Save $300 on a New Apple MacBook Air With Amazon’s Deal of the Day

If your tax refund just came in, or you’ve been saving up to buy a new laptop, your patience and thrift are about to pay off. Amazon has a new, 256GB Apple MacBook Air on sale today for its Deal of the Day.

Apple MacBook Air Deal

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It should be noted, only the Silver 256GB variant is marked down 23%, and the smaller capacity 128GB versions aren’t part of the deal. In fact, thanks to the Deal of the Day, the Silver 256GB MacBook Air is actually the cheapest option right now, beating out the 128GB Space Gray and Gold versions by 99-cents.

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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, or see him at PAX East.

Phil Spencer Talks About His Vision for Consoles Beyond Xbox Series X

Xbox boss Phil Spencer recently talked about where he thinks Microsoft will take gaming in the future, beyond the next-gen Xbox Series X, specifically when it comes to business models, monetisation, and cloud streaming services.

Spencer joined Insomniac Games CEO Ted Price for an hour-long episode of the AIAS Game Maker’s Notebook podcast to discuss “what lies ahead for Xbox and Project xCloud, thoughts on monetization,” among other topics.

One major topic centred around whether he thinks the industry will move from console wars to cloud wars in the future. “I hope not,” was his immediate reply. “I think I’m going to have a game console plugged into my television for the next decade plus,” he added. “I think the best way for me to play on my television is going to be having a device that downloads the games I want to play, but sometimes I’m not going to be in front of my television, sometimes I’m not in front of a device that has a native capability to play. That’s our bet on cloud.”

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Microsoft, Google, PlayStation, Nvidia, and the rest of the competitors moving towards game streaming services still have a lot to learn when it comes to monetisation and input, according to Spencer. But his hope is that it will encourage game developers to be more creative with their games in the future.

“Once you get through the pragmatics of making [a game] playable on [multiple screen sizes] then you get to the promise,” Spencer said. “You start talking about ‘well wait a minute, now if my game isn’t just dependent on this one piece of hardware that someone maybe bought five years ago in the home, but actually something that a large cloud provider is updating on the back end and is scalable, then what can I do with our games?’. That is a very cool future up and down. How do we scale the cloud computer to the creative experience that somebody wants to deliver?”

Spencer also thinks that rather than having one machine that plays games, in the future, we’ll have multiple devices in the home that we play games on. He looks at how he can listen to music and watch TV on a number of devices these days, whereas in the past it was just one. This is why Spencer thinks you’ll have many game-playing machines under your TV and across multiple rooms going forward.

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“One of the things that’s always bummed me out about consoles is I usually have one TV in my house that a console is plugged into… The idea that I can’t go to any TV in my house and sit down and play the games I wanna go play – we should have that ability.”

That is, apparently, what Spencer is already seeing people do with the Microsoft xCloud preview. “The number of people that send me pictures of their Android tablets that they’ve mounted in certain places and have certain controls set up,” he said. “People going out and buying specific devices so they can use remote play, or different streaming scenarios from their console to different screens. I think we’re early on in that journey. It’s gonna be fun.”

Another important part of that journey for Spencer is coming up with new business models. “Our point of view, as Xbox and Microsoft, is that there’s not one business model to rule them all. We actually think it’s healthy not only for our industry from a monetisation standpoint, but also from a creative standpoint, if multiple business models will work,” Spencer said. “I think for us as an industry we should embrace monetisation dexterity because I think it leads to the best creativity.”

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Thinking on how business models need to diversify in the future, Spencer explained that he recently went to Africa, where they have a business model based on earning credit. His example was that you watch an advert on a bus or taxi, and that earns you five minutes of time on the internet, which he called “pay to earn, or play to earn.” As to how this kind of model would work in gaming, Spencer isn’t exactly sure, but he says it could definitely work.

“Could that be a model that works in games? Well absolutely. I think it could,” Spencer said. “I dunno if it’s gonna completely mirror the business models that we have today. It’s not necessarily free-to-play, it’s not necessarily ad-funded, it’s something different.”

However, Spencer also said that he thinks game developers need to be careful when looking into new business models. He warns against finding new ways to get money out of existing players – the 200 million console owners that currently exist – as that’s not actually growing the business and is “dangerous” for the industry. Instead, he urges towards attracting new players. “I think we need to find new players and new forms of monetisation to open up those new player bases, and new ways to build games, new creativity, and that’s a great path to growth,” he said.

The more immediate plan for Microsoft is get the Xbox Series X into the world as it launches in holiday 2020. So far, Microsoft has revealed features that prove the Xbox Series X will be a powerful machine with 12 teraflops of GPU power, making it capable of supporting 120fps. It’s also got a small but enticing lineup of launch games which will be supplemented by the system’s backwards compatibility. But what makes this generation of consoles different to previous ones are features like Play Anywhere and Project xCloud which, as Spencer said in the podcast, are future visions of gaming beyond the Xbox Series X.

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Chris Priestman is a freelancer who writes news for IGN. Follow him on Twitter.

Platinum Games Is Working On A New Hero-Based Action Game It Hopes Will Be The Studio’s Ultraman

The next title from Platnium Games has been revealed in the Japanese gaming magazine Famitsu, and details are now coming to light. The title, which is currently known as Project GG, will be directed by Hideki Kamiya (director of Bayonetta).

Prominent tweeter Wario64 has given an overview, based on information posted to Japanese website Ryokutya2089. Kamiya has said that the game is the third and final entry in his “hero” trilogy, following Viewtiful Joe and The Wonderful 101.

In the interview, Kamiya and producer Atsushi Inaba talk about the project in relation to their previous works; they describe Viewtiful Joe as being like their Kamen Rider, while saying that this new game will be more like their Ultraman. There are two different ways one could interpret this in translation: either the game takes some inspiration from Japanese hero Ultraman and the tokusatsu genre, or they intend for the work to be as impactful as Ultraman, which is beloved in Japan and has been hugely influential on pop-culture as a whole.

The game, which will be the first title published independently by Platnium Games, is targeting all platforms. Kamiya and Inaba indicate that there are 15 people currently working on it, but the studio hopes to scale up the project considerably to have more developers on it. The game also seems to be quite early in development, so it could be some time before it’s shown off publicly.

It’s part of the Platinum 4, following on from The Wonderful 101 Remastered, but the other projects have not been announced yet. The last project of the four is being kept top secret.

Unfortunately, we do not have screenshots or video of the game as of yet. This news is still developing, and hopefully more details will come to light soon.

On top of this, Platnium Games is also currently working on Bayonetta 3, which will be a Nintendo Switch exclusive.

Now Playing: Astral Chain Is Unlike Anything From Platinum Games

Super Smash Bros. Gets An Unusual Spirit Crossover With This Shooter RPG

In the year since Super Smash Bros. Ultimate released, it’s paid tribute to many games that aren’t represented with a character through its assist trophies, music, Mii costumes, and spirits. Still, even as the game expands out, it’s still capable of surprising us with the games that end up getting represented. Such is the case with addition of Lotus, a character from free-to-play shooter RPG Warframe, as a Spirit.

The character’s appearance was announced on the game’s Japanese Twitter account, and she’ll appear in a Spirit Board event from February 23 through to March 3.

The Spirit Board event is called “Strength not Dyed! Black Spirits,” and will feature characters–including Pokemon, a Bullet Bill, and Game and Watch characters–that are colored black all over. It’s arguably a somewhat tone-deaf theme, considering how overwhelmingly white the game’s (human) fighters are, but there you go.

Lotus will be able to supercharge at level 99, and to claim her, you’ll need to fight Bayonetta as part of the Spirit Board event.

Lotus, then, is unlikely to be one of the six DLC characters still coming to Super Smash Bros. Ultimate as part of the Fighters Pass Volume 2.

Now Playing: Warframe – Nintendo Switch Launch Trailer

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Ori And The Will Of The Wisps Connects You To Its World In A Way Its Predecessor Didn’t

2015’s Ori and the Blind Forest was a stellar and imaginative Metroidvania that focused heavily on an element of the sub-genre often left unexpressed: isolation. Following its tragic opening that set the stage for a lone forest spirit’s journey into a dangerous world, the game connected you with its beautiful melancholic world and pushed you to face its hidden dangers head-on.

With the upcoming follow-up from Moon Studios, that lush world and humbling sense of scale from the original is expanding in scope. Ori and the Will of the Wisps leans further into the titular character’s introspective journey, yet it feels much less lonely this time around. Instead of a small cast of characters struggling to survive in a crumbling world, Will of the Wisps has you connecting with inhabitants outside of Nibel forest and learning how Ori fits into the larger world. I got to spend some time playing the opening hours of Ori’s next adventure while also speaking with Moon Studio about how the surprise success of the original game paved the way for the next adventure.

Picking up almost immediately after the original game, Will of the Wisps sees Ori and friends, including the guardian Naru and the spider-like scavenger Gumo, come together to raise Kuro’s owl hatchling–the previous antagonist’s sole heir. As their collective bond grows, Ori and the young owl are unexpectedly separated from their home and find themselves in a new land beyond the Nibel forest. Lost in a foreign land, Ori will have to gain new powers and friends to help them defeat a growing evil force, and reunite with their family.

From Will of the Wisps’ opening hours, it was clear that the sequel sticks close to the original’s style and tone. That sense of whimsy and wanderlust that’s akin to animated films like The Secret of NIMH and Princess Mononoke is back in full force in Will of the Wisps, and its atmosphere feels much more pronounced with more varied and colorful environments to explore. There’s also a more significant attention to detail when it comes to establishing lore and introducing new characters, including the monkey-like Moki tribe that help Ori along the way. The original game took a subdued approach to its storytelling, but with the sequel, there’s more time spent on introducing new allies and establishing the larger world, of which Nibel forest is only a small part.

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According to Moon Studios senior producer Daniel Smith, the team wanted to stick close to what worked, while also gradually getting players ready for the larger adventure ahead.

“It’s really interesting that we were able to capture so much emotion in the first game with just four characters,” said Smith. “We decided to go much deeper in terms of the cast of characters. Not only are there a lot more in the game that also have more context, but they also have their own stories to tell. In every way we can think of possible, we’re trying to expand and give people much more of Ori. Will of the Wisps, in particular, is three times the size and scale compared to the original. It’s a much bigger game, and I think that’s one of the things people will be excited about.”

In familiar Metroidvania-fashion, you’ll start with a limited skill-set. This lack of power, or the removal of said power, is a common trope associated with the sub-genre, wherein the ascension of strength is what ultimately makes exploring the world so satisfying. Will of the Wisps quickly gets you back up to speed, and within the first hour, I acquired the double jump, several combat skills, and even the original game’s most iconic skill–the Bash–relatively quickly. Will of the Wisps maintains that familiar loop of combat, platforming, and exploration that the original possessed. Still, the sequel now places more emphasis on letting you form your own playstyle with Ori, especially when it comes to combat.

With the sequel, the core combat has been entirely overhauled, which now feels less repetitive and more satisfying. Instead of a single dedicated attack and a set of support moves, the sequel gives you a larger ability pool to outfit the forest spirit. With the larger scope of Will of the Wisps, there are additional ways to develop and tinker with your own power growth, which includes a variety of shops to purchase new skills and upgrades to boost Ori’s abilities. You’ll eventually acquire skills that let you conjure up energy swords, a bow, guardian sentries that attack nearby enemies, and other support moves that can be customized at any time. Alongside this is a Hollow Knight-style upgrade system that focuses on equippable perks and stat-boosting charms, which complement Ori’s cornerstone abilities focusing on combat, traversal, and exploration.

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While Ori and the Blind Forest featured a smattering of auto-saves at critical moments, saving your progress was left mainly in the player’s hands at the few dedicated save points or with Soul Link. Forgetting to leave a Soul Link after extended play could often result in a lengthy trip back to a previous save. It was an unusually Souls-like approach to checkpointing that added to the ethereal tone of the original, but in my experiences, it left me feeling frustrated with how easy it was to forget about saving given the game’s pace and scale. Will of the Wisps, however, features a more traditional save and auto-save system, which removes the worry of having to keep track of saves and Ori’s precious energy.

What I enjoyed so much from the original game was getting to know its colorful and exotic world. That feels especially present in Will of the Wisps’ greater diversity of locales to visit and events to uncover. One of my favorite moments from the opening hours was exploring the Wellspring, a large tower-like dungeon that rotates from the inside–reaching the top requires you dodge projectiles and complete its treacherous, constantly shifting platforming. It was an exciting set-piece, and a lot of what made it so fun to take part in was the game’s presentation. According to Will of the Wisps composer Gareth Coker, the visuals and music had a hand in conveying the sense of growth you’ll experience throughout the adventure.

“The challenge of doing a soundtrack for something this large is that you don’t want to have the music feel like it’s repeating itself,” said Coker. “In a game this big, you need to make sure that the player constantly feels like they’re making progress. We’ve given you new abilities and new things to look at, cut scenes to make you feel like you’re progressing–so why can’t music do that too? A tendency in these kinds of games is to have one track per environment, maybe two if you’re lucky. All across the game, there are these little things that help the player feel like they’re making progress. You never feel like the music is just completely random, there’s a familiarity to it. What I would say is each environment is like a suite of different music tracks that all feel like they are together.”

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While there is still an element of loneliness to the game, which is inherent to the Metroidvania-design, I was surprised and pleased to see that you are, in fact, not alone in your journey. As Ori is more capable of facing off with the new world’s threats, he’ll come to know and rely upon the forest’s tribes. This storybook approach to unraveling its story and the world was such a delight to see, and I’m excited to see where it goes after its fantastic opening hours.

Ori and the Will of the Wisps is set for release on March 11 for Xbox One and PC.

Now Playing: Ori And The Will Of The Wisps – First 20 Minutes Of Gameplay

Ori and the Will of the Wisps: The Final Preview

Imagine: Ori… but with a sword. Weapons are one of the many new features in Ori and the Will Wisps, a sequel designed to cater to multiple playstyles. But when I first started swinging my light sword (officially called Spirit Edge) I felt powerful and a little concerned that Ori and the Will of the Wisps may have strayed too far from the first game’s light. Fortunately, as I unlocked more abilities, experimented with this new combat, and strategically leapt across the forest, all those fears vanished. After two hours of hands-on gameplay, it’s clear Ori and the Will of the Wisps is aiming to improve on its established formula with more freedom, experimentation, and a fun new set of weapons and abilities. But in the process, it’s picked up a few new weaknesses as well.

From a story perspective, Ori and the Will of the Wisps continues where Ori and the Blind Forest left off: with a new family member. As we’ve come to expect from Moon Studios, the animations, music, and dynamic lighting evoke a sense of wonder as we’re re-introduced to these adorable characters and their obvious kinship. By the end of the opening scene I was immediately protective of them.

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The charm from the first game is there but the catalyst of this story isn’t nearly as sad. Instead, it’s a childish misstep – an Icarus-like moment of recklessness. But instead of demise, this blunder leads straight into an adventure. Don’t worry though,  “You’ve got to get your tissues ready,” says Daniel Smith, Senior Producer at Xbox Game Studios. “It’s a sad story once again [but] a joyful story as well.” After all, tragedy is nothing without catharsis.

Familiar Yet Foreign

As the adventure began I was happy to see that, unlike the first game, I wasn’t undulated with information about system after system. Will of the Wisps feels far more streamlined in that regard. And even when an explanation was needed, having that information delivered through non-player characters – new to the Ori series – felt so much more authentic and helped accomplish Moon Studio’s goal of making the forest feel alive.

It’s immediately apparent that Will of the Wisps is a marriage of old and new. Objectives were similar: scour the forest for keystones, find and unlock doors, and proceed into the next area. But this time around I was given a torch I could use to attack enemies (the precursor to Spirit Edge, which you get about 20 minutes in) and burn down bramble walls to progress.

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I was surprised to get sidelined by a boss so early in Will of the Wisps. What started as a short chase sequence quickly escalated into a one-on-one brawl against Howl, the giant, shadowy wolf that stalks the forest. While enemy encounters and chase sequences aren’t new to the series, legitimate boss fights are, and the gruesomeness of my bought with Howl was an early indication of just how much more combat will play a role in Will of the Wisps.

Though intimidating and gnarly in its own right, Howl was more of a fake-out boss than anything else. But it’s a tense moment that introduces a new way to engage with the darker side of the forest. The whole encounter succeeded in shocking me, but I never felt truly engaged from a gameplay standpoint. In that sense, it was a perfect precursor to the real first boss, which came about 90 minutes after Howl made his introduction.

While fighting with the sword-like Spirit Edge in Will of the Wisps initially took some getting used to, it didn’t take long for me to fall in love with it as a welcomed alternative to Blind Forest’s Spirit Flame. Instead of just firing, I was actively fighting and taking charge. It accomplishes Smith’s goal of adding “new things that feel like they’ve always belonged” in this world.

World-building

Everything feels more lived-in and alive in Will of the Wisps: branches shift as you walk across them, ancient stones activate at your touch, and structures shelter small societies of dainty woodland beings. Newly added side quests are meant to serve this purpose too.

The story is still centered on Ori and his family, but there’s much more going on in the world than just that main tale. Characters like the Moki (cute, woodland creatures who inhabit the forest) “add a lot of peripheral color and influence,” to both the world and the story, says Smith.

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“People love the characters from the first game,” said Gareth Coker, Will of the Wisps Composer, “and we hope that players will like [these new] characters enough to want to do those side quests.”

There’s no question that Ori and the Blind Forest’s soundtrack played a role in building players’ emotional connection to the cast and, fortunately, Coker has returned to compose the music for Will of the Wisps as well. Much like the game in general, this time there’s a bigger budget and more resources to bring this soundtrack to life. Most notably, “a real choir used for scenes where [they] really need[ed] an emotional impact” and the opportunity to record with 72 musicians from the Philharmonia orchestra in what Coker referred to as “one of the best studios in the world,” Air Studios in London, where the soundtracks for popular films such as Inception and Interstellar were recorded.

In addition to new mechanics, players can look forward to a wider array of music than the previous game. “I’ve [played] thousands of hours… to learn the flow [of Ori and the Will of the Wisps], says Coker, “each environment has at least two [musical] loops [but] usually three or four and sometimes five… they’re not totally different pieces of music; they’re more like suites of music tracks [for each] environment so they’re all related but develop organically.”

Choice and Customization

What stuck out the most to me was just how many choices I had in how I wanted to experience the world. Following in the footsteps of Ori and the Blind Forest’s Definitive Edition, Ori and the Will of the Wisps has three difficulty settings to tailor the experience. This is just one of the many additions meant to cater to a wider range of players.

Don’t worry though, Will of the Wisps maintains its challenge while managing to remove some frustrations in the process. Chiefly, autosaves at checkpoints have replaced manual saves in which players had to remember to create a Soul Link. It’s a very welcomed quality of life improvement.

That change does a lot, like freeing up a facebutton that can now be mapped to a weapon from Ori’s extended arsenal. And you’re going to need that slot considering weapons can be purchased and upgraded with in-game currency, so there are more options than ever.

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Player choice goes a step further with Wisps’ Spirit Shard system. Instead of a traditional skill tree you can select up to three Spirit Shards – more Shard slots can be unlocked in the future – that give you different perks or abilities. While exploring I found, earned, and used shards like Magnet to draw nearby items to me automatically, but I used Resilience to reduce incoming damage during the boss encounter by ten percent. Shards can even be used to raise the stakes. For instance, the Reckless shard increases damage dealt and taken by 15%, opening the door to a high risk/high reward playstyle.

“Whatever your preference there will be a way to defeat [a] boss whether you only want to play with the sword or you only want to stick with a certain shard,” says Coker, “there’s even an achievement for completing the game with no shards at all.”

Combat

Some unfriendly faces have returned and using the environment and your enemies’ own strengths against them is still a big part of the battle and one of the most engaging aspects of any fight. Like the original Ori, I still love getting a foe to stun themselves by dodging at just the right time, or knocking them back so they fall to their death or directly into a pile of spikes… also to their death.

Maps can be purchased with in-game currency and even show your most recent path but there were still moments where I felt a little turned around. That nagging question occasionally crept up: Am I going back where I came from because I need to or because I messed up? Fast Travel points still exist but they’re better for general backtracking rather than first-time traversals.

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Though it’s too soon to say based on the first two hours of the game, but all the combat options afforded to you may make for some dull boss battles. Because every boss can be defeated using whatever tools a player wants there seems to be a bit less freedom there to design encounters that challenge all playstyles. For example, fighting the giant beetle boss toward the end of my playthrough was just a matter of patience and dodging some dull waves. There was some challenge, sure, but because every kind of player and every weapon needs to be able to take it down, it felt very straightforward and didn’t offer much in the way of intrigue.

Fortunately, Will of the Wisps’ environmental puzzle-solving remains promising and strikes that delicate balance of being easy enough not to bring the adventure to the halt while still giving you a feeling of accomplishment for figuring it out.

Platforming

Ori and the Will of the Wisps shines in making traversal a blast. I’m compelled to crawl up every wall (easy to do with the Sticky Spirit Shard), swing on every branch, and carefully comb over every section and that’s a crucial part of any good Metroidvania. The more I play the more enamored I become with the different acrobatics I can pull off by combining abilities and unlocking Spirit Shards.

Will of the Wisps’ is designed to give me just the platforming playground I want and I was constantly pushing myself to get every item in sight, especially if it required a little finesse to reach.

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Double jumping through the air before dashing to a wall and kicking off to reach an even higher spot is a joy and downright beautiful to watch thanks to Ori’s graceful animations. Seeing Ori spin around a bamboo branch to gain momentum brought me back to the era of PS2 mascot platformers.

And while there are plenty of new things to enjoy in Will of the Wisps, some of the best parts are elements returning from Blind Forest – specifically Bash, which allows you to propel yourself in any direction and send whatever you’re propelling off of in the opposite direction (including enemy projectiles!).

While I have a few minor gripes with Ori’s new direction in Wills of the Wisps, the overall platforming looks as good as it feels and I can’t wait to see what else is waiting in this new forest when Ori and the Will of the Wisps leaps onto Xbox One and PC on March 11, 2020.

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Janet Garcia is IGN’s Associate Guides Editor. You can follow her on Twitter @Gameonysus as she tries to make her way through the Game Pass library. 

Ori And The Will Of The Wisps – First 20 Minutes Of Gameplay

Ori and the Will of the Wisps is the follow-up to the 2015 narrative-focused Metroidvania starring a forest spirit exploring a dangerous, yet beautiful world. Ori and the Blind Forest possessed an emotional story where the titular character would eventually find the strength within to overcome their dangerous foes and reunite with its closest allies. Blending fast-paced combat and travel mechanics, it made for an exciting and visually stunning journey to dive into, which culminated in a satisfying conclusion that pulled on the heartstrings.

With the sequel approaching its March 11 release on Xbox One and PC, we had the chance to get some hands-on time with the game. In this gameplay video, we show off the opening of Will of the Wisps, which sets up what’s to come in Ori’s next adventure. After being separated from their family, and finding them lost in a new world outside of Nibel Forest, Ori must reacquire their skills and take on new abilities to face off against the foreign land’s dangers. Along the way, Ori will connect with the Wellspring’s many inhabitants, who will come to be Ori’s closest allies in the adventure.

There was a lot to take in from the opening hours of Ori and the Will of the Wisps. If you’re interested in learning more about what we played from the opening hours of the game, check out GameSpot’s written impressions detailing what’s to come with the sequel.

Star Wars: Battlefront 2’s Next Huge Update Detailed, See The Patch Notes Here

Star Wars: Battlefront II developer DICE has detailed the next major update coming to the game. The Age of Rebellion update, which launches on February 26 for PS4, Xbox One, and PC, includes new co-op locations, the Ewok Hunter and ISB Agent 4 characters, four new weapons, improvements for Hero characters, and two new Heroes vs. Villains maps, among other notable changes.

The Age of Rebellion update is themed around the original Star Wars trilogy. Starting with the new special units, the Ewok Hunter is a special version of the Ewok who carries a bow (with dual firing modes) and can use a “Valiant Horn” that can be blown to improve attacks and increase damage resistance. The Ewok Hunter can also throw Wisties at enemies to burn them.

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The ISB agent, meanwhile, is a dual-wielding character who carries two RK-3 blasters. The character can also run extra fast and receive limited damage when the Assault Training ability is activated. She also has an Imperial Intel ability that scans the nearby area and reveals the location of the closest enemies.

Outside of the new characters, the Age of Rebellion update introduces seven new locations for co-op, including Yavin, Death Star II, Endor, Hoth, Tatooine, Kessel, and Jabba’s Palace. The new weapons added in the update include the E-11D medium-range blaster, the DL-17 short-range pistol, the T-21 heavy blaster, and the Cycler rifle for long-range shooting. These four weapons can be unlocked by completing certain challenges in co-op.

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The Age of Rebellion update also makes changes to a range of heroes, most notably to Leia, and specifically her E11 blaster. This weapon has been buffed with increased start damage from 32 to 36 and end damage from 17 to 19. The weapon’s recoil has been reduced, too, while the blaster fire spread is also reduced.

The two new Heroes vs. Villains maps, meanwhile, are MC85 Star Cruiser and Resurgent-Class Star Destroyer. This is just a small sampling of the high-level changes. You can see the full Battlefront II Age of Rebellion patch notes below, as posted by DICE.

Battlefront II Age of Rebellion Patch Notes

RELEASE NOTES

  • Co-Op is now available on the Age of Rebellion (Endor, Death Star II, Hoth, Yavin 4, Kessel and Tatooine – Mos Eisley and Jabba’s Palace), as well as on Age of Republic Capital Ships (Republic Attack Cruiser and Separatist Dreadnaught).
  • Two new Reinforcements, the Ewok Hunter for the Rebel Alliance and the ISB Agent for the Galactic Empire, are now available.
  • Heroes Vs. Villains is now available on MC85 Star Cruiser and Resurgent-class Star Destroyer.
  • Hero Showdown is now available on new maps (MC85 Star Cruiser, Resurgent-class Star Destroyer, Republic Attack Cruiser and Separatist Dreadnaught, Felucia).
  • New weapons for Trooper Classes (E-11D for Assault Troopers, T-21 for Heavy Troopers, DL-18 for Officers and Cycler Rifle for Specialists) are now able to be unlocked through Milestones.
  • Updated the default appearances for: Imperial Rocket Trooper, Rebel Rocket Jumper and Wookiee Warrior. Legacy appearances are available as unlocked alternatives.

QUALITY OF LIFE

  • Changes the map layout for improved Heroes Vs. Villains and Hero Showdown gameplay on Yavin 4 and Geonosis.
  • Vehicle units are added as AI players on certain maps on Instant Action (Geonosis, Kashyyyk, Naboo, Felucia, Ajan Kloss)
  • Friendly AI can spawn as Heroes on Instant Action
  • Players can now spawn on AI as fellow squad members on Instant Action.
  • Various visual updates on the Scoreboard. Character levels are now shown on the scoreboard.
  • Major visual updates on the PC Chat window. The window is now positioned at the top right corner of tje screen and included in a vertical stack of three widgets: Network status, PC Chat, Kill and Event Log.

UI – NEW HUD OPTIONS

Added new options in the Options / Gameplay / HUD section:

  • Weapon Heatbar Vertical Position (Default / Below Crosshair)
  • Radar (Default / No Outline / Off)
  • Squad List (Default / Only Icons / Off)
  • Player Bar (Default / No Outline / Off)
  • Abilities (Default / No Outline / Off)
  • Name Tags (Default / No Outline / Off)
  • Game Mode Progress (Default / Off)
  • Challenge Progress (Default / Off)
  • Rank Up Celebration (Default / Left Side / Right Side / Off)
  • Added additional option to the Kill Message setting (Default / Medium / Small / Legacy / Off).

HERO CHANGES

  • Added Dual zoom to the Blaster weapons of Iden Versio, Bossk and Finn.
  • Added visual information to show that certain Hero abilities can be cancelled (Han Solo’s Sharpshooter, Bossk’s Predator Instincts, Leia Organa’s Rapid Fire and Chewbacca’s Furious Bowcaster).
  • Fixed an audio issue where the Lightsaber ignition sound would not trigger when a Lightsaber was activated by an ability.
  • Fixed an issue where players could interrupt Hero abilities with melee attacks.
  • Fixed an issue where opponents could be seen briefly hanging in mid-air, if being electrocuted right when they were about to fall.
  • Fixed various visual issues with the footprints and trails of General Grievous, Yoda, BB-9E and BB-8.

BB-8 AND BB-9E

  • Increased the support ability score reward for the BB units from 2 to 4.
  • Fixed an issue where casting certain effects on the BB droids while using their abilities, could cause the death of seemingly random AI players.
  • Fixed an issue where placeholder VO would trigger when BB-8 and BB-9E would encounter an enemy Hero.
  • Fixed an issue where BB-8’s moving animation could break if BB-8 gets interrupted after using the Rolling Charge ability.
  • Fixed an issue where a Milestone for BB-8 would reward the wrong emote.
  • Fixed an issue where the “Effortless” milestone description for BB-9E would mention rewards using work-in-progress names.

LEIA ORGANA

  • Fixed an issue where Leia would not be able to zoom with her weapon during the Rapid Fire ability.

Abilities

  • Flash grenade is replaced by Thermal detonators: Leia can throw, up to three, thermal detonators that will explode after 0,85 seconds. This ability enters cooldown when all three detonators have been thrown.
  • Leia’s Squad shield is now Healing 5 health every second.

Star Card Blinded

  • BLINDED changed to FEARLESS
  • Description: The blast radius of THERMAL DETONATORS is increased.
  • Effect: INCREASED BLAST RADIUS

Star Card Blinded Reveal

  • Star card BLINDING REVEAL changed to HANDY DEVICE
  • Description: The cooldown of THERMAL DETONATORS is reduced.
  • Effect: REDUCED COOLDOWN

Balancing tweaks

  • Increased E-11 start damage from 32 to 36.
  • Increased E-11 end damage from 17 to 19.
  • Increased E-11 the start distance for Damage fall off from 5 to 20.
  • Increased E-11 the end distance for Damage fall off from 10 to 40.
  • Reduced E-11 Recoil.
  • Reduced E-11 blaster shots spread.

Milestones

  • BLINDING FLASH GRENADE changed to PLENTY OF EXPLOSIONS.
  • Description: Defeat 30 enemies with Leia’s Thermal detonators.

CHEWBACCA

Chewbacca’s Bowcaster

  • When not scoped: The three bolts are clustered in a triangle, instead of a horizontal line.
  • When scoped: One powerful shot that allows Chewbacca to be more efficient at long distance, instead of the three horizontal shots clustering.
  • When using furious bowcaster while not scoped: 5 bolts, in a larger circle
  • When using furious bowcaster while scoped: 5 bolts, in a cross, tighter than not scoped.
  • Fixed an issue where Chewbacca’s Bowcaster could get disabled during the entirety of Boba Fett’s Concussion Rocket ability.

BOBA FETT

  • Fixed an issue where Boba Fett’s Acute Concussion Star Card would not accurately extend the duration of the Concussion Rocket ability.

Abilities

  • Changed Boba Fett’s Concussion rocket to integrate the BLASTER DISABLER functionality. The ability now disables blasters for 1.2 seconds when concussed.

Star Cards

  • BLASTER DISABLER changed to AUGMENTED GEAR
  • Description: If CONCUSSION ROCKET hits more enemies, Boba Fett’s jetpack regenerates more fuel.

REY

  • Fixed an issue where Rey’s right eye would not show in its correct position during an emote.

ANAKIN SKYWALKER

  • Fixed an issue where the damage reduction from Heroic Might could occasionally remain after the ability was over.

LUKE SKYWALKER

  • Fixed an issue with textures popping on Luke Skywalker’s hair while he is idle, wearing the Yavin Ceremony and Farmboy appearances.

IDEN VERSIO

  • Improved Iden’s Pulse Cannon ability. Players can now fire while aiming from the hip, as well as fire at any time during the charge up. Even if the shot does need to be fully charged, a charged shot does a lot more damage.

KYLO REN

  • Community feedback – The last hit of Kylo Ren’s Frenzy ability will now apply damage, even if a Lightsaber enemy is blocking.

GENERAL GRIEVOUS

  • Fixed an issue where Grievous’ Unrelenting Advance animation would sometimes not be visible to other players.

GAME MODE AND MAP CHANGES

SUPREMACY

  • Updated the Resistance-controlled AT-ST on Supremacy – Ajan Kloss to “Scavenged AT-ST” to make it more easily differentiated.
  • Fixed an issue where the capture area of Command Post A on Supremacy – Felucia would show up misaligned on the radar.
  • Fixed an issue that would cause the names of friendly boarding players to show up in the action log with the wrong color.
  • Fixed an issue where the UI outline on the objectives on Capital Ships would not always be visible if boarding a Capital Ship more than once in a match.
  • Fixed an issue where the Starfighters fighting in the background in Supremacy and Co-Op (Age of Resistance) would be from the wrong era.
  • Fixed an issue where previously marked objectives would remain targeted, even when switching phases.
  • Fixed an issue where the objective markets on the Separatist Dreadnaught would disappear, after destroying the first objective.
  • For balancing reasons, we reduced the amount of Flame Troopers available on MC85 Star Cruiser to two.

CO-OP

  • Tweaked the Out Of Bounds area in the 1st Phase of Co-Op – Defend on Takodana to allow retreating to the castle.
  • Updated the Co-Op mode description to include the defending of Command Posts.
  • Fixed an issue where a number of AI would be suddenly dying during Phase 3 on Co-Op – Ajan Kloss.

INSTANT ACTION

  • Added note that performance can be impacted if a user selects a high count for AI.
  • Implemented limit in how frequently friendly and enemy AI Heroes and Reinforcements are allowed to spawn.
  • Fixed an issue with audio being cut during the End-Of-Round screen on Instant Action.

Added new Frontend options for Instant Action:

  • Enemy Hero Count (slider)
  • Friendly Hero Count (slider)
  • Enemy Reinforcement Count (slider)
  • Friendly Reinforcement Count (slider)
  • Enemy Vehicle Count (slider)
  • Friendly Vehicle Count (slider)

STARFIGHTER ASSAULT

  • Removed the era-associated costs for Hero Ships on Starfighter Assault. All Hero Ships on Starfighter Assault will now cost the same number of Battle Points.
  • Fixed an issue where stray assets would be visible near the horizon when the user approaches the Out-Of-Bounds barrier on Starfighter Assault – Kamino.

HEROES VS. VILLAINS

  • Fixed an issue where a player could briefly see their character before the End-Of-Round screen at the end of a Heroes Vs. Villains match on Felucia.

GALACTIC ASSAULT

  • Fixed an issue where the loading screen for Starkiller Base on Galactic Assault, would display the description for Strike mode.

MAP CHANGES

  • Fixed various collision issues, exploits and improved areas where players could get stuck in across a wide selection of maps (Geonosis, Kamino, Ajan Kloss, Felucia, Kashyyyk, Tatooine, Endor, Bespin, Hoth, Yavin, Crait, Naboo, Jakku, Takodana, Resurgent-Class Star Destroyer, Death Star II, Starkiller Base).
  • Fixed various visual and texture popping issues on Ajan Kloss, Geonosis, Kamino, Resurgent-class Star Destroyer, Takodana, Endor, Death Star II.
  • Fixed an issue where Lightsaber characters from the Light side could bypass certain Out-Of-Bounds areas on the Separatist Dreadnaught.
  • Improved VFX feedback when the AAT hits the invulnerable parts of the AT-TE on Geonosis.

CHANGES TO CLASSES AND SPECIAL UNITS

ARC TROOPER

  • Reworked the ARC Trooper’s dual wielding to fire both pistols with primary fire, and instead use secondary fire button to trigger Power Blast.
  • Replaced the Power Blast with Toggle Weapon, that allows toggling the pistols between slower rate of fire with high accuracy, to fast firing with bigger spread.
  • Tweaked damage output on primary pistols (Close Damage 30->34 | Far Damage 17->15).

ASSAULT

  • Fixed issue where the Assault’s Flash Pistol projectile would not flash the enemy.

SPECIALIST

  • Fixed an issue where Specialists would not always see enemies in thermal vision when activating the Thermal Binoculars on Endor.

OFFICER

  • Increased close damage for Blurrg-1120: 25->30.

CAPHEX SPY

  • Fixed an issue where the cooldown bar would not be visible after using the Rapid Fire ability.

OVISSIAN GUNNER

  • Reverted previous update where movement speed would be reduced when spooling up and firing the rotary cannon.
  • Fixed issue where firing the rotary cannon wouldn’t trigger controller rumble.

TX-130

  • Fixed an issue where the TX-130 would not receive the right amount of Battle Points.

AT-ST

  • Reduced the Battle Points multiplier of the AT-ST from 60% to 50%.

AERIAL

  • Fixed an issue where the camera would get stuck in a different position after an Aerial unit would perform the Jetpack Dash ability.
  • Fixed an issue in an effort to reduce risk of Aerial units being affected by minor obstacles when performing Jetpack Dash.
  • Updated rocket launcher icon to the missile icon, since it more closely reflects the ability than the previous version, that was the MPL launcher.

JET TROOPER

  • Reduced damage from primary pistol (Close damage 50->45 | Far Damage 33->10)
  • Made pistol fully automatic.

REBEL ROCKET-JUMPER

  • Replaced A280 (burst weapon) with A280C (automatic weapon) for improved combat efficiency.

IMPERIAL ROCKET TROOPER

  • Replaced the RT-97C blaster with an E-11 for improved combat efficiency.

DEATH TROOPER

  • Updated the blinding effect of the Sonic Imploder ability to be concussion based, and increased effective range to 10 meters.
  • Replaced the DLT-19 Heavy Blaster with the E-11D Blaster Rifle.
  • Updated Overload to no longer have movement reduction.

WEAPONS

  • Fixed an issue where applying weapon mods would not correctly update the animation for those weapons.

MILESTONES

  • Rearranged Trooper Milestones to ensure the newest milestones appear at the top.
  • Updated A280 milestones to use the correct weapon icon (was previously using the A280C).

AI PLAYERS

  • Fixed an issue where the AI in Supremacy – Age of Resistance would be seeing carrying weapons from the wrong era.
  • Fixed an issue where AI would not spawn as BB-8 and BB-9E as frequently as other Heroes.
  • Fixed an issue with the jump timing of the AI version of Chewbacca.

GENERAL CHANGES/MISC

  • Fixed an issue that could cause rubberbanding when the player is dashing away after being close to a Lightsaber opponent making the first charge.
  • Removed the ability to buy Crystal packs in-game for owners of the Celebration Edition.
  • Fixed a localization issue where the Supremacy mode description in German would overlap with other info on screen.
  • Fixed an issue where some models would animate with low FPS while certain Arcade – Battle Scenarios previews were showcased
  • Updated the availability of certain cosmetic items from “Available in Crates” to “Available through Milestones”.
  • Improved visibility of weapon stats under certain colorblind profiles.
  • Fixed an issue where Heroes would sometimes appear with barely closed eyes in the Frontend menu.

KNOWN ISSUES

  • Visual issue where high numbers are inaccurately shown under the “PLAYER DAMAGED” score event, after defeating an enemy.

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