• See a Brand New Mythic Rare MTG Card From Innistrad: Midnight Hunt

    The newest Magic: The Gathering set Innistrad: Midnight Hunt will be upon us soon, and it sees the massively successful trading card game return to a world of gothic horror. Werewolves, zombies, vampires and spirits await in Innistrad, a plane first introduced 11 years ago and that remains popular today.

    One of the most exciting additions will be the 19 new double-faced werewolf cards. Long term players will be familiar with the mechanic of transforming from a human form on one side to a werewolf on the other, but the new global day-night cycle offers a significant twist, meaning that a card can enter play as a werewolf if it’s nighttime. Be sure to check out IGN’s existing coverage of the new day-night cycle as well as new mechanics like Disturb, Decayed and Coven.

    Innistrad: Midnight Hunt also sees the return of a mechanic from the original Innistrad set – flashback. This lets players cast spells from their graveyard, effectively allowing them to double dip. What kinds of cards will have flashback? I’m glad you asked. IGN has a mythic rare Legendary creature to reveal today that showcases the keyword. Introducing Lier, Disciple of the Drowned:

    Lier looks quite powerful, but what kinds of decks would it be run in? “Lier is most likely to see play in a deck that has a mixture of card drawing and removal,” says Mike Turian, Product Architect. “At five mana, you will need to keep the board clear of threats and your life total up. You can do both with instants and sorceries. This will give you plenty of fodder for when you reuse Lier and take control of the game.

    “Lier could also be powerful in a combo deck that generates lots of additional mana by casting mana-boosting cards a second time. Getting to cast instants and sorceries—ones that were only intended to be cast once—a second time is quite powerful. We have seen older cards, such as Yawgmoth’s Will and Snapcaster Mage, give the ability to cast cards from the graveyard so Lier could offer that same potential in a deck.

    “Finally, Lier is a Legendary creature so that means he can be used to lead your Commander deck. Put Lier in a mono-blue deck filled with card drawing, bounce, and removal and you will be the bane of all of your friends as you have at least twice as good of a time playing as they do!”

    Lier is a powerful high priest of a cult that worships an ancient god of sea and storms…

    The two pieces of art are also incredibly intense, so who is this character? “Lier is a powerful high priest of a cult that worships an ancient god of sea and storms,” Meris Mullaley – Narrative Design Manager, Worldbuilding Team tells me. “He preaches that because the surface is covered with horrors and monsters it is a sign humans shouldn’t live there. One day his sea god will return, overtake the surface, and welcome all to a paradise below the waves.

    “Lier’s beliefs are one way in which humans have found ways to cope with the danger and horrors of living on Innistrad.”

    “The look for Lier was really fun to play with,” Senior Art Director Taylor Ingvarsson enthuses in response to my question about Lier’s visual design(s). “Originating down in the coastal province of Naphalia, the denizens of this provence are usually covered in heavy water-resistant clothing to protect themselves from the elements. We wanted to push the idea of Lier’s zealotry to his ‘god of sea and storms’ by removing this protective clothing and allowing him to look confident and powerful in the midst of this dangerous coastal storm.

    “For the visual motifs on Lier, we really pushed for a meld between Naphalia’s design language and that of the Stromkirk vampires of which their progenitor, Runo Stromkirk worships the same god of the sea and storms. You can note Naphalia’s inspiration by the fishing hooks, heavy leather gloves, and thick layers of clothing. While the Stromkirk vampires inspiration utilizes twisting heavy knots of nautical rope, the hooked shapes on his tabard akin to crashing waves, and strips of cloth that when whipping in the wind are akin to tentacles of great sea monsters. Lier’s zealotry is further exemplified by incorporating sea creatures into his staff and there is a massive crab over the shoulders giving him a creepy, yet elevated silhouette.

    “I also have to say that I could not have been happier than to work with Ekaterina Burmak on this character. She really knocked this image out of the park and realized an awesome character for us.”

    We’re Going on a Midnight Hunt

    Innistrad is a rich world for Wizards to tap back into. Given it’s been five years since the last full card set based in Innistrad, I asked Meris Mullaley to set the scene for me. “Werewolves, zombies, vampires, and ghosts rule the night,” Mullaley says of the Gothic horror fantasy setting, “and the delicious (but resilient) humans do their best to survive. On Innistrad you might find yourself in the misty woods, a forbidding manor, or a haunted cemetery. It is a place that gives you a chill and crawling sensation under your skin and you are constantly watching the shadows.”

    Midnight Hunt takes place on the eve of the Harvesttide Festival; a time when things have been thrown out of balance. “As we come back to Innistrad,” explains Product Architect Mike Turian, “the night is growing longer while daytime is shrinking. From a card design standpoint, this is captured with the creation of the Daybound/Nightbound mechanic on werewolves. Typically the Nightbound side of the card is more powerful, and with this new mechanic, once it is nighttime Werewolves will enter the battlefield on their back Nightbound side. So instead of having to transform them each individually, they now sync up with the current status of Day or Night.

    For Innistrad: Midnight Hunt, the setting was decided on before we created the gameplay concepts.

    “For Innistrad: Midnight Hunt,“ Turian continues, “the setting was decided on before we created the gameplay concepts. Innistrad always wants to tap into the gothic horror feel and that leads to loads of top down cards designed from thinking about how to capture that gothic horror setting. We create both the cards and the mechanics by asking ourselves what it is like to be a human that returns to the world as a spirit, or as a werewolf that desires nightfall.”

    The return of flashback very much fits into this design approach. “Innistrad… has always looked to the graveyard as one of the ways to capture that feel from a gameplay perspective,” says Mike Turian. “Often that is with creatures that rise from the graveyard, however flashback allows spells to come back for a second time. Everyone loves casting their favorite spells twice and we saw how popular that was with cards like Snapcaster Mage from the original Innistrad set. In addition to connecting back to earlier sets, flashback adds a lot of fun to gameplay. Often as the game goes on, it’s nice to have a reserve of spells that you can tap into again. So flashback helps connect both to the flavor of Innistrad and the great gameplay that Magic: The Gathering offers.”

    Given the emphasis on setting and story informing the gameplay, does Midnight Hunt tie into players’ last visit to this plane? “The last time we were on Innistrad,” explains Mullaley, “the Eldrazi were creating nightmares out of the standard Innistrad horrors. At the end of that story, Emrakul was trapped in the moon. The Travails – what residents call the situation with the Eldrazi – left an impact on the plane that you can see snippets of in the cardset and the web fiction. The situation with the day/night imbalance very likely has to do with its Eldrazi prisoner. However, in this return to Innistrad we wanted to focus on the original Gothic horror themes of the setting. So the mechanics, the story, and the cardset focus on werewolves, witches, and vampires.”

    Gothic Delights

    The art direction really delivers on those Gothic horror themes. I asked how the approach to card art differed for this set versus others. “In practice, none of our cardsets are singular in their emotional tone,” says Meris Mullaley. “They do each have their unique traits and Innistrad is primarily dark horror: Really foreboding, ominous and creepy. Knowing that we were going to be on Innistrad for two sets, we wanted to make sure that the hope and whimsy themes that have always been a small part of Innistrad had a larger footprint.

    “Also, when your plane is experiencing environmental changes—for example, the day/night imbalance and the frost covering everything—the art team does extra work to keep those elements consistently represented across the whole cardset as best as we can.”

    “Innistrad is always a fun challenge,” adds Senior Art Director, Taylor Ingvarsson. “It is really easy to crank the horror up to high and make humans feel too scared or only like prey on the plane. What I love about this plane so much is that even though Humans are on the back foot from monsters we always push for ensuring that every character has a sense of agency and the ability to always look cool. It doesn’t matter if you are a simple farmer getting in a hard day’s work or if you’re the most battle-hardened Cathar. You will always get an opportunity in Innistrad to look awesome fighting off nasty beasties.”

    And lastly, what inspired the incredible showcase art? “Innistrad has been built around gothic horror themes from the beginning,” Mullaley explains, “and our showcase cards provide a way for us to express the worldbuilding themes in new ways. For Innistrad: Midnight Hunt, we regularly talked about the influence of gothic horror monster movies, and we took that inspiration a step farther to feature many legendary creatures with alternate art that alluded to the classic black & white monster movies.”

    The introduction of Innistrad: Midnight Hunt will see a new Standard meta for Magic: The Gathering, with a number of old sets dropping out of the format. And Innistrad itself will certainly make its presence felt one way or another this year, with the vampire-themed Crimson Vow set coming two months after Midnight Hunt.

    Innistrad: Midnight Hunt will be out on MTG Arena on September 17 and for tabletop on September 24. Physical cards will be available in Draft Boosters, Set Boosters and Collector Boosters, as well as in Commander Deck bundles. You can find out more about on the official Midnight Hunt site.

    Cam Shea has worked at IGN since the before times, and has played more Breath of the Wild than just about any other game. He's barely on Twitter.

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    Aussie Deals: A Free Far Cry and up to 75% Off in a Ubistore Sale!

    Ubisoft has sprung some proper bargains on us today. Most of those concern PC folks, though I have found a few choice savings on Nintendo Switch as well. Fellow retroholics such as myself should pay attention to the Sega classics going for 50% off on Xbox. Shrewd Sony shoppers should also take note that the upgrade path for Horizon Forbidden West has been altered in their favour…

    Notable Sales for Nintendo Switch

    Purchase Cheaply for PC

    Exciting Offers for XO/XS

    Product Savings for PS4/PS5

    Sign up to get the best Aussie gaming deals sent straight to your inbox!

    Adam's an Aussie deals wrangler who owns too many consoles but still wants more. You can definitely sometimes find him @Grizwords.

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    The Hero From the Unreal Engine 5 Tech Demo, Windwalker Echo, Is Coming to Fortnite

    Epic Games has been showcasing the upcoming Unreal Engine 5 with a series of impressive tech demos, and now the protagonist from those demos is coming to Fortnite. Also, she’s apparently named Windwalker Echo.

    Windwalker Echo is the formerly unnamed character that has starred in Epic’s various Unreal Engine 5 tech demos. This includes the Lumen in the Land of Nanite tech video that showed off the lighting and geometry tool as well as the Valley of the Ancient tech demo.

    Both Lumen in the Land of Nanite and Valley of the Ancient are playable tech demos even though there’s no plan to create a game starring Windwalker Echo. But she will at least be playable in Fortnite starting tonight.

    Unreal Engine also partnered with animation team Mold3D Studio on a new animation sample called "Slay" that shows Windwalker Echo in action. Check it out below.

    Unreal Engine 5 is currently available in Early Access and developers with an Unreal license are free to test and experiment. Meanwhile, other studios are already lining up to build their next game in Unreal Engine 5 including Gears studio The Coalition, and potentially BioWare for the next Mass Effect game based on recent job listings.

    Fortnite is set to end its current Chapter 2 Season 7 event with a big finale called Operation: Sky Fire. A one-time-only event set for September 12 at 1 pm PT/4 pm ET that will finish the fight against the alien invasion.

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

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    Baldo: The Guardian Owls Review

    It’s rare to see Studio Ghibli’s iconic and instantly recognizable anime art style take shape in a video game, but developer NAPS Team’s isometric action-adventure RPG, Baldo: The Guardian Owls, claims both Ghibli and The Legend of Zelda as its primary inspirations. Those are lofty ambitions, but Baldo rarely instills the same depth into its story or characters, and very little of it feels good to play. In fact, experiencing upwards of 50 hours of wildly inconsistent dungeon-crawling and puzzle-solving to reach its meager ending is more like wading knee-deep in a swamp than strolling through a park.

    The premise of a young boy attempting to save a world in danger is simple but effective for what’s intended as a light-hearted story. This is a pretty standard Legend of Zelda-esque plot, and there’s really no unique spin here. You’ll spend a lot of time solving dungeons, exploring an overworld, doing quests, and then backtracking every time you receive a nifty new piece of path-opening equipment like the Owl Bomb or the Sacred Fire.

    The main problem – at least when you’re getting started – is the lack of direction. Beyond the very first screen that shows you some basic tooltips for your controls, there is absolutely no tutorial. Many of the major mechanics, including the one that lets you shake yourself loose from spider webs, are not explained whatsoever. It doesn’t help that the rest of the interface is equally egregious, often making basic tasks like checking your inventory or your quest list much more arduous than it should be.

    It’s almost like Baldo is passive-aggressively daring you to stop playing it altogether.

    In Baldo, bugs are hidden around every corner – and not just the kind you squash with your sword. Expect to commonly run into everything from NPCs not giving you correct items upon finishing their quests (essentially stranding you in a location until you revert your save and try again) to near-constant crashes to the dashboard and other glitches that make exploring simply far less pleasant than it should be. It’s almost like Baldo is passive-aggressively daring you to stop playing it altogether, pulling and poking you and trying your patience to see what it can get away with before you uninstall it for good.

    It’s immediately clear from the first few moments in the first dungeon, the claustrophobic Lost Galleon, that Baldo is in rough shape. Everything from this initial dungeon crawl to the labyrinthine overworld to the painfully nondescript world map is a chore to make sense of. Aside from some vague dialogue or hints from the Rodia Town library, or the help of the eerily chipper Minisio the Map Merchant, you’re rarely offered guidance at all.

    It’s immediately clear from the first few moments that Baldo is in rough shape.

    Later dungeons, like the endlessly frustrating Savoca Prison and the hyper-tedious Bobo Pit, are no better – they often find creative ways to waste your time and send you back to the “game over” screen rather than tug you onward. Aside from torch sconces and pressure plates, there’s very little consistent vocabulary across Baldo’s world to prompt you toward a point of interest, often making it easy to completely miss key items and events that are necessary to progress. It’s almost like every room is playing by its own completely unique set of rules.

    Many puzzles require you to carry fragile statuettes or push blocks across long distances while navigating traps. Compounding the tedium is the fact that you move as slowly as molasses while doing any of this. It’s all well and good when it all comes together at the end, but it’s excruciating to get there – if you get there at all.

    Frustrations abound as you navigate a dungeon. It’s far too easy to simply fall off of a ledge or dodge-roll in the wrong direction because there’s absolutely no feedback to help you guide Baldo around. Making matters worse, most of your important actions, like swinging your sword, talking to NPCs, and picking things up and throwing them are all mapped to the same two buttons on your controller, making it easy to accidentally talk to a companion when you really meant to attack an enemy.

    Baldo would be a tough challenge if the combat were up to it, but this is no Dark Souls.

    Baldo himself is also terribly fragile for most of the story – you start with only three hearts, and you don’t have too many opportunities to get more until you eventually trek up to the visually gorgeous but inconveniently remote Owl Village during the middle third of the campaign. During all of that time most enemies and traps deal a ridiculous two or three full hearts worth of damage, leaving little room for error. That’d be a tough challenge if the combat were up to it, but this is no Dark Souls: it’s practically impossible to gauge when to dodge or block an incoming attack. The man-eating plants and giant spiders who can sit in the air and snipe you from a distance are especially unfair and obnoxious.

    It’s not impossible to learn how to navigate around Baldo’s clunky controls, but don’t be surprised if you see literally hundreds of “game over” screens before you’ve even taken your first steps out of the humble Kidoge Village or reached the main hub city of Rodia Town. This is because it takes a long time to get good at surviving fights with even the simplest lizardmen you encounter in the early starting zones, who are unreasonably good at killing you and seem to have a limitless ability to evade your attacks.

    At least you can eventually build yourself up with powerful items like the Takame Shield, the Owl Mask, and the Owl Bomb, which further empower you to then explore this vast, exquisitely crafted world with ease. But even as your power grows, Baldo’s combat remains needlessly unfair, even when reasonably powered up. You are always at a disadvantage against some of the tougher foes like the Robowl or the Kangmi, both of which are relentlessly powerful and only rarely expose their weak points. But hey, at least you can use the map’s poorly-laid geometry to glitch these monsters into oblivion. Even then, you’ll still be wading through an ocean of game-breaking bugs, abysmal controls, unsatisfying boss encounters, and hundreds or thousands of soul-crushing “game over” screens before you even scratch the surface.

    The biggest issue with Baldo's visuals is the fixed camera.

    Baldo’s simplistic and cute art style is more than appropriate for an isometric action-adventure game that’s clearly designed to fit in on Apple Arcade as well as consoles. But there’s something of a massive divide between its world art, which looks stunning in settings like the Marui Desert, Rodia Town at night, and the Owl Village to name a few locations, and the character and item designs. Those are far less sophisticated and often seem like children’s sketchbook drawings come to life rather than characters and monsters out of a Ghibli movie.

    But the biggest issue with its visuals is the fixed camera, which often obscures important information and details about the world as you move through it. It’s very possible to simply not see something that you absolutely need in order to get through the quest, and it’s infuriating when an enemy can see you and snipe you from off-screen before you’re even aware it was there.

    Speaking of being aware of your surroundings, Baldo may feature some of the worst game audio around. Each sound is ear-piercingly loud when the volume is set for the music to be at an appropriate level and is often played on repeat without end, like the annoying chain sound when you’re walking around in a dungeon. Making matters worse, some enemy types are entirely silent until you engage them directly, giving you no warning that they’re coming, while others make an indescribably annoying grunting sound. Baldo himself makes an obnoxious whining noise whenever he takes damage or blocks an attack, and it’s awful that there is absolutely no volume toggle to mute or turn down these sounds or make them blend better with the soundtrack.

    That’s infuriating because Baldo’s soundtrack is one of its best features. Nothing is particularly unique about it – you can hear motifs reminiscent of Final Fantasy 7’s Bombing Mission theme in the Pansa Hills, and I was reminded of One-Winged Angel in Odessa’s herb shop – but besides some bad mixing at points, it’s euphoric enough to inspire a lust for adventure. Which is to say that it does the job just fine.

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    Billionaire Wants to Build a Real-Life Rapture in the Desert

    Billionaire and former Walmart executive Marc Lore has shared his vision for a new city in America, that will cost $400 billion to build.

    CNN reports that the new city, called Telosa, is being designed to be a sustainable metropolis located in a desert somewhere in the U.S. Right now, city planners are considering Nevada, Utah, Idaho, Arizona, and Texas.

    The city's layout is intended to allow residents to get to work, school, or anything else they may need within 15 minutes. The goal is for Telosa to be eco-friendly, with sustainable energy and water. At the center of it all is the Equitism Tower, a skyscraper designed to be, "a beacon for the city."

    The plan says the city will eventually grow to 150,000 acres, supporting 5 million people. That stage, however, is at least 40 years away. The first phase would apparently take 10-20 years to achieve, and will support 1 million people in the city.

    The city may evoke memories of BioShock's Rapture, the large, underwater utopia designed to help society flourish. However, the proponents of Telosa say their goal isn't to create a utopia, but rather to stay focused on what is possible.

    Speaking of Rapture, the upcoming BioShock 4 seemingly won't take place in either Rapture or BioShock Infinite's Columbia, according to job listings for the game. If Telosa makes you want to dive back into the world of Rapture, you can follow IGN's BioShock walkthrough every step of the way.

    Logan Plant is a freelance writer for IGN. You can find him on Twitter @LoganJPlant.

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