Why Life is Strange 2 is Boring in a Beautiful Way

Life is Strange 2 is about two brothers escaping a strange situation. It is also about family, brotherhood, survival, racism, individualism and social conformity in Trump’s America. It is an experience in which the gameplay interactions and narrative are purposefully dissonant. The plot moves forward in the form of in-engine scenes, whereas the verbs the player performs are tightly restricted and functionally mundane.

What makes Life is Strange 2 compelling is that the rewards on offer aren’t the usual upgrade trees or random loot drops, but instead deepening character histories and interactions. When the player does take control, gameplay options are deliberately narrow and often non-essential. You truly do need to behave like a big brother. What you do is equally important as what you say.

(Spoiler warning: this article discusses story beats and mechanics from Episodes 1-5 of Life is Strange 2)

So what do you do in Life is Strange 2? Well, you move Sean, the elder of two brothers, through narrowly-defined spaces, like the interior of a house or the linear path of an empty road. You look at things – objects, paraphernalia, pictures and the like. Sean will have a dry comment for each thing, his perfunctory elaboration attaching new details and backstory to objects. For example, you might find some of Sean’s mother Karen’s poetry, but given the fact she left the family shortly after Daniel’s birth, the object is soured from his perspective. For the player, this makes you curious about Karen’s motivations and the events of the past. These eventually get explored in the form of flashbacks and a meetup with Karen.

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Who’s a Good Boy?

Occasionally, you have the option to pick up objects. These are added to your inventory for purposes that may or may not ever present themselves, depending on both where the story goes and if you choose the right actions to bring about related closure. In fact, beyond Episode 1, your inventory becomes vestigial in nature, to the point where the only motivation the player has to delve into Sean’s backpack is to snoop through collected artefacts. This is not a problem. The way Life is Strange 2 dwells on the mundane draws you into the everyday lives of its characters and highlights the value of living in the moment. There is no need for any other reward or keepsake.

Whether you choose to pack beer or soft drink from the fridge for a party Sean is planning to attend, for instance, doesn’t ultimately matter, but you might want Sean to be a good boy and so choose to refrain from alcohol and cigarettes. One decision that does have an impact early on is being either honest or dishonest with Sean’s father when asking for money for the party. Replying honestly will net you more cash, which becomes important when you are on the run with Daniel and needing to buy (or steal) supplies and equipment to survive.

Brothers on the run. Don't worry, the blood is fake.
Brothers on the run. Don’t worry, the blood is fake.

The game quickly makes you aware that your actions will be of a mundane nature. Interactive options are often limited to “Look” or “Take”. Gameplay mirrors those developer commentary runs that are offered as extra features in some titles, moving from point to point, activating them and listening to a spiel. Using this structure, Life is Strange 2 lulls you nicely along its branching pathways, where the journey taken will feel different for each player. You may opt to ignore most of the side stuff and forge through the main path, in which case you might miss some of the game’s serene, beautiful moments.

Sean taking time to sit and sketch different scenes presents wonderful snapshots of the boys’ journey. If you decide to sketch, you must look at the scene through Sean’s eyes, holding a button to focus on the broad details, before looking down at the sketchbook and wriggling the left thumb-stick to sketch shapes across the page. You can leave it there or you can look up and focus again, bringing in extra detail and sketching a more coherent version of the scene. These sketches can be looked at again by entering the inventory screen. You might also completely miss the prompts for Sean to sit or rest and consider his surroundings while he delivers a monologue about how things are going with Daniel. They provide perfect ruminations of a harrowing journey peppered with beauty.

A sketch-worthy view.
A sketch-worthy view.

Educating Daniel

Crunch-time decisions come during action scenes, with most of these offering binary choices. The most common decision-making crux asks the player, as Sean, to decide whether or not to encourage Daniel to use his nascent powers. These pathways add to Daniel’s AI learning, a background process that nurtures the kind of Daniel you prefer through morality and brotherhood. For instance, you might admonish him for cussing, or you might allow him to swear, in which case he’ll swear a lot more. Daniel’s learning even extends to observing the player’s actions, so that it might be worth following your own advice to him to avoid contradictions.

There’s also a brotherly bond component to Daniel’s developing persona, which can bring him back from the brink of selfish decisions if he trusts Sean enough. The way that Daniel reacts at certain key moments is tied directly to this web of decision making moments. This makes it important to deeply consider both your actions and dialogue choices with Daniel, especially If you are the type of player that feels connected to game characters, carrying their legacies with you long past completion.

Making friends can be dangerous.
Making friends can be dangerous.

In today’s world of massive, sprawling RPGs and dialogue trees with more branches than Yggdrasil, the suppression of player choices may feel restrictive. In the context of this intimate game, though, it feels perfectly natural that Sean would see the world in such a way, and that he would feel that his choices are constrained given the Diaz brothers’ circumstances. Then there’s the fact that while your decisions may feel two-sided, the systems in place behind the scenes are complex and result in unpredictable consequences. You often have to sacrifice some of your bond with Daniel in order to be a morally sound big brother, or lose moral ground in order to deepen brotherly trust.

Action itself is further limited by the fact that you are a surrogate to Daniel, who is the catalyst for change throughout the story. While most games would position you as the one with power, the focus is instead shifted to managing that power. This creates a degree of separation between the player and the action taking place, including the violence.  Life is Strange 2 does have quite a lot of violence in it, but it is almost always directed at Sean rather than coming from him. This passiveness is a deliberate play against videogame stereotypes and thus offers a refreshing change to the impact of violence. You feel much more like a bystander or third-party, as opposed to, say, the Doom marine literally tearing things to pieces.

Watch What You Say

Another way Life is Strange 2 encourages a casual, controller-down approach to play is the way in which dialogue choices are handled. You are offered a few reactions during conversations and sometimes one of these is to say nothing. Just as importantly, saying nothing during the game’s rare timed conversation choices, by not reacting in time or withholding input, results in a valid choice. The scene will keep playing out even if you don’t touch the controller and it never feels like you are missing out on much for keeping your clap shut. If anything, it’s in character for Sean to be cautious, because his physical degradation due to injury over the course of the narrative is inversely proportional to Daniel’s growing powers.

It's up to you to direct how Daniel will use his powers.
It’s up to you to direct how Daniel will use his powers.

In Episode 3, you are camping with other people who are self-proclaimed rejects of society. One of the gameplay gates here is that Sean needs to pull his weight in the camp by completing chores. It takes a few real-time minutes to haul water from a collection tank to the makeshift kitchen and shower. What is interesting about this section is that you can also offer to help Daniel with his kitchen duty, or not. There’s no motivation to extend this slow, tedious moment other than your own ethics and the possibility of incidental dialogue. You’ll also gain brotherhood and morality points with Daniel if you do help him, but this system is hidden in the game and difficult to predict. For example, if you’ve been a crappy brother, Daniel will actually refuse your help in this moment, leading to deeper damage to the brotherhood.

Whatever your moral compass, prolonging gameplay becomes about engaging with seemingly inconsequential moments in the created world. One could argue that these vignettes are in fact the whole point of the game. They ground you in the reality of the situation. By offering such ordinary gameplay tasks, the extraordinary is heightened when it happens.

Full of Character

Between episodes, weeks or months can pass and the brothers will be in a completely different situation than when you left them at the end of the previous episode. Rather than laborious backstory catch-up, new characters enter the player’s field fully-formed, with back stories and motivations that must be absorbed via their appearance, dialogue and any objects relating to them that the camera chooses to dwell on. For instance, when you meet a friendly trucker in Episode 4, the camera immediately focuses on his living compartment, its netted shelves filled with toilet paper, books and personal mementos. Then he shares with Sean a sandwich that his wife made him. The player soon sees him as a family man out on the lonely road willing to take a chance on a young man in need of a lift.

The power of objects is such that they paint the picture of a character more effectively than dialogue. This reliance on visual storytelling reflects the film-like influences on Life is Strange 2’s overall aesthetic. Another example is the fish tank in the home of the boys’ grandparents, Claire and Stephen Reynolds. As you explore the house for the first time in Episode 2, Sean remarks on the empty fish tank, later asking Daniel if he has ever seen fish in it. The implication is that the house is sterile and lifeless. One of the possible endings shows the Reynolds household years later, with Daniel having grown up there, enjoying a new life with his grandparents. Now the tank has fish in it, the house if full of light and life. The camera’s cut to this object is far from an accident. It’s a deliberate artistic choice.

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Slow it Down

At every opportunity, Life is Strange 2 applies the brakes. It slows the gameplay down and offers calm, considered spaces in which the player can feel safe and satisfied. It allows you to sift through the game at your own pace. This adds up to some beautiful and subtle moments outside of violence and tragedy, even if by most definitions the gameplay itself is limited or boring. The player comes away with a set of memories tied to these contemplative moments, such as a sunset over a canyon, the way the light shines through Sean’s still bedroom, the sketch-filled interior of the boys’ tent or the mischievous yet unhurried exploration of the Reynolds’ home by the brothers while their grandparents are at church.

Life is Strange 2 succeeds in being unique because of its adherence to the slower aspects of living and surviving. It brings out beauty through calmness and contemplation. Despite its serious subject matter and lack of subtlety when it comes to its racist, xenophobic and religiously fanatic antagonists, Life is Strange 2 is an uplifting experience about family, loyalty, love and belonging. So if you prefer to put the controller down during story scenes, or you find yourself sifting through Sean’s completed sketches multiple times, that’s okay. You are meant to enjoy the quiet moments, the butter between the bread. And when you get to the end, well, let’s just say we hope you have been a good brother to Daniel. He will remember everything.

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Dylan Burns is an Australian freelancer who has no superpowers, although he did get a laugh out of Cliffy B once, so… follow him on Twitter.

Uncharted Movie: Tom Holland Gives An Update On The Movie That’s Been 10 Years In The Making

The Uncharted movie has been a long time coming, as it’s been in one form of production or another for more than a decade. It now seems like the stars have finally aligned, as Spider-Man actor Tom Holland is on board to play a young Nathan Drake with Mark Wahlberg attached to play Sully. Holland has now given an interview about the film, and he seems enthusiastic about the script. In particular, he said the movie may succeed where other video game adaptations have struggled because its story is a new one, not a re-telling of any of the games.

“I read the newest draft of the script … and it’s one of the best scripts I’ve ever read,” he told IGN. “It really, really jumps off the page. I think what Uncharted offers that most video game films don’t is that it’s an origin story to the games, so if you’ve played the games, you haven’t see what’s going to happen in the film. If you haven’t played the games, you’re going to enjoy the film because it’s information that everyone else is getting at the same time.”

Holland went on to himself acknowledge that the Uncharted movie has endured a protracted development timeline. There has been lots of turnover as well, as the movie has shuffled through seven different directors and numerous scriptwriters before getting to where it’s at today.

“I’m super excited to make that movie, and it’s been a long time coming. I think Mark Wahlberg is going to kill it as Sully and it’s going to be a lot of fun,” he said.

Holland gave this interview alongside his Onward co-star Chris Pratt, who was reportedly offered the role of Drake years ago when the movie had a different director and writer. Pratt is said to have passed on the role. In this new interview, Pratt pretends as if he is starring in the Uncharted movie, and it makes for a unique response given his history with the franchise.

Sony has officially hired six directors for the Uncharted movie, and all of them have quit. Sony is now reportedly eyeing Zombieland and Venom director Ruben Fleischer for Uncharted.

The Uncharted movie’s script has also been re-written numerous times. The most current draft that we know about was written by Rafe Judkins, Art Marcum, and Matt Holloway, the latter two of whom wrote the original Iron Man movie.

If all goes to plan, the Uncharted movie will release in theatres on March 5, 2021.

As for the Uncharted video game series, 2017’s Uncharted: The Lost Legacy is the most recent entry in the series, following Uncharted 4: A Thief’s End in 2016. No new games have been announced, and developer Naughty Dog’s next release is The Last of Us: Part II, which is due for release in May. Even though Naughty Dog is finished with the Uncharted series and Nathan Drake’s story is over, the developer says a different studio could come in to make Uncharted 5.

GameSpot may get a commission from retail offers.

StarCraft: Ghost — See The Leaked Footage Of Blizzard’s Unfinished Third-Person Shooter

StarCraft: Ghost was originally planned as an Xbox/PS2/GameCube spin-off, a new third-person shooter entry in the StarCraft series. The game was never finished, though, and was only ever seen or played behind closed doors during E3. Now, for the first time, footage of the game has appeared online.

First spotted by Kotaku, a playable test build of StarCraft: Ghost, stored on an Xbox dev kit, has leaked online. Footage from the game is emerging, showing what the full game would have looked and played like, had it ever released. The first video, below, is off-screen gameplay that includes footage of the dev kit menu that the build is being accessed from.

This next footage shows the game upscaled to 720P, and is direct capture footage. The only build available is very much a work-in-progress–it looks like aiming is quite wonky, but it’s also the clearest look many of us have ever had at how the game played. It’s likely that more footage will surface now that this build has surfaced.

In 2013, Blizzard employee Matthew Burger argued that StarCraft: Ghost had never truly been “cancelled,” and that instead it was “on hold“. However, the game disappeared after E3 2005 and seems unlikely to ever come back–in 2014 it made our list of Missing in Action games, only one of which (The Last Guardian) has since released.

The game was being developed by the now-defunct Nihilistic Software, alongside Swingin’ Ape Studios, which was eventually bought out by and integrated into Blizzard Entertainment.

Blizzard currently has several projects in the works, including Overwatch 2 and Diablo IV. No upcoming new Starcraft projects have been announced.

GameSpot may get a commission from retail offers.

WWE’s Sasha Banks Reportedly in Season 2 of Star Wars: The Mandalorian

Here’s some interesting news that blends the worlds of Star Wars and WWE…

According to Mat Men Pro Wrestling, and confirmed by ProWrestlingSheet’s Ryan Satin (who’s appeared several times on FS1’s WWE Backstage), WWE Superstar Sasha Banks has filmed scenes for Season 2 of Disney+’s The Mandalorian – which is set to premiere October 2020.

No other details are known about Banks’ role at this time, or how prominently she might be featured, but Banks has been off of TV for a number of weeks now, since January 3, supposedly healing up from an ankle injury. Whether or not the injury is legit or not is unknown, but she has had ample time for side projects is she has in fact been cast on The Mandalorian.

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Walt Disney boss Robert Iger has teased that Mandalorian spinoffs are a “possibility” after Season 2, heavily implying that the show might utilize more familiar Star Wars characters and allow them to headline their own shows after being introduced in the flagship Star Wars series.

Banks is a four-time Raw Women’s Champion though her time off TV caused her to miss WWE’s annual Royal Rumble PPV, where her best friend Bayley successfully defended the SmackDown Women’s Championship against Lacey Evans.

What kind of role would you like to see Sasha Banks’ play on The Mandalorian? A fellow bounty hunter? An Imperial assassin? Someone who gets chocked out by The Child? Let us know!

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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.

Rainbow Six Siege’s Tachanka Is Getting a Full Rework In 2020

Ubisoft has announced that Tachanka, Rainbow Six Siege’s beloved-but-terrible Operator, will be reworked and overhauled this year. The new design completely removes his turret, although he’ll remain a destructive defense operator.

Announced at the Six Invitation as part of the roadmap for Years 5 and 6, Ubisoft explained that Tachanka is finally going to be redesigned. The new ‘Chanka will still have his DP28 LMG, but rather than used in a turret form it will instead be carried as a primary weapon. His gadget is a new Kulakov incendiary grenade launcher that can be used for area denial.

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“His main problem was having that turret tying him down to one location,” explains Alex Karpazis, Art Director for Rainbow Six Siege. Originally, Tachanka’s gadget was a deployable MG turret that forced him to stay still. “The biggest thing was lifting that LMG off the turret and have him be more mobile.”

The LMG can be used to cause some incredible damage to a map’s soft walls. A demonstration video shows the gun being shot to create a circle in some drywall in order to cut a large opening. “There’s some crazy destruction you can do, but never on the level of Tachanka,” Karpazis says. “The design team thought it worked super well with the legend of his weapon. And it ties in well with his kit. He can roam, and he can make holes to shoot his incendiary grenades through.”

While the LMG is clearly an iconic part of Tachanka’s kit, it won’t be his only option. “We’re not getting rid of the other main weapons,” says Jean-Baptiste Hallé, lead game designer for Rainbow Six Siege. “The current plan is to still have the SMG with an ACOG scope, but you have to be mobile in this game which is why we removed the turret.”

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The LMG is a remix of the old, but the Kulakov Incendiary Grenade launcher is something brand new, not just to Tachanka but to Siege as a whole. “So the incendiary grenade launcher is something we thought fit really well with his subtle character,” Karpazis jokes. “It’s something that means he can take more control of a map, he can lay down fire and take control of the flow of where attackers can approach from.”

“It’s a sort of alternative to Smoke,” says Hallé, comparing the area denial fire bombs to the British Operator’s toxic gas. “It’s not that easy to play with because the patch of fire it leaves is really small, but the fun of it is you can spam a lot of them. You can block a hallway with them and you can bounce them off walls, so there’s a lot of skill with how you play with his grenades.”

Perhaps most exciting of all, though, is the potential of finally seeing what is underneath that bucket-like helmet. “With the new rework of him we decided to make a face behind his helmet,” Karpazis says. Whether that’s viewable with cosmetics, or if there will be a helmetless Elite skin, we’ll just have to wait to find out.

The team has been playing around with this version of Tachanka for a while, and have found some fun combos to make with him. “When you have a Goyo and you mix that with a Tachanka, there’s fire everywhere,” Karpazis says with a smile. “And that makes it pretty safe when triggering Goyo’s shields. Tachanka and Goyo are a match made in heaven.”

He’s a formidable opponent for attackers, then. “In terms of countering, you have to be careful with your positioning because he can kill so much time now,” Karpazis explains. “So maybe it’s best to avoid him rather than go on a head-to-head confrontation.”

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This rework has been a long time coming, but it simply took this long for the team to be able to see the character with fresh eyes. “In the past we said we wouldn’t touch him because we couldn’t find the right way to do it,” Hallé explains. “But we’ve gone back to the drawing board because now is the time to revisit existing content. Our eyes were fresh on him and we’ve nailed what made his identity. The whole thing started to make sense when we took the LMG out of his turret and made it his primary.”

Tachanka may be the first major rework in some time, but he won’t be the last. “We have other operators on our watch list,” Hallé says. “If you regularly look at our graphs when we release our notes, if you look at the operators who have the lowest pick rate and highest frustrations, you’ll have a pretty good idea of who may be on our watch list.”

A quick look at recent frustration graphs reveal that Jackal, Blitz, Clash, and Echo all score pretty high, and so based on that evidence there’s a good chance that some of these Operators may undergo some form of redesign over the course of the next couple of years.

For more on Rainbow Six Siege, check out what Operators and map is coming in the first season of Year 5 – Operation Void Edge – or take a deeper look at the full story of the game’s development in our documentary: Saving Siege.

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Matt Purslow is IGN’s UK News and Entertainment Writer, and soon to be Tachanka convert. You can follow him on Twitter

Rainbow Six Siege Year 5 Will Rework House

Ubisoft has announced a new roadmap for Rainbow Six Siege, which covers the next two years of updates. The content plan includes 10 new operators, eight reworked maps, a new system to tackle player toxicity, a battle pass for every season, and a plethora of core gameplay tweaks.

The plan, announced at the Six Invitational 2020, deviates from the traditional 12-month Siege roadmap typically outlined in February of each year. Instead, Ubisoft has opted for a 24-month plan that gradually shifts away from what players usually expect from each season. The key difference is that Siege will start to offer just one new Operator per season, rather than two, starting half way through Year 5, and continuing into Year 6.

Replacing that second Operator per season will be an increase in “core gameplay” adjustments and reworks. “The idea is that we’re going to revamp gameplay systems that impact your round every time that you’re playing,” says Jean-Baptiste Hallé, lead game designer for Rainbow Six Siege.

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Operators and Maps

Operator reworks and re-balances will be applied throughout a season, rather than just at the start, which should keep the flow of content feeling more continuous. Those reworks have yet to be entirely detailed, but it’s been confirmed that Siege’s long-term joke Operator, Tachanka, is getting an overdue complete overhaul.

The roadmap will deliver eight maps over the two years, with all of them being reworks rather than new locations. Year 6 maps have yet to be announced, but Year 5 will see, in order, reworks of Oregon, House, Skyscraper, and Chalet. While only Oregon has been detailed so far, as part of the Operation Void Edge presentation, and is a small but impactful change, it seems as if House will be a more major rework than those seen through Year 4.

“We didn’t want to lose too much of [House], but it really was too small,” explains Alex Karpazis, Art Director on Rainbow Six Siege. “So we wanted to grow it a little bit more, provide more mobility, but still have it as a great introduction map for new players.”

When quizzed about why Siege seems to moving entirely away from new maps for the next two years, Hallé says “We’ve observed that the enthusiasm from our player base when they get a rework, when they see that the problematic parts have been fixed or changed, that has a better level of success.”

“You don’t have to learn the map from the ground up,” he adds. “You’re still familiar, but it’s also fresh and new.”

A map ban phase will be introduced to Ranked play, akin to the pick and ban system used for Operators. A selection of three maps will be provided for teams to decide upon, which will allow more player agency in determining the location of each match.

R6S Year 5 Roadmap graphicCore Gameplay Reworks

Ubisoft is also planning several major feature overhauls, with plans to make elements like the preparation and support phases more engaging. The first change to be announced is Ping 2.0; an Apex Legends-like system that allows attackers to mark defender equipment such as Kapkan and Frost traps. “It will give you more impact as an attacker during the preparation phase because you are able to pinpoint the position and the nature of gadgets and share it with your teammates,” explains Hallé.

There will also be new secondary gadgets introduced, such as a new hard breaching option, and a proximity alarm that can be used to help defenders track attacker movements. A new replay system is also in the works, which Ubisoft notes will be a helpful tool for those looking to learn from their defeats.

Rainbow Six Siege Proximity MineWhat will perhaps bring the biggest sense of relief, though, is news that Ubisoft is working on a player reputation system. “It’s a system we’ve seen used by our competitors and it gives good results when it’s well done,” Hallé says. “We know it’s going to be a tough one, but we think in the long run it will help fight against problematic behaviour and encourage the positivity we want to see in our community.”

While the team does not have the specifics locked it at current, the core idea is that players will have a reputation score that will be clearly visible. “A certain amount of what you can do will be tied to that score,” Hallé reveals. “Maybe if you get a bad score, certain playlists will be forbidden.”

Each season will feature some kind of core gameplay change, which the team explained could not happen were it not for the reduced Operator count. Ubisoft also promises that being able to focus on a single Operator will allow the character to be more polished upon release.

Rainbow Six Siege Golden GunArcade Playlist

The two-year plan puts increased emphasis on events and a new Arcade Playlist. “These are smaller events that happen more frequently, with gameplay modifiers to freshen up the experience and let us test some things,” Hallé explains.

The first event will be Golden Gun, a homage to N64’s GoldenEye, in which all players are solely armed with a hilariously overpowered gold-plated Desert Eagle that needs reloading after every shot. Events have become a relatively common part of Siege, from Halloween-themed game modes to highly competitive map designs such as the SI’s Stadium, but the Year 5/6 roadmap promises a new one each season, as well as a playlist that will allow players to freely engage in a far more ‘fun’ version of Siege.

“The great thing about events is we get to have a petri dish of testing,” says Karpazis. “Bulletproof glass [from Stadium] is something we thought worked really well, and we’ll be looking at it in the future for sure.” Effectively, the Arcade Playlist is a guinea pig lab for the team’s wilder ideas that may eventually transition to the core Siege modes.

There’s also the promise of the Rainbow Six Cup, currently in the prototyping stage, which Hallé describes as a mini tournament. A team of five will subscribe to a Cup event and play against other similarly ranked teams, with the winners being crowned Cup winners, at least until the next event when it all starts afresh.

While all these changes are exciting for the future of Siege, it’s not hard to notice that the two-year plan overlaps with the advent of next-generation consoles from Sony and Microsoft. Ubisoft refuses to be baited into giving any details away, but it does promise that PS5 and Xbox Series X is part of its plan for the future of Rainbow Six Siege. “It is absolutely a part of Rainbow’s plan,” says Hallé. “We have a firm intention of heading to next gen.”

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Pro League Esports

Big changes are being implemented for the Pro League. After the conclusion of the current season, the league will transition to a regionalised program that focuses on the four regions of Europe, North America, Latin America, and Asia-Pacific, with the latter being split into North and South divisions. Each season will be divided into quarters, with the first three concluding with a Major, and the final quarter being the regional finals and the Six Invitational.

A new points system for esports teams will be implemented that rewards consistent performance rather than purely victories. This will prevent those who win a Major ‘resting on their laurels’ for the rest of the season. “A team winning a major will be getting 600 points, which is a lot, but it’s not enough to qualify them for the Invitational,” explains Wei Yue, Esports Director at Ubisoft Montreal.

In each region, only the top eight teams in a stage will score points, meaning it’s vital to stay competitive. The top four teams in each stage go on to the Major, and the top 16 scoring teams after all three Majors then go on to compete in the Six Invitational.

For more on Rainbow Six Siege, check out our rundown of everything arriving in Operation Void Edge, along with fresh gameplay of the new Operators, Iana and Oryx. And if you want the full story of the game’s development, check out Saving Siege, our documentary on how Rainbow Six became one of the world’s biggest shooters.

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Matt Purslow is IGN’s UK News and Entertainment Writer. You can follow him on Twitter

Cyberpunk 2077 is Apparently Getting Its Own Nvidia GPU

Nvidia, makers of graphics cards for gaming PCs the world over, is teasing a Cyberpunk 2077-themed GPU.

Nvidia posted a blurry photo of the GPU following a brief exchange between the Nvidia and Cyberpunk 2077 Twitter accounts. The Cyberpunk account started by coyly asking Nvidia if they had ever considered releasing a limited edition Cyberpunk 2077 GPU, to which the Nvidia account with a couple emojis and a simple message: “Stay tuned…”

Here’s the image from Nvidia’s Twitter:

 nvidia

As one Reddit user pointed out, it appears we might be back in ye olden days of 2007, when GPUs frequently came with character art on them. We don’t currently know what stats this GPU will boast, but we’ll update this article when Nvidia finally releases more info.

It’s not the only thing Nvidia is working on. Nvidia GeForce Now has re-entered the market as a serious competitor to Google Stadia. GeForce Now, uh, now streams the games you already own for $4.99 a month. You can check out what we thought about how easy it was to setup, how well the streaming works, and whether it’s worth subscribing to in our review of Nvidia GeForce Now.

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As for Cyberpunk 2077, we’re still waiting for it to release on September 17 following its delay. In the meantime, you can buy Cyberpunk 2077 Funko toys in April. You can also read up on why CD Projekt Red decided to delay Cyberpunk 2077.

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Joseph Knoop is a writer/producer for IGN.

Box Office: Sonic the Hedgehog Races Past the Competition

Sonic made a rather large BOOM! at the box office over this President’s Day Weekend, racing past its initial predictions of $40-45 million to (b)ring in an estimated $57 million.

Worldwide, it’s brought in $100 million, making it the best showing of all time for a video game movie, according to Variety. With Monday being a holiday, Sonic is expected to pull in $68 million domestically.

Warner Bros.’ Birds of Prey took in a decent $17.1 million over the weekend, which was enough to land it in second place Monday is expected to bump the take to $19.6 million.

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Doing very well for themselves over the Valentine’s Day/President’s Day cluster were Blumhouse’s Fantasy Island, which earned $12.4 million, and The Photograph, starring Issa Rae and LaKeith Stanfield, which grabbed $12.2 million. Both films cost very little to produce.

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North American Box Office Estimates

Bad Boys for Life and 1917 continued their strong showings in the Top 10 while Bong Joon-ho’s Parasite received a nice box office bump following its history-making Oscar win for Best Picture.

Will Ferrell and Julia Louis-Dreyfus’ Downhill debuted to a disappointing $4.6 million.

Here are the Top 10 North American box office estimates for the (2-day) weekend (via Box Office Mojo)

  • 1. Sonic the Hedgehog $57,000,000
  • 2. Birds of Prey $17,115,000
  • 3. Fantasy Island $12,400,000
  • 4. The Photograph $12,270,000
  • 5. Bad Boys for Life $11,305,000
  • 6. 1917 $8,090,000
  • 7. Jumanji: The Next Level $5,700,000
  • 8. Parasite $5,500,500
  • 9. Dolittle $5,050,000
  • 10 Downhill $4,671,000

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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.

Co-Star of Disney’s Queen of Katwe Dies at 15

Nikita Pearl Waligwa, a co-star of Disney’s 2016 film Queen of Katwe, has died, according to a Deadline report citing Ugandan media. Waligwa reportedly died due to a brain tumor.

Nikita Pearl Waligwa, as Gloria in 2016's Queen of Katwe.
Nikita Pearl Waligwa, as Gloria in Queen of Katwe.

Queen of Katwe told the true story of Phiona Mutesi, a Ugandan chess prodigy rising from the poverty of the slum her family lived in. Waligwa starred as Gloria, a friend of Phiona who introduces her to chess and its rules. Waligwa starred alongside well-known actors like Lupita Nyong’o, playing Phiona’s mother, and David Oyelowo, her chess teacher.

Waligwa was diagnosed with a brain tumor in 2016, spurring her family to get the young actress medical treatment in India. By 2017, she had evidently recovered from the tumor, but it returned this last year.

When IGN reviewed Queen of Katwe back in 2016, we credited the film for breaking Disney’s live-action slump at the time, calling it an unconventional feel-good tale. Queen of Katwe was Waligwa’s only known acting credit, according to IMDb.

Waligwa was 15 years old.

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Joseph Knoop is a writer/producer for IGN.