• Marvel’s Hawkeye Will Launch With a Two-Episode Premiere

    Hawkeye will make its Disney+ debut on November 24, and we now know that we'll be getting two episodes of the show that day.

    Announced by Disney today, the six-episode season will begin with two episodes on November 24, with an episode a week following that. Befitting the show's Christmas theme, that means it will draw to a close on December 22.

    Alongside the news, we got a short new look at the series, showing off a little more of the Captain America musical, trick arrows, and LARPing we saw in the show's reveal trailer.

    The show is a set in post-Blip New York City, in which Jeremy Renner's Hawkeye is aiming to get home in time for Christmas, but is waylaid when "a threat from his past shows up". That leads him to team up with Hawkeye's biggest fan, Kate Bishop (Hailee Steinfeld) to put a stop to their criminal enterprise. Also, along the way, we'll be meeting Lucky the Pizza Dog, which is superb news.

    The series actually began life as a movie, but has become a part of the huge upcoming slate of Disney+ series coming out of the MCU. Aside from Renner and Steinfeld, the show stars Vera Farmiga as Eleanor Bishop, Kate's mother, Tony Dalton as Jack "The Swordsman" Duquesne, Fra Fre's Kazi, Zahn McClarnon's William Lopez, and Alaqua Cox as Maya Lopez, aka Echo, a deaf Native American who can perfectly copy another person's movements.

    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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    Marvel’s Guardians of the Galaxy: How Combat Works

    Guardians of the Galaxy does plenty to help ease you into your adventure early on, but there’s still a lot to get to grips with when it comes to fighting as Star-Lord and the rest of the Guardians. Now that I’ve played through the entire game, here’s everything you need to know about how the combat works in Guardians of the Galaxy, from how to make the most of the Guardians when in battle and what perks to focus on.

    Whether you’re facing deadly gelatinous cubes or taking on the wild beasts of Seknarf Nine, you’ll soon get used to holding the bumper down to activate Guardians Mode whenever your fellow teammates are with you. Although Star-Lord is a capable fighter, even superheroes don’t leave their team behind in the name of a solo win. Guardians Mode is Star-Lord’s way of directing the other Guardians and, in turn, making the most of their abilities. Some earlier fights can be conquered alone, but neglecting Guardians Mode will only result in defeat during tougher fights, as Star-lord quickly gets overwhelmed – especially because, when left to their own devices, the rest of the Guardians’ vanilla attacks deal little damage.

    Each Guardian has 4 special abilities, each of which operates on a cool-down. Depending on the scenario, Star-lord is accompanied by one or two others, but more often than not all four join him in battle. As such, Guardians of the Galaxy requires a fine balance between attacking yourself and using Guardians Mode to make the most of your allies’ special abilities. Working as a team is essential, so use Entangle – Groot’s crowd control ability – to immobilise a large group of enemies, before unleashing Rocket Raccoon’s Cluster Flark Bomb, which deals decent damage to everything in the impact area. Then you can finish the job with Peter Quill’s iconic blasters, picking away at the rest.

    As you become more skilled at fighting and dishing out attack commands, you can experiment with combos to become a more efficient killing machine. Doing so builds your team’s Momentum gauge, which is a bit like Devil May Cry’s Stylish Rank system. The more combos you string together, the greater the increase. Similarly, using your team to its full potential all helps build momentum faster. On the flip-side, rattle off the same attack time after time and it’ll decrease.

    Neglecting Guardians Mode will only result in defeat during tougher fights

    Max out momentum and you’re given a short window to perform a Call-To-Action attack. These special attacks deal a lot of damage but can only be used on certain, tougher enemies, and only for a limited amount of time. So if you need to get the upper hand on a particularly tricky bad guy, add some variety to your moves and you might just get rewarded. You’re ranked depending on your performance, from Fantastic through to Amazing, and earn bonus XP used to unlock new abilities for your Guardians.

    Some enemies even have a Stagger Bar under their health – fill it using certain attacks and special abilities to stun them, after which any attacks – including those they’re resistant against – are significantly buffed for a few seconds. If you’re having a hard time staggering an enemy yourself, put Drax’s muscle to good use. His basic ability, Destroy, delivers heavy stagger damage. Or if you’re looking to build Momentum, couple Drax’s brawling style with Star-Lord’s ‘Charged Shot’ to deal physical and stagger damage at the same time.

    As satisfying as it is to blast enemies with Star-Lord’s signature element guns, getting up close and personal with melee attacks can be rewarding. Smashing a Nova Corp grunt with a solid one-two combo, while risky, drops more health pickups than usual, and might just be worth it if your opponent is vulnerable to close combat. Remember to mix it up too, , and combining Star-Lord’s dash ability to avoid an attack before quickly closing in for a jet-boost-assisted melee finisher will always bring a smile to your face.

    If the odds are stacked against you and momentum is through the floor, use Star-Lord’s Huddle to give the team a boost. This powerful weapon can turn the tide of a battle – sometimes all that’s needed is a few choice words of encouragement. Like Momentum, you build the Huddle bar by working as a team and pulling off special abilities. Once full, pressing both bumpers calls a time out, at which point the Guardians huddle together for a pep-talk. But here’s where it gets interesting: the current mood of the team dictates the actions needed, so if they’re overly cocky you should refocus their attention back to the fight. Worried they might not make it? Boost their confidence and get them motivated. You’re offered hints as to your team’s mood prior to picking the response, and while picking the ‘wrong’ mood isn’t the end of the world – you’ll only boost Star-lord rather than the entire team – it certainly won’t get you out of a hole.

    Preparing for upcoming battles is just as important as the battles themselves, which is where the perk system comes into play. These upgrades are exclusively for Star-Lord and can be unlocked either at the workbench inside the Milano or at specific places during the adventure. They don’t come cheap however, and require two kinds of crafting components. Thankfully, these are littered throughout every level, sometimes hidden and sometimes out in the open. There’s even a perk – Components Localizer – that makes it easier to find these valuable resources.

    Other perks include Air Glide – which activates Star-Lord’s jet boots for a limited time, enabling him to breeze past enemies with ease – and Perfect Dodge, which momentarily slows down time if you dodge an enemy attack at the last second. Better still, there’s no limit to the number of perks active at the same time, providing you have the resources to unlock them. One perk worth unlocking early on is Tactical Scan. Activated by pressing in the right stick, it scans nearby enemies to reveal their weaknesses so you can switch up your tactics accordingly. For example, some enemies are susceptible to elemental attacks, and knowing which one to equip makes life much easier.

    Element Shots are an alternative fire-mode to Star-Lord’s already deadly duel-blasters. There are four in total, with ice shot the first unlocked. It’s perfect for freezing fast-moving enemies, allowing you to get up close and shatter them with a melee attack. But you can’t freeze everyone, and using Element Shots decreases your Element Gauge over time, after which you’ll have to either wait for it to regenerate or pick up ammo dropped by killed enemies.

    Jesse Gomez is a video producer for IGN. Follow him on Twitter.

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    Amazon’s I Know What You Did Last Summer Review: Episodes 1-4

    Below is a spoiler-free review of the first four episodes of I Know What You Did Last Summer, which air on Amazon Prime on Oct. 15.

    Following the enormous popularity of 1996's Scream, the inferior, Jennifer Love Hewitt-led I Know What You Did Last Summer snuck in to share the credit for reviving the slasher genre. Its coattails-riding success spawned a pair of abysmal sequels, ultimately cementing the fact that the horror series was never very good to begin with. Thankfully, Amazon Prime's I Know What You Did Last Summer limited series has nothing to do with the films, save for the fact that it's loosely based on the same source material – Lois Duncan's 1973 novel. And luckily, the show is leaps and bounds better than the movies. Still, a number of issues hold it back from becoming the sort of binge-worthy horror Netflix recently delivered with Midnight Mass.

    The set-up is similar to its predecessor: A group of teenage friends are involved in a fatal car accident on their graduation night, and are then haunted – and hunted – a year later by someone who knows their dirty secret. Basic premise aside, the series features a fresh cast of characters, a new Hawaiian setting, and absolutely no sign of a meat hook-wielding madman in a rain slicker.

    I Know What You Did Last Summer's first episode wastes no time introducing its central characters, an obnoxious, self-absorbed group of horny, hard-partying teens with little regard or respect for anyone or anything. If it isn't obvious, this is the show's first major problem: there's really no one to root for or relate to among this lot of pretty, privileged young adults.

    Madison Iseman, as identical twins Alison and Lennon, delivers the most layered, complex, and thoughtful performance of the bunch. And, when she's assuming the role of the former sibling, she's easily the series' most sympathetic character. Watching her embody a pair of sisters, defined by aggressively divergent personalities, is always a treat, but it also spotlights the flaws in the other characterizations.

    Alison and Lennon's friends Margot, Riley, Dylan, and Johnny – played by Brianne Tju, Ashley Moore, Ezekiel Goodman, and Sebastian Amoruso, respectively – all deliver solid performances, but they're just not given great material to work with. While they're not quite reduced to shallow, slasher film stereotypes, they also aren't afforded much opportunity to shed the irresponsible, selfish-teen facades that initially define them.

    While the series premiere will find you struggling to pick a favorite character, its final act will still pull you in hard with a pair of absorbing plot twists. Assuming the accident that sets the mystery in motion is common knowledge, the show smartly serves it up as a mere appetizer to a much meatier main course. Best of all, these surprising turns aren't presented as one-and-done shocks, but complex plot points that could, potentially, take the narrative in any number of compelling directions. In this way, even if you see these twists coming a mile away, they still pack the potential for a satisfying payoff.

    There's rarely a serious moment that isn't undercut by a dumb sexual joke.

    The opening episode's cliffhangers – as well as a gruesome discovery made just before its credits roll – will have you immediately pressing play on episode two. Unfortunately, while the next chapter delivers on some of the previous installment's promise, it also revisits some of its flaws, while introducing entirely new ones.

    In the year since the event that's put the recent grads on an unknown killer's hit list, some of them have grown even more intolerable. Johnny and Dylan show some welcome emotional maturity and remorse in the wake of that horrible night, but Riley and, especially Margot, are more interested in delivering sarcastic quips and clever pop-culture references than reflecting on what they were involved in, or the fact they're being hunted by a psychopath.

    More than a problem with how these characters are written, however, these frequent attempts to pepper dialogue with snarky, relevant references speaks to the series' tonal inconsistencies. The show contains its fair share of darkness – not the least of which being the vehicular homicide at its story's center – but there's rarely a serious, emotionally charged moment that isn't undercut by a dumb sexual joke or other immature comment. It's not unusual for a scene to feature two characters crying and embracing over something really heavy – like, you know, a close friend being brutally murdered less than 24 hours ago – then quickly pivoting to a blowjob joke.

    This uneven tone is pretty prevalent throughout episodes 2-4, especially when characters meet in the present day to try and piece together what's happening. But the series also relies heavily on flashbacks, which generally fare much better. The teens are still pretty insufferable in these pre-accident scenes, but at least their gross personalities aren't weighed against the heinous acts they'll soon commit. The flashbacks also offer some welcome backstory on the group, as well as tantalizing plot details that help fill in the present-day puzzles.

    These glimpses into the past pop up more frequently as the series progresses and, as a result, pave a more engrossing narrative path that slowly, but continually creeps closer to pulling back the curtain on the killer. Episode four, which also takes another satisfying, surprise turn, does an especially good job making the present more engaging by letting us peek into the past. If this trajectory is any indication, I Know What You Did Last Summer's second half will be better than its first.

    Familiar frights tend to be the norm, but there's still plenty of gruesome surprises.

    In terms of delivering satisfying scares, the series spins its wheels a bit, quite literally in the case of a mysterious truck – with tinted windows, of course – that stalks Lennon for much of the second and third episodes. This uninspired trope is joined by another genre classic, the always reliable “scary noises” revealed to be scurrying rats. There's also an over-reliance on jump scares manifested by people suddenly appearing in places they're unexpected; characters spend an inordinate amount of time turning around or taking corners, only to be “surprised” by a person standing in front of them. These familiar frights tend to be the norm, but there's still plenty of gory and gruesome surprises, as well as several unexpected twists that not only turn the stomach, but steer the narrative in new, satisfying directions.

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    Dune: Hans Zimmer on Composing the Sci-Fi Epic’s Otherworldly Score

    After five installments, IGN’s Path to Dune concludes this week with our exclusive interview with Dune composer Hans Zimmer who elaborates on what a good sci-fi film score should do, capturing the right sound for Dune, and the work he’s already begun on Dune, Part Two.

    In a recent Zoom chat with IGN, Zimmer explained the essential function any sci-fi film score must accomplish: “What science fiction scores do is they create an enormous amount of freedom for the composer to go and invent a world and to be sonically free, and to use colors that maybe haven't existed before. Because literally, you are being asked to create a world. Between the way it looks and the way it sounds, you're creating the world.”

    Zimmer said the greatest sci-fi scores to him were, in no particular order, Blade Runner, Alien, Star Wars, and Forbidden Planet, and he also shared his admiration for the score for Gattaca. His love for John Williams’ Star Wars score wasn’t without some observations from his younger self, though.

    “I remember as a kid, and this is absolutely not a criticism, it was just a childlike observation going to see Star Wars, and as those letters, those words keep floating over your head and, a galaxy far away, and you hear trumpets, and cellos, and conventional instruments, and I was going, ‘Shouldn't those instruments be strange, and foreign, and shouldn't they be from another galaxy as well?’ So my convention was that the one thing I wanted to keep pure [in Dune] was the human voice. Actually, I didn't keep it pure, that is complete rubbish. I did unspeakable things to it. But to me, it felt very much that we had an opportunity to go and build a world, invent a world, and to be consistent and committed to that sort of idea. We were sort of going to go where maybe nobody had gone before.”

    Zimmer said he worked very closely with sound designer Mark Mangini to make sure the score and the film’s overall sound design reflect that shared sound that represents director Denis Villeneuve’s Dune. Zimmer also cited two musicians, in particular, he collaborated closely with in creating the Dune score, musician/sculptor/welder Chas Smith and Guthrie Govan, who he called “one of a handful of the greatest [living] guitarists.”

    The challenge with all his collaborators, Zimmer said, was “we kept hearing things in our heads, which were impossible to describe and impossible to make.” He added the creation of the score was “just people working at the very edge of the, at the precipice of what is possible.”

    Zimmer synthesized all the percussion in the score, and brought in anachronistic elements, such as bagpipes, that seemed at odds with a sci-fi score but worked for Dune. (Bagpipes are played at one during a ceremony at House Atreides, reflecting the fusion of feudalism and futurism inherent in the world of Dune.)

    A lifelong fan of Frank Herbert’s seminal 1965 novel, Zimmer dug deep into his understanding of the book and what and who the story was really about in order to determine the elements that would define his score: “What there was in my head [from reading the book] was the idea which, to me, that brought back to me, that really Dune is a very cleverly disguised novel, whereby, you think that the hero is Paul Atreides when really the women are the strong characters in the novel. So the thing I always, even as a teenager, the thing I always heard was female voices. And Denis sort of steered me to our spirituality of those voices, not religious, but that there is a spirituality to the elements of this.”

    With the Fremen, the Atreides family, and the Bene Gesserit, Zimmer sought “out a way of secretly connecting them and in that sort of more spiritual sort of way. So it was very important for me, for instance, to even when Lady Jessica is not on the screen, that somehow the music would still have a female voice in there somewhere even buried, that she was always with herself.”

    Ultimately, though, it was Dune itself — the desert planet Arrakis — that dictated what Hans Zimmer's Dune soundtrack would sound like: “It's the wind that, not so much roars, that just whistles across the desert, that sings across the desert, the desert wind, which sort of is a huge inspiration and a huge way of just going, ‘Oh, hang on a second, everybody has to live within that environment … Everybody's going to be affected by the sound of the actual planet itself.’”

    Zimmer admits, though, that Dune’s score is not all about spirituality and nature. “At the same time, of course, it's a pretty uncompromising score and it barks at you, and then it bites you. It's not one of those dogs that just bark.” One aspect of the score that both bites and barks is the bombastic music for the villainous House Harkonnen, which the Frankfurt-born composer said “is basically just my deepest, darkest, blackest heart, and go from there. And all it takes is a German and a fuzzbox to do that one.”

    While a sequel to Dune — which is billed as Part One and only tells roughly the first half of Herbert’s novel — is not a given, that hasn’t stopped Zimmer from already working on it.

    “I've written an hour and a half of new music. I see Denis very much as a friend and right now I see Denis, and he might deny this, but my friend Denis is very much in need of inspiration because he's writing Part Two. So rather than sending him bottles of alcohol, which probably would work, I keep sending him pieces of music that might inspire him, and it might lead him into certain directions. So I've written another hour and a half of music, which looks forward rather than looks back if you see what I mean. And they're just experiments, and they're just little tone poems, little things to see if it resonates in any way with where the story's going, because Denis and I have a profound love for this story and for this book. I was so crazy that, as a teenager reading the book, I didn't watch the David Lynch movie, because I had made my own movie in my head and I never saw the television series or any of that, and I never heard the music. But when Denis started talking to me about it, he started describing the movie that I had made in my head so that became a very easy collaboration.”

    For more on the upcoming sci-fi epic, check out our Dune review as well as our previous Path to Dune exclusives breaking down the Gom Jabbar scene, House Atreides, the Fremen, House Harkonnen, and designing the villains’ makeup and costumes.

    Dune opens in the US on October 22, October 21 in the UK, and in Australia on December 2.

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    Gaming Forum ResetEra Acquired for $4.5 Million

    The popular online gaming forum ResetEra has been acquired by the Swedish media company M.O.B.A Network for a sum of $4.55 million, though assurances have been made that little will change regarding the day-to-day management of the site.

    As part of a press release, M.O.B.A Network announced that it had acquired ResetEra for $4.55 million. The gaming forum will add to the Swedish company's already large array of gaming communities, which includes a number of sites such as Dotafire.com and Leaguespy.net.

    ResetEra is one of the world's biggest gaming forums, and was set up in 2017 after staff and users of NeoGAF broke away to form their own website, following sexual misconduct allegations against NeoGAF's owner and a subsequent ban on political discussions.

    Despite the acquisition taking place, ResetEra owner Cerium has been quick to announce to the site's community that this shouldn't be cause for concern. "Crucially, they have absolutely no desire to change the ResetEra community or its culture in any way," said Cerium in an announcement post. "Their MO is to stay in the background and only handle the business and logistical end of things."

    "It'll mainly just be someone else keeping the lights on," the post continues. "There will be no imposed changes to the rules or to the staff. Members will not have to change how they post." With around 55,000 members and over 45 million forum posts to date, it perhaps isn't all that surprising that the Swedish media company is looking to leave the sites day to day management largely as it is.

    In terms of revenue, ResetEra makes its money through ad revenue and a subscription format that allows users to visit the forum ad-free. According to its press release, M.O.B.A Network has said that the site made around $700,000 dollars across the last year – a figure that they believe can be improved.

    The Swedish media company says that the acquisition of ResetEra presents "serious opportunities to increase advertising revenue through a higher share of direct sales, implementation of new ad formats, and a long-term product development strategy." The network goes on to state that it estimates that the site will be able to grow sales significantly during 2022 while still maintaining its operating profitability.

    M.O.B.A Network CEO Björn Mannerqvist spoke further about the company's decision to purchase the online gaming forum. "We are very excited and proud to welcome ResetEra.com – one of the world's largest gaming forum and community brands – to our growing number of brands," said Mannerqvist as part of the press release. "ResetEra.com has great growth potential, and we see significant opportunities to develop ResetEra.com, continue to grow traffic flows, improve the sales development and extract synergies within the M.O.B.A. Group."

    M.O.B.A's acquisition of ResetEra marks just one of many to have taken place across the world of gaming recently. Industry heavyweight Sony has acquired a number of studios this year including Bluepoint Games, Firesprite, Nixxes, and Housemarque while Microsoft also announced its own major purchase in the form of ZeniMax Media – the parent company of Fallout and Skyrim publisher, Bethesda.

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

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