• Marvel’s Avengers Shows Off Some of Its Spider-Man Suits

    Crystal Dynamics has shown off some of the costumes that will be available for Spider-Man when he's added to the PlayStation version of the game later this month. Among the final line-up are suits based on his look from Secret War and Spider-Man Noir.

    The seven suits revealed so far on the Avengers website can be seen in the gallery above. The 'classic suit' is, as the name suggests, based on Steve Ditko's original drawings of Spider-Man, with blue and red fabric panels and the black-line webbing design. That look has been updated for the Iconic Suit, which is the bespoke design for Marvel's Avengers. Looking a little closer to the suit from the Insomniac games, it has more textures and eye lenses inspired by John Romita Sr.'s artwork.

    The Bugle Boy suit dresses Spider-Man in jeans, a shirt, and a sweater, with an SLR camera slung over his shoulder. It's a nod to Peter Parker's civilian identity as a photographer for the Daily Bugle paper. If that's a little too pedestrian for you, a more heroic sci-fi look can be found in his Secret War suit, inspired by Gabriele Dell'Otto's work from the Secret War comics.

    There are two Spider-Armor suits – the Mk I and Mk III – which show the evolution of the armoured spider design. The first, based on art from Web of Spider-Man issue 100, has an almost hockey armour look to it, and a motorcycle-inspired helmet. The Mk III, meanwhile, is inspired by the Ends of the Earth suit from Amazing Spider-Man #682, and features much sleeker, heavier duty armour panels painted with red metallic.

    The final suit shown in the news update is the trench coat-clad Noir suit, inspired by the Spider-Man: Noir comic series. Based on Carmine Di Giandomenico’s art, it has an aviation-like face mask with goggle lenses, and a sweater embroidered with the spider logo.

    Crystal Dynamics notes that these suits are just "some" of the final designs, and more will be revealed on the Avengers' social channels in the time before Spider-Man is added to the game.

    The first look at Avenger's Spider-Man was recently revealed, which promised his arrival in the PlayStation versions of Avengers on November 30. He'll arrive as part of the With Great Power hero event. That will be the next major change for Avengers, following the removal of paid XP boosters.

    Matt Purslow is IGN's UK News and Entertainment Writer.

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    Dying Light 2: The First Hands-On Preview

    The first Dying Light was an open-world survival game built primarily around smooth parkour-inspired movement, brutal melee combat, and a unique day/night cycle that featured an action-heavy style of gameplay during the day, and a more careful stealth-based style at night to avoid the much stronger and more aggressive Volatile zombies.

    Based on my four hours of playtime with a preview build of Dying Light 2, it’s certainly more of the same, but developer Techland has obviously put a lot of effort into addressing many of the issues from the previous game, while also completely reinventing certain fundamental pillars of design – ultimately building a game that, thus far, simultaneously feels like the natural next step for the franchise, while also feeling like something that establishes its own unique identity.

    The first thing that really struck me about Dying Light 2 was its world. The original’s open world was a highlight due to how it was designed to be a playground for your parkour skills, but it was so grounded in reality that it really didn’t have a distinct visual style. That’s changed in Dying Light 2, which takes place 20 years after the collapse of society. Humanity has fallen back into a modern medieval period, and nowhere is that more apparent than the Bazaar, which serves as the primary safe zone in Old Villedor, the place where the bulk of my play session took place.

    The Bazaar is actually just a large church in the middle of Old Villedor that a group of survivors have turned into their home by fortifying its walls, adding small farms, and turning the interior into an actual makeshift city complete with shops, weaponsmiths, hand painted wooden signs – along with scattered UV lights to help fend off the infected. Much like any of the big cities you’d see from the Fallout series, the Bazaar is teeming with its own culture and personality, between the church imagery, the sweaters and hoods worn by its inhabitants very clearly looking like medieval chainmail, and the near complete lack of technology all driving home the “modern dark age” theme.

    The world outside of the Bazaar looks very different as well. There’s a really great dichotomy to the ground and rooftop levels of Old Villedor. On the ground floor, it’s a wasteland. There are tons of zombies, swathes of brown and gray, and all of the remnants of an abandoned society. Look to the rooftops, though, and you’ll find greenery as far as the eye can see, with trees and overgrown grass all lining the tops of the dilapidated buildings, as well as survivor camps that can be powered by climbing rickety windmills, which will help create safe zones with UV light that repel the infected.

    I was also able to check out a later environment known as the Central Loop, which traded in the smaller residential buildings of Old Villedor in favor of gigantic skyscrapers that could only be traversed using the new paraglider, ziplines, and pulleys.

    Whichever environment I played in, getting around was a lot of fun.

    Whichever environment I played in, though, getting around was a lot of fun. Jumping feels a bit floatier this time around, which took a bit of adjustment to get used to, but ultimately allowed for very precise platforming and very cool death defying leaps across rooftop gaps that always felt super satisfying, especially when on the run. There’s no sprint button, so you basically gain speed by keeping your momentum up, providing a nice incentive to be as smooth as possible with your parkour.

    The fluidity of movement is just one piece of the puzzle. Dying Light also stands out among other similar zombie survival games thanks to its brutal melee combat, which feels mostly the same here in the sequel. Speaking with Tymon Smektala, lead designer on Dying Light 2, he told me that one of the goals this time around was to combine parkour and combat so that players wouldn’t just run to an encounter, stop, kill all the enemies, and then continue on their way. To that end, one of the earliest abilities you get in Dying Light 2 is the ability to vault off an enemy and drop kick another in the face, sending them flying. Unfortunately, I didn’t get deep enough in the combat skill tree to really say how successful Dying Light 2 will be at accomplishing this specific goal, but nevertheless, combat seems impactful, action packed, and loaded with a ton of creative options thanks to an expansive arsenal of moddable melee weapons, craftable tools, and upgradeable skills.

    The one thing that has seen a complete shift from how it worked in the previous game is the day/night cycle. Smektala told me that they realized that in the first game, a lot of players didn’t engage with the night for a number of reasons. Some thought it was too hard, too scary, or didn’t really understand why they should even bother.

    The incentives to explore during the night are much more obvious and clear-cut.

    To address this, Techland is making the incentives to explore during the night much more obvious and clear-cut. During the day, a large amount of infected will hide inside buildings, making them very dangerous to explore. During the night, however, those infected will leave and take to the street, leaving interiors mostly unguarded and making the valuables found within much easier to scrounge up. Then there are also side missions that can only be completed during the night time and special open world events, like GRE Anomalies, which are mini-boss fights against powerful infected.

    Beyond that, hanging around during the night is not quite as dangerous or as scary as it was in the past. Volatiles no longer just roam around the city – or at least they didn’t in my experience. Instead, there are special infected called howlers that will alert the horde to your presence when they spot you, triggering a GTA-like multi-tiered chase sequence that forces you to either run away and break line of sight, or stand and fight until there’s no one left to give chase. The longer you stay within the range of the infected though, the more your chase meter fills, with each new level calling in more and more dangerous threats, until finally, it gets to level four, at which point you’re in big trouble.

    The final pillar of Dying Light 2’s design, and one that wasn’t present in the first game, is that its choices have consequences, both in terms of the story and the actual gameplay. I encountered several points in my playtime where I was offered choices between siding with one faction or another, and while I can’t really comment on how deeply those choices may have affected the overall narrative, they seemed pretty dramatic. Like making the decision of whether to share valuable information with the survivors back at the Bazaar, or taking that information back to the law-enforcing Peacekeepers.

    You can also capture specific facilities and make the choice of whether to give the control to the Peacekeepers or the Survivors, with each choice offering its own benefits and perks. Granting control to the Peacekeepers will reward you with some sort of combat-related perk, like arming all vehicles in the controlled area with a remote-controlled car bomb, while granting control to the survivors will instead reward you with a perk that makes traversal easier. For example: having ziplines that allow for easier rooftop travel in the area. The more you align with a particular faction, the more powerful the perks you acquire.

    All in all, I had a lot of fun during my time with Dying Light 2. My four hours of playtime were pretty much exclusively directed towards main-quest content, so unfortunately I didn’t get much of a chance to take a look at the multitude of sidequests, side activities, and challenges, but even with just a glance it’s clear that Dying Light 2 will be a massive game, one that will once again be playable cooperatively as well. We’ll soon see how it all turns out when Dying Light 2 is released on PC, PlayStation 4, PlayStation 5, Xbox One, and Xbox Series consoles on February 4, 2022.

    Mitchell Saltzman is an editorial producer at IGN. You can find him on twitter @JurassicRabbit

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    Skate 2 Announced for Xbox Backwards Compatibility… But EA’s Still Turning the Servers Off

    Skate 2 was recently announced to be making a return to Xbox consoles as part of a long list of games that Microsoft announced would be coming back via backwards compatibility. The bad news? EA is still turning off the game's online servers next month.

    In tweets from the Skate Twitter account (below), the team at EA celebrated with fans after Skate 2 was announced to be one of over seventy titles that would be making its way to Xbox One and Xbox Series X|S consoles via backwards compatibility. The studio shortly followed this up, however, with a short but disappointing reminder that the game's servers wouldn't be sticking around for too much longer.

    "We’re providing a heads up that on December 10, 2021, we will be turning off the Skate 2 online servers for PlayStation and Xbox," confirmed the tweet. "It’s not an easy decision and not something we take lightly," the studio continued before providing links to further information.

    The decision by EA comes after Skate 2 has seemingly become another in a long list of games that has seen its online fanbase dwindle to a point of near extinction. While the game's inclusion in Xbox's backwards compatibility list may have helped to remedy this situation, it seems that's not enough to convince EA to stick with the game.

    Thankfully, Skate 2's classic single player experience will remain intact, which will hopefully still provide that much needed hit of nostalgia for the community. If you're really hoping to get in some multiplayer, you only have a few weeks left to do so.

    Skate's last entry into the series came with Skate 3 in 2010. However, last year, EA announced that it was reviving the series with a new Skate sequel that the publisher said was in early development at the time. Following the announcement, the company later confirmed that the upcoming project is being developed by a new Vancouver-based EA studio called Full Circle.

    Microsoft's decision to make the wide array of original Xbox and Xbox 360 games backwards compatible comes as part of a number of celebrations surrounding Xbox's 20th anniversary. For more from the world of Xbox, make sure to check out this piece detailing how Game Pass was originally going to be a rental service before the success of streaming platforms such as Netflix.

    Jared Moore is a freelance writer for IGN. You can follow him on Twitter.

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    Fortnite Has Officially Given Up on Trying to Crack China

    Epic Games has officially given up in its pursuit to fully bring Fortnite to audiences in China as the studio calls time on its servers in the country without having made a cent.

    As reported by Bloomberg, Epic Games shut down Fortnite's serves in the country yesterday (November 15) following a three-year trial of the game which seemingly didn't earn the company any money despite what must be significant investment.

    As per Bloomberg, the game started off quite positively in its attempts to tap into the Chinese market, with 10 million players pre-registering to play the game in the Summer of 2018. However, due to laws in the country, which require new video games to gain approval in order to sell copies of virtual items in the region, the game was never properly launched.

    Epic's decision to close the servers comes at a time when those in Beijing are more closely monitoring the impact that video games have on children. In September, the government sought to limit children's playing time to as little as three hours a week in many cases, while instead, encouraging them to partake in alternate outdoor recreational activities.

    While a trial version of Fortnite has been running in China over the last three years, it has seen a number of differences from its global counterpart. Due to government constraints, those playing the game wouldn't be able to purchase digital items and cosmetics to customize their avatars with.

    As reported by GameRant, the version played in the region also allowed for multiple winners during a match, tweaks seemingly made to better suit Chinese values. This meant that players who survived longer than twenty minutes would automatically be crowned victorious regardless of how many players were left standing.

    In other Fortnite news, the game recently announced that Star Wars bounty hunter Boba Fett would be joining the game in December. The announcement via a poster tweeted out during last week's Disney+ Day, and also hinted at the possible arrival of Fennec Shand.

    Jared Moore is a freelance writer for IGN. You can follow him on Twitter.

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    Releasing Halo Infinite on Steam Looks Like a Very Good Decision

    Halo Infinite's multiplayer was released early yesterday and Xbox Game Studios' decision to launch it on Steam alongside the Xbox PC App seems to have worked out very well already.

    As per SteamDB, the game has seen a huge influx of players within the first day since its release. Across the period, Halo Infinite's peak number of concurrent players eclipsed the quarter of a million mark at 272,856 – instantly ranking it at 22nd in the platform's all-time peak player count rankings.

    This places the game above the likes of Payday 2 and Rust, and just below Skyrim and Destiny 2. Given the game reached this peak on a Monday, it's entirely possible it will climb those charts this week.

    Although statistics surrounding the Steam version of Halo Infinite are impressive enough on their own, the game's release on the platform was made all the more significant as a number of other platforms running the game experienced launch issues in the hour after announcement.

    Many of the players attempting to access the game on the Xbox PC App yesterday experienced problems where the game wouldn't appear to launch properly. This seemed to be down to an issue with an update not appearing for download. While the Xbox PC App had a preinstall size of 200MB, the Steam version instead had a file size of around 26GB and was allowing players to run the game as intended.

    Issues with the Xbox PC App version of the game have since been resolved, though whether or not the problems caused a further influx of players to opt to jump into the Steam version of the game is still unclear.

    While Halo Infinite's multiplayer seems to be experiencing a hugely successful launch, there are a number of factors that have likely contributed to this. First and foremost, Halo Infinite's multiplayer is free, meaning that fans have nothing to lose by joining the action.

    Even before yesterday's release though, anticipation was high. Many players have been waiting to play Halo Infinite for months following the game's delay last year. While delays can sometimes indicate bad omens for a game at launch, many fans were excited to jump into Infinite's multiplayer following positive reports from previously ran technical previews of the game.

    With Infinite already amassing a huge number of players since its release, it will be interesting to see how the game performs across the weekend. This is usually a time where games experience higher volumes of players and Microsoft will surely be hoping that Infinite continues to push higher in charts across a number of platforms.

    Jared Moore is a freelance writer for IGN. You can follow him on Twitter.

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