• Marvel’s Hawkeye: First Trailer for Next MCU Disney+ Series Released

    Marvel Studios has released the first trailer for Hawkeye, the fourth live-action MCU show headed for Disney Plus.

    The studio unwrapped the first full trailer for Hawkeye on Monday, offering fans a closer look at the Avenging archers in action, with Jeremy Renner returning as Clint Barton and Hailee Steinfeld making her MCU debut as Kate Bishop, a Hawkeye-in-training, in this episodic spin-off of the Marvel Cinematic Universe. Check out the action-packed preview below:

    The trailer sees Barton trying to get back to his family in time for Christmas, with the help of Bishop, a 22-year-old archer with dreams of becoming a Super Hero. As the footage teases (and per Marvel's synopsis), the two are forced to work together when a presence from Barton's past threatens to derail far more than the festive spirit.

    Along with Hawkeye's festive-themed trailer, Marvel also shared a brand new poster for the series, showing Barton, Bishop and Lucky the Pizza Dog walking the snowy streets of New York City. "This holiday season the best gifts come with a bow," reads the tagline on the one-sheet that teases holiday hijinks in the six-episode season.

    Vera Farmiga is starring as Eleanor Bishop, Kate's mother, while Tony Dalton is in the mix as "The Swordsman" Jack Duquesne alongside Fra Fre's Kazi and Zahn McClarnon's William Lopez. In addition, Alaqua Cox is portraying Maya Lopez, aka Echo, a deaf Native American who can perfectly copy another person's movements.

    The new cast members will play supporting roles to Renner's Hawkeye and Steinfeld's Kate Bishop, who eventually takes on the Hawkeye mantle. Steinfeld's role as Kate Bishop was confirmed at the Disney Investor Day presentation on December 10. Steinfeld has previously starred in True Grit, Bumblebee, and Spider-Man: Into the Spider-Verse.

    The first episode of the series will premiere on Disney+ on November 24, just in time for Thanksgiving. New episodes will arrive every Wednesday thereafter. Hawkeye, which was originally set to be a movie, follows WandaVision, The Falcon and the Winter Soldier, and Loki in Marvel's live-action Disney+ TV show slate.

    Adele Ankers is a freelance writer for IGN. Follow her on Twitter.

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    TOEM Review

    It's one thing to call a game "small," maybe referring to its length or something about its quaint aesthetics. But TOEM, a game about the joy of photography, is small in the way a snow-topped winter cabin is small, or a sleeping cat is small, or a plate of cube-shaped cheeses and nicely sliced meats is small. It's small in totality; pristine, complete, and precise. It's perfect for snuggling under a blanket on a quiet evening with a scented candle and a mug of cocoa to finish in one contented sitting.

    TOEM starts with smallness in premise: a young protagonist, equipped only with a camera given to them by their mother and a pair of clogs, is now old enough to journey through their little top-down, black-and-white world to see the sights, take photos, and finally witness TOEM's titular phenomenon: a spectacle described in the opening minutes with awe-struck vaguery. After departing from their quiet hometown, they visit adorably diverse areas including a dense forest with a woodland hotel, a seaside town featuring both sunny beaches and stormswept coastline, a bustling city full of rushed business folk, and a snowy mountain peak, helping members of the community with their camera along the way.

    The initial camera functions are simple ones: you can zoom in and out, or flip it to take a selfie. Later, it gets a little bit deeper when you get a tripod that lets you set up specific shots, and a horn you can honk to elicit goofy reactions from your subjects. Rain, snow, and mud can spatter your camera lens, though certain items or interactions will clear this problem up if you don't like it. Beyond these, don't expect more elaborate photo editing tools from TOEM — but of course, just five minutes with it is enough to know that fancy camera functions would be utterly beside the point.

    TOEM doesn't gamify its photography further than "take a photo of this" to solve a puzzle or progress forward. There's no photo scoring and no Pokemon Snap-like rarity system. In a different kind of photo game, this simplicity might have been a disappointment, but for the most part I didn't miss it in TOEM. The cute, humorous scenarios TOEM rewarded my curiosity with were almost always satisfying enough without having to try and set up some perfect shot, and even without a quest or a reward to motivate me, I often found myself framing goofy selfies with characters and places I liked just because I wanted to.

    Good photos tell stories, and good photo-taking games tell many stories.

    Good photos tell stories, and good photo-taking games tell many stories; therefore, TOEM is a very good photo-taking game. Though its bookend areas are short by storytelling necessity, the rest are densely packed, intricate, and diorama-like in their design, giving the feel of playing around with an exceedingly well-made set of paper dolls or a 3D comic book. Each map is stuffed with pleasant moments featuring characters like a grouchy newspaper boss who's rightfully proud of his mustache, a balloon family celebrating a birthday, or a DJ moose performing one heck of a set to an audience of glow stick-waving fans. The busy-ness of one or two areas (specifically ones with intense weather) did start to noticeably cause the game to chug on the Switch, but this was limited to those locations and was only a brief, minor annoyance.

    There are longer stories, too, like the investigator you run into in each town who's after a shady character hiding in the scenery, or a series of ghosts tired of having to do everything for themselves. Most of TOEM's encounters happily marry the ordinary with either myth or absurdity, elevating day-to-day moments by asking you to look a little closer through a camera lens and appreciate the ways in which an army of ants might be just as delightful as a towering snow monster.

    Many of these little photographed stories are useful for moving forward, as community service is rewarded with free bus rides to the next area. You'll have to help out a handful of folk in each area through photo taking, fetch quests, or exploration in order to reach your eventual goal. For instance, you might need to use your zoom lens to identify all the items gumming up the machinery in a power plant to get a bridge to lower, find a lost dog, or take photographs of a snowman's scattered body parts for an upset snowman builder. You're free to take on whichever tasks you want to reach the quota for moving on, so if you get stuck on one it's simple enough to just swap your focus to something else. But TOEM's humorous, grounded writing was so enjoyable and its characters so silly and pleasant that I was eager to try and finish every possible task presented to me just to see all its world had to offer.

    And it was easy to go beyond even that, as TOEM also comes with a short list of achievements, collectible clothing items, a critter compendium you can fill with photos of cats, dogs, bugs, and other animals, and plenty of surprising photo interactions to stumble across as you go. You can also collect a number of catchy, soothing music tracks from composers Launchable Socks and Jamal Green, which will dip in and out as you wander through the world and offer both musical accompaniment and also, critically, occasional silence to appreciate TOEM's superb sound design.

    All together, I only spent about three hours finishing TOEM’s story and an extra hour after that finding every last secret. I could have happily stayed longer, but TOEM was such a precise, neatly wrapped little box of a game that I feel greedy asking for more. It's complete in a way I feel games often struggle to be, like a rare TV show that ends exactly how the writers intended after just a season or two, or a tasty meal that's filling rather than stuffing. I think there's something brave and wonderful about wanting to make something that is deliberately small in an industry where padded length and grand scope and scale are often equated with value by many people. I love walking away from a game feeling this content.

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    Deathloop: Here’s What Comes in Each Edition

    Deathloop is set to release for PS5 and PC on September 14 (see it on Amazon, or Amazon UK). It will be available in a standard edition, as well as a deluxe edition that comes with a few digital extras. You'll find full details about what comes in each edition, as well as preorder bonus information below.

    And in case you're wondering if Deathloop is any good, you can take a look out our Deathloop review, where you'll find all kinds of details about why our critic rated it a 10/10.

    Preorder Deathloop (Standard Edition)

    PS5

    PC

    The standard edition of Deathloop comes with the game itself, plus the preorder bonus (see below).

    Deathloop Deluxe Edition

    PS5

    PC

    The deluxe edition of Deathloop comes with the game itself, plus the following digital items:

    • .44 Karat Fourpounder Weapon
    • "Eat the Rich" Tribunal Weapon
    • "Sharp Shooter" Julianna Skin
    • "Party Crasher" Colt Skin
    • Soundtrack Selections
    • 2 Trinkets (Equippable Buffs)

    Deathloop Preorder Bonus

    • "Storm Rider" Colt Skin
    • 1 Trinket (Equippable Buff)
    • Royal Protector Machete (PS5 Exclusive)

    Additionally, if you preorder Deathloop from Best Buy, you'll get a $10 reward coupon to use on a future purchase. The only catch is that you have to be a My Best Buy member to take advantage of the deal, but signing up is free.

    What is Deathloop?

    Deathloop is a first-person shooter from Arkane Lyon, the developer behind the Dishonored series. It's about a pair of rival assassins who are stuck in a Groundhog Day-type loop where they keep living through the same day over and over again. You play as Colt, and your goal is to break the time loop by taking down eight targets in a single day. To do so, you can take advantage of a wide array of weaponry, as well as supernatural powers.

    As you go about your business, you're being hunted by Julianna Blake, another assassin. Julianna is controlled by the game's AI, but if you want to, you can enable multiplayer to let Julianna be controlled by another player. Or you can invade another player's game by taking control of Julianna and hunting down Colt.

    Despite Microsoft now owning Bethesda, the parent company of Arkane Lyon, Deathloop remains a PS5 console exclusive. As such, it takes full advantage of the DualSense controller, offering haptic feedback and using the adaptive triggers.

    Other Preorder Guides

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

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    Deathloop Review

    I’ve never played a game like Deathloop before. More accurately, I’ve played a lot of games that are a little bit like it – Dishonored, Hitman, Outer Wilds, and even Dark Souls among them – but never anything that fits so many interesting ideas together to create something so fascinatingly unique. Its ever-repeating day, doomed to loop until you can break it by murdering eight targets, is a playground for impactful gunplay, absorbing investigation work, satisfying experimentation, and even tense multiplayer standoffs. Developer Arkane Studios’ precise calibration of these pieces make Deathloop an intricately built clockwork machine that doesn’t so much quietly hum, but rather confidently roars.

    Your eight targets, known as Visionaries, have taken up residence on Blackreef; a cold and grey island made appealingly vibrant by dashes of 1960s fashion, architecture, and technology. Awakening every morning on its freezing shore is your protagonist Colt, a consistently amusing and understandably sweary gunslinger whose amnesia prevents him from knowing how he got here or for how long he’s been looping. Surprisingly for the scenario, there's no ticking clock snapping at your heels as you try to end the cycle by taking all your targets out before the day resets and they’re all resurrected. Deathloop’s smartest decision is to split its day into four time periods – morning, noon, afternoon, and night – and you can remain in each of them for as long or as short a time as you’d like. You choose one of Blackreef’s four unique districts to visit in each period, and you can take your time to thoroughly explore and crack some of Deathloop’s most elusive optional secrets without the fear of time running out.

    That’s not to say there aren’t complications, though. Your targets are spread out across those time periods and locations, so much so it’s initially impossible to kill them all before the day runs out. As such, you need to herd them together so that you can murder more than one at a time. To achieve this, you must conduct an investigation into their lives and schedules that took me roughly 20 hours, uncovering Blackreef’s exciting secrets, learning fascinating details about your adversaries, and eventually concluding by orchestrating a satisfying solution that ensures every single one of them dies before midnight strikes.

    Despite using a “live, die, repeat” structure, it’s best to think of Deathloop as a temporal metroidvania rather than anything close to a roguelike. Its chief currency is information: as you chase down objectives and unearth new leads, you’ll discover clues that help you to unlock doors and exciting new opportunities in areas you’ve previously visited, both in time and space. Those areas are, in Arkane tradition, intricately detailed and dense with personality. The decrepit Karl’s Bay, with its cavernous, rusting aircraft hangars perfect for staging ambushes in, is home to an obsessive cult that devoutly follows one of the Visionaries. The sleeker Fristad Rock, meanwhile, with its rock ‘n’ roll club filled with tempting off-limits chambers, provides a fantastic challenge for your infiltration skills.

    Thrilling discoveries come as you begin to recognise the cause-and-effect connections between times and districts.

    Excitingly, the details of the four locations shift depending on the time you visit them. As the day goes on, the island becomes increasingly anarchic as its residents grow rowdier and smash up furniture, graffiti walls, and even crash a car into a building. In the afternoon, a snowstorm redecorates Blackreef with a white blanket, while the evening is host to an exuberant party that dominates the Updaam district. Between these big visual changes are subtle, more meaningful alterations, such as changing enemy patrols, water freezing to provide new pathways, or a secret apartment window that only opens in the afternoon. These changes help create a constant sense of discovery all throughout Deathloop’s day.

    Once you’ve played through all four time periods, the day resets and you start again. Dying will also send you right back to breakfast time, although Colt’s supernatural abilities allow him to survive death twice per time period, which keeps things fair and provides an opportunity to quickly learn from mistakes without things getting frustrating. Either way, each reset also strips your inventory of every weapon, power, and upgrade you’ve picked up, forcing you to start afresh each day. Saving you from despair is the Infusion system, which allows you to permanently bind items to Colt so that they survive the loop. It requires spending Residuum, a resource found around Blackreef which is rare enough to force considered purchases, but in enough supply that each new loop will consistently bolster your arsenal.

    This system cleverly encourages you to vary your approach, allowing you to taste Deathloop’s many flavours without committing until you’re ready. Each day involves picking up a new assortment of guns with varying perks from the enemies you chew through, as well as upgrades called Trinkets, by the bucketful. Trinkets, of which there are dozens, allow you to make meaningful alterations to both your weapons and to Colt, such as the ability to reload in an instant or move without making noise. The loop’s cycling buffet of options allows you to discover and test new equipment, which will go on to inspire your Infusion choices. My increasing enamourment with supernatural abilities such as the Force push-like Karnesis, for instance, saw me invest in Trinkets that increased how long I could use them for, and even fuel them with my health should I run out of power. Over time, you’ll build up a collection of your favourite items, from which you choose a loadout before heading into the next location.

    While you may lose equipment at the end of a run, a reset never disrupts your investigation – you hold onto every single discovery you’ve made so far in your quest log and intel files. This means you rarely have to repeat the same activity twice, which eliminates a frustration many other time-loop games suffer from. Discoveries automatically set new objectives, which unfortunately robs you of the chance to draw your own conclusions but does ensure you’re never exasperated by hidden links. It’s a worthwhile tradeoff that keeps Deathloop moving at a lively pace.

    There’s a genuine sense that each choice you make helps narrow the search, inch by satisfying inch.

    The journey your objectives take you on frequently shines a new light on locations and time periods you’ve visited before, which builds up a rewarding bank of knowledge. You gradually learn shortcuts through buildings, safe havens with health dispensers, and treasure troves that refill with the same violent delights – punchy weapons or even reliable sources of Residuum – every day. The most thrilling discoveries come slowly but surely as you begin to recognise the cause-and-effect connections between times and districts, such as when I realised that breaking into a computer in the morning will ensure a door in a different district will be unlocked in the afternoon.

    After a couple of hours of linear introduction (which do spend a little too long in a tightly controlled tutorial mode), the whole island and time loop is opened up to you to explore as you please – any district, in any order. You are provided with starting leads for each of the eight Visionaries, which unfold as linear quest lines, but how you pursue them is entirely up to you. You could opt to tug on each new thread as you find them, hopping between leads to cover as much ground as possible in a single loop, which provides a gratifying sense of efficiency. Or you could chase down a single lead, skipping time periods and locations in dogged pursuit of a specific part of the puzzle. This remarkable freedom helps fulfill the investigator fantasy; there’s a genuine sense that each choice you make helps narrow the search, inch by satisfying inch.

    Since most people on Blackreef are more interested in killing you than chatting, the answers to Deathloop’s murder puzzle are largely discovered in the classic formats of audio diaries, notes, and computer messages. Granted, those are a dime a dozen in just about every game since BioShock, but Arkane has outdone itself here: these are the best I’ve experienced in any game; concise, deeply flavourful, and often surprisingly funny. Via the aggressive messages sent by “AlphaWolf69”, for instance, you’ll quickly learn that one Visionary, Aleksis Dorsey, is a frat boy scumbag whose only rightful place is at the business end of your shotgun. Directly tying objectives to these diaries and messages means each new discovery further develops an authentic antagonistic relationship between you and the Visionaries as you play, rather than having a manufactured one dropped in your lap.

    Arkane’s deft storytelling hand doesn’t always hold entirely steady, though. If you don’t fully absorb every note and connect the many dots yourself, which is highly possible given the amount of freedom you have, Colt’s personal story – a fun, twisty history that intertwines with the lives of his targets and acts as Deathloop’s overarching plot – might not quite come together. And without it, the short concluding chapter can feel not just abrupt, but rather thin. As much as I appreciate Arkane having confidence in us to make these connections ourselves, Colt’s story feels like something that should have been served up in small milestone meals throughout the loops in a way that can’t possibly be missed, rather than scattered like cookie crumbs across the world to be overlooked by those who just want to get on with the next justified murder.

    Shotgun Symphony

    The precision engineering of this complex, looping world is held in balance by Deathloop’s combat system, which is a delightfully raucous affair that roars like a dragon with ballistic breath. If you prefer to go loud you can paint the walls with the insides of Blackreef’s violent thugs – all of whom appear to have fallen out of an Andy Warhol painting – using a small but well-tuned array of fantastically heavy weapons. Among the best are the Pepper Mill, a sputtering machine gun that feels as if it were wrenched from the undercarriage of a fighter plane, and The Fourpounder, a pistol that fires with the force of a battleship’s cannon made miniature. Despite acquiring these trusty favourites, I constantly found myself switching between the entire armoury as I planned around different tactics. If you’re playing on PS5, as I did, each gun produces a different effect in the DualSense’s triggers and haptic vibrations, generating a deeply enjoyable sense of force with every fight.

    These guns are joined by a library of Slabs, which are supernatural powers stolen from the corpses of Visionaries. These can be used in combination with your weapons and the environment to approach situations in your preferred manner, and all routes feel robust no matter if you choose to go loud or quiet. Pairing the teleportation Slab, called Shift, with the invisibility of Aether, for example, allows you to zip up to the rafters and observe enemy paths unseen, picking off stragglers with a silenced nail gun. The Karnesis Slab, meanwhile, can be used to levitate groups and repeatedly slam them into walls until there’s no life left in them. Adding to the Slabs’ value are upgrades, such as the ability to chain your teleport with a kick that’s so powerful it causes a sonic boom – which are acquired by looting the same Slab multiple times. This provides a strong reason to revisit your targets over and over to claim their Slabs, should the hilariously brutal neck-snap melee kill not be enough encouragement.

    The right combination can create a whole new playstyle.

    The links between your weapons and powers make Deathloop’s combat (or avoidance thereof) a hotbed for joyful experimentation. The system truly comes alive, though, when you learn how Trinkets can harmonise the individual components of your loadout. The right combination can create a whole new playstyle: you might become a hands-off hacker capable of remotely locking down rooms and take out targets with gun turrets that heal you with each kill; or perhaps a master navigator who can double-jump up onto balconies and magically switch places with enemies; or a telekinetic tank with ocean-deep ammunition reserves and a health bar that never seems to run out. This has a deck-building appeal to it, as you mix and match your inventory to craft kits tailored for delightful shootouts, sneaky infiltrations, or a hybrid of the two. Over time, you’ll develop a character build refined in anticipation of the final, perfect loop.

    Does that sound too easy? There is, of course, a catch. Doing her best to ensure you never make it as far as the final loop is Julianna Blake, the only Visionary who ever takes a direct interest in Colt and operates on his level. She constantly chats with you over the radio, and your boisterous banter with her imbues this complex, mechanical game with an endearingly human personality. “If you don’t try to break the loop,” she taunts, “I’m just going to kill you over and over again in increasingly violent ways until you do!” Colt breaks her off; “Fine! I’ll break your f***ing loop, and whatever I did to p**s you off, I’m sorry!” It’s said with such comically coarse delivery that Colt instantly proves himself a worthy antithesis to the largely silent protagonists of other Arkane games.

    Combat is a delightfully raucous affair that roars like a dragon with ballistic breath.

    But the biggest difference between Julianna and her peers is that where the other Visionaries will only get aggressive if you invade their home turf, Julianna is a restless and free-roaming hunter. She’ll seek you out and crash your investigation party, turning up like a miniboss fight out of the blue. For example, after silently killing my first target and all their guards, I turned around to find Julianna inches from my face, blocking the exit in a moment that called back memories of BioShock’s terrifying dentist. The ensuing shootout – taking place in a hangar rapidly filling with lethal gas – threatened to send me back to the morning without any of the cool treasure I’d scooped up that day. Julianna’s enhanced aggression, resilience, and ability to disguise herself as generic enemies means she’s a welcome tangent in Deathloop’s predictable and repeating patterns. She’s not quite as dangerous as she sounds – I only actually died by her hand during the earliest stages – but the alert music that signals her arrival in the area nonetheless drums up some genuine tension every time.

    That’s the case in single-player mode, at least. Julianna serves a greater purpose, in that she can be controlled by another player who can “invade” your game to try to thwart you. This twist on the PvP mechanic popularised by Dark Souls turns her into an entirely different beast. Naturally more intelligent than her AI stand-in (or not, I suppose, depending on the person you’re playing against), a ‘real’ Julianna provides a more authentic sense of cat-and-mouse to the proceedings. This chase is a thrill that not even the few lag spikes I encountered could dampen, and a challenge that turns the ability to replay the loop after the credits have rolled into a much more alluring endgame scenario. Thankfully, if you detest the sound of a randomer jeopardising your perfectly arranged kill, invaders can be entirely locked out of your game, or limited to just friends, with the simple flick of a menu switch.

    From the other perspective, playing as Julianna is similar to controlling Colt, but she has a different rhythm. Without Colt’s resurrection ability, every wrong move could be your last, and you’ll need to kill your target three times to ensure he’s dead for good. It’s a balance that initially seems unfair, but eventually reveals itself to simply be a different kind of battle. Deception becomes the key part of your toolkit; there’s a quiet thrill in switching appearances with an NPC and blending in, doing your best to replicate an AI patrol route (not unlike Watch Dogs’ multiplayer mode). The map knowledge you’ve learned over many loops helps pinpoint ambush locations in places you’ll know Colt is likely heading to, which is a gratifying reward for mastering Deathloop’s level design. My apologies to the person who I repeatedly toyed with in the rock club, invisibly stalking them using vents I’ve discovered on multiple visits to stay two steps ahead.

    Encouraging you through repeat invasions is a ‘Hunter Rank’ progression system. This can be increased by completing challenges, each of which prompts you to kill Colt in a variety of fun ways. Success unlocks a rapidly growing collection of weapons, powers, and Trinkets for Julianna (she and Colt do not share an inventory), a wardrobe of new looks for both playable characters, and further challenges to complete. PvP is by no means an essential mode, but for anyone as similarly taken by Deathloop’s combat as I am, it’s essentially a rewards system for killing in smart ways.

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    Saints Row Reboot: New Characters and Customization Explained

    Volition has released further details about what fans can expect from the Saints Row reboot's characters and customization options – and why we've seen so little of the classic purple color scheme so far.

    In an update post published to the official Saints Row website, Volition addressed a number of questions raised by the community surrounding what new characters the reboot would bring with it, what details the developer could share on how customization in the game would work, and why the trailer showed a distinct lack of Saints Row purple.

    In terms of the game's new characters, Volition shared details about three upcoming Saints added to the game as well as the title's player-controlled character – the Boss. Saints Row will set out by showing the Saints as a fledgling criminal organization at the beginning of its journey – meaning that the reboot's new characters don't necessarily start out as criminal masterminds but instead rise up through the criminal underworld during the game.

    The new members shared by Volition include Neenah, a talented getaway driver who leans into gang life to support her crew; Kevin, a DJ and people pleaser who starts out in the game as a member of the Idols; and Eli, a business entrepreneur who cares about making money above anything else. Volition also shared further details on the player's character, the "Boss", explaining that fans will be able to customize their role in the title as they decide the means by which they run their criminal empire.

    In terms of customization, Volition says that they have "built the biggest customization suite," of any Saints Row game to date. The developer reaffirmed that the reboot's customization tools will allow players to personalize a number of elements about the game's main character. In addition to being able to decide whether you play as a "stone-cold killer or a fantastic looking freakshow," fans will be able to select how the Boss sounds from across eight different fleshed-out voices for the role – four female and four male. The developer also announced that the game would be bringing back layered clothing to its list of features, giving players more control over how they style their character in the game. According to Volition, the game's vehicles will also include a huge number of customizable options to toy with.

    The developer also addressed the distinct lack of Saints Row purple shown off in trailers to date. According to Volition, the premise of the new game, which places its characters at the start of their respective criminal journeys, is the explanation. Fans worried about the change in tone needn't worry says the developer, as the series' iconic purple color scheme, and the Saints' identity, will become clearer as the game progresses.

    "We begin by showing the Saints at the start of their criminal journey, over the course of the game they form the Saints and rise to the top of the criminal underworld, reaping rewards and recruits along the way," confirmed the team at Volition. "The further they go down that path, the more you’ll see the purple ‘uniform’ come into play, and the more visually adorned with purple and fleur de lys the Saints, their HQ, and their recruits become."

    For more on Saints Row, make sure to check out our article detailing what comes in each edition of the game. Alternatively, if you're looking forward to the series' upcoming revival, then why not check out this piece on the game's announcement trailer where we sat down with creative director Brian Traficante and lead producer Rojé Smith to breakdown every Saints Row secret, easter egg, and detail in the announcement trailer.

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

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