalyptic world for hidden loot and nuggets of lore. The Walking Dead: Saints & Sinners is exactly that, and it absolutely nails the mix, delivering it with a level of detail and a depth of interactivity that feels like a genuine step forward for virtual reality.

You play as the Tourist, a storied survivor and living urban legend who seems to be immune to the fictional virus that makes everybody else a little bitier in The Walking Dead universe. You’ve rolled into the sunken remains of New Orleans following a rumor about a buried hotbed of limitless supplies called the Reserve, and the rest is up to you. It’s a simple setup, but one that’s perfect for the size and scope of Saints & Sinners because it doesn’t immediately saddle you with any presumptions about your character’s morality.

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You’re introduced to New Orleans by your old buddy Henri, but the moral choices you’ll make while navigating its several open-ended zones are yours alone. As an Obsidian fan, I was pleased to find that there were several major factions fighting for control of the Reserve, each with their own perspective on the bleak situation around you. One such moral choice involves a mission where a faction member will send you to rescue their brother in exchange for an important item, and it’s fantastic that you can then choose to upend the original mission and kill the brother, earning his captors as allies and instead taking the item by force – if that’s the path you prefer, of course. Saints & Sinners’ ending depends entirely on the decisions you make throughout the campaign too, few of which are decidedly ‘good’ or ‘evil’.

All that choice makes the Tourist primarily a shell for you to insert your own personality into, with decent voice acting that gives life to each dialogue option, much like Commander Shepard in the Mass Effect series. By comparison, Telltale’s The Walking Dead accomplished some truly great feats of cinematic storytelling and meaningful decision-making in its hostile and zombie-riddled world, but it never gave me free rein to do whatever I wanted. That’s something I had craved for years when I was a regular watcher of The Walking Dead TV series, and while Telltale’s take on The Walking Dead certainly made me care about Clementine, it never made me feel like I was in that world.

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Saints & Sinners scratches that itch with the grace and confidence of a well-lubricated bowie knife. The portrayal of killing zombies – or walkers – has never been as satisfying as it is here, and the abject terror of an unexpected walker swarm has never been as palpable. Zombie guts and brains are rendered with great detail, but what really grounds you in this world is the fact that weapons have appropriate weight and heft. Heavy weapons like axes and rifles require you to grip them with both hands for stability, while small weapons like shivs are much lighter and easier to land precise blows with. It’s not as nuanced as a game like Boneworks; you can’t wield just any item as a weapon, but this combat system is far more tactile and exciting than if you were doing it remotely with a gamepad or a keyboard.

Diseased walkers explode and unleash poisonous gases that lower your health pool when killed up close, meanwhile helmeted walkers are far tougher to kill, requiring a complete decapitation or extremely precise blows to exposed parts of their heads. This increased challenge only adds to the intensity of fighting an entire pack of walkers at once, a common occurrence later on, as you need to quickly pick and choose which walkers need to be killed in which way and in which order to preserve the durability of your best weapons. Rapidly juggling my inventory in real-time to acclimate to each fight forced me to be smarter and, as a result, Saints & Sinners never fell into that Action-RPG trap of becoming repetitive. I spent a little over 18 hours in the campaign – the story itself is a few hours shorter than that, but it was just loads of fun to complete scavenging runs and hunt for secret recipes on my own.

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The walkers and human NPCs themselves have their own agendas too, often interacting with one another in interesting and useful ways. While the AI isn’t always the most bright, causing enemies to sometimes get stuck in hilarious and vulnerable positions, an impressive amount of the unfurling drama that makes Saints & Sinners exciting is simulated in real-time rather than deliberately scripted. To my satisfaction, I found that many of the quests allowed me to choose my own path to a solution, and it was a delight to discover alternate routes and secrets, even if the map can feel a little nondescript or claustrophobic at times. Even when I was presented with straightforward options for moving through a group of wary human NPCs or solving a quest with diplomacy – or simply by attacking an NPC directly – I could just as easily avoid interacting with certain characters altogether, either by attracting a herd of walkers and sneaking past the ensuing carnage, or by climbing over the side of a wall or up the side of a house. That freedom to tackle a situation so many different ways is fantastic.

And though the bigger story about breaking into the Reserve can sometimes feel pretty thin between long periods of exploring, looting, killing, and crafting my way through the streets of New Orleans, it was refreshing for a VR game to let me define my character through my own decisions in a setting as meticulously detailed and open-ended as this. While Saints & Sinners isn’t exactly the first of its kind, this caliber of storytelling reaches a height that VR had otherwise yet to achieve.

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Central to the tension of Saints & Sinners is that you only get so much time each day to do things before the city’s bells are rung and the streets flood with ravenous corpses. Once you head back to safety you can go to sleep and skip to the next morning, but the number of undead you encounter the following day increases. This creates a compelling risk-reward choice between pushing your luck past dark or playing it safe at the cost of worse odds tomorrow, driving the tension of the entire game.

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That dilemma would be perfectly manageable if not for the fact that you only have a limited amount of inventory space, pushing you to think more carefully about what you grab. You also have to continue crafting or finding new weapons as your old ones tend to fall apart at a distressingly high rate. That forces you to make each attack count, which is easier said than done since you actually have to swing and aim with your real-world appendages. With a ticking clock looming behind all that, Saints & Sinners quickly becomes the perfect storm for adrenaline junkies.

Luckily, the inventory management is intuitive and feels great. Picking up items and placing them into your backpack is as simple as throwing them over your shoulder, and to access them again you simply grab the pack off of your back and pull items out of their neatly arranged slots. Meanwhile, weapons can be holstered in convenient slots on your waist and back while your journal and flashlight fit snugly on your chest. This style of physical inventory management has existed in VR games like Rec Room and Township Tale for some time, and it’s far more interactive and interesting than simply tapping on a menu screen with your fingers or pointing at some text with a laser pointer.

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Limited stamina is also a worry. Running out of stamina makes you slow and unable to swing, aim, or run away, meaning it’s all the more critical to land each and every blow with finesse. Likewise, having a strong weapon or beefed up stamina pool makes you feel satisfyingly powerful, but never so much that you can let your guard down, keeping combat engaging even as you get stronger.

If you do die to the shambling hordes, you’re forced to respawn at the start of the map while the day’s clock is still ticking, and you only get one chance to reclaim your inventory before it’s gone forever. As time wears on, high-quality supplies and weapons can become so difficult to find that scrounging up a broken bottleneck or screwdriver in the nick of time is sometimes the difference between life and death. This, mixed with the fact that your health and stamina pools are temporarily decreased when you die, is a perfect formula for some of the most terrifying moments I’ve had in a VR headset – but that terror was met with an equal amount of satisfaction if I could make it back to my loot and come out alive after.

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It is disappointing that character progression is fairly linear, with only a few tech trees to branch into – Gear, Guns, and Survival – and no mutual exclusivity between them. There’s nothing stopping you from unlocking every possible upgrade at the crafting stations in short order, just as long as you can find the right components from scrapping items you find in the world, similar to Fallout 4. It’s plenty of fun to use newfound upgrades like the Nail Bomb and the Grass Cutter, and there are some recipes that you first have to uncover the hidden nooks and crannies of New Orleans to find, but it’s too bad that there’s no real way to personalize your Tourist beyond the story choices you make.

Halo: The Master Chief Collection For PC May Let You Sell Mods For Money

Microsoft has clarified its stance on mods for Halo: The Master Chief Collection on PC, and there are some intriguing details to be learned. In a blog post, 343 senior producer Michael Fahrny said that while it is still relatively early days–after all, only Halo: Reach is available on PC right now with The Master Chief Collection–he said the team is keen to work with fans to build out an offering that could even include the ability to buy and sell mods in the Steam Workshop.

“For modding, we’re very much still dipping our toes in the water. I have some long-term goals to empower the modding community more than they already are, but I’m not quite ready to go into details yet on that,” Fahrny said.

He went on to say that one of the “most important” elements of modding for Halo on PC is to ensure the proper “ground rules and guard rails” are in place. The first part of this is creating an End User License Agreement (EULA) that “clearly defines what we will support being done while also maintaining the integrity of our game service and protected environments (think matchmaking).”

Work began on this EULA in November, and it was based in part on feedback from the Minecraft team at Microsoft. A draft of the EULA is currently sitting with Microsoft’s lawyers.

Once the EULA has been confirmed, Microsoft can get to work on “what potential tools our team can commit to and prioritize work around them.”

Fahrny also said he is personally a big fan of games with modding support, because the mods people create help extend the longevity of a game by giving the player something new to return to on a regular basis. “It’s important to me as a player and I can finally bring that with me into MCC,” he said.

For modding in MCC, Fahrny said it will be important to lower the barrier to entry “as much as we can” as it relates to the modding tools and mod-managing systems for less technically savvy people. “The current ways can be complicated and lead to people getting themselves into bad states,” he said. “It’s just not good for long term modding health. More official tools, things like Steam Workshop support, etc. are the best path forward.”

On the subject of the Steam Workshop, Fahrny said Microsoft is considering an environment where people can buy and sell MCC mods. However, this will depend on whether EULA gets approved by Microsoft’s lawyers, it seems. “We are talking about this and not fundamentally against it, but it will come down to what we’re legally able to allow,” he said.

Although MCC does not have a complete and official modding program as of yet, PC players are very enterprising and have already created a lot of imaginative and impressive mods. You can see some of Fahrny’s favorites through the links below.

MCC on PC currently only includes Halo: Reach. In the future, it will add Halo: Combat Evolved, Halo 2, Halo 3, Halo 3: ODST, and Halo 4, following periods of testing. Halo: Combat Evolved is undergoing its first testing phase in February. You can sign up for the Halo Insider program for a chance to get into beta.

The next mainline Halo game is Halo Infinite, and it’s scheduled to be released on Xbox Series X, Xbox One, and PC later this year.

Now Playing: Halo: The Master Chief Collection – Official PC Announcement Trailer

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Bleeding Edge’s Development Process Was Changed By Xbox Game Pass

Bleeding Edge, the new 4v4 brawler from Ninja Theory, will be available on Xbox Game Pass when it launches on March 24. The team-based multiplayer title will thus be available to more players at launch than it would have been if it wasn’t available on the surface, and according to creative director Rahni Tucker, that has changed some elements of development.

Speaking to Gamesindustry.biz, Tucker said that the game’s direction has been influenced by its inclusion on this subscription service. “There’s a fair bit of focus at the moment on the new player experience,” she says. She believes that people who buy the game at retail are probably doing so “because it’s in a genre they know and understand so they’re going to have familiarity with things like objective control or class-based characters.”

However, Game Pass subscribers who are interested in trying out something new might not have that previous experience or built-in interest. “If you’ve come to the game through Game Pass and maybe you don’t know so much about this type of genre, it can be a little harder to get into the game,” Tucker says. “Maybe they don’t know all of the buttons, maybe they don’t know how the game modes work, so we’re trying to focus on that and make sure there’s a nice ramp for new players coming into the game.”

The game will let players take on AI opponents before testing their mettle online, and there’s a tutorial where players can “practice safely” too. “Hopefully they can go into that first game a little bit more prepared,” Tucker says.

Bleeding Edge is also coming to PC, and will be available on Steam.

Ninja Theory, which was acquired by Microsoft in 2018, has a few other games in the works. Hellblade II, a sequel to the well-received original, is in development, with Senua returning. They’re also developing The Insight Project, an initiative meant to help fight mental illness, and Project: Mara, which is a horror experience based on the theme of “mental terror”.

Now Playing: Bleeding Edge – Release Date Trailer | X019

Arrow Series Finale Promises “Wish Fulfillment” and “Satisfying Endings”

Throughout its eight seasons, Arrow has pulled out the stops time and again. It’s launched a universe of shows on The CW, introduced a long list of iconic comic book heroes and villains, and it’s explored the life of the Green Arrow–Oliver Queen–more than any other TV show or movie could possibly have dreamed of. Now, with it’s next and final episode–“Fadeout”–the series is saying goodbye under some truly unique circumstances.

The series finale of Arrow comes on the heels of the Crisis on Infinite Earths crossover event, which not only reshaped the multiverse but killed off Oliver (Stephen Amell) for good. Ending a long-running series without the main character is no easy task, but it’s one Arrow’s executive producers were eager to take on.

“It was extremely challenging for all those reasons but I think, you know, Mark [Guggenheim] and I talked a lot about it and in the end it all those challenges is what made the ending so perfect,” showrunner Beth Schwartz said during a Q&A following a screening of the finale. She later added, “There’s a lot of wish fulfillment.”

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The end result is an episode filled with a long list of guest stars from throughout Arrow’s eight seasons, many of which have been revealed thanks to photos of Oliver’s funeral, one of which you can see above. Having so many familiar faces back allowed the show to craft the final moments they hope fans will be excited to see.

“I know it’s really important to me and Mark to honor all of our characters in this. This was, you know, we spent a lot of time in the room brainstorming endings for all our characters,” Schwartz explained. “And whether they were series regulars in Season 8 or they were series regulars in Season 1, it’s we really wanted to give everyone a satisfying ending so that you could envision what their lives would be like after the show was over.”

While they don’t want to spoil exactly what those endings are, executive producer Marc Guggenheim previously revealed to GameSpot that the episode would include a nod to the fan theory that John Diggle (David Ramsey) is connected to the Green Lantern. “We’ve got we have a very specific moment in mind for the series finale, that our hope is it’ll be satisfying to the fans, without getting me in trouble with my bosses at Warner Brothers,” he said in August.

Arrow’s series finale airs Tuesday, January 28, on The CW.

Now Playing: Elseworlds: Every DC Easter Egg In The Arrowverse Crossover

DualShock 4 Back Button Attachment Review

From robotic dogs to pocketable PCs – Sony’s never been afraid to get weird. But for the most part, the PlayStation has played it pretty vanilla. That’s why it’s exciting to see something as strange as the DualShock 4 Back Button Attachment.

As the name implies, this strange, clip-on attachment adds back buttons to your PlayStation controller. It’s a peripheral that’s overdue. It’s been more than four years since Microsoft released the Xbox Elite controller to critical acclaim, and just under a year before the inevitable PS5. Sony didn’t even make the holiday season.

So why now is a valid question – though we can speculate that it points to the forthcoming PS5 controller possibly having similar back paddles, thus the attachment exists for compatibility reasons. Either way, Sony undercuts its importance by offering it at a bargain-basement $30 price point.

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Design and Features

The Back Button Attachment plugs into the headphone jack and the rarely used EXT port – although actually affixing the cradle to the ports is easier said than done. It requires a precise angle and pressure to plug in, and there were multiple times I thought I was about to break it. I even consulted YouTube videos before getting it right. More times than once, I accidentally started the controller and turned on the PS4, which meant I had to turn the controller off, try again, or risk pairing issues.

This would usually be the place where I’d give you some practical advice on how to get it right. However, after dozens of attachments, I still haven’t nailed it. It just requires a ton of wiggling it, pushing it, pulling it out, and starting again.
Once on, you’re set. The Back Button Attachment adds a bit of a chin to the DualShock 4, but I quickly got used to it. And despite adding a bit of clunk to the rear of the controller, it’s subtle enough to keep adhered to your default controller.

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At .88 ounces, the rear attachment doesn’t weigh much. What’s more noticeable is the ergonomic shift. Depending on how forward your hands sit on the controller, the grip will either feel most comfortable on your ring or middle fingers. You may need to try out new grips.

Mapping buttons feels high-tech and low-tech all at the same time. There’s a circular button on the back that, when held down, reveals an OLED screen. Once you hold it down, you can program the buttons by cycling through the options (there are sixteen). Then it’s just a matter of actually stopping at the right spot. Miss the button you want to map it to, and you’ll have to press the button another 16 times, which I had to do three times because I’m an idiot.

To understand just how weird this process is, consider other “elite” controllers. The Xbox Elite can do it through Xbox software, and Astro’s C40 controller has a dedicated pairing button. Hold that button until the controller vibrates, then hit the trigger you want to program, followed by whatever button you want to map it to. Three button presses. Versus (literally) 48, in my case. The Back Button Attachment could easily ape this same functionality. It already has a giant button that starts the mapping process. Alas.

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Fortunately, once you’ve managed to find your perfect mapping, it’s easy enough to save your button combinations into a profile, of which the attachment holds three. These profiles are displayed as P1, P2, and P3. At first, I figured the controller was telling me which Player I was, not which profile was selected. Thankfully, it’s dead simple to flip through these profiles – simply double-tap the OLED button twice. The screen even tells you which buttons are mapped to which.

Performance and Gaming

The Back Button Attachment is made of sturdy plastic, and it feels similar to the back of the DualShock. Unlike the Scuf and Elite, these buttons have almost no travel. That makes them super easy to click, whether you’re using your middle or ring fingers. And while battery drain is minimal, I did notice it – especially on some of my oldest controllers.

The effectiveness of back buttons varies drastically from game to game. Ostensibly, they’re intended to help you keep your thumbs on the thumbstick, so are recommended for face buttons. However, in practice, it’s a little more complicated.
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I found them to be just as useful for lobbing grenades in The Division 2 (D-Pad), bullet jumping in Warframe (L1 and X), and adding a little oomph to my melees in Modern Warfare (R3). For most games, once I got used to the new button configurations, I found the Back Buttons irreplaceable. There’s a real advantage to rear buttons, but you may have to experiment with what works for you.

I didn’t have a great use-case for them in every game, however. For instance, in Rocket League, I was thrilled to map Air Roll (a maneuver that has no default binding on the controller) to the triggers. But once I actually got playing, I found it altogether too confusing and just mapped boost and jump to the triggers instead.

Even when the back buttons combos aren’t natural, the attachment always is. It feels like a natural extension to the controller and I’ve been delighted to try out old favorites with the new peripheral. If that’s not worth $30, I don’t know what is.

Purchasing Guide

The DualShock 4 Back Button Attachment is available now for $30.

Torchlight Frontiers Is Now Torchlight 3, Can Be Played Offline

The previously announced Torchlight Frontiers, which was previously announced as an action MMORPG, will be scaled back into a more traditional ARPG. As such, Perfect World Entertainment and developer Echtra Games announced that Torchlight Frontiers is being renamed as Torchlight 3.

“During development, you often discover what type of product a game was meant to be and we found Torchlight Frontiers was meant to be a true successor to Torchlight 1 & 2,” said Echtra Games CEO Max Schaefer.

“Based on this and extensive feedback from our Alpha testers, we decided it was time to take the game back to its roots and model it after the classic Torchlight games that ARPG fans have come to love.”

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Torchlight Frontiers was announced back in 2018 as a shared-world action-RPG where players can crawl through dungeons together. IGN came away with a positive impression of the shared world when we previewed Torchlight Frontiers in 2018.

However, Echtra seems to believe that a more traditional approach is in order. Instead of going free-to-play, Torchlight 3 will be a purchasable game title with full access to all the playable content. So basically a traditional game release.

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Furthermore, Torchlight 3 will be playable online or off and feature a more linear structure similar to the first two Torchlight games. Torchlight 3 still has online multiplayer and character classes:
The Dusk Mage, Forged, and Railmaster.

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Matt Kim is a reporter for IGN. You can reach him on Twitter.

Watch the Super Bowl 2020 Commercials

With the Big Game between the San Francisco 49ers and the Kansas City Chiefs going down on Sunday, February 2, at Hard Rock Stadium in Miami Gardens, Florida, we’ve collected all the pricey ads (and teasers for upcoming pricey ads) that have been released online so far.

Below you’ll see Chris Evans and John Krasinski represent Boston, Sam Elliott find his inner “Old Town Road” (with the help of Lil Naz X), MC Hammer deal with Cheeto fingers, Always Sunny’s Charlie Day airing his dirty laundry, and Rick and Morty shilling for Pringles.

Side Note: Planters has put their current Super Bowl promotion, featuring the death of mascot Mr. Peanut, on pause/hold due to this past weekend’s tragedy in Calabasas that caused multiple fatalities, including Kobe Bryant and his daughter.

Here are all the Super Bowl 54 ads so far…

DORITOS

Lil Nas X and Sam Elliott for Doritos…

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CHEETOS

MC Hammer for Cheetos…

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PRINGLES

Rick and Morty Pringles ad teaser…

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HYUNDAI

Chris Evans, John Krasinski, Rachel Dratch, and David Ortiz for Hyundai…

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BUD LIGHT SELTZER

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TURBOTAX

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LITTLE CAESARS

Rainn Wilson for Little Caesars…

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TIDE

Charlie Day and Emily Hampshire for Tide…

[ignvideo url=”https://www.ign.com/videos/2020/01/27/tide-super-bowl-54-teaser-charlie-day-emily-hampshires-dirty-laundry”]

IGN will update this list as more ads become available…

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Matt Fowler is a writer for IGN and a member of the Television Critics Association. Follow him on Twitter at @TheMattFowler and Facebook at Facebook.com/MattBFowler.

Pillars of Eternity 2 Collector’s Edition Still in Stock for PS4, Xbox

Pillars of Eternity II: Deadfire Ultimate Edition is heading to PS4 and Xbox One on January 28, with the Switch version to follow at a later date. The game itself is a sprawling isometric RPG, made in loving homage to classics like Baldur’s Gate. The console versions come with the core game, plus all three DLC packs. It arrived on PC in 2018, so you can read our Pillars of Eternity II review for more details.

If you’re ready to secure a copy for yourself before the game comes out, you’ll probably want to know what comes in each edition. Read on for the goods.

Pillars of Eternity II: Deadfire Collector’s Edition

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Xbox One

Currently available for PS4 and Xbox One, this collector’s edition lists for $129.99 and comes with the following extras:

  • 10-inch Od Nua Statue
  • Spacepig Keychain
  • Metal-optic 3D sticker

Pillars of Eternity II: Deadfire Standard Edition

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Xbox One

Nintendo Switch

The standard version of the game just comes with the game itself. It retails for $59.99.

No Preorder Bonuses

No retailer has listed a preorder bonus for Pillars of Eternity II: Deadfire Ultimate Edition. We’ll update this section if that changes before launch.

Other Preorder Guides

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

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Will Marvel’s Next Avengers Villain Be… Moon Knight!?

Though Moon Knight may be a bit of a loner with a more brutal approach to justice than most, he’s still always been a hero. That appears to be changing with April’s Avengers #33, which writer Jason Aaron teased with a blog post titled “Moon Knight vs. the Avengers this April.” That issue marks the start of the “Age of Khonshu” arc pitting Marc Spector against Earth’s Mightiest Heroes.

Why is Moon Knight facing off against his former allies? Aaron doesn’t reveal that detail, but he does promise that this story will showcase why Moon Knight is a force to be reckoned with.

“If you’ve ever wanted to see Moon Knight at his most badass, taking on the most powerful, primordial forces of the Marvel Universe, with all his moon-powered fury, then this is the world-shaking, face-breaking arc for you,” Aaron wrote.

Avengers #33 art by Matteo Scalera. Interior art will be drawn by Javier Garrón. (Image courtesy of Marvel Comics)
Avengers #33 art by Matteo Scalera. Interior art will be drawn by Javier Garrón. (Image courtesy of Marvel Comics)

The story starts when a series of supernatural disturbances start to pop up across the Marvel Universe.

“Mummies are rising from their graves. Secret armies march by moonlight, from K’un-Lun to Wakanda to Greenwich Village. A dark god invades Asgard. And the Moon Knight has been unleashed as never before. So begins the Age of Khonshu. So fall the Avengers,” the blog post teases.

“This arc has been the main focus of my 2020 so far,” Aaron added. “I’m looking for it to set the tone for everything I wanna do in the Marvel U going forward. In case you can’t tell, I’m pretty damn excited about this one.”

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Since Marvel Studios revealed that a Moon Knight show will debut on Disney+, interest in the character has been on the rise, so it’s either lucky happenstance or a well-planned act of corporate synergy that Moon Knight is now the force of antagonism in the next big Avengers comic arc. The subtitle “Age of Khonshu” (named for the Egyptian moon god who empowers Moon Knight) is of course reminiscent of “Age of Apocalypse” and “Age of Ultron,” so Aaron is clearly aiming to evoke the same kind of menace that those iconic villain stories bring with them.

Will this inform how Moon Knight is introduced to the Marvel Cinematic Universe? It’s hard to say at this point, but Aaron’s comics work has influenced previous MCU movies — for example, elements of his Thor villain Gorr the God Butcher (co-created with Esad Ribic) was used for Cate Blanchett’s Hela — so it wouldn’t be a surprise to see more of his ideas show up on screen.

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In other Marvel news, the release date for The Falcon and the Winter Soldier was moved up, we learned just how sci-fi The Eternals will be, and a pair of animated shows were given the axe at Hulu.

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Joshua is Senior Features Editor at IGN. If Pokemon, Green Lantern, or Game of Thrones are frequently used words in your vocabulary, you’ll want to follow him on Twitter @JoshuaYehl and IGN.

Never Lose Your Keys Again with This Tile Sale, Today Only

Amazon’s Deal of the Day today is on Tile, the device to help you keep track of your things. We’re talking things you lose often, like your keys, phone, wallet, TV remote, or anything else you want to be able to find with the press of a button. The sale, which ends tonight, drops prices around 40% off.

Tile works in a few ways, all built around finding your stuff. You can use the Tile smartphone app to make your Tile ring (the models with longer Bluetooth range ring louder). If you double-press the button on a Tile, it will make your phone ring, even if it’s set to silent mode. You can also use Community Find to locate items outside of your Tile’s Bluetooth range; this works by anonymously having other Tile users’ apps send you the location of your Tile. Here’s what’s on sale.

Tile Pro is 20% Off

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The Tile Pro is the king of the Tile lineup. It’s the company’s most powerful Bluetooth tracker, offering 400 feet of range and the sturdiest, most durable build quality. It also features a replaceable battery that lasts an entire year.

Tile Mate is 40% Off

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The Tile Mate is basically like the Tile Pro, but with a shorter range (200 feet) and a less rugged design. It’s also a little more compact in size, which is always nice.

Tile Sticker is 40% Off

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Tile Sticker is a newer addition the lineup. It’s a small, waterproof Tile that has an adhesive back that sticks to nearly anything. It sports a range of 150 feet and a fully waterproof design. Perhaps best of all, the built-in battery lasts three years.

Tile Slim is 20% Off

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The narrowest Tile of all is the Tile Slim. It’s so thin that you can comfortably keep it in your wallet or even in a stack of papers.

Tile Essentials 4 Pack is 43% Off

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For a little of everything, you can get this four pack for 43% off list price. It comes with two Tile Stickers, one Mate, and one Slim.

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

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