Showing posts with label IGN Video Games. Show all posts
Showing posts with label IGN Video Games. Show all posts

Star Wars: Battlefront 2's Janina Gavankar Cameoed in The Mandalorian, And You Definitely Didn't Notice

The Star Wars galaxy might be far, far away, but it’s composed of a surprisingly tight-knit group of collaborators. For example, Janina Gavankar, who starred as Iden Versio in Star Wars: Battlefront 2, had a small part in the most recent episode of The Mandalorian. But not as Iden. Instead, Gavankar helped puppeteer a Mon Calamari's nostrils. The most recent episode of The Mandalorian finds our stoic Baby Yoda dad hanging out with some new acquaintances and a Mon Calamari. This is where you’ll — well not "see" per se — but see Gavankar's work as the second puppeteer of the nostrils on this Mon Calamari. [widget path="global/article/imagegallery" parameters="albumSlug=every-actor-and-character-in-the-mandalorian&captions=true"] In a phone call with IGN, Gavankar shared how she wound up on the set of the most recent episode of The Mandalorian, "The Heiress," where she helped puppeteer a special effect on the show. As it turns out, the effects for the Mon Calamari were handled by special effects wizard Frank Ippolito of Thingergy Inc. Ippolito and Gavankar go way back, having worked on eight different projects together and even winning a Jury Award for “Creature Effects” at SXSW for Gavankar’s short film Stucco. “[Ippolito] is one of the many special effects artists that work on The Mandalorian,” Gavankar says. And Ippolito was one of the makers and actors behind a Mon Calamari seen in the teaser trailer for The Heiress. The one putting their hands on their hips while the trailer cuts to the Razor Crest seemingly crash landing. “There is a Mon Calamari who puts their hands on their hips. That’s Frank Ippolito who’s inside that rig. He made that headpiece and it takes two puppeteers to animate it,” Gavankar revealed. “And they needed a second puppeteer to just handle the nostrils of this character. And [Ippolito] called me and he said, ‘Do you want to come puppeteer the nostrils of this Mon Calamari?’” “And I said ‘f**k yes.’” Gavankar's arrival on the set turned many heads including David Filoni who recognized Gavankar but didn't realize the purpose of her visit on set. When Gavankar revealed she was there as a puppeteer, she says the response she got from Filoni was "one of those 'of course you are,' kind of things." [caption id="attachment_2438457" align="alignnone" width="1280"]Not seen: Gavankar puppeteering a nostril. Not seen: Gavankar puppeteering a nostril.[/caption] So yes, when you see the Mon Calamari’s nostrils in the latest Manadlorian episode, remember that it is the work of Iden Versio, or rather her actor Janina Gavankar. Gavankar does say she would love to reprise the role of Iden if asked to by LucasFilms. "We know how she dies but we don't know about the years in between. There's a lot of life there so if anybody asks me to come back and play [Iden] I'd be delighted to do so." For Gavankar’s portrayal of Iden Versio, an Inferno Squad commander and star of the campaign mode in Star Wars: Battlefront 2, check out IGN’s Battlefront 2 review. And be sure to check out our review of The Mandalorian Episode 3. [poilib element="accentDivider"] Matt T.M. Kim is a reporter for IGN.

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Xbox Series X|S: 4 Things We Love & 3 Things We Don't

As with any new hardware, new game consoles have their strengths and weaknesses. Several of our staff have now spent more than a week with the Xbox Series X and S, and have put together a list of the things they love on Microsoft’s new systems as well as where both new Xboxes have room to grow.

Check out the video below, or scroll down for the full list!

What the Series X|S Does Well

Here's what we really like about the new iteration of the Xbox experience.

Presentation

The presentation when you open the Series X packaging is honestly, genuinely the best I’ve ever seen in any console. It really feels like you’re opening up something special. It’s Apple-level good, if not better.

– Ryan McCaffrey, Executive Editor

Setting up a console shouldn’t be a pleasure, but somehow Series X makes it one. After a quick sync-up, the entire set-up process can be handled through the Xbox app. It’s simple, seamless, and feels somehow futuristic – not to mention lets you check in on other settings while your new console downloads and installs an initial update.

– Joe Skrebels, Executive Editor

In a world where tech is starting to think outside the box in design, I actually love the modern take of the Xbox Series X. While much bigger, the upright orientation reminds me so much of Amazon’s flagship Echo device. But there’s still a simplicity to it that doesn’t make it stand out too much. I placed it right next to my TV standing straight up, and I keep forgetting it’s there, it just blends right in.

– Mark Medina, Editorial Producer

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Set-Up / Configuration

I’m thoroughly impress ed by just how seamless migrating from the Xbox One to the Series X is; you barely need to lift a finger. A few hours after plugging in the external HDD from my Xbox One X, my Series X had pulled down the upgraded version of Forza Horizon 4, put it straight on the SSD, grabbed my save from the cloud, and I was back on the road. You barely miss a beat. I’m also not sure it can be understated what a great ecosystem the modern Xbox environment has now become, with four generations of games living side by side on the same device. It’s a crying shame the PS5 couldn’t pull off the same trick.

– Luke Reilly, AU Editor

 I buy most of my games digitally these days, so it was really nice when I fired up my new Series X, logged into my Xbox account, and saw my digital game library – old and new – fully populated. Likewise it’s great to be able to browse through and buy games from the Xbox Store on my PC or phone and then tell it to automatically install my new purchases on the console remotely.

– Bo Moore, Executive Editor

 I really like that the console offers an easy to use display menu that allows you to configure your output to various quality levels be that 4K, 1440p, 1080p, or 720p. You can set it to whatever your television or monitor can handle and then configure the Hz to 60hz or 120hz from there. There’s also a plethora of HDR, color depth, and RGB options as well as audio settings you can tweak to your liking.

– Destin Legarie, Content Director

When Xbox says the Series X is part of an ecosystem, they mean it. There’s something instantly satisfying when you log in with your Xbox Live account and find the digital games library you’ve been building since 2008. And yes, that means being able to play Sonic Adventure 2 on a Series X on launch day.

– Matt Kim, Reporter

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The Controller

The Xbox Series X controller is the most solid feeling controller I’ve ever used. It has a nice textured grip that makes it easy to hold, and the new trigger concave perfectly on your fingers. The share button is a welcome feature that works incredibly well. Just simply pressing it takes a screenshot without any UI interruptions, allowing you to simply reach over and take a quick snapshot of an awesome moment without visually interrupting your experience.

– Mark Medina

The SSD

I’ll never go back to a console without Quick Resume ever again.

– Ryan McCaffrey

When Quick Resume works as advertised, it’s magical. Being able to go from, for example, Sekiro to Gears 5 and be able to pick up exactly where I left off within less than 30 seconds is amazing and something that is truly unique to the Xbox Series X. I wouldn’t think of having two games open at once on my PC that I could alt-tab between, and it’s a feature that also isn’t available amongst any of its console competitors.

– Mitchell Saltzman, Editorial Producer

Expanding a modern console’s storage has never been simpler! USB 3.0 is great, but these new SSD’s require a bit more heft, and the Series X couldn’t make it any easier. No unscrewing or removing any panels, you just simply plug the SSD into the back expansion bay, and you’re set.

– Mark Medina

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Where the Xbox Series X/S Could Improve:

These are some items that the new Xbox consoles don't handle as well as they could.

The SSD

I’m a fan of the Xbox Series’ approach to expanding storage space – slotting in a snazzy memory card is a lot simpler than physically opening the console to add a drive. The problem is that, for now, I will absolutely not be paying for the official Seagate 1TB drive. $220 (and even more outside the US) is exorbitant for all but the kind of people that pay for gold-plated consoles. The silver lining is that Microsoft says others will be able to make their own versions of the proprietary cards – we need competition to drive down prices before it becomes a viable option.

– Joe Skrebels

That hard drive fills up fast! It’s only got 802gb of usable space when accounting for OS and system files.

– Ryan McCaffrey

[ignvideo url="https://www.ign.com/videos/2020/11/05/xbox-series-x-review"]   As great as Quick Resume is when it works, it also doesn’t work 100% of the time. I went from Gears to Sekiro and quick resumed just fine on Sekiro, loading up right where I left off, but when I went back to Gears, I had to reload the whole game. The Series X just doesn’t do a great job of letting you know what games are currently suspended or whether or not switching out of a game will close it out, which can be particularly bad with games like Yakuza: Like a Dragon, which relies largely on manual saves. I’ve definitely lost a bit of progress, thinking my game would be suspended, and it wasn’t.

– Mitchell Saltzman

Social Functions

Share functionality could use some work. The recording times are pretty short, even in 1080p. I’ve also had it slightly glitch out when saving big 4K clips.

– Mark Medina

Games

The launch line-up is slim pickings – and if you’re not into Ubisoft open-world games or basketball is even slimmer. Sure, 2021 looks great, but is there enough here that really says, “Welcome to a new era”?

– Luke Reilly

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Where do you stand on the Series X/S? Let us know in the comments, and be sure to check out our in-depth reviews and tech analyses of both new Xboxes and the PS5.

 

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How to Do PS5 Cross-Play With PS4

Here's how to play games across generations PS4 and PS5.

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11 Last-Gen Games to Replay on PS5 and Xbox Series X

The next generation of consoles is finally here, but unlike last time, a big feature of both the PlayStation 5 and Xbox Series XS is that they are almost fully compatible with the previous generation’s games. But the older games aren’t just simply playable – almost every single one of them has framerate improvements and decreased load times thanks to the new consoles’ beefier hardware. So while there are a bunch of new games available at launch, here are our suggestions for older games you should absolutely revisit on a next generation console. [widget path="global/article/imagegallery" parameters="albumSlug=best-ps4-xbox-one-games-to-play-on-ps5-and-xbox-series-x&captions=true"]

No Man's Sky

No Man’s Sky has had quite the journey, but it’s never been in a better spot than it is now. With countless free updates you’ve most likely missed, the sheer amount of content it has to offer is staggering. Two of the main areas where it needed improvement were it’s fairly lengthy load times and struggling framerate, and thanks to the Next Generation Update for the Xbox Series and PlayStation 5, it now loads very quickly, has buttery smooth framerates, and includes a multitude of graphical updates. It’s never been a better time to explore an infinite universe.

Final Fantasy 15, God of War, The Witcher 3

Final Fantasy 15, God of War 2018, and The Witcher 3 all either shipped, or eventually received a PS4 Pro and One X patch that gave the game a “Performance Mode”. Which simply unlocks the framerate instead of forcing the previous cap of 30fps in 4K or 1080p Of course, an unlocked framerate alone does not automatically mean 60 frames per second, and each game struggled to maintain a consistent frame rate on the last generation. But with the raw power of the Series X and PlayStation 5, this is no longer an issue. Not only do all three games naturally load much faster, but seeing them run at a near perfect 60 fps is a site to behold. God of War is especially worth revisiting since it’s yet to make it’s way to PC, meaning this is the first time we’re seeing Kratos slay norse demons in glorious high-framerates. Also, while there’s been no announcements at this time that God of War or Final Fantasy 15 are slated to receive a full next-gen overhaul, it’s been confirmed that a next-gen release for The Witcher 3 will be available for free sometime in 2021. [widget path="global/article/imagegallery" parameters="albumSlug=confirmed-playstation-5-games&captions=true"]

Red Dead Redemption 2

While Red Dead Redemption 2 hasn’t received a proper next-generation upgrade, we think it deserves a spot on this list for it’s decreased load times alone. Originally, booting into the game was painfully slow, taking upwards of two minutes to hitch up your britches and get ready to ride. Even with semi-regular disconnects still plaguing Red Dead Online, the decreased load times should make any cowpoke happy. Let’s also not forget that this game was already gorgeous, but has never looked better on consoles than it does now.

Genshin Impact

Genshin Impact is completely free, but that doesn’t mean it gets a free pass on performance – and let’s face it, the PS4 version does not run well. With constant stuttering and seemingly endless frame dips, the PC version has always been the best way to play –until, of course, a next-gen patch arrived. Now, it’s as stunning as it’s meant to be!

Fallout 4

Fallout 4 is one of those games that runs completely fine on its original hardware, but the boost it gets from next-gen consoles make it just so much better. Diamond City tanking your framerate is no longer an issue, and the sheer speed of the loading not only makes getting into the game a breeze, but also entering buildings and fast traveling takes only a matter of seconds. Let’s also not forget, the console versions of Fallout 4 later received mod support, but would often struggle to run anything that improved it’s visuals. Now, even when running several graphics mods, we didn't notice a hit to performance in any way, shape, or form, so mod away! [widget path="global/article/imagegallery" parameters="albumSlug=what-works-and-what-doesnt-about-the-ps5&captions=true"]

Days Gone

At launch, Days Gone struggled with a bunch of techincal issues, and even on a PS4 Pro it had trouble maintaining a solid 30FPS. On the PS5, the difference is night and day, and many of those technical shortcomings have been patched out. Days Gone loads faster, runs at a smooth and consistent 60FPS, and includes dynamic 4K resolution. Whether you’re going into it for the first time, or have been looking for a reason to pick it back up, Days Gone begs to be played on the PS5.

Bloodborne, Sekiro, Dark Souls 3

If there’s one genre that truly benefits from the speed of Solid State Drives and a drastic reduction in load times, it’s SoulsBornes. Bloodborne, Sekiro, and Dark Souls 3 all ran respectably well on their respective platforms, but they’re games that are built around the idea of dying in order to learn a lesson. That’s a lot of lessons, and with loading screens between each one, it can lead to a bit of unneeded frustration. While the PS5 and Xbox Series X don’t completely eliminate these load times, they do dramatically shorten them, getting you back into the action much faster. What’s on your backlog list? Do you have any old games you think will look particularly great on new hardware? Sound off in the comments below. [poilib element="accentDivider"]

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Destiny 2 - Beyond Light Review in Progress

Were it not for Bungie’s split with Activision last year, it feels like Destiny 2’s latest expansion, Beyond Light, might have just been called Destiny 3 instead. As the first installment in a trio of announced expansions, Beyond Light takes some bold steps in a new direction for the series – whether it’s the story’s darker, morally grey tone, the removal of legacy content from Destiny 2’s sandbox, or our formerly-exemplar Guardians giving in and using the corrosive power of The Darkness. In many ways, this is not the same Destiny 2 we’ve been playing for the past three years.

But where Beyond Light deviates from its legacy in some important ways, it also finds itself making some of the same mistakes all over again. With a campaign that’s too short, an endgame that has you grinding the same activities ad nauseum, and a sandbox that seems perpetually imbalanced, my Guardian’s adventures on the snow-covered moon of Europa sometimes had me feeling left out in the cold in a very familiar way.

Beyond Light’s campaign begins with a bang, as several planets in our solar system are blinked out of existence by Destiny’s longtime evil: The Darkness. You’re deployed to Europa in search of answers but, strangely enough, the adventure that follows is largely unrelated and frankly you never really find the answers you’re looking for. Instead, you end up going toe-to-toe with a particularly nasty Eliksni named Eramis, who has discovered a way to wield the awesome power of The Darkness in the form of a cosmis ice called Stasis.

This story is one of the strongest in the series, mainly because Eramis is the first Destiny villain I’ve ever empathized with (and even felt a little sorry for). Many of Destiny’s best characters also receive a ton of much-deserved screen time including The Drifter, Variks, Eris Morn, and The Exo Stranger, who we haven’t seen since 2014 and who now takes the spotlight in a major way – and this time she finally has time to explain. Like most Destiny expansions, though, the campaign ends too quickly at around 6 hours long, and it leaves you with plenty of loose threads that aren’t likely to be addressed anytime soon. As a result, the fight with Eramis and her Stasis-wielding army ultimately feels like a side quest in an epic odyssey that will take the next two expansions (and potentially beyond) to play out.

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Europa itself is a well-crafted frosty wasteland filled with darkness-wielding Fallen and milk-filled Vex that gives you plenty to grind for, but it offers few surprises. The most unique thing about Europa are the weather effects, which will regularly whip up a snowstorm that whistles in your ears and obscures your vision. During the campaign these snowstorms are really cool, immersive events that make you feel like you’re fighting against the moon itself as much as you are Eramis’ armies. But once the campaign ends and you’re running around Jupiter’s moon doing public events and patrol missions that you’ve already done a thousand times, the frequent whiteouts can get old pretty fast – I’m just trying to collect flecks of dark, my dude.

Aside from the weather, there isn’t a whole lot about Europa that we haven’t seen elsewhere. You’ll do some public events, including plenty you’ve already done on other planets, find a few lost sectors to loot (ones that are among my favorites yet, even if they’re largely brief distractions), and run around completing patrols and looting chests until your thumbs bleed. There’s also a neat new strike called “The Glassway,” which pits you against some more nasty robots and their inappropriate time travel shenanigans. All told, Europa is a nice addition to Destiny’s ecosystem of explorable locales, but very much par for the course with others we’ve seen.

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To rise to the challenge of the new threats (and grinds) that await on Europa, your guardian will need to embrace the corrupting force of The Darkness, which unlocks a whole host of powerful Stasis ice powers. With Stasis, you gain devastating abilities to slow and freeze enemies, then shatter them into pieces, which can create chain reactions that lay waste to even daunting adversaries in one of the most thoroughly satisfying experiences in Destiny to date. I really can’t stress enough how much joy it brings me to charge onto the battlefield with some icy space magic and turn an entire army into my personal crystalline statue exhibit, then blow it all up.

As you progress through Beyond Lights’s endgame content, you’ll unlock new abilities, aspects, and fragments – all of which allow you to customize your Stasis abilities to fit your playstyle or tackle specific activities. For example, you can unlock grenades that seek out and freeze your enemies, or equip a mod that gives you super energy when you crack open a frozen baddie. Unlocking new Stasis modifiers is an incredibly attractive incentive to push through Beyond Light’s endgame grind, which, in typical Destiny fashion, has you running strikes, playing competitive multiplayer matches in the Crucible, and unfortunately, hanging out with the Drifter in Gambit.

As someone who enjoys a fair amount of competitive PvP in Destiny, I’d be remiss not to mention that Crucible seems to have been given the (perhaps thematically fitting) coldest of shoulders in Beyond Light, to the point where I wonder if Bungie remembers it even still exists. No new Crucible maps or modes have been added, and the planned changes to the endgame PvP mode, Trials of Osiris, were recently delayed.

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What’s worse is Beyond Light's additions to Destiny 2’s sandbox have an entirely adverse effect on the Crucible. Being able to freeze enemies is awesome on Europa, but once an opposing player does it to you in PvP, locking you in place for long enough for them to kill you five times over, it’s far more frustrating than fun. Even more devastating is that Stasis completely shatters any semblance of balance in PvP, as ice abilities can freeze you even when you’re in the middle of your super, kill you through walls, and generally make the Crucible an unpleasant place to be.

At the time of this publishing, I'm at 1221 Power, have completed just about every mission available in Beyond Light, and am a fair way through the mindless grind to become “raid ready” before the new raid is released on November 21st. Once I’ve gotten my frostbitten fingers onto the new raid, I’ll update my review here with a final score.

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For more on Destiny 2, consider tuning in to IGN’s weekly Destiny podcast: Fireteam Chat. New episodes are posted on IGN.com every Friday at 5 PM PST.



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Godfall Review

New consoles have an illustrious history of launch-day games that are fairly entertaining and technically impressive, but don’t make much of an impact on the generation they help debut. Godfall feels like a game that will probably occupy that space for the PlayStation 5 (to which it is a timed console exclusive), putting it in the company of games like Ryse: Son of Rome on the Xbox One, Red Steel on the Wii, or even (dare I say) Knack on the PlayStation 4. It’s an amusing loot-based hack-and-slasher with a gorgeous look and loads of loadout choice, but a paper-thin story and a lack of variety keep it from being much more than shallow fun.

Despite a feature list that includes three-player online co-op, repeatable missions with randomized loot, and a grindable endgame, developer Counterplay Games says Godfall is not a “game as a service” in the same vein as Destiny – and it doesn’t entirely feel like one, though the influences of that format are clear as day. Instead, the roughly 10 hours it took me to complete its campaign felt like a more linear game wearing the skin of a “live service,” obviously designed for replayability but without the trappings of microtransactions to avoid and an endless update cycle to look forward to.

You’re Betrayed and Yada Yada Yada You Fight God

Part of that skin is an entirely forgettable story that’s the very definition of passable. Godfall’s opening cinematic (which you can watch below) does the bare minimum to loosely establish its beautifully designed world and a warring feud between you – a fallen king named Orin – and the big bad Macros, your brother who is trying to become a god even if it means destroying the world as a result. Your quest to stop him is a threadbare setup to go fight some dudes that's mostly told through info dumps at your base, doing nothing to pull me from one mission to the next but also not so bad as to be distracting. Without spoiling anything, its culmination is about as blunt and pointless as the journey there too.

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The missions that make up this story take place on three open-world maps called realms, which are dotted with a decent variety of enemies to kill, chests to open, and resources to gather. A mission will give you a specific goal or target to head toward, but you’re also free to wander around and find other stuff like chests and crafting materials as you do it – or even stick around after the mission to complete extra encounters for even more loot. It’s a structure that surprised me, one that reminded me a lot of Warframe’s sprawling, reward-filled levels but with a set layout instead of a procedurally pieced together one.

Godfall really does look great, with vibrant environments and incredible character, world, and equipment designs. All three of its realms – earth, water, and air – are beautiful, and their bespoke designs mean they can occasionally have a logic to them that I appreciated. On the earth map, for example, there’s a large fortress built into a mountain that is visually distinct from the flat battlefield strewn with destroyed siege weapons just outside its gates. That said, part of their “next-gen” feel is that everything in this world is shining like the dang sun with over-the-top bloom lighting. That can be adjusted in the menu, but the effect is so strong by default that it’s sometimes hard to actually see certain enemies underneath all their glowing particle effects.

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The maps themselves are full of cool looking areas that are fun to run through… the first few times, at least. They may be extremely visually distinct, but all three realms are functionally identical: basically just a series of plain, mostly circular arenas connected by short paths, with the occasional collectible or easily crossed terrain obstacle (mostly gaps that you clear just by holding Circle) scattered throughout. Godfall’s missions will send you running through these areas over and over again, so while it’s fun to stumble upon hidden resources and neat locations initially, they inevitably lose their luster upon repeat visits.

It doesn’t help that the mission objectives are all incredibly similar too, with nearly every one of them being summed up as “mindlessly follow this waypoint and kill this specific mini-boss.” You’ll occasionally see simple “fight off waves of enemies” or “break these objects” tasks thrown into the mix, but for the most part you are dropped somewhere on the map, pointed where to go, and then fight a slightly bigger baddie when you get there. That’s genuinely fun the first time you do a given mission, but Godfall uses repeat missions to pad out its campaign in a pretty disappointing way (and then builds its entire endgame on that concept).

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Enemy variety can wear similarly thin, despite there being some cool differences between each type. Assassins dressed in black have to be approached differently than knights hiding behind giant shields, and I enjoyed prioritizing weaker support targets first while having to avoid their stronger but tankier allies. But when missions repeatedly threw the same groups of them at me, smaller fights on the way to my ultimate target eventually became a chore. (Occasionally I would even simply run past them with no consequence beyond the lost opportunity to gain experience.)

The conceptually clever enemy designs extend to bosses and mini-bosses as well. All of them have unique abilities and specific strategies to take them down, and I really enjoyed the challenge they could initially present. Mini-bosses include a giant alligator that can turn invisible, a spectral knight that summons ghosts, and an absolute jerk of an assassin who will throw knives at you and teleport away when you get close. The big bosses that (mostly) cap off each realm are even larger and more elaborate encounters with special arenas, and they are really fun… again, the first few times you face them. By my count there are only around 12 or so mini-bosses and six proper bosses, the former of which are recycled during the campaign itself and all of which are reused in Godfall’s endgame. Even before the story is over, it becomes fairly clear Godfall has mostly run out of new stuff to show you, and that’s when it quickly stops being novel.

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And if you can abide a bit of speculation, it strikes me as incredibly conspicuous that there’s an earth boss for the earth realm, a water boss for the water realm, and then inexplicably the fire and air bosses are both in the air realm, with one of them unlocked mostly by repeating previous missions. If that doesn’t scream “we had to cut the fire realm to hit the PS5 launch date” I don’t know what does – but even if I’m off base with that assumption, at least the feeling that some chunk of content is missing here is very real.

Pick Your Poison

What keeps Godfall going for as long as it does is that the combat itself can be very amusing. While it is certainly clunky at times – for example, there’s no way to easily swap between locked-on targets, and while the camera is pulled in close like God of War, the indicators for what enemies are doing outside of your vision are significantly less clear – but the rhythm I eventually settled into was satisfying and impressively flexible. Godfall has loads of different combat mechanics to explore, all of which feel like powerful avenues no matter which of its distinct-feeling weapons you decide to use.

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Some of it is familiar, like using heavy attacks to quickly build up an enemy’s Breach gauge, exposing them to finishing moves and more damage when full. But while that emphasizes leading with heavies (especially against guarding enemies), the novel Soulshatter mechanic encourages the opposite: on top of their regular damage, light attacks will essentially bank part of an enemy’s health bar, and when you follow up with a heavy hit it triggers that effect to deal all of the damage you banked in a single burst. Use that to finish an enemy off and they’ll actually explode in a lovely puff of particles. Soulshatter adds an engaging and easy-to-understand combo mechanic to every fight, and I enjoyed trying to figure out just the right amount of light attacks to hit with before using a heavy to pop an enemy like a balloon.

On top of that, there’s also the Polarity system, which is an interesting method of incentivizing you to both stick with and also swap between your two equippable weapon slots. Dealing damage with one weapon will charge the Polarity of the other, and switching to a fully charged weapon will empower its attacks for a while – but if you switch too early, the charge starts over. Gear effects can use this in interesting ways, too: I spent a chunk of the campaign using a Longsword (which provide a good balance of speed and power) that charged Polarity faster, while my secondary weapon was a set of Dual Blades (a much quicker alternative) that would cause a status ailment when it had its Polarity buff active. It’s a neat mechanic that made my choice of secondary weapon feel just as important as my primary.

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There’s even a Weakpoint system that reminded me of Fortnite of all things, occasionally adding little symbols to parts of an enemy that you can point your reticle at while swinging to deal even more damage. Layer that with dodges, a parry with a very forgiving activation window, and a whole bunch of ways to modify all this with equipment and Godfall certainly gives you a lot to mess with and think about during combat. The main thing that sells this all a bit short, however, is how well straight up hacking and slashing can work too, at least on the Normal difficulty setting (which also undercuts things slightly by making death almost entirely inconsequential, sometimes even respawning you directly in front of the enemy that just killed you). Playing in co-op with friends is of course a welcome treat, but it makes this issue even more apparent as you all swing madly at whatever enemy is unfortunate enough to be in front of you at the time.

But Godfall gives you plenty of tools to flex your playstyle preference, most noticeably in your choice of Valorplate – basically a suit of armor that slightly alters your capabilities and looks incredibly cool. There are 12 total that are unlocked at a fairly fast pace as you progress, and each one shares your overall character level and equipment. Every Valorplate is designed to amplify one of Godfall’s other mechanics: one increases Breach damage while another increases Soulshatter buildup, and there’s one for each status ailment, including Ignite, Chill, Shock, and Poison. One of my favorites for a time was Bulwark, a Valorplate that increases Bleed chance, since I could pair it with powerful weapons that also caused Bleed and dealt extra damage to enemies affected by it.

[widget path="global/article/imagegallery" parameters="albumSlug=every-valorplate-in-godfall&captions=true"]

It’s very fun to find combos with your equipment and build around those synergies – the only problem is that every Valorplate is actually only a slightly different flavor of the same puzzle. Whether you’re using Phoenix for fire damage or Typhon for water, it doesn’t functionally change much in the heat of combat. In fact, according to the load screen tooltips, status ailments like Ignite, Chill, Shock, Poison, Bleed, and even Curse all share the same generic "deals damage over time" effect, which essentially make them and the Valorplates built around them little more than palette swaps. That’s slightly less true for Valorplates built around other systems, like the Soulshatter-focused Greyhawk, which was a favorite of mine and had me leaning into that mechanic more – but even each Valorplate’s “unique” Archon Fury ability is practically identical across the board, giving you a temporary boost to whatever mechanic or ailment they are centered around. As a result, how you play is influenced far more by the weapon types you choose than the fancy armor you put on.

As you might expect, using a Greatsword or a Warhammer is a very different experience from a pair of Dual Blades or a Polearm. And despite my gravitating toward the faster options, so much loot is thrown at you that I found myself content to swap fairly frequently as stronger options were picked up. The different effects these can have are compellingly diverse, tweaking Polarity charging, weapon abilities, ailment effects, and more, and really letting you decide what direction interests you most. And in case this trend wasn’t already clear, they are also extremely cool to look at, with a massive amount of visual diversity even within a single weapon type – swords can range from fantasy cleavers to ornate hybrids of ancient and futuristic design, and I never stopped finding new options that continued to impress.

[poilib element="quoteBox" parameters="excerpt=Weapons%20look%20extremely%20cool%2C%20largely%20ornate%20hybrids%20of%20ancient%20and%20futuristic%20design."]

However, I do wish Godfall’s menus and upgrading systems were just a little less cumbersome to use. Inventory management and equipment upgrading is fairly simple, and I appreciate how much opportunity you have to keep your favorite pieces of gear relevant longer if you can spare the right resources, but there are a lot of rough edges when picking your loadout: The descriptions of items take a moment to slide onto their card when you hover over them, which slows down the process greatly when weighing your options or just looking for that one hammer you had with fire damage; you can’t salvage an item from the screen you equip on, and you can’t equip from the screen you salvage on; and perhaps most frustrating of all, you can’t salvage an item if it’s equipped on a different Valorplate, but there’s no indication for which of the dozen suits it’s attached to and no easy way to find out apart from slowly checking every single one. These aren’t huge issues, but they add friction to the always laborious practice of inventory management.

Recurring Nightmares

Once you beat Godfall’s campaign, it attempts to keep the ball rolling by introducing an interesting but incredibly repetitive endgame mode called Dreamstones. These are designed to shuttle you to the level 50 cap, slightly tweaking the same exact missions from the campaign and grouping them into small sets as Orin “explores his memories” – not that I found any of these missions particularly memorable in the first place. There are some interesting ideas behind Dreamstones, but let me be upfront when I say that if I wasn’t reviewing Godfall I probably wouldn’t have completed more than two or three of them at most before losing interest and walking away.

[ignvideo url="https://www.ign.com/videos/godfall-first-boss-fight-solaris"]

Probably the most compelling tricks Dreamstones introduce are the elements they borrow from roguelike game structures, applying randomized modifiers to runs that weaken or buff certain mechanics and elements, encouraging you to explore different Valorplates and weapons builds. You’re also offered your pick of two different missions to complete each round, and given a choice of temporary boons between them, all culminating in a harder version of boss fight you’ve probably already beaten multiple times – or will have soon.

All the while you’re getting more gear with stronger effects and higher numbers to help you scale into the higher numbers of the escalating Dreamstones. But since everything you are fighting has been fought before, no amount of modifiers or loot can keep this endgame interesting for very long. Like I said, there are plenty of playstyle choices and combat mechanics to tinker with, but grinding for all of that stuff is only preparing you for statistically stronger versions of the exact same grind you just did to get it.



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How to Get Destiny 2: Beyond Light's No Time to Explain Exotic

This is one of a few exotics from Destiny 2's latest expansion.

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How to Stream from Your PS5 to Twitch or YouTube

Show off your new PS5 games by streaming to Twitch or YouTube straight from the console by following this easy guide.

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How Will Nintendo Switch Hold Up Against PS5 and Xbox Series X? - NVC 534

Welcooome to Nintendo Voice Chat! Both the PlayStation 5 and Xbox Series X launched this week, and the NVC panel is here to discuss the battle ahead in the ninth console generation. Join Peer Schneider, Zach Ryan, Seth Macy, and special guest Alanah Pearce, as they discuss Nintendo's strategy for hardware, third-party support, and more. Plus, the crew goes over some of the best Switch Black Friday deals, and answers your listener queries on the Question Block. Timecodes!
  • 00:00:00 Welcome!
  • 00:01:45 Nintendo Switch VS Next-Gen
  • 00:37:07 The best Switch Black Friday deals
  • 00:45:02 More news
  • 00:48:52 What we're playing
  • 00:51:00 Games out this week
  • 00:57:25 Question Block!
Games out this week:
  • Sakuna: Of Rice and Ruin - $39.99
  • Fuser - $59.99
  • Just Dance 2021 - $49.99
  • Kingdom Hearts Melody of Memory - $59.99
  • Need for Speed: Hot Pursuit Remastered - $39.99

NVC is available on your preferred platform!

You can also Download NVC 534 Directly Here

You can listen to NVC on your preferred platform every Thursday at 3pm PT/6pm ET. Have a question for Question Block? Write to us at nvc@ign.com and we may pick your question! Also, make sure to join the Nintendo Voice Chat Podcast Forums on Facebook. We're all pretty active there and often pull Question Block questions and comments straight from the community.

[poilib element="accentDivider"]

Logan Plant is the Production Assistant for NVC. You can find him on Twitter at @LoganJPlant.



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Animal Crossing: All Mushroom DIY Recipes

Have you collected all of these seasonal recipes?

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Assassin's Creed Valhalla: Essential Skills for Each Tree

See the fully unveiled list of skills, and which ones you should shoot for first in Assassin's Creed Valhalla.

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PS5's Launch Lineup Is Very Impressive

On this week's episode of IGN's weekly PlayStation show, Podcast Beyond!, host Jonathon Dornbush is joined by Max Scoville, Janet Garcia, and Simon Cardy to offer all of our impressions (so far) of the PS5 launch lineup. With many more PS5 reviews on IGN, the cast talks about Bugsnax, The Pathless, Sackboy: A Big Adventure, Overcooked: All You Can Eat, some backward compatible games, and a bit more about both Marvel's Spider-Man: Miles Morales and Astro's Playroom. Plus, we answer some of your questions about the PS5 launch games and hardware, and much more. [widget path="global/article/imagegallery" parameters="albumSlug=ps5-console-first-look-size-comparison&captions=true"] Podcast Beyond! is live every Wednesday. For more on PS5, check out the PS5 full specs list, our PS5 console review, and our PS5 wiki guide if you're picking one up this week. [poilib element="poll" parameters="id=0b8b1f86-da52-4fef-b0a7-2729ca596785"] [poilib element="accentDivider"] Jonathon Dornbush is IGN's Senior News Editor, host of Podcast Beyond!, and PlayStation lead. Talk to him on Twitter @jmdornbush.

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IGN Prime Free Game Subscription: Dual Universe

IGN Prime has partnered with developer Novaquark to offer all IGN Prime members a 3 month free beta subscription to Dual Universe! [youtube clip_id="8Rl8DJFHoAU"] Dual Universe is the first Metaverse: a common, shared virtual world, controlled by the players.  No loading, no server instantiation, no tricks.  All players share the same persistent universe, at the same time.    It's a voxel-based, fully editable universe.  Create entire cities, giant space stations, massive warships, underground bunkers or… flying cars! Mine. Craft. Build and optimize production factories.  Then barter or trade your creations, or those from others.  A shared universe means a single, global economy - run by players. If you're an IGN Prime member click here to grab your key redeemable for a free three-month subscription. Keys are available on a first-come, first-serve basis. Not an IGN Prime member? No problem. We're offering a dead-simple signup  that takes less than 3 minutes. Simply sign up and come back here to grab your free key (while supplies last). You can cancel with one click any time. Every month, the IGN Prime team provides members an opportunity to grab great games, exclusive betas, and other goodies hand-picked by the Prime team. More IGN Prime benefits:
  • Browse IGN.com ad-free -- no banner ads, no video ads
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  • Much more to come. Sign up now!


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Xbox Series X: How to Change Your Home Xbox

Set your home Xbox in order to allow others on your console to play your downloaded games.

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Mass Effect’s Future Just Got Brighter

It's the week you've been waiting for: the next-generation of Xbox has officially arrived with the Series X and Series S. We discuss the launches of Microsoft's two new consoles. Plus: EA and BioWare finally confirm Mass Effect: Legendary Edition, the 4K remaster of the classic sci-fi trilogy. We discuss that as well as the future of the fan-favorite RPG franchise. Subscribe on any of your favorite podcast feeds, or grab an MP3 download of this week's episode. For more awesome content, check out the latest episode of IGN Unfiltered, featuring an interview with Brian Raffel, the cofounder of Raven Software – the studio behind Star Wars Jedi Knight II Jedi Outcast, Soldier of Fortune, Heretic, Hexen, Star Trek Voyager Elite Force, Marvel Ultimate Alliance, X-Men Origins Wolverine, and this year's Call of Duty Black Ops Cold War, among many others: [ignvideo url="https://www.ign.com/videos/2020/10/27/working-on-call-of-duty-star-wars-star-trek-and-more-stories-from-raven-softwares-cofounder-ign-unfiltered-54"] It's already been an incredibly fun year of Xbox coverage, and the best is yet to come. Join us! Oh, and feel free to leave us a video Loot Box question below using Yappa and you might be featured on an upcoming episode! [poilib element="accentDivider"] Ryan McCaffrey is IGN’s Executive Editor of Previews. Follow him on Twitter at @DMC_Ryan, catch him on Unlocked, and drop-ship him Taylor Ham sandwiches from New Jersey whenever possible.

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Spider-Man: Miles Morales Dev Says We're Just 'Scratching the Surface' of the PS5 Hardware

One of the biggest launch games for the PlayStation 5 this week is Spider-Man: Miles Morales. IGN was able to speak with the devs for an in-depth tech breakdown, but the devs at Insomniac says we’re just “scratching the surface” of what the PS5 can do. Spider-Man: Miles Morales on PS5 offers a variety of options, whether it’s the ray-tracing enabled fidelity mode, or the smoother frame rate performance mode. Insomniac’s core technology director Mike Fitzgerald says that these options, wrapped around the faster load times of the custom SSD, are just the first steps for the PS5. “It feels like we’re just scratching the surface of what you can do with hardware like [the PS5],” says Fitzgerald. “That we sort of can take a game model like Spider-Man and make everything really fast. Even the Ratchet and Clank game we’re working on is leaning into that, a lot.” [ignvideo url="https://www.ign.com/videos/2020/11/10/spider-man-miles-morales-performance-review-ps5-vs-ps4-pro-vs-ps4"] Fitzgerald says that developers will have “years and years of scraping more and more performance” out of the PS5 and doing things that are “crazier and crazier.” For a full breakdown of the tech powering Spider-Man: Miles Morales, check out IGN’s tech breakdown in the video above. [widget path="global/article/imagegallery" parameters="albumSlug=marvels-spider-man-miles-morales-review-screenshots&captions=true"] When asked about the different modes offered for Miles Morales, Fitzgerald says it’s a good thing “because it means we’re giving different options for different types of players.” “Feels like we can serve both of those audiences. We never really offered an option in our games before, right? Every game we’ve done sort of locked at 30… but it’s sort of nice to lean into [the different options].” For more, check out IGN’s review of Spider-Man: Miles Morales and the PS5 review for a full rundown of Sony’s next-gen launch. [poilib element="accentDivider"] Matt T.M. Kim is a reporter for IGN.

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We Reveal an Insane New Legendary Hearthstone Spell

Hearthstone’s next expansion - Madness at the Darkmoon Faire – is coming on November 17 (Nov 18 in ANZ), and as the name suggests, it’s shaping up to be pretty insane. For one thing, fans of the Whispers of the Old Gods set from 2016 will be pleased to hear that all four Old Gods are back as new legendary minions, and once again, they’re big, build-around cards that can end games. Instantly, in the case of Yogg-Saron’s wheel hitting Rod of Roasting. [caption id="attachment_2436148" align="alignnone" width="1543"]Spicy. The four new Old Gods cards, plus the possible outcomes from spinning Yogg's wheel.[/caption] Madness at the Darkmoon Faire also introduces a new keyword – Corrupt. Cards with Corrupt can be upgraded in hand by first playing a card of a greater cost than the corruptible card. The artwork also upgrades… well, it gets more tentacles and eyeballs at least. [caption id="attachment_2436151" align="alignnone" width="1920"]Delightful. Delightful.[/caption] We’ve seen quite a few cards in the set so far, and today IGN can add one more. Introducing our exclusive card reveal for Madness at the Darkmoon Faire, the Mage legendary spell, Deck of Lunacy: [caption id="attachment_2436177" align="alignnone" width="641"]Loony. Loony.[/caption] Pretty insane effect, eh? And just to be clear at the outset – the transformed spells can be from any class, which certainly adds to the fun factor, but also means it will be harder to find clever ways to abuse it, such as knowing that any three cost spells will always transform into Blizzard, to give one example. In any case, mana cheating always has the potential to be powerful, so let’s look at how this spell might fit into Mage decks. From what we’ve seen of Mage in Darkmoon Faire so far (which is actually not a lot), it’s all about secrets synergy, so Deck of Lunacy won’t fit into that at all – two mana to deactivate all your support cards sounds pretty awful, after all. In terms of where Mage is at right now, Cyclone Mage is perhaps the most obvious build Deck of Lunacy could slot into, so let’s ignore the fact that Cyclone Mage isn’t very good at the moment, and have a think about it.[poilib element="quoteBox" parameters="excerpt=Mana%20cheating%20always%20has%20the%20potential%20to%20be%20powerful..."] The spells currently in this deck are primarily one and two cost, which means after playing Deck of Lunacy they’d be four and five cost spells… but still cost one or two. That means you could wind up with anything from useful options like Swipe, Starfall, Marked Shot, Fireball, Consecration, Hammer of Wrath, Mortal Strike or Potion of Illusion, through to a handful of epic whiffs, like Soul Split, Hunting Party, Blade Flurry! and Duel! Looking through the cards currently in Standard there’s actually a pretty good chance for the transformed Deck of Lunacy cards to give you burn or the ability to clear enemy boards, and there are a few card draw and board generation options, as well as a lot of buffs. And to state the obvious - even weak cards can become pretty compelling when they cost three less. One mana Bite? One mana Power Infusion? Two mana Assassinate? Two mana Bane of Doom? Sure, why not. [ignvideo url="https://www.ign.com/videos/2020/11/09/hearthstone-madness-at-the-darkmoon-faire-deck-of-lunacy"] The real issue, however, is that Cyclone Mage’s spells aren’t just low cost for the sake of being low cost – they synergise with what the deck is trying to do. Magic Trick, Primordial Studies, Ray of Frost and Evocation all generate more resources to allow you to chain spells for Mana Cyclone, Chenvaala and Mana Giant. And both Cram Session and Arcane Intellect are super important to help you draw through your deck. Deck of Lunacy will still be good with Mana Giant, but Cyclone Mage needs consistent draw. Perhaps the spell damage package could be swapped for minion-based card draw? But then it’s still a one-of in your deck with no way to tutor for it. And once Deck of Lunacy is played you can say goodbye to your copies of Conjurer’s Calling. Where does this all leave us? Perhaps this is a card that slots into a completely new deck? Perhaps it’s a card that helps shore up bad match-ups by transforming weak spells into more powerful ones?[poilib element="quoteBox" parameters="excerpt=Deck%20of%20Lunacy%20will%20occasionally%20be%20played%20on%20your%20behalf%20by%20Trick%20Totem%20and%20Puzzle%20Box%20of%20Yogg-Saron."] One thing is certain, at the very least, this is a card that’s going to pop up from time to time via discover or card generation. After all, cards like Magic Trick, Arcane Breath, Wand Thief, Kalecgos, Vulpera Scoundrel and Steward of Scrolls will all offer it, and sometimes it’ll be the right pick. Deck of Lunacy will also be generated by the likes of Mana Cyclone and Tome of Intellect, and occasionally be played on your behalf by Trick Totem and Puzzle Box of Yogg-Saron. And when that happens, one way or another, madness – and hopefully hilarity – will ensue. [ignvideo url="https://www.ign.com/videos/2020/10/24/hearthstone-madness-at-the-darkmoon-faire-cinematic-trailer"] [poilib element="accentDivider"] Cam Shea is IGN's AU Studio Lead and has been mixing a lot of rave era breakbeat lately. He's on Twitter.

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The Rock and Microsoft to Donate Xbox Series X to Children's Hospitals

20 years after Dwayne "The Rock" Johnson helped unveil the first Xbox to the world, he is once again teaming up with Microsoft to give away Xbox Series X to children's hospitals around the U.S. The Rock announced the news on Twitter, and shared a video explaining how he, Microsoft, and Gamers Outreach would be gifting 20 children's hospitals one of a kind 'ROCK XBOX Series X' consoles that will allow "50,000+ kids" to experience the next-generation of gaming. As detailed on Xbox Wire, these consoles will be put in specialized Gamers Outreach Karts, also known as GO Karts, that are "portable kiosks built to easily provide recreation to children who are unable to leave their rooms in hospitals." These special edition Xbox Series X consoles feature Johnson's Brahma Bull logo and include a special engraved message that says "Keep smiling and have fun. Love, Dwayne "The Rock" Johnson." There will also be matching Xbox Wireless Controllers with the same Brahma Bull logo. These GO Karts will arrive, over the next year, at Children’s Healthcare of Atlanta, Children’s Hospital Colorado, Children’s Hospital Los Angeles, Children’s Hospital Orange County, Children’s Hospital St. Louis, Children’s Wisconsin, C.S. Mott Children’s Hospital, Dell Children’s Medical Center, Franciscan Hospital for Children, Joe DiMaggio Children’s Hospital, Methodist Children’s Hospital, Mount Sinai Kravis Children’s, MUSC Children’s Health, Nicklaus Children’s Hospital, Riley Hospital for Children, Seattle Children’s Hospital, Shriners Hospitals for Children – Northern CA, Texas Children’s Hospital, UCSF Benioff Children’s Hospital and UNM Children’s Hospital. [ignvideo url="https://www.ign.com/videos/2020/11/05/xbox-series-x-review"] The Xbox Series X, and the cheaper, all-digital Xbox Series S, will be released tomorrow, November 10, 2020. To find out more about Gamers Outreach and their mission to build a world where play is accessible in hospitals, please visit www.GamersOutreach.org. [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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Amazon Says Some Xbox Series X Pre-Orders Won't Arrive Until End of December

Some customers who pre-orders an Xbox Series X from Amazon are being informed that they may not receive their new consoles until December 31 or possibly earlier. The Xbox Series X will be released tomorrow, and those lucky enough to have secured a pre-order are already seeing shipment notifications and updates. But according to Amazon, not everyone who secured a pre-order through the online retailer will be able to get their new console in time for launch. “We’re contacting you with an update regarding your order of Xbox Series X. We expect to ship your console in the coming weeks as we receive more inventory in November and December,” a customer notification email from Amazon reads. “At this time, we anticipate that you will receive your Xbox Series X by 12/31 or before.” According to the email, which IGN has seen, Amazon says it’s “making every effort to get it to” customers as “soon as possible.” Amazon warned customers back in September when pre-orders went live that it might not be able to fulfill launch day deliveries for the Xbox Series X or PS5. But the expectation was that the deliveries may miss the launch date. Now, Amazon is saying that in some cases deliveries might not go out until the end of December. [widget path="global/article/imagegallery" parameters="albumSlug=confirmed-xbox-series-x-games&captions=true"] There's no word yet on whether PS5 pre-orders might also be delayed until December, but Amazon previously warned customers that there may be a hold up on Sony's next-gen consoles as well. [poilib element="accentDivider"] Matt T.M. Kim is a reporter for IGN.

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Xbox Game Pass Teases Star Wars-Related News with Baby Yoda Image

Xbox Games Pass' Twitter account is teasing some upcoming Star Wars-related news with an image of both The Mandalorian and Baby Yoda / The Child. Xbox Game Pass Tweeted out, alongside the previously mentioned image, "All we're gonna say is that we're not posting The Mandalorian and The Child for no reason." Screenshot_2020-11-08 Xbox Game Pass on Twitter What could it be hinting at? One possibility is that Disney+, where The Mandalorian exclusively streams, will be added as an Xbox Game Pass perk, or at the very least will include some introductory promotion. This also could be something related to the news that Star Wars Jedi: Fallen Order is sort of coming to Xbox Game Pass, as it is being added to EA Play on November 10, the same day EA Play is being added as a perk for Xbox Game Pass subscribers. The Mandalorian most recently aired the second episode of its second season on Disney+, and in our review, we said "much like the Season 2 premiere, "The Passenger" balances some of its narrative shortcomings - most notably its standalone storyline and lack of momentum - with some satisfying character beats that give us further insight into Mando's priorities. [ignvideo url="https://www.ign.com/videos/2020/11/05/xbox-series-x-review"] Whatever this news ends up being, it looks to add to the celebration of the launch of the Xbox Series X/S on November 10, 2020. You can check our Xbox Series X review and Xbox Series S review to hear our thoughts on Microsoft's next-gen consoles. [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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