It feels appropriate that Ghostwire: Tokyo–a game set in a version of Japan’s capital city that has been overrun with demons, spirits, and otherworldly forces–feels both familiar and unlike anything I’ve seen in a while. While watching an extended demo, I was mentally ticking off checkboxes for the ingredients of a modern open-world action game: expansive city environment; areas that need to be liberated by interacting with landmarks; skill trees that develop your arsenal of weapons and abilities; an emphasis on traversal; check, check, check, and check. But while these, and some other aspects of Ghostwire: Tokyo, look typical for your run-of-the-mill open-world game on paper, their execution in-game is anything but.

Ghostwire: Tokyo is a marked departure from what we’re used to seeing from developer Tango Gameworks. Its previous two games, The Evil Within and The Evil Within 2, carried the DNA of studio co-founder Shinji Mikami’s most famous work: Resident Evil. Ghostwire: Tokyo, however, seems like the studio’s way of saying it’s more than just Shinji Mikami and Resident Evil 4-alikes. The irony of this is that Ghostwire: Tokyo actually began life as a sequel to The Evil Within 2.

“Yes, [Ghostwire: Tokyo] did start as a sequel to Psychobreak, the Japanese title for The Evil Within. I think the next in the series, at least,” explained director Kenji Kimura. “And through a long and winding road, it has evolved into this different idea to create a fun game that’s based in a city in Japan. At the time, there weren’t that many games that were using a city in Japan as a base. And so we thought there was a big opportunity there to make something really fun and cool.”

In this line of thinking, Kimura and his team are technically correct (the best kind of correct). Fans of Sega’s beloved Yakuza series will no doubt “um, actually” the idea that games set in Japanese cities were a rarity, but beyond that series, there aren’t many Tokyo-based games. And, outside of Square Enix’s The World Ends With You and Atlus’ Shin Megami Tensei titles, I’ve never seen the city depicted as strikingly as it is in Ghostwire: Tokyo.

The influence of Japanese mythology is immediately evident; this is a game steeped from top to bottom in the culture and history–past and present–of the studio’s home country. My gameplay demo began with a description of Ghostwire: Tokyo as a “supernatural action-adventure thriller set in an eerie, haunted vision of Tokyo.” Taking the idea of the familiar clashing with the extraordinary, the game’s setting looks like the Tokyo you’re probably familiar with. The one with gleaming buildings and advertising billboards stacked on top of each other and spread across your sightline, their eye-searingly colorful lights shimmering in on a sheen of rainwater spread across the ground, and bouncing off the puddles pooled here and there. A kaleidoscope of shopfronts are crammed into each block, with smatterings of vibrant foliage standing defiantly amongst the concrete and glass. Close your eyes and think of Tokyo or search for it on Instagram, and that’s it.

“You know how you see some of the YouTubers out there showing Japan, like a travel channel type thing? It does definitely have that kind of essence to it. In a way, the execution of how Tokyo is made in GhostWire: Tokyo, is pretty detailed,” said combat director Shinichiro Hara. “Sometimes you can actually find some cup of noodles in a store and you can actually see it. You can see the logo, and you can read those words and stuff–it’s that detailed. You can’t quite go that close to objects and stuff like that in a third-person game. So this particular game has an essence of visiting Tokyo in a way, very much like those YouTubers who actually show off [the city] from their point of view, in a first-person style.”

But then, naturally, something has also gone terribly wrong in this version of Tokyo. A deep red blood moon ominously hangs over the city, which seems to be blanketed in perpetual darkness. Places that should be bustling with life, like bar-lined back streets, convenience stores, and restaurant districts, are devoid of life. Even the iconic Shibuya Crossing, where people are almost always stampeding back and forth, is eerily empty. Actually, it’s worse. There are clear signs that people have been snatched from the world and spirited away: piles of clothes remain where they once stood, and in their place, horrifying monsters wander the streets.

The Tokyo depicted in the game is dense in detail, to the extent that I suspect that it’s not likely to be as expansive as some of the open worlds that we come to know, love, and then be exhausted by–though that’s just a hunch on my part for now. Regardless of its eventual size, I can confidently say that it was stunning, and it certainly helps that you experience it in first-person–a perspective shift that is also a first for Tango.

“We [used] a first-person camera because immersion was the keyword that we chose to be paramount for us. It’s the most important thing,” said Kimura. “Story- and scenario-wise, we had this normal human as our main character, who upon the path of the story, meets this other being that has superhuman, supernatural abilities.

“When they get together and try to accomplish a specific goal, they go through this process of walking through this city and encountering supernatural elements. Together, they become like a hero. We wanted to have that sense of the character that’s inside the game actually be the person that’s playing the game. We wanted to help break that wall between the game and the actual [player]. And to help with that is the first-person camera.”

The narrative setup for Ghostwire: Tokyo involves the population of the city mysteriously vanishing and a flood of supernatural creatures called yokai appearing. The design of these beings is sure to catch your eye either because they’re familiar to you, like the headless schoolgirl or the featureless Slender Man-like figure walking around in a pristine suit, or they’re just so weird that you can’t help but stop and stare, like the large office worker man wielding an umbrella, the lady that is just a big gaping maw with sharp stained teeth, or the very tall lady wearing a wide-brimmed hat, and wielding a comically large pair of scissors. Move over, Lady Dimitrescu.

The story begins with you, a mostly ordinary lad, awakening in the fallout of what is being called “The Vanishing.” However, you’ve now got a voice in your head and the ability to harness elemental powers. The phantom hitching a ride in your body has its own agenda but, for the time being, it aligns with your own objective, which is to find your missing sister before she is spirited away by an ever-encroaching fog.

The idea of the “passenger” is something that is pretty common in stories but, more recently, has become popular again, particularly in fantasy anime and manga like Jujutsu Kaisen, for example.

“The concept here is definitely a normal person character. Then, through this meeting with this other worldly thing, his world is turned totally upside down, where everything becomes non-normal. And it’s just a strange experience,” said producer Kimura Masato. “And that happens in other forms of entertainment, but in our game, what we thought was unique is that it’s taking you into Tokyo, and especially into a city like Shibuya. We wanted to create a world where there’s nobody there. What would that feel like? And it’s that uneasiness that makes this game a little bit special, a little bit more spooky in regards to the other universes that might exist in other brands of entertainment.”

“I love Tokyo Ghoul and Jujutsu Kaisen. And I have been reading those, but I never actually compared them to Ghostwire: Tokyo,” explained Kimura. “But the thing we are really trying to go for is, in this game, you’re looking for things that you normally cannot see. And also, you’re being threatened by things that you cannot see. But they’re all in the usual world, in the familiar Shibuya that we normally walk around in.

And for example in Jujutsu Kaisen, the characters there and the enemies there, yes, they do have superhuman abilities because of those supernatural things inside their bodies. But the story there is basically based on humans versus humans. And so that might be a little different between our game and those other similar-sounding forms or brands of entertainment.”

That brings us one of the core pillars of the game: combat. Again, that idea of something ordinary seemingly being delivered in an unconventional way carries through to the combat. Interestingly, Hara describes the game as a “first-person shooter,” and he’s again technically correct (still the best kind of correct). But there are no guns in Ghostwire: Tokyo. Instead, there’s something way cooler: hand seals, which are used in a mystical art called “Ethereal Weaving”–it looks as badass as it sounds. The idea is that the player is able to channel an energy called ether to use elements like wind, fire, and water spells to aid in offense, while using perfectly timed blocks to mitigate incoming damage in defense.

“When I actually joined Tango, making this particular game in the first-person shooter genre was already decided,” said Hara. “Going with something like firearms–submachine guns and other guns against these ghost-like enemies–it is not quite fitting. So we explored how you would actually defeat these enemies and what actually came to our minds was Ethereal Weaving, which is similar to a magic type [where you’re] casting gestures that shoots out projectiles basically.

I thought this was actually interesting because [in] most first-person shooters, you have the rifle come up, then the shotgun, and you have these switches [between weapons]. But actually the transition between the weapons are not really cool. If you actually do it with these cool hand gestures, transitions between these weapons switching can be exciting.”

And based on what I’ve seen, they certainly seem to be exciting. I will admit that I’ve been a massive sucker for hand seals and gesture-based combat since watching Kakashi take on Zabuza in Naruto as a teen, but even still, there’s something undeniably cool about seeing the protagonist in Ghostwire: Tokyo rapidly form different shapes with his hands to fling magical spells from his fingers. It’s like if you did finger guns and a different, dazzling firework appeared every single time–sometimes it’s a fiery missile, other times you can have a whip of deadly water cutting through enemies, or a two-fingered flick of energy that staggers a target on impact.

The spells aren’t infinite, as they have what is effectively “ammo” for each one, but one way you can replenish your energy seems to be tied to another cool mechanic. Against weakened enemies, it becomes possible to connect an ethereal golden thread to a core inside them, at which point your character pulls at it until the thread is taut enough to tear the core away, giving him a bit of ether to use. Even on-screen, without actually doing it myself, it looks pretty satisfying.

On top of those abilities, Tango has said there will be a range of traditional tools at the player’s disposal. In the gameplay demo, I was shown an ornate bow and arrow number being used for ranged attacks.

“I think when you hear about magic casting, people have this idea that magicians are not really physically strong, or [that they’re] not very powerful,” said Hara. “But in GhostWire: Tokyo, we wanted the player to be like a magic-casting badass, basically. It’s actually quite physical. So it’s almost kind of combining magicians with martial artists in a way. We needed to define this element, the actual mechanics of how you defeat the enemy, [in a way] that it’s fitting to this world. That’s where the casting stuff came into being.

“All the things that the player can fire are actually projectiles. So they do actually travel through the world. And it’s not instantaneous, like hitscan stuff. So it does actually contribute to that kind of element of the actual combat style. The other thing is, it is consistent with the enemy as well, so everything an enemy shoots is a projectile, too. It’s not like some of the military shooters where when an enemy fires, you instantaneously get hit, and the only way to actually avoid that is hiding behind the cover.”

He continued: “But also, we implemented the guard and parry system. So the projectiles, you can actually parry and deflect that stuff against an enemy and the enemy gets knocked down. It’s not a [must-master] feature in order to finish the game, but it feels quite good when you succeed in parrying enemies’ attacks and so on. As far as accessibility is concerned, it’s not punishingly hard, because parrying is a risk-reward thing.”

One aspect of Ghostwire: Tokyo that I didn’t expect was verticality, which is leveraged by the traversal options available to the player. By grappling onto a Tengu Yokai, it becomes possible to take to the skies and land on rooftops, where another dimension to gameplay reveals itself. Though it remains to be seen how well it’s realized, it seems there’s a fair bit of platforming in Ghostwire: Tokyo. While on the rooftop, the player in my demo was shown using a katashiro doll–a human-shaped doll made from paper–to absorb untethered spirits to free them and earn experience. While up on the roof there were combat encounters, torii gates to cleanse thereby uncovering more of the map, and it was possible to latch on to other distant tengu yokai to move around. The player also leapt off a rooftop and entered a glide, carrying them further before dropping back down to street level. Interestingly, Tango says that there’s a fair bit of the game that takes place underground, too.

“We consider this game to be a sandbox type of game,” said Kimura. “It’s not huge, but sizable, as the city of Shibuya. And so it’s fairly big, but we wouldn’t call it huge. The thing here that’s different from other games would be that it’s not just a horizontal-sized map, it’s also vertical, because there are some buildings that you can climb and go to the rooftops. And also, some parts of Shibuya [are] underground in the game. It’s a pretty big, wide space.

In normal life, when we’re walking around the city, especially places like Shibuya, you would stay on the main streets, basically. You would see the side alleys and the back streets between the buildings and stuff, but you would never actually go into those small alleys because it’s dark, or it might be a little too scary. There might be paranormal things. There might be spiritual things, but we just don’t know. We just go about our normal lives.”

He continued: “So in this game, we wanted to help scratch that itch in regards to that curiosity that’s being piqued there, by allowing you, in the world of GhostWire: Tokyo, with the help of the yokai, like the Tengu, to the rooftops and see. So that you can see for yourself what kind of cool things might be there.”

Despite not having played a single second of Ghostwire: Tokyo, I came away from my look at the game incredibly excited. There are a lot of familiar open-world game design elements that I know work for me, but I have derived little satisfaction from them in games from the past few years due to their traditionally iterative implementation. Ghostwire: Tokyo is setting itself up to be a distilled version of the open-world games I love, while also delivering the loops I want in their most potent form. Aspects like combat, traversal, and progression are familiar, there’s no doubt about that, but it all comes across as considered, offering mechanical depth alongside visual and stylistic flair. I was always going to be intrigued by whatever Tango Gameworks had to offer, but Ghostwire: Tokyo has quickly become one of my most anticipated games for 2022.

Read MoreGameSpot – Game News

Call of Duty: Vanguard has only been out a few months, but Infinity Ward is wasting no time teasing its own game expected to arrive this year–in very vague terms. The Modern Warfare studio posted a very short message that is sure to get the community in a collective investigation to uncover its secrets.

With just two lines, the official Infinity Ward Twitter account confirmed a “new generation” of Call of Duty would be coming soon, telling fans to “stay frosty.” This isn’t a Wendy’s reference, but a sign to keep alert for any more news.

A new generation of Call of Duty is coming soon.
Stay frosty.

— Infinity Ward (@InfinityWard) February 3, 2022

Call of Duty: Modern Warfare released back in 2019 to positive reviews, reuniting us with past characters–albeit in a rebooted canon–and introducing a few new ones. It was heavily teased that a sequel was coming, and reports said it would be focused on Colombian drug cartels. This would be a big departure from 2009’s Modern Warfare 2, which was almost entirely focused on a conflict between Russian ultranationalists and the joint task force from the original game. That being said, the conflict in the 2019 game takes some huge deviations from the original Modern Warfare, so it’s entirely possible the cartel rumor is true.

The new game is expected to launch in 2022, following Activision Blizzard’s annual release cycle. Whenever it does release, it will still be available on PlayStation consoles. It sounds from Infinity Ward’s tweet that the game may not release on Xbox One or PS4, but Microsoft Gaming CEO Phil Spencer has confirmed he wants to keep the series available on non-Xbox systems, and Microsoft’s purchase of Activision Blizzard is still pending regulatory approval. The next three games in the series will reportedly still be on PlayStation, with the future after that being unclear.

Read MoreGameSpot – Game News

It’s Week 9 in Fortnite, and among a host of other challenges you can do to unlock everything new this week–like Haven Masks–you can also finally unlock The Foundation, The Rock’s Fortnite hero (or villain). But one of those challenges requires you to chase down a specific landmark, Mighty Monument, which you may not know by name. Unless you’re brand-new to Fortnite, however, you’ve been there by now. Here’s what to look for and how to easily complete the rest of this quest too.

Fortnite Mighty Monument

The clue to find Mighty Monument is right in its name. Recall any grand statues of mighty-looking characters on the island this season? Yeah, Mighty Monument is the statue of The Foundation, which you’ll find on the eastern coast by Sanctuary. To visit it, simply approach closely enough until your quest tracker updates. That’s it! You’ll have visited Mighty Monument, and be at lest one third of your way to finish off a specific Foundation challenge.

In order to finish this whole challenge, you’ll need to also visit one Seven Outpost as well as Sanctuary, the natural residence to The Seven. While Seven Outposts are scattered all across the island, Mighty Monument and Sanctuary are both right next to the one on the east coast.

Mighty Monument is the can’t-miss statue of The Foundation.

Therefore, the best way to finish this challenge quickly is to drop out of the Battle Bus onto the Seven Outpost which is farthest east, then head west to the statue, then a bit more west to Sanctuary. At the base of Mighty Monument is a strong gust of vertical wind too, so use that to propel yourself back into the air and glide over to Sanctuary to do this whole challenge in about 60 seconds.

Once you’re done with that, you’ll be one step closer to gathering all Foundation cosmetics. But don’t forget about the new Haven Masks too, which arrived as part of the Fortnite 19.20 patch.

Read MoreGameSpot – Game News

Though this month is more crowded than usual when it comes to new game releases, it’s still not a bad time to catch up on some of the games you may have missed out on last year. If you’re gaming on PS5 or PS4, many of last year’s most popular games are on sale for great prices right now, including PS5 console exclusives like Deathloop and Returnal and multiplatform hits such as Far Cry 6, Hitman 3, and Call of Duty: Vanguard. And if you’re looking to pick up a new accessory, whether that be a headset for online multiplayer or hard drive to add storage space to your console, there are also some great PlayStation accessory deals available now. We’ve rounded up the best PlayStation deals for February 2022.

PS5 console availability

PS5 restocks

To get this out of the way up front, there aren’t any PS5 console deals up for grabs. That’s not a surprise, considering the PS5 and PS5 Digital remain out of stock at major retailers. Make sure to bookmark our PS5 restock tracker, as we update it every time the PS5 becomes available. We typically see multiple restocks each week, all of which sell out within minutes. We’ve also included links to PS5 store pages at major retailers below. While we’ve never seen an outright discount on a new PS5, GameStop occasionally has preowned PS5 consoles in stock for $460.

PS5 restocks

Buy PS5 at GameStopBuy PS5 at WalmartBuy PS5 at Best BuyBuy PS5 at TargetBuy PS5 at AmazonBuy PS5 at PS DirectBuy PS5 at StockX

PS5 Digital restocks

Buy PS5 Digital at GameStopBuy PS5 Digital at WalmartBuy PS5 Digital at Best BuyBuy PS5 Digital at TargetBuy PS5 Digital at AmazonBuy PS5 Digital at PS DirectBuy PS5 Digital at StockX

Best PlayStation game deals

Ratchet & Clank: Rift Apart

There are tons of noteworthy PlayStation game deals right now. If you happen to have a PS5, you can save on some of the best exclusives, including Returnal, Ratchet & Clank: Rift Apart, and Deathloop. Plenty of games that released in 2021 for both PlayStation platforms are also on sale. You can save big on Resident Evil Village, Tales of Arise, Lost Judgment, and many more great games. We’ve rounded up the best PS5 and PS4 game deals below.

Assassin’s Creed Valhalla — $22 ($60)Back 4 Blood — $25 ($60)Battlefield 2042 — $30-$35 ($60-$70)Call of Duty: Vanguard — $45-$53 ($60-$70)Deathloop — $35 ($60)Far Cry 6 — $30 ($60)Ghost of Tsushima Director’s Cut — $50 ($70)Hitman 3 — $30 ($60)Hot Wheels Unleashed — $35 ($50)Just Dance 2022 — $25 ($50)The Last of Us Part II — $29 ($60)Lost Judgment — $37 ($60)Marvel’s Avengers — $20 ($40)Marvel’s Guardians of the Galaxy — $30 ($60)Marvel’s Spider-Man Ultimate Edition — $50 ($70)Mass Effect: Legendary Edition — $34 ($60)NBA 2K22 — $25 ($60)NHL 22 — $30 ($60)Nier Replicant — $40 ($60)Outriders — $20 ($40)Persona 5 Royal — $28.50 ($60)Persona 5 Strikers — $35 ($60)Ratchet & Clank: Rift Apart — $50 ($70)Resident Evil Village — $35 ($60)Returnal — $59 ($70)Riders Republic — $30 ($60)Scarlet Nexus — $29 ($60)Tales of Arise — $37 ($60)

In addition to the physical game deals listed above, make sure to check out the PlayStation Store’s current collection of discounts. PSN is running multiple sales right now, including the Critics’ Choice Sale and a Games Under $15 Sale. The Critics’ Choice Sale features deals on Ratchet & Clank: Rift Apart, Ghost of Tsushima Director’s Cut, Deathloop, and more.

Best PlayStation accessory deals

If you’re looking for some new accessories for your PS5 or PS4, there are some nice deals available right now. Some of the best PlayStation accessory deals can be found on headsets, including multiple great SteelSeries headsets and some budget pairs that offer solid value for the price. In addition to headset deals, you can save big on storage devices for PS5 and PS4, including our pick for the best NVMe SSD for PS5. While there aren’t any deals on DualSense controllers right now, you can save on charging stations and thumbstick grips.

Best PlayStation headset deals

Best PlayStation storage device deals

More PlayStation accessory deals

Read MoreGameSpot – Game News

Ahead of Dying Light 2: Stay Human‘s launch, developer Techland boasted that the first-person parkour game set in a zombie apocalypse would take players roughly 500 hours to complete. That number indicates how long it will take players to see absolutely everything that Dying Light 2 has to offer, including the outcome of dozens of story choices (requiring multiple playthroughs). So assuming you’re only going to play through Dying Light 2 once, how long is it going to take you?

How long does it take to beat Dying Light 2?

Honestly, it really depends on how much you want to pull out of it. GameSpot guides editor Mark Delaney played through Dying Light 2’s campaign for review, finishing the story in about 48 hours. Though he strayed from the main path in order to complete side quests that he ran across, he didn’t go out of his way to chase everything down–only pursuing whatever happened to catch his fancy.

Mark estimates that, all told, the critical path missions in Dying Light 2 took him 20-25 hours, so you can expect that level of commitment if you only want to play the main campaign. Looking at the map, he predicts he still has a couple dozen hours of content left over, estimating his final playtime would be over 80 hours if he decided to go back and do everything.

To compare that to its predecessor, How Long To Beat lists the original Dying Light‘s campaign at 17ish hours. To complete the campaign and do a little extra pushes you closer to 35 hours, and seeing everything the game’s open world has to offer puts you at 55 hours. So Dying Light 2 is a fair bit longer.

In GameSpot’s Dying Light 2: Stay Human review, Mark writes, “Dying Light 2 is a perplexing game. Its story and characters are headache-inducing, and it appears to lack polish in many areas. But even a dozen hours after I rolled credits, I’ve found myself going back to the game to do another parkour challenge, rummage through another abandoned science lab, or just see if I can get from Point A to Point B without ever hitting the ground. It’s rough around the edges and it asks players to invest a lot in its weakest element, but once you realize the story, like gravity, is only going to pull you down, you can begin to defy it and enjoy the things Dying Light 2 actually does well.”

Read MoreGameSpot – Game News

EA Sports is marking NFL legend Tom Brady’s retirement by boosting the Madden NFL 22 cover star’s rating to the game’s highest possible, 99. This is the second time this NFL season that Brady will have a 99 OVR, as he was initially boosted to 99 back in October when he set the all-time career passing record.

Brady started in the NFL back in 2001 with a 57 OVR, and his rating improved over the years in connection with her performance on the field mostly with the New England Patriots and eventually the Tampa Bay Buccaneers. Brady also reached a 99 OVR in Madden 09, Madden 12, Madden 18, Madden 19, and Madden 22.

Celebrate 22 years of playing Madden with the GOAT 🐐
Welcome back to the #99Club: @TomBrady #ThankYouTom | #Madden22 pic.twitter.com/gaXdSkFvAU

— Madden NFL 22 (@EAMaddenNFL) February 3, 2022

Brady’s final season with the Buccaneers was one of his best in terms of passing stats. He led the NFL in touchdown passes (43) and total passing yards (5316).

In addition to boosting Brady’s OVR to 99, EA is honoring the QB by featuring him in a new Madden Ultimate Team pack–check it out below. For more, have a look at GameSpot’s look into Tom Brady’s storied career, as told through his Madden ratings.

GOAT Tribute – @TomBrady 🐐
7x Super Bowl Champion
5x Super Bowl MVP
3x NFL MVP
Available Tomorrow.#ThankYouTom | #Madden22 pic.twitter.com/pIGLhsc7rJ

— Madden Ultimate Team (@EASPORTS_MUT) February 2, 2022

In other Madden news, EA is once against hosting a virtual Pro Bowl event this coming weekend, and the company is trying to set a world record by playing the game on a massive screen on the Las Vegas strip. Additionally, we’re expecting EA to release the results of its annual Super Bowl simulation in the days ahead, leading up to Super Bowl LVI on February 13.

Read MoreGameSpot – Game News

Apex Legends Season 12: Defiance introduces Mad Maggie, an offensive legend with an explosive close-quarters skill set. During a preview event, Apex Legends game engineer Chris Winder went into the origins and design goals of Mad Maggie, as well as where in the in-game meta Respawn predicts she’ll fit.

“Maggie is–first and foremost–an aggressive playmaker,” Winder said. “She really likes to break up enemy defenses and push other characters.”

Apex Legends already has a few legends that can technically fit such a description, with characters like Octane and Revenant excelling at aggressive close-range playstyles. Maggie differs, however, in how she’s able to disorient an enemy and get up in their face. Mad Maggie’s abilities make her somewhat of a breacher–so unlike Octane and Revenant, who are geared towards rushing an enemy before they have a chance to get situated, Maggie can safely get to her foe even if they’ve already managed to hide themselves behind cover.

This is most evident with her tactical ability, Riot Drill, a mining tool that Maggie has modified into a weapon. When fired, the Riot Drill burns through obstacles, ejecting burning flames out the other side. Maggie’s Riot Drill can even burn through Rampart’s Amped Walls or Gibraltar’s Dome Shield. Basically, if you’re taking cover behind something, the Riot Drill can reach you–the only way to deal with it is to sit there and take the damage or abandon your position. In either case, Maggie and her allies can potentially turn that to her advantage.

“We’re always looking for that open space [in the meta]–new problems to solve, new play styles,” Winder said.

Winder went on to explain why the more recent legends have fit far more specific roles than the characters seen earlier in Apex Legends’ roster. “Early on, we were thinking about Apex with no characters–there was a lot of open design space for the kind of gameplay spaces that legends could take over,” he said. “There’s the smoke character, toxic gas character, grappling [character]–all these different kinds of spaces that we could explore, we did with those early characters. And naturally this design space sort of closes over time.”

He continued: “[Apex Legends] has changed and it’s changing all the time with how players are playing different characters and how the meta shifts from season to season, and the types of gameplay that we want to encourage and players want to see more of. So that’s definitely been an interesting challenge, and one of the fun, surprising things is being able to adapt a breacher character like Maggie from when we were thinking about her to what types of breaching that she’ll need to do by the time she needs to come out and how she needs to evolve.”

Intriguingly, Winder explained that Maggie’s abilities weren’t always hers. Originally, her kit belonged to another character. “We started with the inspiration of a Polish winged hussar–it’s like a mounted soldier with plumage as decoration for some really awesome imagery–named Husaria,” Winder said.

Husaria is an old name in the Apex Legends’ community–it first appeared in files datamined during the early weeks of Apex Legends’ launch. The name appeared in a list of 10 upcoming legends, which included Octane, Wattson, Crypto, and Rampart, as well as legends that fans theorize may have gone on to become the inspirational template for Year 2-4 characters, like Rosie (who players believe is the basis for Season 5’s Loba).

“The [Husaria] kit began as a breacher character, a one-woman SWAT team, a character that could really take some of the defensive legends and their abilities to lock down a building and really bust in there and help breach that situation for her and her team,” Winder said. This kit evolved in numerous ways as Respawn adapted this breacher character to fit Apex Legends’ changing meta. Winder said that the team tried a riot shield and flashbang grenades, and for a while, Husaria had “a shotgun attached to her leg which could blow down doors in one kick.”

Though this trait ultimately didn’t stick around, this affinity for shotguns did, becoming the inspiration for Maggie’s passive ability, Warlord’s Ire, which highlights enemies through walls that Maggie has damaged and allows her to move faster while holding shotguns.

Rounding out Mad Maggie’s skill set is her ultimate ability, Wrecking Ball. When used, Maggie tosses out a giant metallic ball that slowly breaks apart as it bounces forward. The pieces left behind will offer a speed boost to whomever steps on them, allowing Maggie and her allies to quickly cover a lot of ground by trailing after the ball. Once set in motion, the ball will keep moving forward, only changing direction if it bounces off a wall. The Wrecking Ball stops when it’s either completely broken apart or runs into an enemy, which causes it to explode. According to Winder, the explosion knocks players back, temporarily stuns them, and deals 20 damage. Wrecking Ball isn’t designed to bring the pain; it instead introduces a chaotic force to the battlefield (especially when indoors) that’s meant to both distract an entrenched enemy team and help Maggie and her allies close the distance on said team.

“Wrecking Ball was definitely one of our biggest development challenges,” Winder said. “Finding a good fantasy for explaining what this ball was and how it worked and what it exactly looked like took a number of tries. Our team, I would say, was initially a little bit skeptical of the idea and how it might fit in our somewhat grounded world. But despite it being a little bit ridiculous, the sort of intuition of how it plays and the fun really won out in the end.”

And if all that sounds like Mad Maggie may launch a bit on the strong side, then you’re right. That’s a bit of what Respawn is going for with Mad Maggie–purposively launching a new hero shooter character in an overpowered state. It’s a strategy Respawn has used before to encourage players to pick a new legend more often at the start of a season, allowing the developer to gather a large pool of data about said legend right from the get-go.

“You heard Chris [Winder] talking about Mad Maggie’s kit, and if you look at the last few seasons, I think it’s very clear that we don’t shy away from launching legends strong and really shaking up the meta,” Apex Legends game director Steven Ferreira said. “I think the same is going to be true of Maggie and I’m looking forward to seeing how her aggressive nature and her kit that flows out of that is going to change things up this season.”

Apex Legends Season 12: Defiance begins February 8. Alongside adding Mad Maggie, the new season introduces a nice buff to Crypto, a nerf to Caustic, and map changes to Olympus. Season 12 also marks the start of Apex Legends’ in-game celebration of its three-year anniversary. A roadmap of Season 12 teases two new events as well.

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The Fortnite Icon Series gets a little more groovy today with the inclusion of Bruno Mars and Anderson .Paak, the duo known as Silk Sonic.

The Silk Sonic set will drop in the item shop February 10 at 4 PM PT / 7 PM ET, and it will include a skin, pickaxe, and back bling for each half of the dynamic musical duo, Bruno Mars’s kit includes a Sound Scepter pickaxe that doubles as a back bling, while Anderson .Paak wields the Sonic Snare back bling and Boom Bap pickaxe.

Silk Sonic rolls onto the Fortnite island on February 10.

The item shop will include other items outside of the Silk Sonic Set to commemorate the duo’s debut in Fortnite, including the Somebody This Fly lobby track, Freedom Wheels emote, and the returning Leave The Door Open emote.

Finally, the Silk Sonic Cup on February 7 will let teams of two compete for a chance to unlock the Silk Sonic set early without having to use their precious V-Bucks. Playing 10 matches within a designated three-hour window will earn each member of the team points, with the highest scorers accessing the skins early. Times for each region can be found in the Compete tab on the Fortnite dashboard, while scoring for the tournament is as follows:

Match Placement Victory Royale: 25 Points2nd: 22 Points3rd: 20 Points4th: 18 Points5th: 17 Points6th: 16 Points7th: 15 Points8th: 14 Points9th: 13 Points10th: 12 Points11th: 11 Points12th: 10 Points13th: 9 Points14th: 8 Points15th: 7 Points16th: 6 Points17th: 5 Points18th – 19th: 4 Points20th – 21st: 3 Points22nd – 23rd: 2 Points24th – 25th: 1 PointEliminations 1 Point each

While you wait for Silk Sonic to drop in, Dwayne “The Rock” Johnson has finally made his debut as The Foundation, while a brand new location has just opened up for exploration as part of the Fortnite 19.20 patch.

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Pokemon Legends Arceus is off to a very good start, as Nintendo has announced the game sold 1.425 million copies during its first week. That is a huge result, and it’s second only to Animal Crossing: New Horizons, which sold 1.881 million copies during its first week in 2020.

The numbers came from industry analyst David Gibson, as shared on social media. Legends Arceus was released on January 28, so in fact it’s been out for less than a week.

Nintendo Switch JP data – “Pokémon LEGENDS Arceus”, has sold 1,425,000 copies, making it the 2nd best-selling Switch title of all time in its first week, behind “Animal Crossing”, which sold 1,881,000 copies. “Pokémon Brilliant Diamond Shining Pearl” sold 1,396,000 units.

— David Gibson (@gibbogame) February 3, 2022

GameSpot’s Pokemon Legends Arceus review scored the game an 8/10. “It’s the most daring and inventive the series has been in years, breaking apart the staid core and creating something new and exciting from its pieces,” Steve Watts said.

In other news about Switch game sales, Nintendo updated its list of the best-selling Switch games, with Mario Kart 8 Deluxe topping the list with a whopping 43.35 million sold.

As for hardware, the Nintendo Switch has now soldmore than 103 million units, surpassing the Wii.

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Gearbox Software has completed work on Tiny Tina’s Wonderlands, its upcoming Borderlands spin-off that stars the fan-favorite explosives expert voiced by Ashly Burch. While the game is complete, there’ll still be some fine-tuning to do ahead of its March 25 release, which will likely include the usual updates and optimizations.

don’t look now 👀
Tiny Tina’s Wonderlands JUST WENT GOLD baybay!!! 🏆🥇 pic.twitter.com/Esxsv5qI0e

— Tiny Tina’s Wonderlands 🦄 (@PlayWonderlands) February 2, 2022

In a separate tweet, Wonderlands creative director Matt Cox commented on the challenge of developing the game in the current pandemic era of the world.

“Shipping games is hard, and significantly harder during a pandemic. I am overwhelmingly proud of every part of our Tiny Tina’s Wonderlands teams,” Cox said. “We dug deep and poured our hearts into something special. I love our team, and love our fans. March 25th is so close!”

WE ARE GOLD! Shipping games is hard, and significantly harder during a pandemic. I am overwhelmingly proud of every part of our Tiny Tina’s Wonderlands teams. We dug deep and poured our hearts into something special. I love our team, and love our fans. March 25th is so close! https://t.co/42r3dPsLPA

— Matt Cox (@findmattcox) February 2, 2022

Similar to the Borderlands series, Wonderlands will cast you as one of several classes—Brr-Zerker, Clawbringer, Graveborn, Spellshot, Spore Warden, or Stabbomancer–who all wield unique abilities.

Wonderlands also features a multi-class system that allows for any of those two roles to be combined, which should make for some interesting character builds. Guns are of course an option for dealing with all manner of assorted fantasy enemies when action skills and various other passive abilities aren’t enough.

For an idea of just how Gearbox handles the fantasy genre, you can check out Tiny Tina’s Assault on Dragonkeep for PC, PlayStation, and Xbox. The Borderlands 2 DLC is now a standalone adventure, and if your PS Plus subscription is up to date, you can add it to your PlayStation library as part of February’s offerings through the online service.

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