Tuesday, July 14, 2020

Hearthstone Unveils Scholomance Academy

Blizzard Entertainment has just unveiled Hearthstone's next expansion, Scholomance Academy, and it's already one of my favourite concepts in terms of flavour to date. After all, what could be a better fit for the whimsical and magical world of Hearthstone than a Hogwarts-style college of magic? And what could be a more Hearthstone-esque twist on World of Warcraft lore than to take a school of necromancy, intimately linked to the Scourge and the Lich King, and founded by Kel'Thuzad, and make it a (mostly) fun-filled place? It checks all the boxes, and Kel'Thuzad as headmaster is the icing on the cake. So far we've seen 14 of the 135 new cards, and there are a heap of genuinely exciting designs in the mix. Here are some of the new mechanics and concepts coming in the set.

Dual-Class Cards

Scholomance Academy introduces 40 dual-class cards, and each of these have two specific classes that are able to use them. There are ten class combinations in all, and what makes these exciting is that we get to see what happens when classes are able to build decks that integrate a key mechanic from another class. We find out what happens if Mage can devolve enemy minions, what Shaman can do with ramp, and what it's like for Mages to pull off Combos and for Rogues to utilise Mage spells. Each class pairing also receives a Legendary professor minion, such as Shan'do Wildclaw (below), which takes advantage of the fact that both Hunter and Druid have beast synergies. [caption id="attachment_2379529" align="aligncenter" width="1920"]XXX Crossing the streams.[/caption]

Spellburst

This new keyword is a little like money in the bank. Any minion or spell with Spellburst triggers its effect the next time you cast a spell. Goody Two-Shields' Divine Shield, for instance, can be re-activated, or you could bide your time waiting to set off Wretched Tutor's ability. [caption id="attachment_2379532" align="aligncenter" width="1920"]XX Diligent Notetaker has some intriguing combo potential.[/caption] What I love about this mechanic, however, is the counter-play. Unless you trigger the Spellburst on the same turn as you play its associated minion or spell, your opponent knows what's coming, so can attempt to play around it. We've seen a number of other interesting cards, including one from the new "Studies" cycle (below), which are spells that let you Discover a card but then reduce the mana cost of the next card of that type that you play. [caption id="attachment_2379530" align="aligncenter" width="1920"]XX Discover never gets old.[/caption] [caption id="attachment_2379531" align="aligncenter" width="1920"]XX Rattlegore offers incredible value, while Troublemaker is a solid anti-aggro tool.[/caption] Scholomance Academy will be out in early August, and there are a couple of pre-order bundles available now. The Scholomance Academy Mega Bundle is USD $79.99 (AUD $109.95) and includes 80 Scholomance Academy card packs, five additional Scholomance Academy Golden Card Packs, one random Golden Legendary card from the set, the Kel'Thuzad Mage Hero and card back, and a Tavern Pass, which includes four Arena tickets. There's also the Scholomance Academy Pre-Purchase Bundle, which is USD $49.99 (AUD $66.95), and includes 55 Scholomance Academy card packs, one random Scholomance Academy Golden Legendary Card, and the Kel'Thuzad card back. [ignvideo url="https://www.ign.com/videos/2020/07/14/hearthstone-the-ultimate-value-of-rattlegore"] Anyone who logs into Hearthstone from today (until October 20) will receive two free copies of the epic neutral minion, Transfer Student, which is a two mana 2/2, but "has different effects based on which game board you're." Should be fun! [caption id="attachment_2379556" align="aligncenter" width="1266"]One on board this card will be "Reborn," on another "Discover a Dragon." On one board this card will be "Reborn," on another "Discover a Dragon."[/caption] [poilib element="accentDivider"] Cam Shea heads up IGN's Sydney studio and would attend Scholomance Academy in a heartbeat. Check out his behind the scenes look at how Team 5 designed Demon Hunter here, and why not say g'day on Twitter.

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Stadia Connect: Everything Announced and Shown

Google hosted a brand-new Stadia Connect today and revealed 15 new games coming to the digital streaming platform, including five exclusives. You can check below for a full list of announcements including day one releases like Orcs Must Die! 3. [poilib element="accentDivider"]

Newly Announced Games

Outcasters (Only on Stadia) - Developers Splash Damage returns with a competitive online multiplayer game set in a vinyl world. Orcs Must Die! 3 (Only on Stadia; Playable in Stadia Pro today) - One of the first exclusive announcements for Stadia, Orcs Must Die! 3 is a playable today for Stadia Pro users for free. [widget path="global/article/imagegallery" parameters="albumSlug=orcs-must-die-3-screenshots&captions=true"] Super Bomberman R Online (First on Stadia; Fall 2020) - A new online Bomberman games coming first to STadia. Designed for multiplayer Bomberman gameplay including a new Battle Royale mode for up to 64-players. One Hand Clapping (Early Access on Stadia today) - A 2D puzzle platformer where you sing into your headset to solve musical puzzles. NBA 2K21 (Fall 2020) - The next NBA 2K game is also coming to Stadia. Expect a triple-A basketball sim but on a new platform. Dead by Daylight (Cross-play with all platforms, cross-progression with Switch and PC) - The asymmetrical horror PvP game where one player takes the role of a killer hunting down the other four survivors. [ignvideo url="https://www.ign.com/videos/2020/05/26/dead-by-daylight-silent-hill-reveal-trailer"] PlayerUnknown's Battlegrounds Season 8 - The next season of PUBG is coming to Stadia on July 30. New areas, new tools, and a new Survivor Pass will be available at launch. Hitman 1, Hitman 2 (September 1) and Hitman 3 (January 2021) - The Hitman trilogy is coming to Stadia with the first two games coming in September, and the newly announced Hitman 3 arriving next year. Become Agent 47 as he becomes other people and fulfill your assassination contracts. [ignvideo url="https://www.ign.com/videos/2020/06/11/hitman-iii-announcement-trailer"] Serious Sam 4 (Stadia and PC only at launch; August 2020) - The newly announced Serious Sam 4 is coming first to Stadia and PC at launch this August. Outriders (Holiday 2020) - Not to be confused with Outcasters, Outriders is a new co-op RPG shooter from Square Enix set in a dark, sci-fi world. WWE 2K Battlegrounds (September 18) - There's no WWE 2K game this year, instead 2K is releasing Battlegrounds, a more arcade-y take on the WWE. PGA Tour 2K21 (August 21) - The realistic golf sim supports a new PGA Tour Career mode and online multiplayer. Sekiro: Shadows Die Twice (Fall 2020) - From Software's dark-fantasy samurai game. Expect high levels of difficulty and uncompromising game design. [ignvideo url="https://www.ign.com/videos/2019/02/07/sekiro-shadows-die-twice-story-trailer"] Hello Neighbor (September 20) and Hello Neighbor: Hide & Seek (Holiday 2020) - The viral hit about committing a little breaking and entering. The prequel, Hide and Seek will be playable in Stadia Pro at launch. Google also announced that developers Harmonix, Uppercut Games, and Supermassive Games are working on projects for the platform. [poilib element="accentDivider"] Matt T.M. Kim is a reporter for IGN.  

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Red Dead Online: Claim Special Bounty Hunter Rewards and Bonuses This Week

This week, players can claim special rewards for participating in Legendary Bounty Missions, and much more.

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Donald Trump's Twitch Channel Reinstated After 2-Week Suspension

Twitch says campaign rally videos violated the site's code of conduct, and have been removed.

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Ghost of Tsushima: Here's What Comes in Each Edition

Ghost of Tsushima is coming to PS4 on Friday, July 17. The game is set in the 13th century, as the Mongol army is marching and sailing to conquer the East. Tsushima is an island off the coast of Japan, and the first to fall as the enemy fleet arrives and the invasion begins. You play as Jin Sakai, one of the lone survivors of the first wave of the attack on the island, who's out for revenge. As with many AAA titles, the game will be available in a number of special and collector's editions, each one containing various extras. Below, we break down what comes in each edition, how much it costs, and where you can place your preorders right now.

Ghost of Tsushima Standard Edition

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Ghost of Tsushima Digital Deluxe Edition

ghost-of-tsushima-digital-deluxe-edition The digital deluxe edition comes with the following digital extras: mini art book, director's commentary, Samurai PS4 dynamic theme, Hero of Tsushima skin set (Golden Mask, Body Armor, Sword Kit, Horse, Saddle), 1 Technique Point, and Charm of Hachiman's Favor.

Ghost of Tsushima Preorder Bonuses

[ignvideo url="https://www.ign.com/videos/2020/03/05/ghost-of-tsushima-story-trailer"] Preorder any edition of the game, and you'll also receive a digital mini soundtrack, a Jin avatar, and a PS4 dynamic theme based on the game's box art.

The Art of Ghost of Tsushima

[poilib element="commerceCta" json="%7B%22image%22%3A%7B%22url%22%3A%22https%3A%2F%2Fassets1.ignimgs.com%2F2020%2F03%2F11%2Fghost-of-tsushima-art-book1583932985899.jpg%22%2C%22styleUrl%22%3A%22https%3A%2F%2Fassets1.ignimgs.com%2F2020%2F03%2F11%2Fghost-of-tsushima-art-book1583932985899_%7Bsize%7D.jpg%22%2C%22id%22%3A%225e68e63fe4b035b46686e93c%22%7D%2C%22url%22%3A%22http%3A%2F%2Fr.zdbb.net%2Fu%2Fbpsk%22%2C%22title%22%3A%22The%20Art%20of%20Ghost%20of%20Tsushima%22%2C%22store%22%3A%22Amazon%22%2C%22additionalInfo%22%3A%22%22%2C%22ourPick%22%3Afalse%7D"] Coming later this year is this gorgeous art book to accompany the game. Published by Dark Horse, this 208-page hardcover tome covers the game's development from start to finish, with detailed images of the characters, landscapes, weapons, and even storyboards used to create the game.

Ghost of Tsushima Collector's Edition - SOLD OUT

ghost-of-tsushima-collectors-edition The collector's edition of the game retails for $169.99 and comes with a heap of extras, both digital and physical. As for the physical items, you'll get a Sakai mask and stand, Sashimono war banner, cloth map of Tsushima, Furoshiki wrapping cloth, 48-page mini art book, and a steelbook case. Digital extras include a director's commentary, Samurai PS4 dynamic theme, Hero of Tsushima skin set, and one Technique Point to be used in-game.

Ghost of Tsushima Special Edition - SOLD OUT

ghost-of-tsushima-special-edition The special edition of Ghost of Tsushima includes a special Steelbook case, as well as the following digital items:
  • Mini art book
  • Director's commentary
  • Hero of Tsushima skin set (Golden Mask and Sword Kit)
  • 1 Technique Point
  • Charm of Hachiman's Favor

Other Preorder Guides

[poilib element="commerceDeal" parameters="slug=other-preorder-guides&type=list"] [poilib element="accentDivider"] Chris Reed is IGN's shopping and commerce editor. You can follow him on Twitter @_chrislreed. [widget path="ign/modules/recirc" parameters="title=&type=articles%2Cvideos&tags=us-shopping&count=3&columnCount=3&theme=article"]

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Xbox Series X Velocity Architecture Explained

Xbox Series X's Velocity Architecture design should make for smaller game downloads, fewer loading bottlenecks and theoretically allows for the console to achieve performance beyond what's expected of its raw hardware. In a post on Xbox Newswire, Xbox Series X Director of Program Management Jason Ronald explained how the Velocity Architecture solutions work alongside the console's processor to offer huge improvements over current-gen technology, and even over what could origianlly have been expected of the base Series X components. As Ronald puts it: "If our custom designed processor is at the heart of the Xbox Series X, the Xbox Velocity Architecture is the soul." Check out our exclusive interview with Jason Ronald about Velocity Architecture below: [ignvideo url="https://www.ign.com/videos/2020/07/14/microsoft-explains-the-xbox-series-xs-high-speed-secret-sauce"] Ronald points to four hardware and software innovations that make up Velocity Architecture as a whole:

  • Custom NVME SSD: The Series X SSD allows for 40 times the I/O throughput (essentially the amount of data transfer the console allows every second) of Xbox One, but has been designed not to drop in performance below a certain level. Essentially, developers can design their games without having to work around data transfer constraints (by, for instance, introducing the "loading tunnels" we've seen in open world games this generation).
  • Hardware Accelerated Decompression: Series X uses both an industry standard LZ decompressor, and a proprietary algorithm designed specifically for decompressing game texture data (typically the largest portion of over all game size). The result should be that storage size and download times per game are reduced.
  • DirectStorage API: This new addition to the DirectX family of APIs gives developers control over how they want to assign and prioritize I/O tasks in their game. According to Ronald, this should virtually eliminate loading times, and make fast travel systems actually fast.
  • Sampler Feedback Streaming: Games regularly use different qualities of texture depending on how far you are from them (you'll often notice that and open world game's trees are low-quality from a distance, and high quality up close, for instance). No matter how much of those textures are shown, current-gen games will need to load the entire texture in the background. SFS allows textures to be loaded in portions, meaning the I/O load is reduced, and can be used elsewhere to create more detail-packed worlds.
[ignvideo url="https://www.ign.com/videos/2020/07/14/xbox-series-x-velocity-architecture-trailer"] These four elements combined should, according to Ronald, allow the Series X to go beyond what's expected of its own hardware components, even enabling "entirely new scenarios never before considered possible in gaming." "The Xbox Velocity Architecture fundamentally rethinks how a developer can take advantage of the hardware provided by the Xbox Series X", continues Ronald. "From entirely new rendering techniques to the virtual elimination of loading times, to larger, more dynamic living worlds where, as a gamer, you can choose how you want to explore, we can't be more excited by the early results we are already seeing." This explainer is the latest in a series of articles about the console's technical additions, including Smart Delivery, and its Optimized for Series X badging. [poilib element="accentDivider"] Joe Skrebels is IGN's Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

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Ghost of Tsushima Review

Ever since Assassin's Creed started leaping from ancient Jerusalem to renaissance Italy to colonial America and beyond, there has been a longstanding itch to see the open-world stealth-action series take on feudal Japan. Consider that itch sufficiently scratched with Ghost of Tsushima. Sucker Punch's latest is an absolutely gorgeous adventure through one of history's most strikingly beautiful landscapes, and that beauty is compounded by one of the best blade-to-blade combat systems the open-world action genre has seen. There are some stumbles when it comes to stealth, enemy AI, and a few general minor frustrations, but for just about every moment where Ghost of Tsushima falters, there are plenty more where it soars.

Ghost of Tsushima is a fictional tale told with fictional characters, but it's based on the very real invasion of Japan by the Mongol Empire in 1274 that began on the Island of Tsushima. You take control of Jin Sakai, capably acted by The Man in the High Castle's Daisuke Tsuji, who starts off as a samurai before a disastrous battle against the invaders quickly teaches him that perhaps the honorable but restrictive ways of the samurai code might not be enough to deal with this new and existential threat.

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Ghost of Tsushima revolves around this inner conflict as Jin's formative teachings push up against his need to save his homeland at any cost, and though it takes a little while to really get going, it's a compelling struggle. Even if Jin himself isn't the most charismatic of protagonists, his foil, Khotun Khan, played by Glee's Patrick Gallagher, has charisma in spades. He's one of the most memorable game villains of recent memory thanks to his soft intensity that is oddly calming despite his terrifying intentions. He's extremely cunning, always one step ahead, and his presence as the "Big Bad" is a large part of why Jin's 40 to 50-hour quest for vengeance works so well.

[poilib element="quoteBox" parameters="excerpt=Khotun%20Khan%20is%20one%20of%20the%20most%20memorable%20game%20villains%20of%20recent%20memory."]As good as the English voice cast is, though, it's a shame that Sucker Punch wasn't able to find a way to have the performance capture match the Japanese voice acting as well. As a result, if you choose to play with the excellent Japanese audio track, which features the outstanding Kazuya Nakai as Jin, it comes off as a comparatively cheap dub with wildly mismatched lip flaps and facial expressions that don't mirror the emotion in the voice. It's not a huge issue as it's still well worth playing in Japanese – and you have the option of enabling the beautiful Kurosawa Mode, which puts a film grainy black-and-white filter over everything to match the style of the classic Akira Kurosawa movies that Ghost of Tsushima so effectively pays homage to. I wouldn't recommend playing the whole campaign in Kurosawa mode, as there are some quests that demand some color recognition, but it's a great visual effect to turn on every now and then.

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 What isn't ever a bummer is the music. The dynamic score seamlessly shifts from quiet and ambient shakuhachi flutes during stealthy moments to thunderous taiko drums once blades start clashing; tense encounters are made even more palpable thanks to increasingly speedy strums of biwas and shamisens. Overall, it doesn't matter what you're doing – the music always fits and serves to enhance whatever emotion the gameplay and the cinematics are trying to evoke.

Fight Like a Samurai

Ghost of Tsushima's combat is like a witches' brew made with bits of the Batman Arkham series, the pre-Origins Assassin's Creeds, Sekiro: Shadows Die Twice, and the entire library of Kurosawa films. And, as witches' brews tend to be, the result is magical. Like all great combat systems, it's simple to understand on a surface level: there are light attacks to quickly deal damage and beat out slower strikes, heavy attacks that deal more damage and can break through enemy guards, a block button to guard against certain attacks, and a dodge button to avoid the attacks that can't be guarded.

That probably all sounds familiar, but the glue that holds this combat system together and allows it to remain interesting the whole way through is the addition of the stances you can shift between at the push of a button. As Jin completes certain tasks, he'll unlock new sword stances that each come with their own movesets, and, more importantly, their own strengths versus a particular type of weapon. The starting Stone Stance is ideal for dealing with swordsmen, as one charged-up stab attack can sneak through their guard and either kill them outright or deal massive damage. Later on you'll learn the Water Stance, which uses slower but more powerful strikes that can break through the defenses of shield-wielding enemies.

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There are four stances total, and once you have access to them all combat will challenge you to not only identify the greatest threat at any given moment but also to swap to the stance that is best suited to deal with them, all while balancing the very real need to play defensively. When it's at its best, combat in Ghost of Tsushima is fast, chaotic, tactical, and is true to the fantasy of being a lone hyper-skilled but outnumbered samurai.

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The little touches go a long way toward combat's exquisite feel, in addition to bringing a bit of visual spectacle. The on-screen HUD is minimalist and the camera always stays really tight so you can get an up-close view of the action; enemies have clear audio tells so that even if you can't see them you know when to dodge or block; fatal attacks often end with Jin spinning around to face the camera while your enemy stumbles around with blood spurting out before finally keeling over. Even smaller still, defeated enemies will sometimes crawl helplessly on the ground desperately trying to escape you, you can wipe the blood off your sword, you can bow to pay respect to your opponent, and the list goes on and on.

The best part, though, is that there's no traditional level-based stat progression. When you get stronger in Ghost of Tsushima, it's not because invisible numbers went up and now you deal more damage and take less when you're hit; it's because your techniques got better and now you have new, better ways of dealing with tougher enemies. It's so incredibly satisfying. When you level up you might spend a point to unlock the ability to block a previously unblockable attack from spear-wielding enemies, or you could choose the ability to block arrows so you can better deal with situations where you're surrounded by archers. Or maybe you'll unlock the ability to make enemies flee in terror when you execute a perfectly timed Sekiro-esque parry.

It's fantastic because it means that you'll never run into an area in Ghost of Tsushima where, all of the sudden, you're getting one-hit killed by archers who you'd previously brushed off, or having to spend a week chopping away at the sword equivalent of a bullet sponge just because they're arbitrarily several levels higher than you. Crucially, this removes the problem of being forced to grind sidequests in order to reach a certain level minimum in order to progress in the story, which is something that certain other games are notorious for.

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Impressively, Ghosts of Tsushima's difficulty always managed to be appropriate no matter what point of the campaign I was at. Enemies do get tougher, and you do need to improve your gear by upgrading your sword, armor, and charms to meet the difficulty curve, but the stat improvements from gear always felt secondary to the skills that you'd accumulate, but and the challenge always felt fair. Even when I bumped the difficulty up to hard mode, which makes enemies more aggressive, it never took away from the lethality of my sword.

On top of all of this, there are also the various tools and gadgets that you earn over the course of your adventure. As Jin gets more and more comfortable with bending his samurai code and using tools outside of his normal repertoire, his combat abilities also expand dramatically. He can use kunai much like Batman uses his batarangs to quickly interrupt or eliminate weakened enemies; he can throw sticky bombs to disorient a large crowd; or he can take out his trusty bow and land a headshot to bring down a heavily armored foe in one hitpotentially end the fight before it even begins. The sheer variety of ways to approach combat in Ghost of Tsushima is incredible.

Stealthy Stumbles

It's a good thing that the blade-to-blade combat in Ghost of Tsushima is so good, because Jin's ninja-inspired stealth does not hold up its end of the bargain. It works, on a very basic level, in all the ways that you'd expect it to: you can crouch-walk through fields of tall grass to invisibly sneak around enemy encampments, you can assassinate foes from above, and you can even buy upgrades that let you take out multiple enemies at once if they're all foolishly clumped together.

The problem is what happens once you get spotted. Enemies just don't know how to handle it. What if you climb onto a rooftop? They don't follow you, they don't hunt you, they kind of just yell and throw shurikens. What if you suddenly break line of sight and crouch into a nearby flower patch that they can still clearly see? They just turn around, look elsewhere for a bit, and then blow their little alarm horns. It's as if you do anything other than just fight once you break stealth, the AI just throws up its hands and shrugs.

[ignvideo url="https://www.ign.com/videos/2020/05/14/ghost-of-tsushima-combat-and-stealth-gameplay"]

Jin's stealth tools are also very rudimentary and don't allow you any sort of creativity that might make stealth a little more exciting. They all kind of do the same things, just with different ammo types. There's a wind chime that works as a distraction on a single enemy and a firecracker that works as a distraction for a group of enemies. Then there's your bow that silently kills enemies, your longbow that silently kills helmet-wearing enemies, a dart that silently kills enemies and makes them puke blood, and another dart that makes enemies try to kill each other. There are also a handful of mandatory stealth segments which just boil down to finding the clearly laid out stealth route and occasionally using distractions to clear enemies out of the way. None of the flexibility and versatility of the melee combat is found in the stealth gameplay.

[poilib element="quoteBox" parameters="excerpt=By%20the%20late%20game%20I%20was%20taking%20five%20enemies%20out%20at%20the%20start%20of%20every%20fight%2C%20and%20it%20felt%20awesome%20every%20time."]Fortunately, Ghost of Tsushima offers a way to make going loud right out of the gate just as advantageous as picking off a handful of enemies unnoticed, and it does so in the best possible way: by staying true to its samurai cinema roots. At the beginning of most combat encounters you can trigger a stand-off, which allows you to target one of your enemies in a classic showdown where you must wait for them to make a move to attack, and then strike with one of your own to take them down in one hit. If you nail the timing, that's one fewer for you to deal with when the brawl begins. But that's only the beginning: you can make these stand-offs a major part of your combat strategy by putting points into the stand-off technique and wearing armor that allows you to chain multiple stand-off streaks together. By the late game, I was taking five enemies out at the start of every fight, and it felt awesome every time.

Of course, there is a risk involved with stand-offs: they're absolutely devastating if you lose. Your health is drained almost nothing and you're put in a position where you're surrounded by all of the still very much alive enemies in the area. That risk gets greater later on as enemies start throwing in feints to try to make you swing early. It's an all-around fantastic mechanic that not only fits with the samurai theme, but also takes the fun but typically disadvantageous tactic of just waltzing in through the front gate of an enemy encampment and makes it potentially just as rewarding as silently going through an encampment and stealthily clearing out a bunch of guards.

Utsukushii

Open-world games can often feature some of the most beautiful virtual landscapes there are, and Ghost of Tsushima is right up there with the best of them. It may not quite meet the promise of its 2018 gameplay reveal trailer, but this is still a stunningly gorgeous game. Every scene is densely packed with grass, trees, leaves, and flowers all gently blowing in the wind every which way you turn. The island of Tsushima is teeming with natural beauty, which makes it a joy to explore even if you don't have a particular destination in mind.

[ignvideo url="https://www.ign.com/videos/2020/05/14/ghost-of-tsushima-gameplay-exploring-tsushima"]

Sucker Punch's design encourages exactly that, with traditional waypoints being integrated into the environment instead of a UI overlay. Following a plume of smoke will always lead you to something worth investigating; a tree with different-colored leafs off in the distance will always yield some sort of reward; and following a trail of Torii gates will never disappoint. It's all refreshingly organic, much like how it was in The Legend of Zelda: Breath of the Wild, especially considering that even when you do set a waypoint from your map to head toward a specific quest or location, instead of following arrows on the screen you'll follow the direction of the wind.

Sidequests are interesting in Ghost of Tsushima because there are actually several different types. The first and most common are your typical garden-variety tasks called Tales of Tsushima, which are short stories that have Jin going off and being the good and honorable samurai that he wants to be by helping people with their problems. Though the stories and characters in these sidequests are largely forgettable, at the very least they don't seem like they're just being churned out and used as padding. These are often thoughtful enough to be more special than they might initially let on thanks to some often unexpectedly dark turns and occasionally interesting gameplay scenarios. One, for example, is really the only time where I was literally surrounded by archers and nothing else. They were all spaced out on different levels of two opposing cliff sides, making it a fun and unique challenge that's not replicated elsewhere.

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One level above that e Tales are multi-part, character-specific sidequests that basically span the entire campaign and serve to give each major character their own story arc. This includes Sensei Ishikawa, the renowned samurai archer searching for his missing student; Masako, a grief-stricken mother out for revenge on those who murdered her family; or Yuna, the thief who saved your life at the very beginning of the story and will do whatever it takes to save her brother from the Mongols. Each of these sidestories reflects an aspect of Jin's own journey, and it's very interesting to see both how they develop and the impact they have on his development. Some of the later ones that I'm not allowed to talk about due to embargo restrictions are especially touching and deal with some pretty heavy subject matter, with one in particular that makes exceptional use of Ghost of Tsushima's scouting mechanic in a very clever and emotional way.

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Tales of Tsushima  typically reward you with charms that boost a certain aspect of your character, allowing you to spec into specific character builds like stealth, tanky, or a focus on critical hits, and so on. In the early going these charms were a great incentive to complete sidequests, but once I had pretty much all the charms that were needed later on, these Tales of Tsushima sidequests lost much of their appeal from a reward standpoint. I lost the desire to seek them out.

[poilib element="quoteBox" parameters="excerpt=The%20Mythic%20Tales%20sidequests%20are%20some%20of%20the%20best%20moments%20in%20all%20of%20Ghost%20of%20Tsushima."]Finally, there are the Mythic Tales. These are epic sidequests that have you hunting down legendary techniques or pieces of gear, and they're obtained by listening to a musician tell the legend of whatever it is you're seeking to earn, shown through some extremely cool animated sumi-e cutscenes. From there, they sprawl out to epic quests that each vary wildly in their design, but all are well worth playing through. Especially because their rewards are among the best boons you can get, whether it be the Heavenly Strike special move that has you channeling your inner Kenshin Himura as you dash through an opponent with a lightning-fast sword strike, or a new piece of high-quality armor that grants powerful perks like stand-offs having a chance to terrify enemies and cause them to run away. But even without those incentives, these quests are still some of the best moments in all of Ghost of Tsushima.

My favorite thing about exploration, though, and something that I especially appreciate as someone who's not typically big on collectibles, is that every major collectible has both a worthwhile reward and a fun mini challenge tied to it. I was always extremely eager to find new Bamboo Strikes, not only because they gave me more resolve (a resource needed to heal and use special moves) but also because I just loved doing the little button-press minigame required to collect them. Shrines are even better because in addition to being the only place where you can find major charms (which offer dramatic buffs and perks strong enough to potentially design a whole character build around) they are also the only areas that you'll be able to find those signature Sucker Punch platforming sections familiar from the Infamous or Sly series.

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The minor collectibles, like Mongol artifacts, journal entries, sashimono banners, and pillars of honor, are less exciting – they only offer some minor cosmetic items or flavor text. But they are plentiful enough that they still provide some added value for trophy hunters – and at least Ghost of Tsushima makes hunting them very easy thanks to the ability to quickly fast-travel to any discovered point of interest on the map.

[poilib element="quoteBox" parameters="excerpt=After%20reaching%20the%20credits%2C%20I%20still%20eagerly%20put%20in%20another%2015%20to%2020%20hours%20to%20finish%20up."]It took me between 40 and 50 hours to play through Ghost of Tsushima (it's hard to say for sure as it doesn't track your time played), which included completing all of the Mythic Tales, a complete liberation of Tsushima from Mongol control, all of the multi-part supporting character sidequests, and most of the of the standard Tales of Tsushima. After reaching the credits, I still eagerly put in another 15 to 20 hours to finish up the remaining sidequests (except one that is apparently bugged for me, but Sony says will be fixed in a pre-release patch) and find all of the collectibles in the hopes that the final reward would be worth it. It wasn't, which is a bummer because there's otherwise not much to do in the post-game – no New Game+ and no unlockable difficulties for a second playthrough. It's a bit aggravating that even if I did decide to just play it again (in Kurosawa mode, for instance), you still can't skip any of the cutscenes.

Finally, can we talk about photo mode for a second? Because Ghost of Tsushima's photo mode is the one of the best I've ever seen. Partially because the world is just so pretty that it lends itself well to being captured in its natural beauty, but also because of the unique touches that Sucker Punch added, like the ability to have animated background environments or to add a large selection of particles like leaves, fireflies, or even songbirds. You can change the weather, alter the time of day, add clouds, create a camera flight path to create short videos – and all of this on top of all of the essential photo mode options like exposure sliders and filters that have become standard. My one disappointment is the fact that the customizable emotions that you can put on Jin's face could stand to have a little more… well, emotion. But nonetheless, Ghost of Tsushima's photo mode sets a new high water mark.



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Dual Universe PvP Multiplayer Shows Off the MMO's Impressive Scale

Dual Universe has always been one of those big space epic sci-fi MMO games that I've heard a lot about but never had real clarity on what it was exactly. A lot of that has to do with the fact that it's still in closed testing without opportunities to play easily, but it's also due to just how sprawling it all is. In terms of explaining Dual Universe, it's a bit like if you took the open-world sci-fi setting of EVE Online, mixed that with the crafting and building of No Man's Sky and Space Engineers, and put it all inside of a massive, seamless, single-server MMO with a full-on sandbox structure. That's a complex elevator pitch, but it seems pretty accurate from what I've seen. Players can do everything from exploring planets on foot to terraforming environments to create their own spacecraft, and even manipulating the entire galactic economy. On paper this is about as pure of a player-driven sandbox as I've seen yet. Up until now, all footage and information about Dual Universe has mostly focused on the way the game is structured and what players can do in it together -- but now developer Novaquark is revealing details on what players can do in it to each other, and I got to see the PvP in action and get answers to a few of my questions. [widget path="global/article/imagegallery" parameters="albumSlug=dual-universe-pvp-multiplayer-screenshots&captions=true"] Comprehending the scale of combat in Dual Universe is difficult since it's not enough to just explain how space combat works or show what spaceships shooting lasers looks like. We've all seen that before, so the context here is key. These aren't ships that players grinded out money for to buy, or grinded out resources to craft from a menu. These ships, including the massive space stations and multi-person carriers, were all built from scratch by players. Entire cities -- from the ground up -- are built by players. And it's all seamless. [poilib element="quoteBox" parameters="excerpt=These%20ships%20were%20all%20built%20from%20scratch%20by%20players."] During the demo I saw some combat moments and highlights including massive freighters stationed by several people in real-time, as well as needing to physically get up and run through the ship to perform repairs. In a lot of ways, the collaborative starship crew is reminiscent of a pirate crew in Sea of Thieves, but (presumably) with a lot more variables. [ignvideo url="https://www.ign.com/videos/2020/06/10/dual-universe-pvp-exclusive-trailer"] A lot of that sounds hyperbolic, so to keep things grounded just remember that the Open Beta period still hasn't launched yet. This means it's all still mostly theoretical in Closed Alpha since there are only around 20,000 players total at the moment. Whether or not this is all as seamless and smooth once more people are online remains to be seen. Gameplay also looks a bit slow to me. After dogfighting in games like EVE: Valkyrie and Elite Dangerous, along with Star Wars Squadrons coming soon, the scream of a TIE Fighter, the quick banking around debris, and explosive weapons rocketing across space are what I think of. The PvP gameplay in Dual Universe, by comparison, feels unfinished – which, to be fair, it is. Most ships seem to coast through space at a leisurely pace and don't zip around very quickly. Intuitively this makes sense because, from a technical perspective, it's likely extremely difficult to accommodate for all of that on a server designed to host so many people at the same time. But from a player perspective, it's not as exciting to look at as many other space combat games. [ignvideo url="https://www.ign.com/videos/2020/04/28/dual-universe-new-trailer-shows-off-incredible-sci-fi-potential"] Due to how Dual Universe is structured as a true sandbox, though, PvP is more of a means to an end than an activity people are likely to participate in frequently. If someone has something you want or is hogging an area or resource you'd like access to, then launching an attack makes sense. Or maybe they attacked you or your friends so the goal is payback. But there is significant risk associated with attacking another player. You don't just respawn with all your gear back at a base somewhere. Every ship represents hours of work so there is a lot at stake. [poilib element="quoteBox" parameters="excerpt=You%20don%E2%80%99t%20just%20respawn%20with%20all%20your%20gear%20back%20at%20a%20base%20somewhere.%20Every%20ship%20represents%20hours%20of%20work%20so%20there%20is%20a%20lot%20at%20stake."] Similar to games like EVE Online, there is real potential here for enormous space battles with hundreds or maybe even thousands of players in one area engaged in huge fight -- but it's all organic. You don't queue for PvP, it just happens in the world as a result of putting humans together. We naturally fight each other; it's inevitable. Novaquark isn't talking about other forms of PvP yet, such as on-foot combat or ground-based vehicles, but once everything is on display it could make for something really special. Whether or not Dual Universe can deliver on its lofty promises remains to be seen, but you shouldn't have to wait too much longer to get a taste since the Open Beta launches on August 27th, with a full launch planned for next year.

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David Jagneaux is a freelance writer for IGN. Talk RPGs with him on Twitter at @David_Jagneaux.



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Skull & Bones: Ubisoft Reportedly Rebooting Pirate Game

A report suggests that Ubisoft is rebooting its pirate IP Skull & Bones, which will now follow a "live" game model with ongoing storytelling inspired by Fortnite. Development sources told VGC that the game "had been struggling to carve itself a unique position among Ubisoft's existing portfolio of open-world games", leading the team to apparently reboot Skull & Bones last year, shifting away from "the premium box model" used by most of Ubisoft's AAA franchises like Assassin's Creed and The Division. [ignvideo url="https://www.ign.com/videos/2018/06/20/23-minutes-of-skull-and-bones-gameplay-in-4k-e3-2018"] According to the report, the rebooted Skull & Bones will feature "a persistent game world with quests, characters and storylines that will drastically evolve and change over time based on the collective actions of the community." The team behind Skull & Bones, which is also now reportedly being led by XIII writer/director Elisabeth Pellen, have been heavily inspired by Fortnite's success with "live storytelling." Skull & Bones was revealed during E3 2017 but was delayed until "2019-20" in early 2018, then delayed again in 2019, with no planned release date as of writing. In early 2019, Ubisoft unveiled a collaboration with Atlas Entertainment to create a TV show based on the game, a "female-driven drama set in the lawless frontier of the Indian Ocean at the end of the golden age of piracy in the 1700s." [poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.

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Monday, July 13, 2020

Redecorate Your Island With These ACNH Road Designs

ACNH road design, road paths, and codes to decorate your island.

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Assassin's Creed Valhalla Won't Restrict Romance Options Based on Eivor's Gender

One of the big announcements reveals for Assassin's Creed Valhalla from the Ubisoft Forward event is how players can change the protagonist Eivor's gender at any point during the campaign. But when it comes to romance, a Ubisoft representative confirmed that Eivor's gender will not limit or change any of the available romance options that will be present in the final game. Speaking to IGN during today's episode of IGN News Live, Ubisoft's Youssef Maguid confirmed that "there are multiple people you can romance in the game, and you can romance all of them as either gender." [widget path="global/article/imagegallery" parameters="albumSlug=assassins-creed-valhalla-ubisoft-forward-screenshots&captions=true"] The choice-based romance was introduced in Assassin's Creed: Odyssey and like Valhalla, romance options weren't restricted by the player's gender. One difference between Odyssey and Valhalla, however, is that in Odyssey Alexios and Kassandra are two different characters. Whereas in Valhalla there is only one Eivor, who can either be played as a man or woman. In Odyssey, the separation of characters by gender did leave some narrative hurdles including romance. In one of the DLC, either Alexios or Kassandra was forced by the story to have a child with Darius' son or daughter to carry on the Spartan bloodline. In our preview and interview with Assassin's Creed Valhalla narrative director Darby McDevitt, the developer confirmed that the Animus will have new powers in this game. "To explain why would spoil a long-running secret, but I will say that the whole reason for why you can switch [Eivor's gender] back and forth fully embraces the often-overlooked science fiction nature of our series," McDevitt said. [ignvideo url="https://www.ign.com/videos/2020/07/12/assassins-creed-valhalla-hands-on"] For more, check out IGN's hands-on preview with Assassin's Creed Valhalla and our round-up of everything announced at Ubisoft Forward. [poilib element="accentDivider"] Matt T.M. Kim is a reporter for IGN.

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Babylon's Fall Still in Development, Platinum Confirms

Babylon's Fall, the upcoming PlayStation 4 and PC game developed in partnership between Square Enix and Platinum Games, has been confirmed to still be in development, but the wait for more info will be longer than previously planned. The Babylon's Fall development team took to Twitter to say that while they "hoped to reveal more about the game this summer," fans of the dark fantasy action game with a brushstroke visual art style called "Brushwork Filter" will have to be a bit more patient. [ignvideo url="https://www.ign.com/videos/2019/12/10/babylons-fall-gameplay-trailer"] "Greetings," the Tweet reads. "Thank you to all fans who've been following along for updates on Babylon's Fall. While we hoped to reveal more about the game this summer, we can share that development on Babylon's Fall is continuing to progress well, with the team working safely from home." "Square Enix and Platinum Games are committed to delivering an exhilarating experience and we look forward to showcasing much more on Babylon's Fall to you as soon as we can." Babylon's Fall, which is the second game from both Square Enix and Platinum Games following NieR: Automata, was revealed during E3 2018 and appeared in December 2019's PlayStation State of Play with a gameplay trailer and the promise of "more information next summer." [ignvideo url="https://www.ign.com/videos/2018/06/11/babylons-fall-reveal-trailer-square-enix-and-platinumgames-e3-2018"] [poilib element="accentDivider"] Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com. Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

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These 59 Games Are Confirmed for the Xbox Series X

Here are all the confirmed Xbox Series X games so far.

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Everything We Know About PS5 Preorders So Far

UPDATE 3:25 ET July 13: A new "informational" page for PS5 is now live at Amazon. Preorders for the next PlayStation, PS5, are expected to go live soon. The big problem is no one knows for sure when preorders are coming, what the prices will be, and when PS5 releases. However, GameStop, Walmart and Best Buy all have mailing lists you can join for information on the upcoming PlayStation 5 console. Definitely worth a sign-up, in my opinion. While there's no page for PS5 on Amazon just yet, interestingly there is a search category for "PlayStation 5 Consoles." There just isn't anything in it as of the time of this writing.

Where to Sign Up for PS5 Preorder Information

The jury is still out. As we've now entered the second half of 2020, and the PS5 release window is simply "Holiday," we're no doubt getting closer to an announcement each day. Unfortunately for everyone excited for the PS5, we don't have any clear answers on price, preorders, PS5 release date or availability. However, this page is going to be our dedicated PS5 preorder link and information page once we do get that juicy info, so make sure to watch it like a hawk. Also, while you're here, you can get much more immediate stock updates by following IGN Deals on Twitter. Here are the retailers with placeholder pages for PS5, but as of this writing, no preorder or pricing info. [ignvideo url="https://www.ign.com/videos/2020/05/29/ps5-the-future-of-gaming-trailer"]

PS5 Availability

A report earlier this year claims Sony plans to make fewer PS5s for the console's launch than it did for the PS4 for the same period, keeping the initial supply at around 6 million units worldwide. This could mean the PS5 will be tricky to come by, but the report states the production decision is based on expected demand stemming from its price, and is also subject to change.

PS5 Game Prices

The good news is we know games like Far Cry 6 support free upgrades from PS4 to PS5. The bad news is, it looks like PS5 and Xbox Series X games will cost $70. [widget path="global/article/imagegallery" parameters="albumSlug=confirmed-playstation-5-games&captions=true"] [poilib element="accentDivider"]  

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Marvel's Avengers: How Ms. Marvel Is the Game's Unexpected Hero

Marvel's Avengers will feature some familiar faces to Marvel fans who may not be steeped in years of comics lore. Even if you've just been brought into the Marvel fold by the MCU, chances are you're pretty familiar with heroes like Iron Man, Captain America, Hulk, and more. But Crystal Dynamics' upcoming expansive adventure adds in a few key characters that more casual Marvel fans may not know as well — Kamala Khan, aka Ms. Marvel, as a hero and George Tarelton, aka M.O.D.O.K., as the story's villain. [ignvideo url="https://www.ign.com/videos/2020/06/24/marvels-avengers-meet-modok"] IGN spoke with Avengers creative director and writer Shaun Escayg about the studio's attempts to make a unique, modern Avengers story, and how their spin will hopefully offer fans something fresh and unexpected.

Ms. Marvel Reassembles the Avengers

Marvel's Avengers isn't an origin story, it's a tale of reassembling the iconic hero team. As Marvel's Bill Rosemann previously told us, even general Marvel fans are pretty aware of what the superhero team's origin stories look like. But in figuring out how to craft a story of reassembly, Escayg explained how figuring out who was the one bringing these heroes together led them to Ms. Marvel, both on gameplay and narrative levels. "One, from a game structure, of going out and meeting your Avengers, and assembling your team, and then building them up, as well as a narrative structure of this protagonist that would see the Avengers and their humanity, and celebrate their mistakes, their empathy, their conflicts, and understand that this embracing of these things is what makes these heroes great, led us down the path of Kamala Khan," Escayg said. [widget path="global/article/imagegallery" parameters="albumSlug=marvels-avengers-character-combat-breakdown&captions=true"] "She is a fan like we are, as players are, and she sees the heroes like we do. And she even approaches it more from a participatory type setting, which, to me, is the best blend of both gaming and storytelling." Lead combat designer Vince Napoli even told us how Kamala's love of the heroes plays into her gameplay — many of her moves are inspired by the combat abilities of the other playable Avengers. Kamala was a personally important inclusion to Escayg, as he's a first-generation immigrant and Kamala is the daughter of Pakistani immigrants. He and the team understand the weight her experiences carry, and also understand how her perspective can speak to fans who have ever felt lost or alone and found solace in the stories of these superheroes. [ignvideo url="https://www.ign.com/videos/2019/10/04/marvels-avengers-kamala-khan-embiggen-trailer-nycc-2019"] "I think a lot of people can relate to not truly fitting in anywhere at some time in their life, and finding solace and conflict in these superheroes, or finding this mutual olive branch between people who love these heroes," he said. "And that's where Kamala Khan is particularly powerful for us as our player perspective and introduction into this world. She gives us this view of these heroes, and she's on her back footing in relating to her environment and feeling like an outcast. But these heroes give her comfort, and they bond her with this new environment that she's navigating." Kamala's introduction into the story balances both the themes of ostracization and hope for reassembly that play so deeply into her and the Avengers' story. [poilib element="quoteBox" parameters="excerpt=That's%20the%20DNA%20of%20a%20true%20superhero%20that%20we%20can%20all%20relate%20to."]"She goes to A-Day, and to add insult to injury, she's infected, further ostracized. But still, that hope, that unrelenting, undying hope," Escayg explained. "That's the DNA of a true superhero that we can all relate to. And it's not a power that is foreign or alien, it is something within us, innate in us, that can say, 'We are all superheroes. We can all aspire to that.' "And that's where she is particularly important to me, important to us at the studio, important to the writing team, to Marvel. And we hope that we continue to do her justice."

A Worthy Opponent

But Marvel's Avengers isn't just exploring how the Avengers come back together — it's dissecting what broke and kept them apart for years after the events of A-Day, which we saw when Avengers was showcased at E3 and Gamescom 2019. Escayg described the central conflict, which introduces A.I.M. and the villain M.O.D.O.K., as one of "science versus superhero" — with Tarleton and Kamala representing the two sides of this debate. "It's not just the Avengers have broken up several times as you've seen in comics, and in the MCU, over this struggle with their superpowers. But this was more of public perception that they're not heroes at all. And in that vacuum, what could offer the alternative, which is science as an answer," Escayg said. [widget path="global/article/imagegallery" parameters="albumSlug=marvels-avengers-ps5&captions=true"] "What if we harness these superheroes powers? What if we use technology to make these decisions, to control it, to make it AI perfect," he explained of the viewpoint A.I.M. and M.O.D.O.K. offer the world. "Then if that can happen, then why do we need these emotional beings that are super powerful that wreak havoc? Maybe we can find a more pragmatic approach to protecting the world." Those questions then even tie into the heroes' doubts about themselves, Escayg explained. Whether it's Bruce Banner's scientific background or Tony Stark's concerns about his technology falling into the wrong hands. But in a world where science has seemingly supplanted heroes after A-Day, Kamala, now an Inhuman and with powers of her own after loving these heroes for so much of her life, presents an alternative — even if it's one the Avengers aren't immediately ready to accept. [ignvideo url="https://www.ign.com/videos/2020/06/25/marvels-avengers-preview-playing-as-thor-and-ms-marvel"] "The Kamala argument is the opposite argument, which is, these differences are what make the Avengers strong. Embracing who we are, understanding who we are is what makes the Avengers strong. They are their empathy, and I would even say their mistakes, particularly their conflicts. These differences are how they can relate to humanity, because they are us. And by that extension, they are the best protectors of us," Escayg says of Kamala's viewpoint. [poilib element="byline" parameters="text=The%20Kamala%20argument%20is...these%20differences%20are%20what%20make%20the%20Avengers%20strong."]And while it's a viewpoint Marvel's Avengers will explore in its campaign, it's also a theme that can continue to be mined for story in the future. Rather than offering just a self-contained story, Avengers will continue its life with new heroes and locations and story introduced via its War Zone missions. Escayg spoke to the challenge of wrestling with these ideas both within the story but also in planning out the future of Marvel's Avengers. "It was a theme we knew we couldn't resolve fully. We could only get the team together and know that there's a lot more work to do for the Avengers, and heroes to come in this world that would push those narratives and those themes further," he said. "It gives us a much wider story pallet to choose from and to introduce new ideas and challenges to this theme." For more, be sure to check out our hands-on preview with Kamala Khan and Thor in Marvel's Avengers and learn how Crystal Dynamics and Marvel came together for Marvel's Avengers. And stay tuned for more from our IGN First coverage all month long. [poilib element="accentDivider"] Jonathon Dornbush is IGN's Senior News Editor and host of Podcast Beyond! Talk to him on Twitter @jmdornbush.

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Sunday, July 12, 2020

Watch Dogs 2 Guide and Walkthrough

Take advantage of that free game you got from Ubiforward and use this

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Far Cry 6: Giancarlo Esposito on Who His Villain Anton Is

Far Cry 6's reveal brought with it the confirmation of who would be joining the ranks of the series' iconic villains — Breaking Bad and The Mandalorian actor Giancarlo Esposito. Esposito plays Anton Castillo, a dictator in the island nation of Yara and its capital city, Esperanza. IGN spoke with Esposito ahead of the announcement to discuss Anton's motives, his layered characterization, and a bit more about the fictional island nation at the heart of Far Cry 6. [ignvideo url="https://www.ign.com/videos/2020/07/12/breaking-bads-ultimate-villain-is-now-far-cry-6s-final-boss"] "His father was a dictator before him and he wants to empower the people to take their country back. His goal is to use the resources that they have within the country to survive without allowing outsiders to come in and co-opt their scientists, their intellectual property, all of these things," Esposito said, noting that Anton was "born with a silver spoon in his mouth." And Anton is, well, grappling with quite a bit as Esposito explained: "He really means good, but he's in a world that's moving progressively forward faster than he is. And he has to find the assets that his people have to be able to exploit those assets and allow his people to believe in him, all this in the midst of a civil revolution that's happening in his country by several different factions that he's got to put down...and he's trying to raise a son." [widget path="global/article/imagegallery" parameters="albumSlug=far-cry-6-images&captions=true"] That relationship with his son, who we also see in the Far Cry 6 reveal trailer, is key to the humanity Esposito sees in Anton. His son is played by Anthony Gonzalez, who starred as Miguel in Pixar's Coco. "His relationship [with his son] is he's impatient. His son isn't as grown as he wants him to be," he said. "He wants him to grow up faster, he wants to give him the skills and empower him to know that he has the power over life and death. Very difficult thing for a young man, just going through puberty to get wrapped around. How do you turn your back on being youthful and grow up quickly to be groomed, to take over a small island nation?" Esposito, who said he believed the game was set in present day, explained how Winston Churchill actually inspired the way he portrayed Anton, as a dictator ruling over a paradise that doesn't really know how to make full use of what it offers. [ignvideo url="https://www.ign.com/videos/2020/07/12/far-cry-6-reveal-trailer"] "It makes me think of Winston Churchill when he went to Uganda years ago, he said that was the jewel of Africa. It had everything. And that was my vision," he said. "It was feeling as if I'm in this lush place that had no means to get out the cucumbers and the potatoes. It had no means to really market the beautiful flowers to the world, that had no leadership, hadn't followed through to be able to take advantage of their assets and yet keep them still at home. Anton is really complicated, yet he knows he has to rule with an iron fist and put down the revolutionaries to be able to start the process of healing to begin with." For more on Far Cry 6, we also spoke to narrative director Navid Khavari, who told us why the game has made a return to a tropical setting for the first time since Far Cry 3. [poilib element="accentDivider"] Jonathon Dornbush is IGN's Senior News Editor and host of Podcast Beyond! Talk to him on Twitter @jmdornbush.

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Ubisoft Announces a Second Ubisoft Forward Conference

Ubisoft has just finished its first Ubisoft Forward event – and announced that it will broadcast later this year. Ubisoft's Yves Guillemot said that there will be "a lot more to come" from Ubisoft, and an Ubisoft spokesperson said the next conference will include "games news and updates" Today's event saw release dates announced for Far Cry 6, Watch Dogs Legion and Assassin's Creed Valhalla, among other announcements. [poilib element="accentDivider"] Joe Skrebels is IGN's Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

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Assassin's Creed Valhalla's Upgraded Animus Allows You to Change Eivor's Gender

Assassin's Creed Valhalla will introduce new narrative elements for the Animus that provide lore justifications for new gameplay possibilities, namely the ability to switch the gender of the player character at will, as well as bring modern-day protagonist Layla into the historical open world. A recent hands-on demonstration of Assassin's Creed Valhalla I took part in featured the ability to swap Eivor's gender from a menu. But it turns out this isn't a demo feature to allow journalists to show both male and female versions of the character to readers. Talking to IGN, Valhalla's Narrative Director Darby McDevitt explained - while avoiding any story spoilers - that this is a new gameplay feature to ensure both male and female versions of Eivor are considered canon. The feature is backed up by new lore that upgrades the abilities of the Animus, the machine that allows Assassin's Creed's characters to explore the memories of their ancestors.

"You can go into the Animus layer of our game," he said. "There's an option to change the memory stream. To explain why would spoil a long-running secret, but I will say that the whole reason for why you can switch [Eivor's gender] back and forth fully embraces the often overlooked science fiction nature of our series." [widget path="global/article/imagegallery" parameters="albumSlug=assassins-creed-valhalla-ubisoft-forward-screenshots&captions=true"] "We've got this thing that's called genetic memory, and we've got this Animus," he added. "What are all the ways you can play with that? And how could we leverage that to make a character that you could choose male or female? We found a way that we think is pretty satisfying." While McDevitt would not explain the story reasons for the Animus doing this, it seems reasonable to predict that this is an continuation on from an idea explored in Assassin's Creed Odyssey. In that game, when the Animus scans DNA found on Leonidas' spear, it finds two potential matches in siblings Kassandra and Alexios, hence your choice of protagonist. For Valhalla, we may be dealing with a damaged DNA sample that cannot determine Eivor's gender, and so the simulation fills in the blanks based on what Layla/the player asks it to do. The Animus also has another new ability: to bring modern-day protagonist Laya into the simulation itself, allowing you to control her in the Anglo-Saxon open world. It's an innovation designed to solve a problem previous games have had. "The modern day story often grinds the experience to a halt," McDevitt said. "Taking you out of whatever historical period you're in and putting you into the present day where you have a bunch of different characters with different skills, different affordances, and different abilities. It really has this kind of hard stop." Layla being able to explore the open world prevents that hard stop. "The story is that there are anomalies inside the stimulation. And when you find them as Eivor, Layla and her handlers will pause the simulation, and set up this big thing for her to deal with. It's a big puzzle, lots of intense puzzle solving and parkour so that you can acquire a bit of interesting data and then close this rift." [ignvideo url="https://www.ign.com/videos/2020/05/07/assassins-creed-valhalla-game-engine-reveal"] "And so that the experience is much more comfortable," he adds, "you're not just going into a loading menu, going into a small office somewhere in the present day. You still get to be Layla, but you get to be Layla in the past. And so that means that all these interesting skills that she may have learned - the parkour, the epic vistas, and the puzzle solving - you get to float right into that without any kind of hitch." For more from Assassin's Creed, check our our big breakdown of the evolution of the series, as well as our hands-on with Valhalla. [poilib element="accentDivider"] Matt Purslow is IGN's UK News and Entertainment Writer. 

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Watch Dogs Legion: How the Delay Improved the Game

Watch Dogs Legion was originally meant to come out on March 3, but saw a lengthy delay (and will now arrive on October 29) - thankfully, creative director Clint Hocking says that allowed the game to improve, even allowing the team to incorporate ideas it thought were out of reach before the original release date. Speaking to IGN, Hocking explained that the delay was due to "reasons external to the project", and described the mixture of emotions upon being told the release would be pushed back: "Obviously the day the word came down was devastating because you put yourself in the mental mindset of 'We're going to close this and get it out the door.' And that takes a little bit of time to undo but after a few days of stewing in it, it's like, 'Oh yeah, actually, this is great. This is great.'"

The reason those extra months worked so well for the team was seemingly in how it allowed to team to take its near-finished systems to the next level, particularly its standout "Play As Anyone" idea, where every AI character can be recruited and used for their own generated stats and abilities. [ignvideo url="https://www.ign.com/videos/2020/07/12/watch-dogs-legion-welcome-to-the-resistance-trailer"] "We were very close when we were ready to ship," explains Hocking, "and the delay has allowed us to really look at the things that were out of reach for us back then, and how to incorporate those things and add a layer of polish and realization and clarity to the game." "So the most important thing I think we've done is added a lot more refinement to traits and the abilities that you find on characters in the world, and better ways for aggregating those into individuals. As a consequence of that, we have a lot of cool characters that kind of emerge out of these great traits." The idea is that the kinds of characters - and the skills they offer you should you recruit them - will be more varied and interesting, and that they suit the characters themselves better. For instance, an architect with construction site safety gear would be able to enter a restricted construction site - but a construction worker who works on the same site may have the same privileges, but come wielding a nail gun, and able to call in a cargo drone that could let them access hard-to-reach areas. It turns the population of London into something like a strategic smorgasboard of gameplay opportunities, and potentially a more immediately readable one, where the kinds of clothes someone wears, or the job they have translates to your needs as a player. In a similar vein, progression systems were also tweaked so that players wouldn't feel punished for experimenting with lots of recruits, rather than specialising in a few. On the widest level, Hocking says the delay has also allowed the game to better translate its biggest moments, such as uprisings. Each London borough in the game includes activities that weaken the Albion corporation's control in the area. "Once you do all of those activities in a borough," explains Hocking, "you get a borough liberation mission, a really custom beat with unique gameplay and a really cool challenge. And then that causes the people in the borough to rise up and that makes them much easier to recruit, and it gets rid of the Albion checkpoints and reduces the Albion presence in the streets. It really makes it feel like you're actually taking the city back." The delay apparently allowed the team to turn these from unique missions into moments that communicate the sense of the population rising up to take the city back from their oppressors. [ignvideo url="https://www.ign.com/videos/2020/07/12/watch-dogs-legion-gameplay-overview-ubisoft-forward"] Watch Dogs was already an exciting set of ideas, so the fact that the extra time in the oven has resulted in even deeper systems should hopefully make that wait a little more palatable. [poilib element="accentDivider"] Joe Skrebels is IGN's Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

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Assassin's Creed Valhalla Hands-On Preview

I guide my longship along the waterways of East Anglia, one of the regions of Assassin's Creed Valhalla's Anglo-Saxon map. Ahead is the shoreline of Beodericsworth, which will soon be the stage for one of this Viking-themed entry's flagship features; raiding. With the blow of a horn, my crew begin bailing out, charging up the sands and crashing into the shields of the village's unprepared guards. Wood splinters, blood gushes, and heads drop from shoulders. It's exactly the kind of skirmish you'd expect from a Norseman raid. Inside, we hack apart the guard leaders defending the village's treasures and take it for ourselves. Amongst our findings are two caskets so large it takes multiple vikings to get them open, filled with raw crafting materials. It's a bounty that will, at the very least, get a knowing nod from Odin, if not a smile. [ignvideo url="https://www.ign.com/videos/2020/07/12/assassins-creed-valhalla-hands-on"] Raiding in Assassin's Creed Valhalla feels smaller scale than I expected, but is nonetheless good fun, and a vital part of fulfilling the Viking fantasy at the heart of the game. It's also not the only way to pillage a Saxon settlement. The first time I approached a raiding target in a recent three-hour hands-on with Valhalla, I actually bailed out of the longship on my own, snuck around the back, and crept from guard to guard, taking them out silently. Stealthing the entire camp was overly easy due to the enemies standing perfectly still at their posts - something I hope will be upgraded with patrol paths by the time of full release - but some satisfaction remained thanks to the fact that Assassin's Creed's iconic hidden blade has been restored to full power once again, killing instantly with a generous splash of crimson.

Post-raiding party, I take protagonist Eivor to meet up with fellow clansman Finnr, who sets us on a course to assault Burgh Castle in Northwich, where we'll face a rival clan. This transitions into what is effectively the boss fight version of raiding; Valhalla's siege assaults. This one begins with a Viking variant of D-Day, with landing craft exchanged for longships and machine gun fire swapped out for volleys of flaming arrows. [poilib element="quoteBox" parameters="excerpt=The%20iconic%20hidden%20blade%20has%20been%20restored%20to%20full%20power%2C%20killing%20instantly%20with%20a%20splash%20of%20crimson."]As the boats hit the shore and the first set of walls are blown apart, I become tangled up in the first phase of the main assault. It's here where Valhalla's combat really shines, despite the rough edges of the work-in-progress build. It's an iterative upgrade of the system first introduced in Assassin's Creed Origins, but one with enough Norse-flavoured garnish that it feels just right. Active abilities return, including one that has Eivor hurl half a dozen throwing axes into a collection of nearby enemies, and another that's basically a charge-and-tackle manovre that lasts for as long as there's still yards left to sprint. Such abilities can only be triggered by spending adrenaline, which is built through performing standard attacks and parries. But the moments between those super-powered blows are no less entertaining. Enemies have a stun meter, which when worn down allows you to follow up with finishers such as beating them over the head with their own shield, or swinging your axe up through their chin. Foes knocked to the floor can be leapt and stomped on as if they were a bed at a child's slumber party. And if they refuse to fall over, they can be gleefully booted across the battlefield with the Kick of Tyr; essentially Odyssey's Spartan Kick in all but name. In moments like these, the spirit of the berserker really starts to shine through. With the first courtyard clear of enemies, I'm able to use a battering ram to break down a timber perimeter fence and progress up to the gate. There are three phases in the assault (frustratingly without checkpointing in this preview build, meaning a full restart on death) with each introducing a new wrinkle of complexity. At the next gate, contained within a stone archway, archers fire arrows from wall-mounted ballistas and pour gallons of burning oil over the ramming crew. On the other side in the final courtyard, the castle's hardiest occupants do their best to scupper your assault. [widget path="global/article/imagegallery" parameters="albumSlug=assassins-creed-valhalla-ubisoft-forward-screenshots&captions=true"] By this point, I'm feeling fairly exhausted (I'm on my third attempt) and Eivor is feeling the burn. There's no regenerating health in Valhalla, nor an HP boosting ability like Odyssey's Second Wind. Instead, you have rations; effectively health potions made up of food gathered from the open world. While the grounds of the castle have a few mushrooms to nibble on, by the last phase of the assault I've picked both the land and my pockets dry of food, and have sustained a dent to my HP meter. In other words, I'm not well equipped for the boss battle the game then throws me into. Rued is a rival Viking armed with a longsword he can set ablaze, and is accompanied by a pet wolf. Like with many of Assassin's Creed Odyssey's boss fights, it's in this battle where you can detect some potential Soulsborne influences. Eivor has a stamina meter, depleted by dealing heavy melee damage, dodging, and absorbing enemy strikes with your shield. While light attacks may come for free, in a tight boss fight arena populated by a walking mountain and a ravenous wolf, it means stamina is constantly in need of attention. The wolf is able to grab hold of my shield in its maw, opening me up to heavy cleaves from Rued while I try to wrestle my arm free. A few well-placed strikes and some throwing axes knock the wolf out of the fight, leaving just Rued and I to dance it out atop the castle wall. As the fight progresses Rued begins to throw his weapons at me, but the combination of his attack patterns and the gap between us means there isn't enough time for me to pull out my bow and strike back at range. With the screen fading to black as my health drops to critical levels, I'm just able to dodge a blow and generate enough adrenaline to perform Dive of the Valkyries; a leap that brings both my axe and shield down on Rued in a bone-crunching slam. He's done for. Before I can bury the hatchet in his skull, though, my hand is stayed by Oswald, an Englishman ally who we've saved from Rued's clutches. He preaches of fair trials before God, and I'm offered the choice to kill or spare my enemy. I do the sensible thing and slice open Rued's neck with an axe, much to Oswald's distaste. [ignvideo url="https://www.ign.com/videos/2020/04/30/assassins-creed-valhalla-official-trailer"] A bug in the demo - something not uncommon in pre-release builds - means I have to reset the game. I continue from where I left off, but am told that in this save game Eivor has abided by Oswald's request and spared Rued. Fair enough, I think, that'll keep him happy for his wedding, which is Valhalla's next quest. Very much following in Odyssey's footsteps, Valhalla - at least in this showing - has a well-judged balance between light and dark. After a gloomy castle siege I'm treated to a wedding filled with fun conversations and mini-games. I'm challenged to shoot a field full of targets after downing a flagon of ale, and take part in a drinking competition in which I need to neck no less than three horns of beer and not fall over in the process. It's a delightful time to celebrate Oswald uniting with our clan as he marries Norsewoman Valdis. At least, it is until Rued crashes the party. It appears that Valhalla has ambitions to take the RPG side Assassin's Creed up a notch; this moment feels like the kind of narrative consequence akin to what we'd see in games like Dragon Age. Because Rued had been spared, he turns up at the wedding looking for vengeance (had he died, I'm informed I'd instead be enjoying a race around the town). But rather than my blood, it's Oswald's he's here to claim. At this point I'm offered another choice; I can let Oswald fight, or I can be his champion and kill Rued on his behalf. I take the latter option, and while I cut down Rued for good this time, Oswald seems slightly disappointed in me taking his place. I wonder if, in later hours, this will have a negative effect on our relationship. I also wonder if this is not just a one off event, but a promise that Valhalla is filled with these kinds of choices and repercussions. [poilib element="quoteBox" parameters="excerpt=There's%20a%20drinking%20mini-game%20that%20demands%20you%20neck%20horns%20of%20beer%20and%20not%20fall%20over."]Along with narrative choices, Valhalla also iterates on the RPG stats systems its predecessors added to the Assassin's Creed mix. Alongside the familiar active abilities is a constellation-style map of skill upgrades that provides a variety of passive upgrades. Some improve your basic stats - higher damage, increased health - while others unlock new combat moves such as stun attacks and finishers; those additional attacks that make the combat that extra bit more flavourful. Together, all of your upgrades increase your Global Power rating, a numerical indicator as to how powerful you are that replaces standard levelling. Alongside the introduction of further RPG mechanics, Valhalla's world is also significantly more traditional of the genre, too; when galloping around it on my horse, or sailing down rivers on my longboat, it was easy to mistake England for The Witcher 3's Velen. This means, visually, Valhalla is less striking than Odyssey or Origins, with its practically Tolkien colour palette feeling less fresh than the sands of Egypt or mediteranean greenery of Greece. Yet, perhaps because I'm English, I can't help but get a thrill out of exploring just-about-recognisable versions of my own homeland. [ignvideo url="https://www.ign.com/videos/2020/07/12/assassins-creed-valhallas-mythical-bosses-gameplay"] It should also be noted that Valhalla embraces British folklore perhaps more than it does Norse Mythology; as I explored this small chunk of the world I came across Black Shuck, a huge black dog that's part of classic East Anglian folklore, as well as two members of the Daughters of Lerion; Gaelic women dressed in skulls with a fondness for sacrificial rituals and the supernatural. As with Odyssey, exploring uncovers optional bosses and other fun activities, although this time it's all a lot more goth. Assassin's Creed Valhalla looks to be, as is the tradition of the series, an iterative update on its predecessors. If the new approach to RPG design and gear-based progression has put you off the series, this slice of the game indicates that you'll likely be unconvinced by Valhalla's barely altered direction. But the few changes it makes to those systems suggests developer Ubisoft Montreal may have a newfound confidence in its RPG abilities, and a willingness to embrace more of the genre's toolset. If its branching story points are frequent occurrences, it may be that Valhalla's real innovation comes from player agency in the narrative, rather than any mechanical revisions. Provided the game delivers on that promise, my only genuine concern is that the return of the lethal hidden blade hasn't resulted in instantly satisfying stealth. It currently feels underbaked due to those stationary guards, and so needs some extra challenge to make it a worthwhile alternative to the entertainingly barbaric combat encounters. Fix that, and Assassin's Creed Valhalla might well be able to both reclaim its lineage and further its admirable RPG ambitions. [poilib element="accentDivider"] Matt Purslow is IGN's UK News and Entertainment Writer.  

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Watch Dogs: Legion Hands-On — A World Worth Exploring

Watch Dogs: Legion follows the series' established hack-heavy formula, but the new recruitment system adds a refreshing layer of intrigue underneath your run of the mill missions. All of which still have the fun of outsmarting enemies or finding the right angle to solve a puzzle, download a key/file, or wreak havoc from afar. But the most appealing part of Watch Dogs: Legion is finding and recruiting new people. From potential new weapons to lovable characters with fascinating backgrounds and recruitment missions, you have nothing to lose and everything to gain by expanding DedSec.

Watch Dogs Legion's Degrees of Dystopian

Set in near-future London, the bombings DedSec was framed for have led to an authoritarian state in which Albion - a private military corporation - has taken over policing while an intelligence community, led by Signal Intelligence Response Service (SIRS), spies on London's citizens. In an attempt to clear DedSec, you're tasked with finding out who is responsible for the London bombings. Villains include Nigel Cass, CEO of Albion, and Mary Kelly, leader of an organized crime syndicate in London.

In keeping with the series norms, Watch Dogs: Legion operates in the extremes of tech-gone-too-far and corporations-up-to-no-good. It's what I expect, but as an exaggeration of where society could head, some storylines are more believable and intriguing than others. An Albion security guard making a janky deal to get medicine felt like a natural extension of the current ways governments fail their people, but an evil CEO shooting someone with a room full of high-powered witnesses felt more cartoonishly evil than cleverly dystopian.

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Making every character playable is a narrative risk, but it's one Watch Dogs: Legion seems to pull off based on what I've played so far. Those who felt Marcus Holloway's cutscene persona didn't match his mid-mission murders may have a hard time buying into the idea of convincing anyone on the street to join what's publicly viewed as a terrorist organization — favors aside.

The script differences highlight each character as a unique individual rather than a generic stand-in. From the reserved yet no-nonsense attitude of the old lady I added to my team to my recently recruited Albion guard frantically chatting while she drives through London as if to say "Oh my god; I can't believe I'm actually doing this."

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And at the end of the day, there's nothing wrong with things being a bit video game-y if the ends justify the means, and in Watch Dogs: Legion they seem to do just that. Playing as anyone goes as narratively smoothly as it can, given the gameplay, and the experience of recruiting randos makes for a joyous open-world experience.

Operation After Operation

While there are plenty of new elements to Watch Dogs: Legion, such as ridable cargo drones, the fundamentals are still present. Take over cameras to redirect power, download data, or interact with nearby objects to create distractions or explosions. Distract enemies by sending something to their phones. Or go straight into combat, which leans even more heavily on player choice with enemies only using melee attacks against you until you pull out your gun and decide it's time for a firefight. This is particularly convenient for those looking to stealth and hack their way through encounters.

My demo dropped me to the midpoint of the game where missions were a routine to-do list of heading from location to location, hacking drones to scope out the area, and then hacking cameras to download access keys or cause mayhem. At this point in the game the ability to cloak enemy bodies was available, allowing for a more aggressive playstyle, with stealth easier to pull off without alerting foes. London's various buildings, tourist spots, and construction sites made for a fun playground to strategize my way through each gig.

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The loop may be familiar, but that doesn't make it any less fun. As usual, I found that causing destruction without getting my hands dirty was far more amusing than doing stealth takedowns of less than intelligent A.I who have dull walking patterns and are easily lured or distracted. Seeing how many enemies I can kill by stringing hacks to set off carefully timed explosions before I even step foot in a building never ceased to satisfy. If I was spotted, I found it easier to lean on whatever guns I had available than to bother regaining my cover or fighting hand to hand.

Driving in London

Fast travel still exists and some characters even have their own vehicles (often equipped with useful tech),   but otherwise there's good old-fashioned carjacking. A clever, futuristic touch is the option to steal a self-driving car (just look for the icon on the windshield). No driver or passenger punching required!

Driving still feels arcade-y at heart but some vehicles control better than others. The narrower and more roundabout-filled London streets make for a slower, more challenging drive than speeding down San Francisco. Of course, there isn't much of an immediate penalty for running over lampposts or even pedestrians.

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However, upon closer examination you'll notice that running over someone makes them like you less. Good luck recruiting the person you just hospitalized (still possible! But an awkward icebreaker once they recover). Albion may come after you if they see you commit a crime, but losing them isn't too difficult as long as you put enough distance between the two of you. Some nice touches include the fact that they can follow you into buildings — your safe house is inaccessible when you're under pursuit —  and if you're cornered, an electrical device can latch onto your car, rendering it undrivable.

Making Your Team is a Dream

By far, Watch Dogs: Legion's biggest and most impressive differentiator is the ability to play as anyone. Though getting complete intel on a person (down to their schedule) requires you to upgrade the DeepProfiler by using Tech Points you find hidden in the world. Getting to know them will tip you off to what they're looking for and unlock their recruitment missions to turn an initial No into a Yes.

The borough uprising system lets you take on missions to empower a borough and give them a more positive outlook on DedSec.

Some recruitments will be mandatory as part of the campaign, such as an Albion guard, but you mostly have free reign. If you just want to get the best of the best, DedSec will mark a few people of interest on your map who have been predetermined as good recruits, such as a Drone Expert and Bee Keeper. But you're also free to recruit whoever is roaming around London.

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The first person who caught my eye was an adorable old lady who was looking for some Darts competition. To recruit her, the first step was to go to the pub and play her in Darts, which is one of the most appealing mini-game side quests I've ever had the option to do. Hell yes, I want to play this old lady in Darts to get her to join DeadSec! Winning led to her recruitment mission of investigating how her job replaced the 300 workers who were laid off.

I could see this recruitment loop getting stale over time but, during my brief session, I adored every moment of it because I was doing it for my new recruit and my reward was having her there for the rest of my adventure - despite the fact that the mission itself was nothing special.

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Unfortunately, she was arrested shortly after being recruited. Despite previous plans for mandatory permadeath, no one dies in Watch Dogs: Legion unless you opt-in to play with permadeath on. Instead, they just get arrested or hospitalized and locked by a timer. You can go to the police station and potentially get them out early but the easier solution is to just switch to a different operative. Having certain operatives on your team such as Albion guards, police officers, or EMTs will decrease your time in jail or the hospital.

A Dynamic and Diverse Group

Each character has their own loadouts, perks, professions, personalities, and backgrounds. Weapons and tools are shared across your team and can be swapped, but there are some gadgets and guns that are locked to certain types of recruits.

Uniform Access allows for certain characters to enter restricted areas more easily. So walking into a construction site as a construction worker means I can more freely walk through the area and it takes longer for enemies to detect my presence. However, they can still realize I don't belong there so it's not an instant win.

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My assassin had a slew of powerful guns at her disposal but the graffiti artist had a paintball gun and would spray folks in the face after executing a takedown. Even across folks from the same background there's some level of variation. For instance, one construction worker will have a different set of tools than another.

There were some rough edges in the build I played. When characters are defeated the animation looks a bit goofy, and there are some questionable drivers. But some of these may be cleared up by launch. Overall, I thoroughly enjoyed my time with Watch Dogs: Legion and grew attached to the different characters, their arsenals, and their sparkling personalities. The lack of a primary main character doesn't detract from the story. Instead, it incentivizes exploring and immersing myself in a world I otherwise may have ignored in favor of mainlining the story.

Watch Dogs: Legion's gameplay follows the established formula of hacking devices to accomplish your task at hand with the option to go in guns blazing - though it's the less enticing route when you have plenty of gadgets at hand and drones overhead.

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Janet Garcia is IGN's associate guides editor. Follow her on Twitter @Gameonysus to see who she recruits next.



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