• Squid Game Funko Pops Are Up for Preorder

    Good news, collectors: you can now preorder a set of Funko Pops based on the astonishingly (and deservingly) popular Netflix show Squid Game. They cost $10.99 individually on Amazon, or you can pick them up in sets at Walmart. They looks suitably adorable, and just as innocent as the children's games the contestants play in the show.

    Here's where you can place your preorders right now.

    Preorder Squid Game Funko Pops

    Please enjoy.

    Chris Reed is a deals expert and commerce editor for IGN. You can follow him on Twitter @_chrislreed.

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    How to Watch the IGN Plays Marvel’s Guardians of the Galaxy A Day Early With Developer Commentary

    One day ahead of the worldwide release of Marvel’s Guardians of the Galaxy on October 26, IGN and some of the incredible people behind this much-anticipated title will be showing fans both the beginning of the game and later sections that will highlight some hilariously wonderful moments featuring Star-Lord, Drax, Rocket, Gamora, and Groot.

    IGN is carrying the stream and, as usual, this watch guide will provide you with everything you need to know to tune in, including when it starts, a list of places you can watch it with us, and what you can expect to see besides new gameplay.

    IGN Plays Marvel’s Guardians of the Galaxy A Day Early With Developer Commentary Start Time

    The IGN Plays Marvel’s Guardians of the Galaxy a Day Early With Developer Commentary stream will take place on Monday, October 25 at 10am PT/1pm ET/6pm BST. If you are in Australia, the stream will begin at 3am on Friday, October 26.

    Where to Watch IGN Plays Marvel’s Guardians of the Galaxy A Day Early With Developer Commentary

    If you’re interested in watching the upcoming IGN Plays Marvel’s Guardians of the Galaxy A Day Early With Developer Commentary, we’ll be hosting the stream here and across our many channels on platforms like YouTube, Twitch, Twitter, Facebook, and more. Here’s the full list of places you can watch the show:

    What to Expect during the Upcoming IGN Plays Marvel’s Guardians of the Galaxy A Day Early With Developer Commentary

    The IGN Plays Marvel’s Guardians of the Galaxy A Day Early With Developer Commentary will be hosted by IGN’s own Max Scoville, and he will be joined by an exciting group of developers from both Eidos-Montréal and Marvel Games, including Eidos-Montréal senior creative director JF Dugas, senior narrative director Mary DeMarle, and senior audio director Steve Szczepkowski; and the VP and head of creative at Marvel Games, Bill Rosemann.

    These guests will help break down the story, gameplay, music, skills, upgrades, and much more for Marvel’s Guardians of the Galaxy. Furthermore, they will also dive into why they chose the 30+ licensed tracks that are part of the game, what it was like working with Marvel, why you are only playing as Star-Lord, how the transition was from working on Deus Ex, and what else players can expect when they get their hands on the game.

    As previously mentioned, fans will also get an early look at the beginning of Marvel’s Guardians of the Galaxy as well as later sections that will tease how powerful this group of heroes can become.

    Marvel’s Guardians of the Galaxy will be released on Tuesday, October 26, on PlayStation 5, PlayStation 4, Xbox Series X/S, Xbox One, Nintendo Switch via the Cloud, and PC.

    For more, check out our final preview of Marvel’s Guardians of the Galaxy, how combat works in the game, and how this story makes a fun change to Star-Lord’s origins.

    Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst.

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    Xbox Game Studios Reportedly Working on a Cloud-Based MMO That Can Be Played on Almost Any Device

    Xbox Game Studios, alongside Finnish studio Mainframe, is reportedly working on a cloud-based MMO that players will be able to jump into on almost any device.

    Both Windows Central reporter Jez Corden and GamesBeat reporter Jeff Grubb have mentioned the project. Speculation surrounding the studio's involvement in such a project was initially brought to fans' attention during a recent episode of The Xbox Two podcast, in which Corden said, "I do know that Microsoft's working with a studio in Finland, or at least I've heard they're working with a studio in Finland called Mainframe on making a cloud-native game."

    "I have no details about that. It could be tied up to one of the codenames that I do know about that I don't know the project information for, but that is what I've heard, that they are looking to make these sort of cloud-native games."

    As part of a GamesBeat article, Grubb says that he's confirmed through independent sources that this is the case. The GamesBeat report says that the game currently in development by Mainframe is going by the working title Pax Dei and that the term 'cloud-native' refers to the fact that players will be able to access the game on any device.

    If this is to be true, then it could mark a big step forward for MMOs. As Pax Dei will reportedly run off a remote server, one concept that the studio is allegedly exploring further is the idea that mechanics would scale in terms of complexity of device. This would seemingly indicate that certain in-game features would be more suited to different devices. Grubb gives the example that players could do simpler, smaller tasks such as resource gathering while at work on their phones. but then access more complex areas of the game, such as missions or raids, from their PC or console at home.

    While news of the partnership hasn't officially been announced by Microsoft, Mainframe's website confirms that the studio is working on a game that looks to fit the bill. "Mainframe was formed by veteran developers in Helsinki and Reykjavík," the homepage states. "We’re creating a cloud-native MMO, a vibrant world with new ways to engage and connect with our friends. It’s the game of a lifetime." Despite the fact that few other details have been released about the studio's MMO, the site also references the development team's trip to Iceland, which it says has "the best design inspiration."

    We've contacted Microsoft and Mainframe for comment.

    For more from Microsoft, the company is holding a 20th anniversary event that will celebrate Xbox's legacy over the last two decades.

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

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    CD Projekt Buys an Indie Studio to Make a Game Based on One of Its Properties

    Cyberpunk 2077 and The Witcher creator CD Projekt has acquired indie studio The Molasses Flood, which will now work on a new game based on one of CD Projekt's IPs.

    Announced to investors today, CD Projekt announced that it had bought 60% of the Boston studio initially, and organised transactions to takeover the remaining 40% over time. The Molasses Flood will collaborate with CD Projekt's development unit, CD Projekt Red, but will retain "full autonomy".

    The announcement mentioned that The Molasses Flood "will work on its own project based on one of CD Projekt’s IPs." That's likely a game set within the Witcher or Cyberpunk universes.

    CD Projekt has previously said that it will developer AAA Witcher and Cyberpunk games simultaneously, starting from 2022. It's not clear what property Molasses Flood will work with, nor if this is an additional project on top of those planned developments – CD Projekt says it will announce more in the future.

    Molasses Flood subsequently confirmed the news on Twitter, saying, "We get to build a completely new game in the universe of an existing CD Projekt IP, we get to hire a lot more folks, ad we get to keep making games based on the same principles that have always guided us: making games with heart built on rich gameplay systems."

    The studio's announcement also confirmed that it would retain its name, but would add "a CD Projekt Studio" in most communication.

    In a separate press release, joint CD Projekt CEO Adam Kiciński said, "“We’re always on the lookout for teams who make games with heart. The Molasses Flood share our passion for video game development, they’re experienced, quality-oriented, and have great technological insight. I’m convinced they will bring a lot of talent and determination to the Group.”

    The Molasses Flood has previously created The Flame in the Flood and Drake's Hollow, both of which focused on survival elements, albeit with very different approaches. Members of the Molasses Flood team had previously made BioShock, Halo 2, and Rock Band before creating the indie developer.

    Before we get to any new games, CD Projekt is still working on next-gen upgrades for both Cyberpunk 2077 and The Witcher 3: Wild Hunt – both of which were recently delayed to 2022. Major expansions are due to follow for Cyberpunk at a later date.

    Joe Skrebels is IGN's Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to [email protected].

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    Gigabyte M32U Review

    The ubiquity of 4K in the TV market hasn’t quite reached gaming monitors in the same way. But there are more popping up each day, and the new HDMI 2.1 connections allow them to support more setups than before. The Gigabyte M32U is one of the latest offering an extra-sharp 4K resolution alongside the high refresh rates demanded for competitive gaming. At $800, you don’t get that pairing cheaply, so let’s take a closer look and make sure it’s doing more to earn your money than just shrinking pixels so it can fit more of them.

    Gigabyte M32U – Design and Features

    The Gigabyte M32U sits on a beefy stand that looks like a boomerang made by Batman – not a batarang, though. It’s much like you’ll find on other Gigabyte monitors, and it offers a modest range of tilt, swivel, and height adjustment. I didn’t struggle to get it to fit in with my deskspace despite the imposing size of the display and stand, and routing cables through a hole in the stand helps keep things tidy. The monitor does support VESA mounting with 100×100 adapters, so you can make it even more flexible, but the included stand is stable enough to stick with.

    There’s not a lot of style to speak of from the Gigabyte M32U. There’s no RGB ornamentation. Gigabyte has offered a smart design with its joystick for on-screen display navigation, which makes it easy to change settings on the monitor. Gigabyte also included a pair of 3W speakers that are passable for getting a bit of audio in a pinch, but they’re majorly lacking on the low-end – no getting your groove on.

    Ports abound on the back of the monitor. There’s a DisplayPort 1.4 connection geared up for PCs to take advantage of the 3,840 x 2,160 resolution at the monitor’s max 144Hz refresh rate with HDR, 10-bit color depth, and VRR a la FreeSync Premium Pro. A pair of HDMI 2.1 can also get the monitor up to speed, but will be limited to 4K/120Hz with 4:2:0 chroma-subsampling on Xbox Series X and PS5. That same limitation didn’t apply when I connected over HDMI to an Nvidia RTX 3070.

    There’s also a USB-C port with DisplayPort capability for connecting to a laptop. The monitor can connect to your PC with a USB-A-to-B connector as well. Those two connections can both access a three-port USB hub on the rear of the monitor, and a KVM switch above the OSD control joystick makes it a one-button procedure to switch which host device is in control, although it takes a couple of seconds to complete the handoff.

    At the price, the Gigabyte M32U predictably uses a SuperSpeed IPS panel. It’s boasting a wide color gamut alongside a 1ms response time to help justify its premium pricing. It’s also touting VESA DisplayHDR400, which doesn’t quite feel good enough for the price. That’s basically the ground floor of HDR, and it’s nowhere near as dazzling as you’ll get from much bigger TVs even at this same price, some of which even support 120Hz and VRR. There’s no advanced local dimming to help it at least offer an improved contrast ratio either, just the typical 1,000:1 ratio of IPS panels.

    Gigabyte M32U – Testing

    A lot of manufacturer claims can’t be measured by the human eye unless there’s something horribly wrong, so I’ve turned to trusty calibration hardware and software to put the Gigabyte M32U to the test. This is performed with a SpyderX Elite colorimeter and SpyderX’s corresponding software.

    The monitor comes out of the box running at pretty much the best visual performance I could get out of it. With default settings which see the gamma set to 2.2 and brightness at a neat 65%, the monitor scores solid points. It fully covers the sRGB color space and manages 83% of Adobe’s and 88% of the DCI-P3 color spaces. That’s pretty good if you want vivid color from HDR content, though it’s a far cry from the $1100 Gigabyte FV43U and I’ve gotten better results from a $200 Monoprice gaming monitor. On the plus side, the colors displayed are largely accurate, with an average deltaE of 0.57, meaning the human eye shouldn’t be able to perceive inaccuracies in color. Even the maximum deltaE value was only 1.56, which is still well within the bounds of what’s considered good.

    At the out-of-box settings, the display also offers a bright enough image at 348 nits (close to the 350-nit typical brightness Gigabyte suggests) while achieving a 1,020:1 contrast ratio.

    Pretty much every other setting I tweaked saw the monitor perform worse. Dialing up the brightness to 100% harmed accuracy. Turning on HDR with local dimming shrunk the color gamut, dropped max brightness to just 187 nits and tanked the contrast ratio to 410:1. It also saw the max deltaE value hit 4.71, which would be perceptible. Trying to use the built-in tools to tweak the HDR by adjusting the Light Enhance, Color Enhance, and Dark Enhance slightly improved brightness and contrast ratio, but it offered unacceptable color accuracy and presented color fringing on text.

    I also used Blur Busters’ UFO Test to catch any poor behavior as relates to pixel response time. Given the good but unimpressive results in the other metrics, this was a chance for the Gigabyte M32U to regain some ground. But, it’s a little hit and miss. The monitor provides a number of Overdrive settings, and the fastest Speed setting sees considerable ghosting and coronas around moving elements on the screen – not so distracting on a test pattern, but it can drive you mad in games, especially the bright inverse-ghosting of coronas. The Picture Quality and Balance modes didn’t have as noticeable ghosting or coronas but may not be hitting that same 1ms metric.

    Despite being a FreeSync Premium Pro display with no noted G-Sync compatibility, the monitor performs well connected to an Nvidia graphics card. Enabling G-Sync in Nvidia’s Pendulum Demo saw it effectively eliminate tearing and stuttering.

    Gigabyte M32U – Gaming

    The Gigabyte M32U can keep up well enough if you can drive it. 4K isn’t nearly as easy for a system to drive as 1440p or 1080p even with the mightier RTX 30-Series graphics cards. When the monitor is cruising at its full 144Hz, it is largely a fluid and crisp experience.

    I took it for a few rounds of Apex Legends which let me keep up a regular 110+fps throughout play at 4K. The visuals pop and the details on the characters and scenery are clear. The screen’s ample space also puts a lot in front of me, letting me get a better look at small details in the distance. At 32 inches, the Gigabyte M32U is about the size where increasing resolution may start to make sense.

    Playing Call of Duty: Vanguard’s open beta, performance was more varied. I predictably saw my frame rates jump around a bit more, but thankfully the G-Sync capabilities of the monitor kept that from becoming distracting. I didn’t notice any stutter or tearing in gameplay. What I did notice was the awful pixel overshoot rearing its head. The overdrive settings produced even more pronounced coronas at lower refresh rates. Though the coronas of Speed mode were still visible and distracting even while running at high refresh rates.

    Sticking to the display’s Picture Quality overdrive mode kept ghosting and corona concerns to a minimum. But, at $800, this feels like a bit more fiddling and fuss than a high-performance gaming monitor should present. Gigabyte’s own G34WQC offers similar performance in a lot of respects while dropping the resolution in favor of a 34-inch ultrawide experience, and it costs half as much. And then there are monitors like the $830 Alienware AW2721D, which stays with 1440p but cranks it up to 240Hz with little response-time issue and DisplayHDR600 to boot. It raises the question of whether 4K as a feature is worth it, particularly when missing out on better response time. To the M32U’s credit, it is on the more affordable end for a 4K monitor offering a high refresh rate. Many alternatives cost over $1,000, though the Eve Spectrum and Acer Predator XB273K are two exceptions that fall in a similar ballpark to the M32U with similar performance capabilities.

    The Gigabyte M32U’s flexibility to serve as a display for PC gaming and console gaming (as well as a work display for a laptop using its USB-C port) may earn it some points. And it’s certainly a sharp display that’s more than bright enough in everyday use (almost too bright without some bias lighting in play). But, it’s not standing out from the crowd quite enough. And, if your system isn’t going to consistently hit 144fps at 4K, the artifacts that crop up from rendering at a lower resolution and then upscaling will become your worst enemy as they’re all too easy to see with this display’s clarity.

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