• New Venom 2 Poster Confirms October Release Date After Delay Rumors

    Venom: Let There Be Carnage will indeed release in theaters on October 15, according to a new poster for the upcoming film.

    This comes after conflicting reports about Venom 2's release date that surfaced just last week. Multiple sources reported that the film could be delayed to January 21, 2022, before Variety reported that the news of a delay was inaccurate.

    Venom 2 has already been delayed three times. It was originally set to premiere in June, before getting pushed back to September 17, September 24, and finally its current release date, October 15.

    The movie was most recently delayed because Hollywood is still reacting to the Delta variant of COVID-19 surging across the United States. This has led to some movies bringing in below-average box office numbers.

    Tom Hardy will reprise his role as Eddie Brock in Venom 2, and he'll face off against Woody Harrelson's Carnage, who was teased in the original's post-credits scene.

    While you wait for the sequel, catch up on the first film by checking out IGN's Venom review. Or, you can watch the trailer for the other big Spidey film coming this year, Spider-Man: No Way Home.

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

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    Diablo Set to Debut as a Mercenary in Hearthstone’s New Mercenaries Mode

    Over the last few years, Hearthstone has been steadily evolving. New modes like Battlegrounds and Duels have radically changed how players can interact with the game, essentially functioning as new standalone games within Hearthstone. The popular card-battler is more than just 30 card decks facing off against each other now, and is instead a platform.

    This is a very deliberate approach by the development team, and the newest mode to reinvent what Hearthstone can be is Mercenaries. We got our first proper look at the mode today, and also found out that it’s not far off – Mercenaries will launch on October 12 in most of the world, and on October 13 everywhere else, such as ANZ.

    So, what's the mode all about? Well, as the name suggests it's built around recruiting and building squads of mercenaries to do battle. The mode will have 50 unique mercenaries out of the gate, including iconic Blizzard characters like Sylvanas Windrunner, Ragnaros the Firelord and Diablo – yes, the Lord of Terror is coming to Hearthstone! – with more to come. Combat itself sees players choose mercenaries from their team to take part, then face off against a number of opponents on the other side of the board. Each turn they pick an action for each of their mercenaries; choosing an ability to use and an enemy to attack, while their opponent does the same. Once both sides have locked their actions in, combat for the turn plays out.

    The mode will have 50 unique mercenaries out of the gate, including icons like Sylvanas, Ragnaros and Diablo…

    Anticipation is key, as mercenaries come in three different roles – designated by three different colours. They are: Fighter (green), Caster (blue) and Protector (red). Each role has different strengths and weaknesses, and at a basic level fit into a rock, paper, scissors system. While on offence, Fighters deal double damage to Casters; Casters deal double damage to Protectors; and Protectors deal double damage to Fighters.

    As mentioned, each mercenary has upgradeable abilities to choose between for each turn. These can attack, cast spells, buff, heal and so on. Samuro, for instance, is all about attacking and doing damage, whereas Xyrella's abilities are more focused around healing and debuffs. (You can see all the abilities for both these Mercenaries in the slideshow below.) Mercenaries can even expand their abilities as a run progresses. After each battle, one of your mercenaries gets the chance to choose a treasure to further modify their capabilities.

    Choosing which abilities to use each turn isn’t just about what those abilities do, it’s about how they fit into your team’s strategy and how they match up against the opponent’s. It’s also about how quickly they activate. Each ability has a speed rating and once all the abilities have been locked in, this is what dictates attack order. (If two mercenaries are using an ability with the same speed rating the one that goes first is randomised.)

    Each ability has a speed rating and once all the abilities have been locked in, this is what dictates attack order. 

    Toss in tribal mechanics, spell school synergies, factoring in positional play, cooldowns on abilities, abilities that disrupt your opponent and a whole lot more, and it’s looking like Mercenaries’ gameplay will offer up a dense web of potential synergies and strategies for each squad you put together.

    Mercenaries mode has both PVE and PVP gameplay. PVE is all about chasing bounties, with players fighting through a series of procedurally-generated encounters leading up to the bounty boss. This roguelike structure is then paired with the meta game of leveling up your mercenaries, who gain experience by defeating enemies, and grow in power up to level 30. PVP, meanwhile, has achievements and rewards to earn, and players can fight for a place on its leaderboard.

    Players can collect mercenaries either by opening special Mercenaries packs, or by spending Mercenary Coins (which are earned through bounties and other tasks) to craft them. It’s worth underlining here that Mercenary Coins aren’t a general currency, they’re specific to a particular mercenary. So you can redeem Mercenary Coins to “craft” that mercenary if you don’t own it, but if you do, coins can then be used to upgrade their abilities or equipment. (Each mercenary can have one piece of equipment – which augments one or more abilities – equipped at a time.)

    Much like traditional Hearthstone cards, mercenaries also come in different rarities – Rare, Epic and Legendary, which presumably factors into how likely you are to get them in packs. Speaking of packs, they can be earned or purchased, and each contains five mercenary items. This can include new Mercenary cards, Mercenary Coins or Mercenary portraits. (Each pack has a guaranteed Mercenary card or Mercenary portrait.) Portraits, incidentally, are cosmetic variants of mercenaries.

    Everyone who completes the introductory missions after Mercenaries launches will be rewarded with eight "well-rounded" mercenaries – enough to put together a party. Completing the Prologue and starting on a bounty will also reward players with a new mount for World of Warcraft – Sarge, from Hearthstone's tavern.

    Mercenaries isn't just a new button in Hearthstone's UI, either. It actually has its own central hub within the wider game – the Village. Here, you can manage your collection of mercenaries, collect rewards, head to the shop and take on bounties.

    For those that are keen to hit the ground running, there will be three Mercenaries pre-purchase bundles available. The Diablo bundle includes a Diamond Legendary Diablo Mercenary Card and 50 Mercenaries packs. The Lich King bundle includes a Diamond Legendary Lich King Mercenary Card and 50 Mercenaries packs. The Sylvanas bundle includes a Golden Legendary Sylvanas Mercenary Card and 30 Mercenaries packs.

    While we really need to go hands-on with this mode to get a proper feel for it, Mercenaries looks like a lot of fun, and we're looking forward to diving into it along with the rest of the Hearthstone player base on October 12.

    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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    Marvel’s Midnight Suns Gameplay Premiere – How to Watch

    Join IGN tomorrow – that's Wednesday, September 1, at 11:30am PT/2:30pm ET/18:30 GMT – for the world gameplay premiere of Marvel's Midnight Suns, the new tactical RPG from XCOM and Civilization developer Firaxis Games.

    We'll be hosting both the gameplay reveal and an extended gameplay deep-dive narrated by the Firaxis team. Both videos will be part of a short livestream presentation on the IGN.com homepage as well as on Twitch.tv/IGN and a YouTube Premiere on the IGN YouTube channel. Those videos will be followed by an interview with Firaxis.

    Marvel's Midnight Suns was announced at last week's gamescom Opening Night Live event. It is the first full release from Firaxis since last year's XCOM: Chimera Squad, which IGN liked. Prior to that, the studio released Civilization VI in 2016, which IGN loved.

    Ryan McCaffrey is IGN's executive editor of previews and host of both IGN's weekly Xbox show, Podcast Unlocked, as well as our monthly(-ish) interview show, IGN Unfiltered. He's a North Jersey guy, so it's "Taylor ham," not "pork roll." Debate it with him on Twitter at @DMC_Ryan.

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    Far Cry 6 is Changing Up the Far Cry Formula Once Again

    The Far Cry series has changed a lot over the 17 years since the original launched on PC in 2004. Not everything has been as drastic as Far Cry 2’s choice to abandon the genetically engineered man-monsters of the first, or the introduction of RPG-style skill trees in FC3, but almost every game has done its part to tweak things in some way or another. Far Cry 6 will certainly feel extremely familiar to longtime fans, but it also takes some big swings at shaking things up. It’s a combo that, based on my experience with the first few hours in a recent remote demo, mostly works really well – though I’m not entirely sold yet on some of its newer elements.

    The core pillars of Far Cry-dom – exotic locations, maniacal bad guys (I only had one face-to-face run-in with Giancarlo Esposito’s Anton Castillo, but he was, as expected, delightfully ominous), and a hefty dose of madcap violence – are all still there. I only explored a fraction of Yara’s apparently massive map, and while it’s great to be back in a tropical setting with the added benefit of modern graphics, I’m actually most looking forward to seeing how Far Cry 6 plays with all new environments. After all, aside from the one strip of a rural main street in Far Cry 5 and a couple of villages in 4, we’ve never really seen a proper town in a Far Cry game – let alone a whole modern city like Yara’s capital of Esperanza, and I’m really curious to see how the guerilla tactics the series is known for translate to an urban setting.

    Other more recent mainstays like treasure hunts and Fangs for Hire (summonable animal companions who can assist in combat/exploration), now called Amigos, return as well. While I can’t deny that Chorizo the wheelchair-bound dachshund is as adorable as his ability to distract guards is useful, I think my favorite so far is Guapo the alligator – though I only met a few of the half-dozen or so available.

    Aside from the notable shift back to fully-voiced third-person cutscenes – which we haven’t seen since the original Far Cry in 2004 – the biggest change to the Far Cry formula is probably how character progression works. Since Far Cry 3, we’ve earned XP to unlock new perks and abilities in RPG-style skill trees – but not anymore. Now, almost all of your character progression is tied to your weapons and gear. And while that’s definitely a big departure from what we’ve come to expect, I think it works – for the most part.

    You do still technically level up, increasing your Guerilla Rank as you complete missions, clear outposts and checkpoints, and generally do all the Far Cry-ey stuff we know and love. Instead of earning skill points to unlock different abilities, however, you’ll move up the resistance army’s ladder, which gains you access to new weapons and items which can then be customized to fit your preferred playstyle or meet a specific challenge.

    Now, almost all character progression is tied to your weapons and gear.

    There are the basic weapon attachments like silencers, extended mags, muzzle breaks, and so on – maybe even a few too many; why do I need three silencer options if they all have the same stats? But it’s when you start unlocking and upgrading the Resolver weapons and Supremos – the zanier weapons and gadget backpacks you may have seen in trailers, respectively – that you’ll start seeing just how flexible Far Cry 6 is trying to be with its equipment. A lot of what used to be skill tree perks are now linked to armor and clothing items, like gloves that give you a damage bonus against certain enemies, or pants that let you automatically repair your vehicle while you drive (I think the logic there is that you can hold extra tools in your pockets, but seeing as how this is a game where you make friends with a giant pissed-off rooster named Pork Rind and build guns that shoot Macarena CDs, I’m not gonna think too hard about it).

    The simplest way to look at it now, I think, is like this: instead of picking a ton of upgrades you’ll always have, you now swap between them like separate loadouts. If I want to avoid a fight when sneaking into an outpost, maybe I’ll equip the EMP Supremo that deactivates security cameras, alarms, and vehicles (this is a more important addition than you may realize, because you can now force enemy helicopters to land rather than just exploding) and pair that with a vest that reduces movement noise and distraction-focused consumables. Or, if I do want to go loud, I’d use the Furioso Supremo, which blasts a 360° ring of fire to roast anyone within about eight feet of you, and complement it with bullet and flame-resistant gear, and add a kit full of grenades and Molotov. And a flamethrower, for obvious reasons.

    “Supremos all have their own element in a way,” says David Grivel, the Lead Game Designer on Far Cry 6. “Some are tied to poison, fire, or explosives and all that. For us, it makes sense that you don't necessarily have the same loadout of gadgets on top of them … It really encourages you to try different approaches.”

    This “right tool for the right job” mentality extends beyond just a simple choice of playstyle, though – it’s something the design team has baked into every encounter you’ll face. Probably the most important weapon mods you’ll unlock are the different ammo types, since just about every enemy you’ll run into has resistances and vulnerabilities to one or the other.

    Armored enemies require AP rounds, for example, while soft-target rounds work best on basic infantry. Other varietals, like explosive or poison ammo, have been added into the mix, which will surely make for some interesting tactical decisions later on, but I also found myself a bit frustrated with how often I felt I had to run to a crafting station to swap in a new ammo type before getting into a firefight.

    It was never a real hassle to find one (almost every enemy outpost or crossroads had one nearby) but a lot of the fun of Far Cry, for me, has always been that scramble to come out on top when a plan goes awry or you randomly cross paths with an enemy patrol. That’s a hard feeling to recapture if you‘re being penalized for having, say, fire bullets loaded instead of explosive rounds. I’m also still not wild about the move towards health bars you need to drain on each enemy. Sure, you can disable the visual aspect in the settings menu, but as someone who typically ascribes to the “being shot in the face should kill you” school of thought, I couldn’t help but feel a bit frustrated when an enemy would get sprayed with a hail of SMG fire at close range and stay on their feet.

    To be clear, enemies in Far Cry 6 aren’t the full-on bullet sponges they were in New Dawn. “When you are using the right weapon and still it takes 1,000 bullets to kill a guy; we are not doing that,” Grivel says with a laugh, explaining that they wanted to put more emphasis on the new resistance and crafting mechanics – but he also points out that there are some guaranteed one-hit-kills at your disposal, too. Lining up a bow headshot or taking the time to sneak up on a target for a melee execution both count as an insta-kill, for example. “Headshots with a bow, no matter what, are always guaranteed, even if I'm with enemies that are 10 levels above me,” he says, explaining that they want to reward acts of skill. “The reason for that is, quite frankly, if you can get a headshot with a bow, good for you; that’s already a lot of skill. It's a bit the same logic for the takedowns: it takes skill to get close to the enemy to do that.”

    New enemy types make firefights more dynamic and feel more frantic.

    All that said, there are some interesting strategic additions to Far Cry 6’s combat encounters, too. New enemy types – beyond the classic rifleman, heavies, or snipers – threw in the good kind of hurdle that made firefights more dynamic and feel more frantic. Medics, for example, can revive fallen comrades, while Engineers can plant turrets or use EMPs to disable your vehicle. Officers will buff their subordinates and call reinforcements – or can even call in an airstrike on you if you’ve found a sniper’s perch. “It's the first time in a Far Cry game where you fight an actual army, like a proper army,” Grivel says. “To me, it would have felt weird if there weren’t any specialist units.”

    Going up against Castillo’s army does feel like a decidedly different experience than the mercenary bands or ragtag pirates of Far Crys past – and not just because of how the AI handles combat encounters. The stark, orderly designs of uniforms and government buildings, coupled with the propaganda plastered all over and/or blaring out of every speaker and television – with Esposito finding an engrossing balance between menace and smugness in his broadcasts – does a lot to reinforce just how outnumbered your character, Dani, and their guerilla cohorts really are.

    Finding yourself outnumbered and outgunned has long been part of the Far Cry experience, but the team working on Far Cry 6 seems really invested in pushing those ideas in different directions. “The beauty of Far Cry – and one of the reasons I've been with the brand for so long,” says Navid Khavari, a veteran of the series dating back to Far Cry 4, now the Narrative Director on FC6, “is it's kind of a fresh slate for every game, in terms of location, in terms of context, in terms of story.”

    One of the elements I found most compelling throughout the several hours I spent with it is how Far Cry 6 handles the potential nuances of a revolution. The divisions at play within a country in turmoil and the complexities boiling beneath the surface – which might otherwise be overlooked in the are there to see. In my first few hours, I met the leaders of three separate groups of rebels – there was Libertad, what you might call the “classic” rag-tag militia, next a group of veteran rebels from a late 1960s uprising, and then the pseudo-anarchistic La Moral – and nobody agreed on how to get anything done.

    “If you look at revolutions throughout history,” Khavari says, “we tend to think of them as homogeneous; one big entity – whereas, when you start to uncover the layers, you're like, ‘Wait a second, there's like 50 different small groups all vying for power.’ And that felt really untapped as a storytelling device.”

    "These people all have wildly different interpretations of how to win and what Yara should look like."

    Of course, there’s the chance that it could quickly fall into a simple binary of good vs evil – but I’m hoping the story manages to keep things in the grey. It seems to do a good job bucking some of the tropes that similar stories run afoul of – for example, while most rebellion/guerrilla games tend to have all of the civilians cheering for you after every mission, one lady early on straight-up ratted me out to the cops for being a “Fake Yaran.” It was a scripted moment, almost undoubtedly, but coupled with some of the jeering audio bytes I heard from NPCs driving by while I was roaming the countryside, it was a good indicator that we could see a more complex rebellion story than we’re used to.

    “We've seen a lot of stories – in [all] media, I'm not just tying it to games – where it's just, ‘We're rebels fighting the evil big bad,’” Khavari says. “And when you look at it, it's like, ‘well, those people all have wildly different interpretations of how to win and what Yara should look like.’ And that was a gold mine for us, story-wise.”

    Ultimately, I’m excited to explore more of Yara – personal gripes about health bars aside – because what works in Far Cry 6 works really well. It’s a big beautiful world that offers some interesting new ideas and challenges, and I’m looking forward to seeing just how well this iteration of the Far Cry formula comes together.

    JR is a Senior Producer at IGN, and secretly hoping Anton Castillo's BioVida wonderdrug ends up being a link back to those FC1 mutants. You can discuss more video game conspiracies with him on Twitter.

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    6 Wild Things In Far Cry 6

    Far Cry games are never quiet affairs, and Far Cry 6 is no exception. We recently got to go hands-on with the game for over five hours, and quickly discovered how wild things can get. From rocket launcher backpacks to murderous roosters, the hands-on demo was full of outlandish new features, characters, and missions. To give you an idea of how fun things can get, here are the six wildest things we found in our Far Cry 6 hands-on demo.

    Burning Crops – A Far Cry 3 Throwback

    One of the most memorable missions in Far Cry 3 is Kick The Hornet’s Nest. It’s the one where you torch fields of marijuana crops with a flamethrower, while Skrillex’s ‘Make It Bun Dem’ plays on a loop. Far Cry 6 brings all those memories back with its Fire and Fury mission, in which you must head out to one of Antón Castillo’s red tobacco farms and set it ablaze.

    As the first leaves catch light, a Latin American groove begins to play over the action, turning this act of vandalism into a particularly destructive salsa. As you do this, Castillo’s troops flood into the area, forcing you to duck, weave, and shoot your way through the burning fields. The need to also detonate four large yellow poison tanks only adds to the chaos. It makes Far Cry 3’s original mission look comparatively relaxed; a blazing good time compared to the intense firestorm that is the Far Cry 6 remake.

    Far Cry Primal Museum

    Talking of throwbacks to previous games in the series, the island of Yara is also home to the Valle Prehistorico, a museum full of Far Cry Primal references. Among its exhibits are huge mammoth statues, groups of Paleolithic tribesmen, and saber-tooth tigers. If you played the prehistoric oddity, then you’ll find all of this pretty recognisable.

    Less recognisable are the mortars, boxes of depleted uranium, and helicopters. It seems that Yara’s dictator is less interested in teaching history and more focused on turning every location into a militarised hellscape. Many of the outposts in Far Cry 6 are re-purposed civilian sites, and this museum has been transformed into a helicopter base for Castillo. Perhaps seizing it will allow it to be opened up to the public again?

    Indiana Jones Treasure Hunt

    Among Far Cry 6’s many side quest offerings are Treasure Hunts. Each offers a unique looting experience, including chasing Pelicans in a wingsuit. But the most memorable of those offered up in the hands-on demo was The Emerald Skull. As the title hints, this is an Indiana Jones-style mini adventure that takes you into a cave network filled with ancient sculptures. These statues hide a mystery that only The Emerald Skull can unlock.

    The puzzle itself is pretty simple, but offers a welcome break from the classic Far Cry gameplay loop. There are just a few crocodiles to fight inside, with the rest of the quest relying on your climbing, observation, and trap avoidance skills. The reward for making it through the ancient cavern is… a little underwhelming to say the least, but it’s the experience that counts.

    Murder Rooster and Other Pets

    Once again, Far Cry will allow you to head into battle with an animal companion by your side. But if you thought the dogs and bears of Far Cry 5 were outlandish, you’ve seen nothing yet. The hands-on demo introduced us to Chicharrón, a rooster who just can’t get enough of murdering Castillo’s staff. He’s recruited through a series of quests that involve killing a whole pack of attack dogs, and trashing all the paperwork in a government office. It’s quite bizarre, to say the least.

    Chicharrón was one of three animal amigos available in the demo. He was joined by Guapo the crocodile and Chorizo the dog. In Far Cry 6, animals are categorized by their abilities. Chicharrón and Guapo are both combat creatures, and so can be dispatched to attack foes. Chorizo, meanwhile, is ideal for stealthier players; he can roll up to enemies and distract them with his adorable eyes, while you sneak up behind with your blade at the ready.

    Resolver Weapons

    While Far Cry 6’s island is well stocked with regular weapons, there’s also the opportunity to build new guns out of junk. The demo allowed us to go hands-on with a small handful, and each was weirder than the last.

    The Tostador is a DIY flamethrower, and does exactly as its name suggests: it toasts things. Effective against fields of crops, but a little less efficient against human opponents. For something more to the point, you can wield the El Susurro, a nail gun that’s been adapted into what is effectively a silenced pistol.

    If those are a little too standard for your liking, there’s the La Clavadora. Imagine a crossbow, but then think bigger. This gun can skewer enemies with its humongous harpoons, but the reload time is just as painful as the damage it inflicts. For something a little better up-close, you can transform yourself into a Rainbow Six Siege shield operator with the El Muro. It’s a pistol and shield combo, but the pistol shoots shotgun shells. For when .50cal point blank just isn’t enough, I suppose.

    And should all those seem a bit too pedestrian, well there’s the Zeusito. Powered by a huge battery, this beast will turn your enemies into a ketchup volcano in an instant.

    Supremo Ultimates

    Far Cry 6 has borrowed several features from other games, including Assassin’s Creed: Brotherhood’s Contract missions, and The Division’s base building. Strangely enough, it also features ultimate abilities called Supremos, which are like a ramshackle alternative to Destiny and Overwatch’s ultimate abilities. These super skills come in the form of backpacks loaded to the brim with useful items. The first you’ll get is the Exterminador rocket barrage, which, well, very much does what it says on the tin. The demo also offered up the Volta, which causes a non-lethal EMP shockwave that knocks enemies over and disrupts electronics, and the Furioso, which sets pretty much everything around you on fire. There’s also the Medico, a co-op focused Supremo that allows you to self-revive and rapidly heal from your wounds.

    Like ultimate abilities in other games, the Supremo must recharge after each use. The cooldown is very long, but – as in Overwatch – can be sped up by killing enemies. Quite how gunning down troopers helps recharge a rocket launcher isn’t explained, so we’ll just assume that Yara engineering has managed to turn blood into some kind of coolant.

    And those are the six wildest things we found while exploring Yara in the Far Cry 6 hands-on demo. For more, check out our Far Cry 6 final preview and catch up with the game’s latest trailer. And for everything else, stick with IGN.

    Matt Purslow is IGN's UK News and Entertainment Writer.

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