• Squid Game Knockoffs Are Blowing Up on Roblox

    One of the biggest shows currently on Netflix is the South Korean import Squid Game. Now fan-made Squid Game experiences are popping up all over Roblox.

    Squid Game was released on September 17 and has quickly become one of the most buzzed-about shows on Netflix, becoming the first South Korean television show to hit the number one spot in Netflix’s Top 10.

    This popularity seems to be reaching across mediums as in recent days fan-made games based on the same deadly challenges seen in Squid Game have begun cropping up all over Roblox. There are already several Squid Game Roblox remakes on the site’s “Popular” section, which is impressive as a recent investigation by People Make Games reveals just how difficult it is to get your game featured on Roblox’s front page.

    The Squid Game Roblox remakes are sometimes listed under different names like “Fish Game” or “Hexa Game,” but these experiences straight-up lift the costumes and challenges directly from the Netflix series. A quick search for ‘Squid Game’ on Roblox’s site reveals even more remakes that haven’t broken into Roblox’s most popular categories.

    Squid Game is a nine-episode South Korean thriller where everyday people are gathered on a remote island to play deadly children’s games for the chance to win a big cash prize and escape poverty.

    These challenges include playground games like Red Light, Green Light, or Tug-of-War, only the consequences for losing are deadly. While many have highlighted its similarities to older survival movies like Battle Royale, as well as the show's critiques of capitalism which is a popular topic in South Korean media, Squid Game's style and gore makes it a unique take on the genre.

    The full first season is available to watch now on Netflix.

    Matt T.M. Kim is IGN's News Editor. You can reach him @lawoftd.

    Thumbnail Image Credit: Roblox, User GoodJuju

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    Chaotic Neutral: The Dungeons & Dragons-Inspired Comic You Can Actually Play

    There's a lot of overlap in the Venn diagram of people who play Dungeons & Dragons and people who read comic books. Chaotic Neutral is a new project that lets you scratch both itches at once.

    Written by Mark Sable (Miskatonic) and drawn by Chris Anderson (Heavy Metal: Los Angeles), Chaotic Neutral is inspired directly by the golden age of Dungeons & Dragons, before the Satanic Panic era where parents feared tabletop RPGs were corrupting an entire generation. The story asks a simple question – what if they were right?

    Check out an exclusive preview of Chaotic Neutral #1 in the slideshow gallery below [note – beware of some NSFW content!]:

    Chaotic Neutral revolves around a humble farmer named Stellan, who hires a group of adventurers to defeat an evil cult and rescue the Prince Bishop's daughter. However, Sable and Anderson are pointedly not following the traditional hero's journey with this story, so expect the plot to veer in some strange and unexpected directions. That includes a secondary comic by God Hates Astronauts creator Ryan Browne, which spoofs the fear-mongering Chick Tracts comics of the '80s.

    The real novelty with Chaotic Neutral is that it's also a playable RPG campaign. The comic comes with an adventure module written by Sable and designed to be compatible with most classic tabletop RPGs. The set also includes a sheet of "Monster Cards" – trading cards spotlighting the strange beasts of the Chaotic Neutral universe and with character stats printed on the back.

    "Chaotic Neutral combines a 48 page comic book story with a fantasy role playing adventure module in one exciting package," Sable told IGN. "It offers readers the chance to play in the same world and face the same dangers as the characters in the story. It's inspired by dark and daring old school RPGs , before the so-called 'Satanic Panic' of the 80s scared publishers away from dangerous, demonic elements of D&D. Chris Anderson's art perfectly balances this edge with a whimsical, modern touch that helps make the story and adventure accessible to modern readers."

    "Shows like Stranger Things and Critical Role, combined with the ability to play with people around the world through platforms such as Roll20 and a longing to connect with people through the pandemic have made role playing games more popular than ever," said Anderson. "We’re paying tribute to the history of the games on many levels. We asked Ryan Browne of God Hates Astronauts and Curse Words fame to spoof the anti-RPG religious propaganda, Chick-Tracts, that were distributed during the satanic panic. We also have uncut monster stat cards, similar to those that came with some of the early games, drawn by comic and fantasy megastar artists Max Dunbar, Dan Panosian, Kyle Straham, Jeremy Haun, Tim Seeley, Kyle Strahm, Jim Rugg and Maan House. We want this to be a real tactile experience, down to the paper the book is printed on."

    Chaotic Neutral is currently being crowdfunded on Kickstarter. The drive will end on October 28. Assuming Chaotic Neutral is successfully funded, the bundle is expected to ship in April 2022.

    Speaking of Critical Role, the popular YouTube series will be getting an animated spinoff called The Legend of Vox Machina, which has been picked up by Amazon Prime. IGN spoke with some of the Critical Role cast about the Kickstarter's impressive success, and their excitement about adapting the Vox Machina campaign. We also learned the lead designer behind Young Justice has joined the series.

    Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on Twitter.

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    Horizon Forbidden West’s Gear Provides Aloy With New Skills

    Outfits in Horizon Forbidden West will have skills attached to them, Guerrilla Games has revealed.

    In a post on the PlayStation Blog discussing how Horizon Zero Dawn's lead protagonist Aloy will shape up in the franchise's upcoming sequel, Guerrilla Games Community Lead Bo de Vries spoke about the range of outfits that will be available to Aloy throughout Horizon Forbidden West and how the studio is building up versatility within this aspect of the game.

    "Horizon Forbidden West will have a range of outfits for Aloy to benefit from; similar to and perhaps familiar from the first game, outfits allow for protection against a variety of dangers that Aloy encounters and can be purchased from Merchants or found in the world," says de Vries.

    "A new addition to the system is that outfits in Horizon Forbidden West have skills attached to them, so players can boost their abilities in different ways. Maximizing these skills happens through a new and improved Skill Tree, something we will tell you more about some other time."

    In Horizon Zero Dawn, each outfit provides different base values of resistance to unique types of damage which could then be augmented via additional modifications. Armor across the game could be purchased from various merchants and would range from basic armor types which offered little in the way of base stats to fire and frost resistant sets that could be utilized in various situations.

    It isn't yet clear how Forbidden West will integrate this system into the game's new and improved skill tree; the wording doesn't make it clear if outfits will unlock whole new skills, or help enhance skills that players have already unlocked. But these changes do sound like they could allow for more versatility in the way that players are able to adapt their build of Aloy as they approach various situations within the game.

    Elsewhere in the article Guerrilla delved further into how the development and release of the PlayStation 5 has allowed the studio to add even more detail to Aloy and other character models across Forbidden West. "We can create finer details such as peach fuzz, smooth contouring, or finer texture details and accurate materials expression, to name a few," says Guerrilla Lead Character Artist Bastien Ramisse.

    "And not only do visual aspects benefit from the new PlayStation 5 hardware — we have also increased the number of skeletal joints to bring our deformations and facial expressions to a whole new level for more credible and immersive character performance."

    Despite this, the studio was quick to reassure fans that its focus on pushing the boundaries of Forbidden West on PS5 won't leave its PlayStation 4 counterpart compromised. “We actually developed and tested the game simultaneously on both PlayStation 4 and PlayStation 5," says Ramisse. "Because it’s very important to us as a studio to ensure PlayStation 4 players get an equally immersive experience."

    Horizon: Forbidden West is slated for release on February 18, 2022. For more Horizon news, make sure to check out our comprehensive rundown of (nearly) everything we know about the game so far.

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

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    Hot Wheels Unleashed Review

    Perhaps best described as a head-on collision between an itty-bitty Burnout and a tiny Trackmania Turbo, Hot Wheels Unleashed is an endearing arcade stunt racer that feels great and looks absolutely remarkable. With tracks creatively weaved through lavishly detailed, life-sized environments, and brimming with a catalogue of cars spilled straight out of the toy bucket, developer Milestone’s decision to double down on a brand of racing 64 times smaller than usual has been a consummate success.

    Highly accessible yet full of advanced techniques, devilish shortcuts, and creative tools to master, Hot Wheels Unleashed is one of the best, most customisable, and most imaginative arcade racers I’ve played in at least a decade.

    Hot Wheels Unleashed recreates the world’s most popular die-cast cars in their authentic scale, and in environments where they’re dwarfed by barn-sized basketballs and boom boxes as big as buildings. This makes Hot Wheels Unleashed more in line with pint-sized peers like 1998’s Hot Wheels Stunt Track Driver or 2007’s Hot Wheels Beat That! as opposed to styleless duds like Hot Wheels Turbo Racing or Hot Wheels World’s Best Driver, which simply super-sized the toys to race them like regular cars.

    Staying tiny was a terrific choice, and not simply because the atmosphere is endlessly more charming at toy scale; the 1:1 recreations of Hot Wheels cars here are regularly nothing short of stunning.

    The 1:1 recreations of Hot Wheels cars here are regularly nothing short of stunning.

    Toy Meets World

    The range leans towards more recent models – or, at least, recent versions of classic castings, like the iconic Twin Mill, and even a 50th anniversary version of the quirky Dodge Deora, one of the first 16 cars Hot Wheels ever made. There’s also a handful of real cars in the mix, which I think is great for variety and perfect for anyone who may not be huge fans of cars shaped like giant hamburgers. The small selection of film and TV cars are easily my favourites, though, and I don’t expect I’ll do much racing in anything but the Back to the Future DeLorean now that I’ve unlocked it.

    Finishing the campaign has given me some ultra-rare original models, which are great picks by Milestone. I do still have quite a few cars to unlock, though, and doing so is slow going because cars are only purchasable à la carte from a selection of five random models which rotates every four hours of play – not real time. That simply feels like too long; the only thing I want my kids to do for four consecutive hours is sleep. The remaining option is winning or purchasing blind boxes (which, thankfully, can only be bought with in-game currency) to try and get something different. Of course, the last time I saved up a pile of these I opened four of the same car in the space of a few minutes, which was deeply unsatisfying.

    That said, the car models themselves are simply gorgeous, and every one I’ve collected so far is an unflinchingly faithful recreation of the miniatures they represent, down to the tiniest details: the texture differences between plastic and lacquered metal parts; the subtle mould lines left from the assembly process; the broad range of paint finishes; the stamped text beneath the chassis carrying the model name and production year. I’m still finding myself just rotating them around, stopped in my tracks by how fantastic they look.

    As impressive as they are out of their boxes, they look even better after some doorhandle-to-doorhandle action out on track. Here’s where they really start to resemble the toy cars strewn around my youngest son’s room: chipped, scratched, and play-worn by the demands of their seven-year-old automotive overlord. The most striking thing is that damage hasn’t been applied thoughtlessly or randomly; cars correctly lose paint on their vulnerable corners and raised edges, faint scratches appear on larger flat surfaces, black plastic is revealed under the silver coating, and printed tampos are partially rubbed away. Under the right light, child-sized fingerprints can be observed – especially on windscreens – and even their plastic tyres become ringed with the kinds of gouges a pristine Hot Wheels car will pick up after an afternoon of pounding the pavement. Milestone’s success in making the cars look so credible is a huge part of what makes Hot Wheels Unleashed so joyful to play.

    Milestone’s success in making the cars look so credible is a huge part of what makes Hot Wheels Unleashed so joyful to play.

    This ridiculously good level of detail also extends to the environments themselves, from the scuffed and etched surfaces of the iconic soft plastic tracks to almost unnoticeable flourishes like air bubbles underneath hastily applied guardrail stickers. The backdrops are excellent, too – especially the vast cityscape buried in cloud that surrounds the construction site.

    What especially sells it is the outstanding lighting, which regularly comes from multiple sources all around each map, whether that’s the neon of a jukebox, brash fluorescent tubes, or the glaring sun itself. The lighting seats the cars into the environments outstandingly well.

    The level of granular detail seems to speak volumes about how deeply everything has been considered here, and it all combines to create an extremely believable miniature world. It’s sometimes a little hard to soak in at speed, but there’s a brilliant camera mode included to ogle it all up close. My only issue with the camera is that it seems tied to the track rather than the horizon, so anytime my car was racing upside-down or vertically, the camera axes become muddled and adjusting it to find the shot was a bit of a brain-breaking exercise.

    Pedal to the Mattel

    “Okay, Luke,” you’re probably saying. “It’s pretty and tugs at the heartstrings of the Hot Wheels faithful. But how does it play?” Fair! And you’ve probably been waiting for the other shoe to drop… but in a surprise twist, Hot Wheels Unleashed handles very well, actually. Its arcade-typical brake-to-drift racing is intuitive and easy to pick up, but there’s a lot of nuance hidden in its air controls. Once mastered – or, at least, moderately tamed – the air controls can be exploited to uncover sneaky shortcuts, sail over opponents, or salvage a misdirected jump. Boost builds nice and quickly, though the higher your car’s core stats are the less boost you’ll have at your disposal. This creates an interesting balancing act, as opting for a weaker car overall will give you more boost to compensate. Personally, I prefer to upgrade my cars as high as possible and work with fewer boosts, because I think I’m faster this way… I think.

    There are four levels of AI, and the slowest seems very tolerant of mistakes and a good starting point for the young or the less experienced. Medium proved to be a surprising jump for the kids in my household – it’s far less forgiving and they often found it tough to catch the pack after even a single respawn – but it was much more satisfying for me. Hard and above really demands upgraded cars.

    Tracks range from simple to highly technical, but track design is brilliant across the board. Constructed with curving and twisting stretches of Hot Wheels tracks but linked with segments of the environments themselves, one moment you’ll be powersliding across orange plastic and the next you’ll be whizzing across benches, air vents, shelves, and the floor itself, flanked by tiny cones. Particularly impressive is the use of every axis, with magnetic track making vertical climbs, drops, and even racing across the roof possible. It means that, while six maps doesn’t sound like a lot on paper, in practice the way Hot Wheels Unleashed utilises the layers of each level – and every nook and cranny they contain – keeps it feeling fresh throughout the duration of its mostly kid-friendly campaign.

    Some of the later time trials really force you to search for high-risk shortcuts.

    Every event has a lower-end goal that it will reward you for achieving and allow you to continue, but there are tougher goals for completionists – and some of the later time trials really forced me to experiment and search for high-risk shortcuts. I can only speak anecdotally, but so far Hot Wheels Unleashed has done a good job at entertaining both kids under 10 and a 40-year-old car nerd, although I feel like a few more race types would’ve been nice. Pursuits in little cop cars, or eliminations, or just… something else. As it stands, there are just races and time trials, and the online options seem barren as a result. That said, my kids have taken to playing a makeshift brand of tag in splitscreen on the floors of the maps. Splitscreen is two-player – not four, sadly – but it runs very smoothly on Xbox Series X and has been an absolute hoot.

    Even if you do get tired of the available tracks, Hot Wheels Unleashed features an extremely deep custom track editor to let you build and share your own. You’re not limited to just clicking together pre-set corners and lengths of track, either; tracks can be shortened, lengthened, tilted, twisted, curved, and buckled in any way you see fit, and elevated or dropped anywhere. It probably took me a full afternoon to come to grips with the tools, which are quite complex, but once I really learnt how to bend the editor to my will I was able to create Mt. Barf-O-Rama, a monster that wrapped itself around and through virtually every piece of furniture in my Hot Wheels-themed basement. I am expecting big things from the user created tracks.

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    Otterbox Mobile Gaming Clip Review

    Thanks to Microsoft’s “Designed for Xbox” initiative, we’ve seen a slew of new mobile gaming accessories and phone controllers over the last year. There was the Best of CES winning Razer Kishi, the PowerA XP5-X Plus controller and phone clip, the 8BitDo controller with phone clip… and now, the OtterBox Mobile Gaming Clip.

    This gaming clip hooks up to Xbox One and Series controllers and features the same dual-axis adjustable positioning you’ll find on the 8BitDo and PowerA variants. But at $30, it’s also twice the price of its competitors. But it also does a little more. The OtterBox clip can completely detach from your controller and double as a phone stand.

    OtterBox Mobile Gaming Clip – Design and Performance

    The OtterBox clip looks very much like an OtterBox product. It comes in one color, black, and is undeniably clunky, thanks to an ungodly number of knobs, sliders, and clips. And while these adjusters don’t make the clip very sleek, they do add a ton of smart functionality.

    One notch allows you to adjust the clamp’s depth across the top of your controller, to make it fit on any Xbox One, Elite, or Series controller. Another locks the height angle in place, and another disconnects a piece of the phone clip to use as a phone stand. On paper, this should make OtterBox’s clip twice as functional (hence, twice the price). In practice, I didn’t find it all that valuable.

    My desk is already cluttered with things I can prop my phone up with, and all the handy articulation and repositioning is absent. That means you’ll have to sit pretty close to your phone to see what’s going on. If that’s the case, why not just use it clipped to your controller?

    Still, the engineering is admirable. The OtterBox clip features clever cutouts on the face, ensuring the jewel and option buttons are accessible. A similarly smart cutout on the top makes it possible to charge and sync your controller while the clip is connected. This is impressive when you consider just how different the tops of the Xbox One and Series controllers are.

    While the clip will fit just about every phone on earth, a phone with an exceptionally rugged case (even some OtterBoxes come to mind) or a phone with a PopSocket will stretch its depth too far. And while it might fit just about every phone on earth, it will only work with Xbox One & Series controllers.

    When it comes to actual gaming with the thing, I was downright impressed. Even the heaviest phones are held firmly in place, and there’s minimal wobble at any angle. Repositioning the connected phone was incredibly easy. I found the best angle for my playstyle was pretty flat across the top of the controller. I often found my thumb brushing against the plastic when I meant to hit the X button, but for the most part, the clip stays entirely out of the way.

    On the other hand, the two-prong clasp that holds the top of the phone often depressed the phone’s side button, which could activate Siri or Google Assistant at very inopportune times. This was only a problem on a phone-by-phone basis, but on one device I tested, the only solution was to un-center the phone in the clamp, which was an eyesore.

    While $30 seems reasonable for what you’re getting, other similar clips are half the price, like the PowerA MOGA Mobile Gaming Clip. You’ll lose the ability to use the clip as a phone stand, but while clipped, the functionality looks identical and only costs $15.

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