Sky: Children Of The Light Review – Flying Free

When you start up Sky: Children of the Light, numerous messages shoot across the screen as it loads. Messages informing you of server connections, the reception of in-game currencies, and the like are commonplace for games with an online focus, but there’s one short message that feels uniquely descriptive to thatgamecompany’s fourth title: “Finding new friends.” It’s just a simple notification that you’re being connected to other players in this intimately connected universe, but it’s also a strong message of what Sky is really about. Although it mimics many gameplay elements from Journey, it’s Sky’s evolution of those ideas that makes it a fascinating multiplayer experiment with deeply meditative qualities.

Playing Sky is incredibly similar to Journey. You control a robed figure, recognizable as a small child, and navigate a series of small environments connected only by the constellations in the stars they share above. Sky keeps things simple by tasking you with navigating its environments and holding down a single button to soar into the air and take flight. Flight is central to Sky’s otherwise simple mechanics, letting you execute gorgeous maneuvers through the clouds or delicately glide between the remains of mysterious ruins. Expressive yet subtle animations make each movement in the air feel delightful, even though you’re doing little more than controlling your direction. Swooping down into the clouds only to tilt upwards at the last minute is rewarded with a cute pirouette, for example, letting the wind engulf your robe and accurately shape it in the wind.

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Flight isn’t free in Sky. Flying draws light from your robe, which limits how much aerial freedom you have. Light is collected from any light source you come across, and it’s your job to spread it around in turn. You ferry around light with candles, using them to spread fire to unlit lanterns and shrines. You can also use light to burn away corrupted vegetation or scare dangerous wildlife that will attack you in the dark. Glowing, faceless children are scattered around each new area you explore, bestowing you with wings that help you upgrade the amount of light you can store at a time, in turn letting you fly longer. You can lose wings when you’re carrying no light and take damage from enemies or environmental hazards, though you can easily pick them up again. Sky doesn’t feel punishing at any point, but it does use these gentle nudges to remind you of how great it feels to have a bounty of flight at your fingertips and what it might feel like to lose it again.

Collecting light is beneficial to getting around, which in turn lets you discover lost spirits that govern the central progression in Sky. Each area has a star constellation that you slowly complete by saving lost spirits and returning them to the skies above. Most of these are simple exploration puzzles. By diligently poking around, you find blue outlines of long-forgotten beings, each creating a breadcrumb trail to follow that tells a short story of the spirit it’s leading to. These are moments frozen in time, telling vague stories that can come across as anything from humorous to tragic. It’s cheerful to see a skit of two clumsy beings attempting to move objects far bigger than them from one room to another, and equally sober to witness another in anguish, mourning a painful loss. Sky’s story is intentionally vague so that you fill in the blanks, interpreting what purpose light serves in its world and why its sacrifice is meaningful.

Sky is entirely playable alone, and you’re not required to find any fixed number of its spirits to finish it. But it’s also a game with a big emphasis on sharing your experience with strangers. You aren’t a unique figure in its world, and certainly not the only one carrying light to its eventual end. Instead, your journey is consistently filled with other players, each on their own adventure that you can choose to partake in for just a moment or two. You can contribute in small ways. A passing player might hold out their candle for you to light, letting you replenish their light in turn if you choose to. To befriend another player, you need to share a candle with them, permanently linking you two and adding them to your friends list (which is suitably represented by a growing constellation). You never see these players’ names; instead, you name them based on your interactions with them. It feels like meeting someone new for the first time, but not immediately being able to speak to them. You can use taps to let out audio pings that help gather other players around you, but you’re also able to take a seat on a bench, wait for another player to sit next to you, and engage in a more direct, text-based conversation if you choose.

The most interesting way to interact with other players is with emotes, which are unlocked with each new spirit that you free. You can use these emotes to express yourself to other players, with anything from a simple wave or a point in a direction to more intimate displays of friendly affection, like hugs. There are also separate emotes and actions you can unlock by increasing your friendship with other players. By rewarding each other with consumable candles, you’ll unlock unique abilities (which can also only be used between you two) that can change the way you navigate through each area. My personal favorite was the ability to form long chains of players by holding hands, with one player guiding the group to new places while using everyone’s collective light to fuel the flight. This also helps new players see areas they might not yet possess the ability to reach, granting Sky a cooperative nature that’s remarkably easy to engage with.

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This simplicity helps some of Sky’s more demanding puzzles, where cooperation between multiple players–anything between a single pair to a full group of eight–is required. Some doors, for example, require two players to light urns at the same time to open. Other more demanding challenges task up to eight players to gather around an octagon and light old runes in a specific order. Although these challenges are rarely hard to decipher, and finding enough players to participate with was never an issue in my time with the game, simply trying to get everyone to alight in more group-focused tasks was slightly frustrating. Since none of these puzzles are required to continue through Sky, they’re easy to overlook.

Sky weaves its focus on forming friendships into its microtransaction model, too, which changes the rules of what you’ve come to expect from these systems in a big way. Hearts are used to purchase cosmetic items, but you can’t buy them outright. Instead, you can purchase candles (which you can also get in-game) which can then be packaged and sent to a friend as a heart. This is the only way to earn hearts, meaning you’ll need to depend on the gracious gifts of friends you’ve made in Sky to kit yourself out in some fancy new clothing. There are also options to purchase seasonal passes that unlock more straightforward daily quests and a few pieces of exclusive clothing, but for the most part you’ll be focused on forming new bonds with strangers and exchanging gifts with them frequently if you’re invested in standing out from everyone else visually.

Your first flights through a temple in the sky or the hurried dash you need to make between awnings of large mushrooms in a rain-soaked forest are delightful.

This means that you’ll likely be playing Sky well after the credits have rolled on your initial playthrough, which can take anywhere between four to six hours. You can collect any outstanding spirits you likely missed, especially since some aren’t even accessible without having played later areas in the game. You also need to reacquire your wings for flight again, due to story reasons you learn about during the finale. All of this means that you’ll be revisiting many areas you’ve already soared through at least once before, which can remove some of the splendor you experienced the first time around. This is especially true when you’re breaking from their intended flow to poke around the environment in search of small crevices you missed the first time. This feels like it goes against the natural harmony of Sky’s intended path, signposted with simple nudges that point you in the right direction. When you’re solely focusing on completion, Sky just isn’t as compelling.

Yet, there’s a meditative quality to return visits when you’re simply looking for a brief escape. Your first flights through a temple in the sky or the hurried dash you need to make between awnings of large mushrooms in a rain-soaked forest are delightful the first time around. Their mixtures of stunningly detailed environments and suitable stirring music are impactful, and less so when you’re running around in circles trying to see if there was a small crevice you forgot to explore.

Sky is both different to everything thatgamecompany has made before but also a smart evolution of what makes its games special. It’s simple to play while feeling incredible at the same time, making the act of flight exciting every time your feet leave the ground. It also features a fascinating spin on in-game purchases, locking its most alluring rewards behind the action of making friends and making a positive enough impression on them. That means you have to play a lot of Sky to eventually work towards what you want, which saps some life out of the gorgeous vignettes you’re free to explore. But it’s no less memorable for the ideas it presents or calming in the way it gives you the freedom to pursue them, making it another journey worth seeing through.

Marvel’s Eternals: Everything We Know About The MCU Phase 4 Movie

Xbox One Game Deals: Dragon Ball FighterZ, SoulCalibur VI, And More

The Xbox Store is constantly offering new deals on a weekly basis, but this week’s round of game discounts will be exciting for any fighting game aficionados. In celebration of Evo 2019, the annual fighting game tournaments held August 2-4 in Las Vegas, the Xbox Store is offering huge discounts on some of the event’s biggest games, like Dragon Ball FighterZ and SoulCalibur VI. The following deals are available through Monday, August 5.

If you’ve yet to pick up Dragon Ball FighterZ, the anime-inspired fighting game is only $15 USD (was $60), with its FighterZ edition on sale for $38 (was $95) and its Ultimate Edition marked down to $44 (was $110). The Dragon Ball FighterZ Fighter Pass is also discounted to $19.24 from $35. Tekken 7 is also majorly discounted right now, with its standard edition selling for $20 (was $50), its Rematch edition selling for $40 (was $80), and its Ultimate edition selling for just $50 (was $100). Alternatively, you can also pick up Tekken 7’s season passes separately, as both passes are also on sale.

You can also grab SoulCalibur VI for super cheap–the standard edition is marked down to $19.79 (was $60), while the Deluxe edition is now $36 (was $90). Other highlights from the Evo sale include the Capcom Beat ‘Em Up bundle for only $10 (was $20), Marvel vs. Capcom Infinite – Deluxe Edition for $19.79 (was $60), and the Street Fighter 30th Anniversary Collection for $20 (was $40).

If you’ve already got all the fighting games you need, it’s worth checking out all the DLC marked down as part of the sale, too. There are a ton of discounted characters, costumes, music packs, and more, so now’s a good time to grab various upgrades for any titles you own.

See all Xbox One game deals

Best Xbox One game deals | 7/29 – 8/5

Control: Your Questions Answered by the Developers – IGN First – IGN

After a month of exclusive new stuff, our IGN First with Control

is coming to an end. But before it does, we thought we’d ask one more favour of Remedy Entertainment – getting them to answer your questions.

Sam Lake, Mikael Kasurinen and Thomas Puha assembled to answer some of the IGN community’s queries about the game – you can see what they had to say below. And if you missed any of our Control coverage, it’s all in one handy spot for you to check back on. Onto the next month!

Dangatv asks: Control looks like the natural progression from your last 3 games, what game play aspect are you most proud of and can’t wait for the public to experience?

Mikael Kasurinen (Game Director): The open-ended nature of the world. It is a very different approach compared to our previous games. The players can discover new missions as they explore the Oldest House, and choose freely what to focus on at any given time. But there’s a bit of extra responsibility they have to take on as well since we are not going to hold their hands. It’s going to be exciting to see how people will receive this new approach.

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dbl14 asks: Is the story of Control built to feel satisfying as a self-contained narrative? As a huge fan of Alan Wake, I’m all for open questions at the end of a game, but I’d at least like enough closure that I won’t feel I need a sequel to get the whole experience. Thanks!

Sam Lake (Creative Director): The main story of Control is Jesse’s journey into this world to find answers to the nightmarish events in her childhood. This story has a beginning, middle and end in Control. It is self-contained. Is everything neatly wrapped up and explained? No, definitely not. This is one story told in a world full of stories. There are other, smaller, self-contained stories in the game, and there are threads that are not wrapped up. There are elements in the backstory of both Jesse and the Bureau you will need to try to piece together from the clues you find. There are the stories of the other characters involved that play key roles in the game. Their stories you will need to look for and puzzle out to understand what has led to the current crisis. This is just one chapter in the bigger story of the Bureau. Many previous chapters have led to this point, untold so far, and after this the Bureau is in a new situation that will lead to new stories.

phillyblunt90000 asks: Will there be modes separate from the story like challenge, survival, or time trials?

Thomas Puha (Communications Director): There are no challenge or survival modes, but let’s see what we’ll do post launch. Our team is really small so we have to carefully choose what we can do. Whatever alternate game modes we could do, they’d have to fit into the world of Control.

There are features in the game like “Bureau Alerts”, which pop up from time to time requiring the player to go to a certain areas of the Oldest House and clear Hiss or fight a mini boss in a certain time. The Director’s help is always required throughout the Oldest House.

Reoyon asks: How much inspiration was taken from the SCP foundation?

Mikael Kasurinen (Game Director): It definitely was an inspiration, but it was important for us to do our own thing. Control’s lore is a complex accumulation of ideas and concepts that we’ve come up with through the years, and as usual, a lot of it is drawn from pop culture – SCP definitely being one of them.

Control: 11 New Screenshots

Reoyon also asks: How accomplished do your artists feel after referring so many different types of vistas inside The Oldest House? Did you originally plan for the game to have such a wide variety and scope?

Mikael Kasurinen (Game Director): We wanted to have a sense of “being trapped” in a building with a supernatural threat, which progresses into a discovery of a hidden strange world. It’s like John McClane trapped in Wonderland.

The Oldest House was always intended to be a vast and complex world, with areas that are more “volatile” or taken over by a mind-bending phenomenon. So the artists had a lot to play with, but usually they started by establishing the environment with a brutalistic art direction and then mess it up. I’d like to think they enjoyed it.

ManInBlack4458 asks: New game plus? Photo mode?

Thomas Puha (Communications Director): There will be a Photo mode post launch. Once we’ve had a bit of a break from shipping the game, catch our breath, we’ll get to work on that.

There won’t be a New Game Plus mode. It’s something we’ve talked about, but unfortunately there are certain game design constraints, technical reasons and simply a lack of resources as to why we cannot do that.

ProbablyChinese asks: In regards to the writing, what sort of balance did you find between explaining strange things to the player (for example having Jesse exposit) and letting the surrealism speak for itself?

Sam Lake (Creative Director): Creating Control, we wanted to create a deep, mysterious world where finding the answers can be an exciting challenge in itself. Rather than force-feed the answers to you, or even freely hand everything to you on a platter, we wanted the thrill of detective work to play a role. Sometimes there are very few clues to form a theory of a strange aspect of the world, sometimes there’s a lot, but it’s in fragments to be found and pieced together through exploration. This is not to say that things are random or that there are no answers, quite the contrary, a lot of effort was put into creating this world and making pieces, as weird as they are, fit together.

Jesse as the narrator guides you at times, but she often operates based on instinct, she senses things, or is supernaturally shown things, but that doesn’t mean she understands their meaning. She is smart and she forms her own theories, but they are not necessarily the whole picture or the one and only truth. The Bureau is actively trying to apply scientific analysis on things that are beyond them. On many things they have formed a theory that might help you, or sometimes they have multiple conflicting theories for you to pick and choose from. Clearly, based on the Hiss invasion, the Bureau has failed or is failing to understand and deal with the dangerous forces they encounter. And as you dig deeper, you’ll discover that this is not the only time they have failed, only the latest.

thelastspartan87 asks: Did Control draw any inspiration from Psi Ops: the Mindgate Conspiracy?

Thomas Puha (Communications Director): I loved that game! Not directly, but many of us remember that game fondly and especially its use of physics. We’ve been almost surprised now that Control is done just how much fun it is to mess around with the physics, throwing stuff around and and seeing the enviroments reacting to the action.

(Lets not forget Max Payne 2 was one of the first games having proper physics!)

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Coreyahno asks: Will Control support Dolby Atmos?

Thomas Puha (Communications Director): No.

Charlie Heath asks: How does the game’s checkpoint system work specifically? In other words, what kind of progress (and how much of it) is lost, when you die and respawn at a “control point”?

Thomas Puha (Communications Director): As with any game you make, that has changed a lot as the game development progresses. You start out with a plan which already has gone through many iterations and as you make the game, things change for many reasons be it technological, resources or just the overall game design changing.

We always had “Control Points” in the Oldest House, which act as checkpoints and fast travel points. Originally, they were very few and far between. Control was always going to be a challenging game and we wanted to make sure players would be careful in exploring because if you died, there would be a price to pay. Its okay to be challenging, but not (too) frustrating.

Of course, as development progresses and you watch playtests, certain things became obvious. Like how long it takes to get back into a fight from a checkpoint or to wherever you were in the mission before you died. Another thing that impacts the experience is how long the load times are, do you have to re-equip your mods etc. You wont really know that until the final stretch of development when you have the entire game together.

So in the end, we added quite a few more Control Points/checkpoints as we watched playtests and realized it was just taking too long for players to get back into the action. It’s a difficult one, you want to stray true to the game design principles and at the end of the development, you get a lot of feedback and playthroughs and start questioning yourself a bit: “are we doing the right things?” It’s a challenge, but we’ve said Control is going to be a challenging game, so…

Joe Skrebels (yes the author of this article, what of it?) asks: How long will the game/story be?

Thomas Puha (Communications Director): One of the questions we get asked the most.

Its difficult to give an accurate answer because it really depends on the player and how meticulously you play the game. Control is just not a linear game, though you can just focus on the campaign missions.

On average we’ve seen it takes 10-15 hours to get through the campaign, but if you know replay it a few times and know what you are doing, of course you can get through a lot faster. Some players have taken 20 hours when they explore, do every side-mission, find lore collectibles, complete the Bureau Alerts and so on.

We’ll have two expansions and other content following launch that will increase that playthrough time, but main story campaign will be within 10-15 hours.

Joe Skrebels is IGN’s UK Deputy Editor, and he’s extremely into the idea of John McClane in Wonderland. Follow him on Twitter.

Fortnite Season 10 Leak Suggests Epic Is About To Hit A Big Undo Button

Fortnite: Battle Royale is about to hit Season 10, with a start date set for this Thursday, August 1. Developer Epic Games has been releasing Season 10 teasers this week, which have suggested that some sort of time-related hijinks were about to unfold as part of the big seasonal changeover event. And sure enough, a leaked trailer for Season 10 seems to hammer home what’s about to happen.

Today’s teaser, which is likely to be the final one, consists of a brief video clip where the Zero Point orb hovering over Loot Lake explodes. It turns out those are the opening moments of the Season 10 trailer, the full version of which has leaked, apparently via the Fortnite Brazil Twitter account. That video has since been removed but reshared online–watch it below–and it shows the explosion send the character who was fleeing from it into a sort of wormhole.

As he floats through it, he sees the major elements and additions during the past year in Fortnite–the missile explosion, vaulted weapons, the introduction of Peely and other skins, seasonal events, and more. At the end, he falls back to the island map, only for the camera to pan out and reveal this is the moment just before the meteor’s impact that demolished Dusty Depot. As one of this week’s teasers pointed to, the location is still intact, at least for the time being.

Exactly how this pans out in-game is something we probably won’t know until the Season 10 update arrives tomorrow. But it seems as if we can expect Epic to essentially hit the undo button on many of the map changes that have taken place. That said, don’t expect everything to be the same–Epic’s reference to a “twist” and a peek at a modified version of the Drift skin suggest that things may not be exactly how you remember them.

Powers of X Explained: Marvel Reveals a Sinister Future for the New X-Men Relaunch – IGN

Last week’s House of X #1 officially kicked off writer Jonathan Hickman’s grand plan for the X-Men franchise. But House of X itself is only telling half of the story. This week it’s joined by sister series Powers of X, a book that provides a wider view of the mutant race in both the past and future of the Marvel Universe.Read on for a breakdown of what happens in this first issue, how Powers of X connects to House of X and why the bright new future dawning for the mutant race may not last. And if you need a refresher, check out our recap of House of X #1.

Warning: this article contains spoilers for Powers of X #1 and House of X #1!

Powers of X: What Does the Title Mean?

Both House of X and Powers of X have been shrouded in mystery from the start. In the case of Powers of X (which should be read as “Powers of Ten”), it’s not even been clear why Hickman chose this particular title. However, that mystery is answered within the first several pages of issue #1.

Art by RB Silva. (Image Credit: Marvel Comics)

Art by RB Silva. (Image Credit: Marvel Comics)

Powers of X is named very literally, following a mathematical approach to the X-Men timeline. The story begins in X^0, or Year One of the X-Men, as Xavier first conceives of his dream for peaceful human/mutant coexistence. It then jumps ahead ten years to X^1, the present-day Marvel Universe. From there, it moves ahead 100 years to X^2, a time when humans and mutants are more bitterly divided than ever. And finally, it ends at X^3, 1000 years later in a future where mutants have finally triumphed over man.

Year 1 – Charles Xavier’s Fateful Encounter

Issue #1 opens with a flashback to the very first encounter between Charles Xavier and Moira MacTaggert. Xavier is enjoying a pleasant summer day as he watches a fair and contemplates his dream for mutantkind. He and Moira begin a friendly chat, before Moira relays a strange prophecy based on a tarot card reading. Moira mentions The Magician, The Tower, The Devil and The Strong Man, the last of which she claims is Xavier himself. Moira seems to have a prescient knowledge of Xavier and his future, telling him “It’s not a dream if it’s real.”

Art by RB Silva. (Image Credit: Marvel Comics)

Art by RB Silva. (Image Credit: Marvel Comics)

Xavier then reads Moira’s mind, and is apparently shocked at what he finds within. Readers aren’t yet privy to what he learned, but Marvel previously teased this encounter as “the most important scene in X-Men history.” We’ll probably learn more in next week’s House of X #2, which is subtitled “The Curious Case of Moira X.”

Why is Moira behaving so differently in this scene? It probably has something to do with recent developments surrounding the character in the Marvel Universe. Following her death in 2001’s X-Men #108, Moira was resurrected in a 2010 storyline called Chaos War. In the process she became bonded to the spirit of Destiny, a mutant capable of seeing the future. Moira’s gold earrings in this scene may be a callback to Destiny’s golden mask, a subtle giveaway that she’s probably being influenced by Destiny. We’re guessing Destiny is able to travel through time and take control of Moira’s body whenever and wherever she chooses, hence why Moira knows so much about the future of a man she’s supposedly never met before.

Marvel’s Dawn of X relaunch Begins a New X-Men Era

Year 10 – Xavier and Magneto’s Secret Plot

Ten years later, Powers of X #1 links up with the events of House of X #1. We see Mystique and Toad arriving on Krakoa after their daring robbery of a Damage Control facility (a mission which left Sabretooth stuck in Fantastic Four custody). Mystique brings a thumb drive containing the stolen blueprints to Magneto, but she’s reluctant to hand it over without receiving some further form of payment. However, Xavier forcibly takes the drive, reminding Mystique that every resident of Krakoa must play their part in building a better world.

Art by RB Silva. (Image Credit: Marvel Comics)

Art by RB Silva. (Image Credit: Marvel Comics)

This scene only further reinforces our suspicions from House of X #1 that Xavier has taken a villainous turn. Since when does he condone theft, murder and intimidation?

It’s also worth pointing out that Xavier uses telekinesis to take the drive from Mystique – an ability he’s never had in the past. Is this a new ability granted by his upgraded Cerebro helmet, or is it a sign that this person isn’t actually Charles Xavier at all?

Year 100 – Mister Sinister Betrays Mutantkind

While the mutant race may be resurgent in the present-day Marvel Universe, this issue makes it clear that Xavier’s mutant nation is doomed to failure. In the world of X^3, the mutant population has again dwindled to a mere 10,000, the vast majority of which live off-world as allies of the Shi’ar Empire. Those few who remain on Earth are locked in a destructive war against the Man-Machine Supremacy and their leader, Nimrod the Lesser.

The supplemental pages fill in a lot of the missing history here. As tensions between Krakoa and the outside world grew during the mid-21st Century, Mister Sinister instituted a series of Martian breeding pits designed to create mutant super-soldiers using genes culled from various powerful X-Men. One of these mutants happens to be Rasputin, the Soulsword-wielding heroine seen on the cover. Rasputin has a combination of Quentin Quire’s telepathy, Colossus’ steel skin, Unus the Untouchable’s force field, Kitty Pryde’s intangibility and X-23’s healing factor. Rasputin is joined by Cardinal, a Nightcrawler-inspired mutant deemed a failure because of his pacifist nature, and a “black brain telepath” named Cylobel.

As readers learn, Sinister’s breeding pits ultimately collapsed, with each successive generation of chimeras more and more prone to failure. Ultimately, Krakoa itself was overwhelmed by outside threats. The X-Men discovered too late that Sinister had designed his pits to fail. He betrayed the mutant race and defected to the Man-Machine Supremacy (which they probably should have seen coming, given that Sinister isn’t actually a mutant). But Sinister got his just desserts, as he was quickly executed by his new “allies.”

As this new time period unfolds, Rasputin and Cardinal narrowly escape capture by the Sentinels, but Cylobel and another pacifist mutant named Percival aren’t so lucky. Cylobel is taken to Nimrod, who forces her into a device designed to obliterate every trace of her body except the information contained within her mind.

Art by RB Silva. (Image Credit: Marvel Comics)

Art by RB Silva. (Image Credit: Marvel Comics)

The good news is that the X-Men still exist in this dark future. Rasputin and Cardinal return to their home base on Asteroid K to meet with their teammates, including characters who look an awful lot like Wolverine, Magneto, Xorn and Groot (though this last character is probably a sentient fragment of Krakoa). Whether these X-Men are the originals or chimera creations like Rasputin remains to be seen. Wolverine also references “the old man,” suggesting Xavier himself may still be alive.

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Year 1000 – The X-Men’s Ultimate Victory

This issue closes out 1000 years into the future of the Marvel Universe. Despite the dark future for mutantkind in X^2, by X^3 mutants have finally succeeded in becoming the dominant lifeform on Earth. In this era, Nimrod has evolved to become Nimrod the Greater. No longer a mutant-hunting Sentinel, Nimrod now exists as a living database holding the collective consciousness of all mutants. Nimrod works hand-in-hand with a blue-skinned psychic called The Librarian, a character who may be a distant descendant of Charles Xavier himself.

Art by RB Silva. (Image Credit: Marvel Comics)

Art by RB Silva. (Image Credit: Marvel Comics)

In this era, humans have been almost entirely wiped out, except for a small sample who now live as primitive savages inside a dome called The Preserve. The Preserve is designed as a monument to Homo sapiens and a reminder of the enemy that very nearly ended mutantkind.

For more on this X-Men relaunch, learn how to read Hickman’s X-Men run and then read our reviews for House of X #1 here and Powers of X #1 here.

Jesse is a mild-mannered writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on Twitter.

What You Should Expect From Monster Hunter World: Iceborne

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Smash Bros. Ultimate Freebie Now Available For Nintendo Switch Online Members

Super Smash Bros. Ultimate‘s big 4.0 update has arrived, adding another DLC fighter to the roster–the Hero from Dragon Quest–and a few other new features to the game, such as an Online Tournament mode that will occasionally host special themed events and a new Spectate mode that lets you earn prizes for successfully predicting the winner. Alongside the update, Nintendo has quietly released a little Smash Ultimate freebie for Nintendo Switch Online subscribers.

Right now, NSO members can download the Spirit Board Challenge Pack 1. The pack contains an assortment of helpful items for the game’s Spirit Board mode. You’ll receive the following:

  • 1,500 Spirit Points
  • 10 Shuffle All (reshuffles every Spirit on the board)
  • 10 All Primaries (reshuffles the board with Primary Spirits)
  • 10 All Supports (reshuffles the board with Support Spirits)

As previously mentioned, the Spirit Board Challenge Pack 1 is an exclusive offer for NSO subscribers. The Eshop notes the pack cannot be downloaded during a free trial for the service, so you need to have an active, paid membership in order to claim it. To download the pack, select the Eshop icon from Smash Ultimate’s main menu and you’ll see it listed beneath the game’s other downloadable content.

NSO subscriptions cost US $4 / £3.49 / AU $6 for one month, US $8 / £7 / AU $12 for three months, and US $20 / £18 / AU $30 for one year. Nintendo also offers an annual Family Membership, which runs for US $35 / £31.49 / AU $55 and covers up to eight Nintendo Accounts across multiple systems. Along with online play, subscribers get access to other special offers, such as the game voucher program (although your last day to purchase vouchers is today, July 31), and some free titles such as Tetris 99 and the Switch NES library. Those who purchase a 12-month individual or family membership will also receive an exclusive set of gear for Splatoon 2.

Speaking of Splatoon 2, Nintendo is offering a free set of gear for the game via My Nintendo. The batch costs 100 Platinum Points and includes the following four items: Gray FA-11 Bomber, Brown FA-11 Bomber, Red V-Neck Limited Tee, and Green V-Neck Limited Tee. The gear set will be available on My Nintendo until February 1, 2020.

Treadstone: Exclusive First Look at USA Network’s Bourne Spinoff Series – IGN

After five blockbuster movies that have grossed over $1.6 billion worldwide, the Bourne universe is making the jump to the small screen with Treadstone, a globe-trotting, time period-hopping action series that will explore the titular black ops organization that created Jason Bourne and numerous other CIA assassins.Premiering this fall on USA network, Treadstone “explores the origin story and present-day actions of the infamous covert program that uses behavior modification protocol to turn recruits into nearly superhuman assassins. The first season of Treadstone follows sleeper agents across the globe as they’re mysteriously ‘awakened’ to resume their deadly missions.” The plot of the series will span decades as it delves into Treadstone’s history and present activities – and while Jason Bourne is in the wind after the events of the last movie, his “presence will be felt” in the new show.

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Ben Smith, producer of the Bourne film franchise, is showrunner and executive producer on the series. The cast includes Jeremy Irvine, Brian J. Smith, Omar Metwally, Tracy Ifeachor, and newcomers Han Hyo-joo and Emilia Schüle.

IGN has an exclusive first look at the new spy series in the photo gallery below, introducing us to three key characters who will be our eyes and ears inside this covert operation. Check out the images below and read on for our interview with Smith, which gives some insight into the world of Treadstone and what’s driving the show’s latest recruits.

Treadstone Season 1 Photos

IGN: How do you think Treadstone will set itself apart in the crowded spy genre without a familiar character like Jason Bourne character as an anchor?

Smith: The people activated in Treadstone are everyday people with jobs and families who awaken to find themselves as human weapons with extraordinary skills and abilities. Treadstone’s multiple storylines set across the globe also set it apart. Our characters include a taxi driver in London, a housewife and piano teacher living in North Korea, and an American Oil rig worker in the Arctic.

Are Bourne’s whereabouts established or hinted at in the series?

Bourne’s presence is definitely felt. The blowback from the events which surrounded him in the past have a direct effect on the CIA and our story. His whereabouts? He hasn’t been seen for a few years…

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Obviously Treadstone is presented as a nefarious program in the films – will the series see these new sleepers awakening to the realities of the organization they’re a part of, or are we seeing a more benevolent version of Operation Treadstone here?

Depends on who we’re talking about – and where we find them in their present cover lives. Our sleepers, “Cicadas” as they are referred to in Treadstone, each react differently to being awakened years after volunteering for a black-ops program of which they have no memory. To find yourself thrust into the violent center of a terrifying world you weren’t aware of yesterday has different responses for all. There are no good guys or bad guys in our world – everyone is making choices based on their individual moral compass and narrative. The consequences of those decisions is where our series lives. Treadstone as an organization has evolved but its roots remain the same.

What do we need to know about these new agents – can you give us some background on the characters featured in our first-look photos?

Soyun (Han Hyo-joo) is an affectionate wife and mother working as a piano teacher in North Korea whose life begins to spiral out of control when she is mysteriously activated. This occurs just as her husband is getting promoted to be a key member in the North Korean nuclear program. The fallout puts Soyun and her family in extreme danger.

John Randolph Bentley (Jeremy Irvine) is a former Vietnam Vet and CIA agent who had been stationed in West Berlin in 1973 before a sacrifice for a fellow agent left him in Soviet custody. The horrors of the programming he endured under enemy control alter him forever.

Petra (Emilia Schüle) works in a covert KGB facility in East Berlin in 1973 and one of the requirements of her position include developing a very close personal relationship with prisoner John Randolph Bentley. We are left wondering how much of the relationship is manipulation as part of her job and how much is genuine feeling.

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This looks to be a globetrotting series much like the novels and films; what are some of the locations we’ll be visiting in Season 1?

Treadstone definitely is a global adventure and our first season takes place throughout Europe (Paris, London, Budapest, Berlin, Greece, and Amsterdam) as well as the Arctic, Africa, India, Korea, China, Brazil, and of course Washington DC.

Are you drawing from Robert Ludlum’s novels in any way to flesh out the series?

Definitely. Treadstone expands on the mythology which started in The Bourne Identity by Robert Ludlum. The DNA of Ludlum’s work and his ability to viscerally relay the geopolitical realities of our time through the lens of very personal stories is present throughout. The themes he wrote about are more relevant today than ever.

Laura Prudom is the Deputy Entertainment Manager at IGN. You can talk to her on Twitter at @LauinLA.

Monster Hunter World: Iceborne New Monster Preview – Subspecies Nightshade Paolumu, Coral Pukei-Pukei, Viper Tobi-Kadachi – IGN

Subspecies aren’t totally new to Monster Hunter World, but they’re making a comeback to the series in a big way in the upcoming Iceborne expansion. We recently got to play the beginning of Iceborne, and some of the first few monsters we faced were three brand-new monsters: Nightshade Paolumu, Coral Pukei-Pukei, and Viper Tobi-Kadachi! They may look familiar, but these subspecies are more than just a reskin.We also noticed at least nine exciting quality-of-life improvements in Iceborne, but continue on to see gameplay of each new monster with hands-on impressions and comparisons to each of their parent species.

Iceborne: Nightshade Paolumu Gameplay Impressions

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I absolutely adore Nightshade Paolumu, the emo-cousin of the Coral Highland’s most coveted pom-pom baby. This subspecies is donned in dark purple, near-black fur and scales, and the tips of its wings are tinged green. Neon-blue stripes travel up Nightshade Paolumu’s long neck, and when it inhales enough air, it inflates to reveal colorful “eyes,” reminiscent of markings you’d see on a brilliant moth. Really, I can’t wait to see its armor set and weapons!

Whereas Paolumu has nothing up its sleeve except wind pressure and air-projectiles, Nightshade Paolumu puts its enemies to sleep, too. On top of expelling huge mountains of sleep gas, it can also pepper clouds of it on the ground. Energy Drinks were a must for this fight.

New Monsters in Monster Hunter World: Iceborne

As we fought, I broke a rule I should have internalized by now from all the Kushala Daora I’ve hunted: I flashpodded the monster without first checking where it would land, sending Nightshade Paolumu into a cloud of its own sleep gas. This resulted in some overly eager, and then very sleepy hunters, and one unscathed *puffersims.

Unlike Coral Highlands Paolumu, Nightshade Paolumu made its debut in the Wildspire Wastes. Also unlike it’s pastel counterpart, it curls its tail into a sizable mass, which it then wields as a frantic hammer that strikes multiple times. It doesn’t get stuck in the ground after this, either.

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My favorite of Nightshade Paolumu’s attacks is when it ricochets around in the air like a violently deflated balloon. I used a Light Bowgun during this fight, so while I was never in immediate danger, this attack did cart a teammate. I still love you, emo puffball.

*Puffersims = Paolumu.

Iceborne: Coral Pukei-Pukei Gameplay Impressions

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With Coral Pukei-Pukei’s bright orange coloring (red when enraged) and firehose-like jets of water it sprays from both ends, it’s hard not to make a firetruck comparison! Instead of putting out fires though, Coral Pukei-Pukei inflicts waterblight, which decreases stamina recovery. It’s preferable to the Ancient Forest’s Pukei-Pukei’s poison, but Coral Highland’s Coral Pukei-Pukei’s water jets deal significantly more raw damage than the poison blobs and smoke clouds we’re accustomed to.

To store mass quantities of water in its tail, Coral Pukei-Pukei must eat, like its cousin must do to build up poison. It its intro cinematic, it guzzled water from the squishy blue platforms that work like traps, and in battle in chowed down on Brightmoss and other plants.

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Like its forest-dwelling counterpart, the subspecies Coral Pukei-Pukei was pretty easy for me to read, which allowed me to follow my usual pattern of attack with success. When it starts spraying water though, that’s a different story. These long-ranged line attacks look totally erratic, especially so when its airborne, but there must be a surefire way to dodge the circular-traveling beam with precision when practiced. Luckily, I was able to dodge, and then block with the Sword and Sword, to avoid the worst of it.

Iceborne: Viper Tobi-Kadachi Gameplay Impressions

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The only subspecies with fought in the new locale, Hoarfrost Reach, was Viper Tobi-Kadachi. This subspecies’ scales resemble fallen, decayed leaves, and it inflicts two status effects, and can do so pretty much simultaneously.

Viper Tobi Kadachi’s tail is covered in needle-like spines which can inflict poison with numerous close-ranged attacks, but it can also fling those spines from a distance to accomplish the same.

Its saliva must be nasty, or its fangs filled with venom, because getting hit with a bite can cause paralysis. Luckily, I was never poisoned and paralyzed at the same time since I slammed Herbal Medicine as soon as I became inflicted, but it’s certainly possible. And dying from poison while paralyzed or stunned is definitely one of the worst ways to go in Monster Hunter.

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Viper Tobi-Kadachi was our team’s toughest challenge during our hands-on session, rivaling even the ferocious Barioth. I also apparently had a lapse in judgment and chose a weapon I’m not an expert with, which probably didn’t help. What got two of us carted at the same time, though, was our expectations of Viper Tobi-Kadachi’s attack range steering us wrong.While the Ancient Forest’s Tobi-Kadachi’s tail-slam attacks demolish targets directly in front of it, Viper Tobi-Kadachi’s tail comes down at a wide angle—which proved fatal when we thought we were safe! Like most subspecies, Viper Tobi-Kadachi’s attack cadence is a bit different, and that caught us off guard.

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One thing to note: all of this gameplay was captured from a work-in-progress build. We also fought a Beotodus, Banbaro, and Barioth during our time with Monster Hunter World: Iceborne; and Fulgur Anjanath made a few appearances, too! You can see Fulgur Anjanath Turf War with Viper Tobi-Kadachi in that video. Lastly, make sure to check out the 9 Exciting Quality-of-Life Improvements in Monster Hunter World: Iceborne we noticed. We’ll have more from Iceborne to come, but to catch up on everything else so far, read 34 New Monster Hunter World: Iceborne Details.

Casey DeFreitas is an Editor at IGN who loves monster hunting, slaying, and catching. And no, Tobi-Kadachi no longer gives her trouble whether low rank, high rank, or tempered. Catch her on Twitter @ShinyCaseyD.