The director of Marvel Rivals has discussed the difficulty of successfully entering the packed hero shooter market, pointing to failures like Concord as evidence of the increasing need to have a strong hook that helps convince players to ditch the game they’re already invested in for something new.
Sony’s Concord is one of the biggest video game disasters in PlayStation history, lasting just a couple of weeks before it was brought offline amid eye-wateringly low player numbers. Sony later decided to kill the game entirely, and shut its developer.
Concord was the latest in a string of recent hero shooter flops, which includes Rocksteady’s Suicide Squad: Kill the Justice League. Post-launch content for that game comes to an end early 2025, just a year after launch, having left a $200 million hole in publisher Warner Bros.’ finances.
NetEase’s Marvel Rivals, however, appears to have avoided a similar fate. It is a free-to-play live service hero shooter in the Overwatch style and benefits from the power of the Marvel brand, but it clearly clicked with the audience, hitting an impressive 10 million players in just three days.
Speaking to VideoGamer.com, Marvel Rivals game director Thaddeus Sasser said Concord “didn’t bring any unique value proposition,” which contributed to its failure. But speaking more generally about the hero shooter market, Sasser said live service games need a hook to convince players of already successful hero shooters to jump ship having already invested their time and money in those games.
“There’s a switching cost,” Sasser said. “I’ve already invested in Overwatch, I’ve got 15 skins for Pharah, I’m not going anywhere.”
Ultimately, Sasser said, the market is incredibly difficult to predict, and game developers never know how popular their game will be until it’s actually out.
“As a game developer you’re always worried until the audience has responded,” Sasser continued. “The truth is that I don’t think anybody can accurately predict this or the game industry would be radically different today. There’s a lot of games that come out that people are like, ‘It’s going to do well,’ then it flops or people come out and go, ‘It’s going to flop,’ and it succeeds amazingly. So, I think it’s really hard to tell ahead of time and you’re always worried about that.”
As for Marvel Rivals, Sasser suggested its superhero factor is the reason fans are willing to leave their favorite games behind to give it a shot.
“I don’t know about you, but when I heard the concept of the game I was like, ‘Oh my God I want to go be Storm in a game, I want to go be Doctor Strange in a game. I want to be those heroes in the game, that sounds awesome.’ And of course my mind immediately leapt to all the cool possibilities you could have with that. That’s what I think will pull people in as well too. If we’ve done our jobs well, they’ll love what they play and they’ll want to play some more.”
For NetEase, it will be hoping not only to keep Marvel Rivals’ player count as high as possible for as long as possible (something that’s proved particularly tricky for live service games of late), but to make enough money from players to meet the company’s internal revenue projections. To that end, Marvel Rivals sells a battle pass and premium skins, but are they convincing players to open their wallets? Early signs suggest they are — Marvel Rivals is the second top-selling game on Steam by revenue, behind only Grinding Gear Games’ action RPG Path of Exile 2.
Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.
Sony has revealed that PlayStation 5 exclusive Astro Bot is getting a free expansion tomorrow, December 12, which adds a whole new level called Winter Wonder to the beloved platformer.
A PlayStation Blog post revealed the expansion arrives at 6pm Pacific / 9pm Eastern, meaning 2am on December 13 in the UK. It’s available at no extra cost to anyone who owns Astro Bot but requires completion of the base game to play.
“Since releasing Astro Bot earlier this year on PlayStation 5, we have been submerged by lovely comments from you and the PlayStation community, and we are delighted with the critical response to the game all over the world,” said Nicolas Doucet, studio director of developer Team Asobi.
“From the bottom of our hearts, thank you so much for showing your appreciation. It truly means a lot to us. As our way of saying thank you, it is my pleasure to announce that a whole new piece of free additional content is coming to Astro Bot. Indeed, the little robotic elves of Team Asobi have been very busy preparing a whole new level called Winter Wonder.”
Doucet didn’t share much on what fans can expect of the new level, though a single screenshot shows a festive world with a large Christmas tree at its centre.
“Since we want it to remain a little surprise, we will not say too much, but you should expect a fun-filled level with shiny presents, a good dose of jingle bells, and brand-new special bots to add to your crew,” Doucet said.
When Steven Spielberg and George Lucas first brought Indiana Jones to the screen with Raiders of The Lost Ark in 1981, they would scarcely have believed the cultural impact their character and franchise would have over the next 40-plus years. Since Harrison Ford initially hung up his fedora following 1989’s The Last Crusade, we’ve had a string of imitators that have met varying degrees of success. Fascinatingly, Jones’ influence can most keenly be felt not in movies but in video games, with the most obvious examples being the Tomb Raider and Uncharted games. Of course, both of these franchises have also been translated into Hollywoodblockbusters, and both experienced middling success – perhaps a sign that Indy’s signature style of adventure has a more promising future in the realm of video games than it does on the silver screen.
But it isn’t just Lara Croft and Nathan Drake who have struggled at the cinema. The Last Crusade was not the ride off into the sunset for Dr. Jones that its story promised, and close to 20 years later Harrison Ford made a much-anticipated return with The Kingdom of The Crystal Skull. A 1950s-set Cold War adventure that switched the Nazis out for the Soviet Union, it attempted to explore the interesting ground of an older Indy who was still graverobbing and globetrotting in his 60s. But it wasn’t enough: questionable CGI and an overreliance on old man jokes aside, the choice to eschew the mystical and mythological storylines of the first three films for a sci-fi approach felt out of place for both the character and franchise. As a result, The Crystal Skull was so poorly received by fans that it seemingly buried the Indiana Jones franchise.
15 years and a Disney buyout of Lucasfilm later, Indy was exhumed for another crack at the whip. Despite featuring a typically committed performance from Harrison Ford, The Dial of Destiny stretched audience disbelief with an Indy pushing 80 forced to fight his way through scrapes and a lacklustre storyline involving Archimedes’ dial. Just as Disney had done with Star Wars, it attempted to recapture nostalgia for the original films with the return of the Nazis, but this entry felt more tired than Dr. Jones did, not to mention wasting the likes of Antonio Banderas, Mads Mikkelsen and Phoebe Waller-Bridge’s talents. But it wasn’t just long-time fans who were let down – this lackluster effort failed to capture the imagination of a new generation. Box office performance showed audiences didn’t connect with the film, and it ultimately made just half of Kingdom of The Crystal Skull’s total. The franchise, it seemed, was beyond repair.
One year later, with the bad taste of Dial of Destiny barely washed out, MachineGames’ Indiana Jones and the Great Circle has proven that there is still life in Henry Jones Jr. yet. IGN’s own glowing 9/10 review is just one of many claiming that the former Wolfenstein developer has not only made a fantastic game that rethinks the rules and structure of the action-adventure genre, but that The Great Circle is also the most enjoyable the franchise has been since Spielberg and Lucas’ heyday. It has breathed new life into what was fast threatening to become a franchise as cobwebbed as the tombs Indy encounters.
The Great Circle is able to return the series to its 1930s roots, free from the constraints of an aging lead actor.
While The Great Circle’s achievements in video game design are a significant part of its success, its real triumph is in the way it works in conversation with both Indiana Jones as an idea and a franchise. It uses the natural strength of video games to extract the very best from the series. For instance, The Great Circle is able to return the series to its 1930s roots thanks to being free from the constraints of an aging lead actor. We play as Indy in his prime, with the story not having to justify why a senior citizen is still leading a double life as a professor of archaeology and ass-kicking archaeologist. This feels like a true representation of the character fans fell in love with, aided in part by Troy Baker’s pitch-perfect take on the character and Gordy Haab’s score, which effortlessly captures the escapism of John Williams’ classic themes.
Set within the small timeline gap between Raiders of The Lost Ark and The Last Crusade, the game sees Indy crossing paths with an excellent foil, Nazi archaeologist Emmerich Voss, as well as Japanese and Italian forces in 1937. The setting feels like a natural continuation for both the character and story, fleshing out his story and veering away from the sci-fi trappings the latter two films fell into. This all creates a feeling of nostalgia for fans, especially when it comes to Indy interacting with Marcus Brody, originally played by the late Denholm Elliott but brought to life here just as you remember him. It’s through this authentic return to Indy’s past, rather than the legacy approach of the recent films enforced by the realities of aging stars, where The Great Circle succeeds.
But, more important than that, this return to Indy’s prime taps into so much of what made the early films feel so fresh. While the fanbase of the original films felt obliged to see the past two films, the younger generations haven’t had an opportunity to experience the franchise at its best. Now, for the first time in decades, Indiana Jones feels relevant: he’s a classic hero for a modern-day video game.
The deeper you explore Indiana Jones and the Great Circle, the more obvious it becomes that the video game medium is perfect for continuing the franchise. I’m actually surprised it hasn’t been tapped into with greater success previously, despite a myriad of attempts including beloved Lucasarts adventure games and the delightful Lego adaptation. But MachineGames’ vision is unlike that used for any prior Indy game, and it feels perfectly suited to offering a whole new interactive future for Dr. Jones.
The Great Circle’s emphasis on stealth and actual archeology leans into the more curious spirit of the original trilogy.
The level design evokes the exploration and adventure of the original films, offering an immersive and engaging experience that shows why this character and world were so appealing in the first place. It is the perfect modern vehicle for Indy’s archaeology and tomb-solving adventures, taking us from Marshall College to the Himalayas via Egypt, The Vatican and Shanghai. Unique environments and challenges in each location not only keep players constantly engaged, but also replicate the shifting opportunities offered to Indy in each act of the original films.
Also evoking the movies is the game’s approach to violence. While notably light on action compared to the combat-heavy approaches of Uncharted and Tomb Raider, The Great Circle’s emphasis on stealth and actual archeology leans into the more curious spirit of the original trilogy. That’s emphasised by the first-person perspective, which offers a distinctive lens on Indy’s amazing discoveries. Through this approach, Machine Games ensures The Great Circle feels an authentic continuation of the films that came before it, as well as making the franchise stand apart from its video game peers.
Indiana Jones and the Great Circle feels like the continuation for the franchise fans have been asking for since 1989. It tells an organic story that deftly slots in between the original films, making the most of its pre-war setting and adding extra elements that feel natural and work within this timeframe. The globe-trotting locations suit the franchise’s history and the aesthetic and design of each adds something different for fans to explore. The fact that it’s a video game may have previously seemed an odd method to provide an authentic next chapter, but in 2024 it feels like the right – and perhaps only – way forward.
And so The Great Circle raises a broader question: are video games the way forward for franchises that have struggled to survive in cinemas? Last year’s RoboCop: Rogue City breathed new life into the dormant series, and felt right at home thanks to the ultra-violent nature of a first-person shooter. With that in mind, it’s easy to imagine a number of resting franchises that could find exciting new life in video games. Die Hard, Terminator, Escape From New York – there are so many former movie titans that have potential.
But for now, we have Indiana Jones back where he should be. While the past two films have their fans and moments to savour, they fall considerably short of the standards set by Spielberg and Lucas. The Great Circle shows that there is still a future for the franchise that can be fun and remind fans of the franchise’s heyday while also offering something fresh. It’s not just about revisiting Indiana Jones in its prime, it’s about living his experience. That’s the element that helps keep it forward-facing. MachineGames has certainly chosen wisely, and it’d be hard to bet against further gaming outings for Dr Jones if they’re anything like this one.
Chris Connor is a coffee and whisky driven culture wordsmith, with work published at NME, Radio Times, Yahoo, and others.
The quest in question is actually a crossover with LocalThunk’s smash hit poker-inspired roguelike deckbuilder Balatro, which itself received Cyberpunk 2077 card packs back in October.
Warning! Cyberpunk 2077 spoilers ahead!
The Balatro quest sees ‘Jim B’ message V to ask them to track down rogue Jokers scattered around Night City. Jim B helps V out on this treasure hunt by providing images that point players in the right direction, complete with card-based puns. You’ll know you’re in the right spot by the joker image sprayed on a surface. It’s basically a fun collectathon / exploration side quest themed after Balatro.
As for quest rewards (spoiler warnings end here!), the hunt ends with the Joker of Night City package, which includes a new joker shirt and a Balatro trophy displayed in your apartment.
CD Projekt Global PR Director Radek Grabowski tweeted to add some context, saying the quest came about after he asked the quest design team about the possibility of putting Balatro cards in Cyberpunk 2077. Quest designer Maria Mazu then created the Balatro quest for Patch 2.2.
Some time ago, I asked the Quest Design team at CDPR: “You liked the Cyberpunk cards in Balatro? What if we had Balatro cards in Cyberpunk 2077?” Thanks to the talented Quest Designer Maria Mazur, we now have the Balatro quest in Update 2.2. 🃏 Amazing work, Maria! 👏 https://t.co/unjw4XzYyT
This is one of a number of secrets game director Paweł Sasko teased were added by Patch 2.2, and that’s on top of secrets from the base game that still remain undiscovered even now, four years after Cyberpunk 2077’s launch. Players are documenting unlisted Patch 2.2 updates, which so far include a street race and more color variants on weapons.
Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.
As Warhammer 40,000: Space Marine 2 players dig into the recently released game-changing Patch 5 update, they’ve uncovered something developer Saber Interactive appears to have accidentally added early.
Redditor MrBossman4411 noticed a Thousand Sons icon in the Heraldry Editor, which points to a so far unannounced Research Centre. The Thousand Sons are one of the enemy factions in Space Marine 2, a Space Marine Traitor Legion so far unplayable in the game itself.
The Research Centre appears to be a Battle Barge expansion in which you unlock and potentially display various trophies via the completion of certain challenges. There’s a new, so far unnamed currency to spend on these unlocks, which are sorted into four categories: Space Marines, Imperial Guard, Tyranids, and the Thousand Sons Chaos Marines.
Unlocks include Ultramarines Chapter Master Marneus Calgar, the Imperial Guard carrier-gunship the Valkyrie, and even a Tyranid Hive Ship. It’s not clear how this new currency will be obtained, or exactly what form this ‘research data’ will take.
Perhaps within this new area of the Battle Barge, players will be able to inspect models of each unlock in greater detail, perhaps even with some lore attached.
Space Marine 2 publisher Focus Entertainment has promised a Battle Barge expansion of some kind for Season 3, which kicks off in 2025.
The Battle Barge is the player hub and contains space for customization, a sparring arena, and player gathering for co-op PvE missions. IGN has asked Focus for comment on this latest development.
Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.
Pokémon TCG can be an expensive hobby to keep up with. But, we highly encourage you to slow down before making any big purchases at full price, as there’s always an opportunity to save a Pokédollar or two.
There are plenty of top Pokémon TCG discounts to consider today so take a gander at what we’ve picked out as the best of the best. TL;DR, the Amazon “Holiday Exclusive” Paradox Fury Premium Collection has dropped to its lowest price ever and will arrive before Christmas.
Best Pokémon TCG Deals Today
My favorite in the sale is undoubtedly the Paradox Fury Premium Collection, hitting an all-time low price at Amazon (according to camelcamelcamel). It’s exclusive to the retailer, and at a handy new price, $49.77, compared to its original listing for $67.99, it’s the perfect gift to the Pokemon trainer in your life (or for yourself!).
Don’t forget to stock up on trading card sleeves if you’re making some big purchases. Here’s a bunch of great options, all discounted right now at Amazon as well. Typically, collection boxes include four or more booster packs along with variants of standard Pokémon cards not available in regular booster packs or theme decks. So, there’s plenty of cards to sleeve, or pack away neatly for storage.
It follows the standard mobile and free to play game model, flooding players with rewards in the opening few days before soon drying up, with spending real world money the only real way to re-experience that early thrill.
The mobile game recently added the most challenging event so far and tasks players with winning consecutive battles against other players. The Genetic Apex SP Emblem Event 1 will be active until December 16 and offers a wealth of rewards including 24 Pack Hourglasses (allowing for two extra packs to be opened) and 1,850 Shinedust.
Why Should You Trust IGN’s Deals Team?
IGN’s deals team has a combined 30+ years of experience finding the best discounts in gaming, tech, and just about every other category. We don’t try to trick our readers into buying things they don’t need at prices that aren’t worth buying something at.
Our ultimate goal is to surface the best possible deals from brands we trust and our editorial team has personal experience with. You can check out our deals standards here for more information on our process, or keep up with the latest deals we find on IGN’s Deals account on Twitter.
Christian Wait is a UK-based freelancer for IGN, you can follow him @ChrisReggieWait on Twitter/X.
For a limited time, Amazon has brought back one of its best power bank deals from Black Friday. The Anker Zolo 10,000mAh 30W USB Power Bank is back down to only $15.59, a 40% discount from its original $26 price. This is an excellent deal for an Anker-branded 10,000mAh power bank that can fast charge a Nintendo Switch console at its maximum rate. The Zolo is compact, can completely recharge a Switch console more than once, and has a couple of unique nifty features, like a built-in USB cable and a discrete digital display. Plus, it’s decked out in a rare pastel blue, pink, and white color schemes.
Anker Zolo 10,000mAh USB Power Bank for $15.59
There are two reasons why this power bank is a great battery backup for your Nintendo Switch console: capacity and charging rate. A 10,000mAh (37Whr) power bank can charge a Nintendo Switch OLED from completely empty to full about 1.9 times. Provided you fully charge your Switch from the get-go, that nearly triples your total playtime. At the same time, a 10,000mAh power bank still maintains a pretty small footprint; for example, this particular model is about the size of an iPhone and weighs under 8oz. The Anker Zolo power bank also boasts a 30W charging output over USB Type-C. The Nintendo Switch console accepts a maximum charging rate of 18W. That means this power bank will be able to charge your Switch at the same rate as the official Nintendo charger.
The Zolo has a built-in USB cable, however it’s not retractable. Instead, you plug it into itself so that it forms a secure loop that’s strong enough to be used like a lanyard. I have this power bank myself and I can tell you the loop is quite sturdy. There’s also a separate USB Type-C port that be used for either input or output. Finally, there’s a simple digital display that shows you the remaining battery charge as a percentage.
TSA-Approved
Note that the TSA requires all power banks to be brought in carry-on bags; power banks are not allowed in check-in regardless of capacity. The Anker power bank’s 10,000mAh capacity is well below TSA’s 27,000mAh carry-on limit, so it can be brought onto planes. It’s also low-profile enough that no one will take notice in the first place. If a TSA official actually does take the initiative to test the wattage on your power bank, you’re well in the clear.
Eric Song is the IGN commerce manager in charge of finding the best gaming and tech deals every day. When Eric isn’t hunting for deals for other people at work, he’s hunting for deals for himself during his free time.
Marvel Rivals may have just launched, but it already boasts a deep roster of iconic Marvel heroes and villains (and a few oddball picks for good measure). The game also includes unlockable skins for every single character. Some of these skins are popular costumes from the MCU. Others are original designs created by NetEase. But many are skins directly inspired by the comic books themselves.
Let’s break down every comic-inspired skin in Marvel Rivals and see how they compare to the source material. Check out the slideshow gallery below or read on to learn more.
Black Panther: Bast’s Chosen
As seen in: Marvel Legacy #1 (2017)
This version of Black Panther isn’t T’Challa, but rather his distant ancestor Bashenga. Bashenga served as one of the prehistoric Avengers of 1,000,000 BC, alongside the likes of Odin and the original Phoenix.
Black Panther: Orisha Blood
As seen in: Avengers #53 (2022)
When forced to defend Avengers Mountain from a powered-up Doctor Doom, T’Challa donned a unique blood-red armor with special mystical properties.
Bruce Banner: Green Scar
As seen in: The Incredible Hulk #92 (2006)
This skin is inspired by the Planet Hulk storyline, where Hulk was dragged away from Earth and forced to fight as a gladiator on the distant world of Sakaar. His strength and rage quickly earned him the nickname “Green Scar.”
Bruce Banner: Mighty G-Bomb
As seen in: The Incredible Hulk #1 (1962)
In Hulk’s earliest appearances, the character was depicted as having stone gray skin and blue pants. The more traditional green skin and purple pants came along a few months later, after Marvel realized that combination was easier for the printers to handle. Hulk still occasionally reverts to his original gray form in the comics.
Captain America: Captain Gladiator
As seen in: Planet Hulk #1 (2015)
2015’s Secret Wars crossover resulted in the creation of Battleworld, a patchwork planet composed of the fragments of many realities. In one of these fragments, Greenland, Steve Rogers is a gladiator fighting to survive in a realm overrun by Hulks.
Captain America: Captain A.I.M.erica
As seen in: Marvel Action – Avengers #10 (2020)
This costume pays tribute to an issue of Marvel Action: Avengers, where Cap and many of his allies are brainwashed into becoming servants of the science terrorists known as A.I.M.
Doctor Strange: Sorcerer Supreme of the Galaxy
As seen in: Doctor Strange #5 (2020)
This skin is based on a storyline where Doctor Strange ventures into space to deal with the sinister Roxnor corporation and forges new magical armor and weapons to up his game.
Doctor Strange: God of Magic
As seen in: Doctor Strange #384 (2018)
When Loki usurps the Sorcerer Supreme mantle, Doctor Strange counters by tapping into the power of the World Tree itself and becoming a god of magic. But as always, invoking great magic incurs a great cost.
Doctor Strange: Master of Black Magic
As seen in: Strange Tales #115 (1963)
Like Hulk, Doctor Strange looked a little different in his earliest appearances. This particular skin is based on Strange’s original appearance, when his Cloak of Levitation was colored blue rather than its customary red.
Hawkeye: Freefall
As seen in: Hawkeye – Freefall #1 (2020)
While the game credits Hawkeye: Freefall as the inspiration behind this skin, it’s basically the same costume Clint Barton has worn in the comics consistently since its 2012 debut – a sleek, tactical black outfit with a vibrant purple arrow on the chest.
Hela: Goddess of Death
As seen in: The Mighty Thor #354 (1985)
This skin is based on Hela’s more classic comic book appearance, before her massive, spiky headdress became the norm.
Hela: Ultimate
As seen in: Ultimatum #2 (2008)
This skin is based on the version of Hela from the Ultimate Universe. This Hela is distinguished by her crimson-colored and much more revealing armor.
Iron Fist: Sword Master
As seen in: Sword Master #1 (2019)
Marvel Rivals’ Iron Fist isn’t the traditional Danny Rand, but rather Lin Lie, a more recent heir to the mantle. Previously, Lin masqueraded as Sword Master, and that’s the look from which this skin draws its inspiration.
Iron Man: Superior Iron Man
As seen in: Superior Iron Man #1 (2014)
Due to the events of the AXIS crossover, Tony Stark had his personality inverted and became a vain, self-centered distortion of his normal self. Tony built a new suit of armor to match his personality change, one marked by a uniform silver color and decked out with the latest Extremis technology.
Jeff: Incognito Dolphin
As seen in: It’s Jeff Infinity Comic #3
A four-legged land shark is bound to attract a lot of unwanted attention, so Jeff did the only logical thing and disguised himself as a… land dolphin? At least the comic book incarnation of this costume was a normal silver color and not the bright, frilly pink seen in the game.
Magik: Eldritch Armor
As seen in: New Mutants #65 (1988)
One of Magik’s abilities allows her to summon the mystical Soulsword, but on occasions when she’s especially powered-up, she also conjures an entire suit of silver Eldritch Armor.
Magneto: Master of Magnetism
As seen in: The X-Men #1 (1963)
While this suit retains the various embellishments seen on the standard Marvel Rivals Magneto skin, the color scheme invokes Magneto’s classic red and purple costume from the comics. That look dates back all the way to his very first appearance in 1963.
Magneto: Uncanny Blacksteel
As seen in: Magneto #1 (2014)
This skin draws its inspiration from Magneto’s 2014 solo series, where the Master of Magnetism was dealing with diminished powers and wearing a (relatively) more stealthy all-black costume.
Mantis: Knowhere Corp
As seen in: Guardians of the Galaxy #5 (2016)
Most of the Guardians received costume overhauls for Marvel’s 2015 relaunch of the Guardians of the Galaxy comic. That includes Mantis, who at the time was serving on a team called the Knowhere Corps.
Moon Knight: Mister Knight
As seen in: Secret Avengers #19 (2011)
Secret Avengers and the subsequent Moon Knight solo series cast Marc Spector as the protector of “those who travel by night.” When the situation calls for a dapper detective rather than an imposing vigilante, Marc dons a stark white business suit and mask and goes by the name “Mister Knight.”
Peni Parker: Ven#m
As seen in: Edge of Spider-Geddon #2 (2018)
Pretty much every universe that has a Spider-Man/Woman also has a Venom, and Peni Parker’s universe is no exception. Edge of Spider-Geddon #2 introduced Ven#m, a deadly mecha to rival Peni’s own Sp//dr suit.
Psylocke: Vengeance
As seen in: Uncanny X-Men #256 (1989)
The main Psylocke skin in Marvel Rivals is based on Peach Momoko’s Psylocke: Demon Days comic. For those that prefer the classic psychic ninja look established by artist Jim Lee, this skin is for you.
The Punisher: Punisher 2099
As seen in: Punisher 2099 #1 (1993)
This skin transforms Frank Castle into Jake Gallows, the man who takes up the Punisher mantle in the farflung, futuristic world of Marvel 2099.
The Punisher: Thunderbolts
As seen in: The Thunderbolts (2012) #1
When Red Hulk spearheads a new version of the Thunderbolts team, Frank Castle is one of the hardened killers he recruits. Like the rest of the team, Frank dons a modified red and black version of his traditional Punisher costume.
Rocket Raccoon: Rocky
As seen in: Rocket Raccoon #1 (1985)
This is another skin that hearkens back to a character’s earliest appearances. In this case, back when Rocket Raccoon wore a neon green costume and before he joined the Guardians of the Galaxy.
Spider-Man: Bag Man Beyond
As seen in: The Amazing Spider-Man #87 (2022)
It’s become something of a running joke for Peter Parker to be forced to resort to disguising his identity with a paper bag when his regular costume goes MIA. This skin takes its cues from the recent Spider-Man Beyond storyline, rather than the more iconic “Bombastic Bag-Man” that saw Peter combine a bag with a spare Fantastic Four costume.
Spider-Man: Chasm
As seen in: The Amazing Spider-Man #93 (2022)
This skin transforms Peter Parker into his clone, Ben Reilly. After failing once again to prove himself as a worthy Spider-Man replacement to Peter, Ben took to calling himself Chasm, reflecting the gaping void where his soul should be.
Squirrel Girl: Urban Hunter
As seen in: U.S. Avengers #1 (2017)
When Squirrel Girl joined the patriotically inspired U.S. Avengers team, she donned an appropriately red, white, and blue-colored variant of her traditional costume.
Star-Lord: Jovial Star
As seen in: The Legendary Star-Lord #1 (2014)
When Star-Lord branched out into his own solo series in 2014, he got a new look to match the occasion. This skin is marked by its long red trenchcoat and generally Wild West gunfighter aesthetic.
Storm: Mohawk Rock
As seen in: Uncanny X-Men #173 (1983)
Coinciding with a temporary loss of her powers, Storm donned a fresh new look, ditching the flowing black costume for a grungier punk rock look, complete with a mohawk.
Storm: Ivory Breeze
As seen in: X-Men #1 (1991)
This skin is loosely based on what is arguably Storm’s most iconic look – the all-white suit introduced in the best-selling X-Men #1 and further popularized by X-Men: The Animated Series.
Thor: Herald of Thunder
As seen in: Thor #1 (2020)
Thor received a big upgrade in his 2020 comic series, becoming the newest herald of Galactus and receiving a costume change in the process. The Thurisaz rune on his chest is meant to symbolize the World Tree.
Venom: Space Knight
As seen in: Venom – Space Knight #1 (2015)
This Venom skin transforms Eddie Brock into Flash Thompson, Peter Parker’s former high school bully. After joining the Guardians of the Galaxy and venturing into space, Flash becomes a Space Knight in the grand tradition of Rom.
Venom: Anti-Venom
As seen in: The Amazing Spider-Man #569 (2008)
Eddie Brock once auctioned off his symbiote after contracting terminal cancer. But in a bizarre twist of fate, exposure to Mister Negative’s powers causes the remnants of the symbiote to mutate and become Anti-Venom.
The Winter Soldier: Revolution
As seen in: Captain America – Sentinel of Liberty #6
Bucky Barnes took up a new mantle in Captain America: Sentinel of Liberty, becoming Revolution. Naturally, that name change also brought with it a new costume, in this case marked by a stylish cape thrown across one shoulder.
Which of the many comic book inspired Marvel Rivals skins is your favorite? What do you want to see added to the game next? Let us know your thoughts in the comments below.
Treyarch and Raven Software have published patch notes for their December 10 Call of Duty: Black Ops 6 and Warzone update, revealing a list of changes that will impact the current weapon meta.
The team behind the latest Season 1 update unveiled all of the changes in two blog posts published on the Call of Duty website. The first covers core Black Ops 6 features, mentioning tweaks to weapon motion, aiming idle sway delay, maps, and modes. It’s an update that also comes with general adjustments to stability across the experience, including a handful of Zombies changes, too. However, the real focus of the December 10 Black Ops 6 update revolves around weapon balancing and headhsot damage.
Treyarch explained its goals in detail in a message baked directly into today’s patch notes. It says players can expect new adjustments to “increase the effectiveness of headshots on full-auto primary weapons.” That means most weapons will take less time to kill when executing headshots in Multiplayer, with the one weapon class exception being SMGs. The team says it’s “wary” of allowing SMG time to kill being too fast, so to account for the more general changes, SMG ranges are being increased “to help them keep that consistent edge at short ranges.”
It’s a shakeup that will no doubt alter how your average Multiplayer game plays out, and the team was quick to acknowledge this.
We expect this change to greatly impact the weapon meta…
“We expect this change to greatly impact the weapon meta, especially in conjunction with our weapon motion changes,” Treyarch said. “We will be monitoring closely as that new meta settles to make sure individual weapon and weapon class variety continues to be strong in Black Ops 6.”
Raven’s December 10 Warzone patch notes, meanwhile, detail its own changes to weapon motion and aiming idle sway. This includes reduced visual recoil on all weapons, with full-auto guns specifically mentioned as weapons impacted the most. Raven says its mission is to “improve the combat experience,” adding that players should notice more stability when moving, especially when aiming down sights. As for aiming idle sway, the team explains that individual values across every weapon class “are now improved and consistent.” Both the Call of Duty: Black Ops 6 and Warzone patch notes include fixes for bug fixes, too.
Major weapon changes like this are sure to leave the community divided, but tweaks such as this aren’t the only things that have fans talking. Activision was recently subjected to widespread criticism after players noticed that a Christmas-themed loading screen featured a Zombie Santa with a six-fingered hand, suggesting that it may have been created using generative AI. The company also moved to grant players access to their previously earned XP tokens after some took issue with the decision to remove them from Black Ops 6.
It’s not all doom and gloom for Black Ops 6, though, as players were recently treated to a brand-new Zombies map in the form of Citadelle des Morts. For more on Call of Duty: Black Ops 6, you can check out our 8/10 review of its Multiplayer mode. Finally, you can see the full list of the December 10 patch notes below. Individual Multiplayer weapon changes can be found here, and Warzone weapon changes can be found here.
Call of Duty: Black Ops 6 December 10 Update Patch Notes
GLOBAL
Weapons (MP/ZM/WZ)
We have taken a comprehensive pass on weapon motion and applied reductions across the board to improve the combat experience. Depending on the class and weapon, our targets for these reductions range from 30% to 75%. Players will notice far more stability while turning, moving, changing stances, and firing, especially while ADS. We are committed to continually improving Black Ops 6 gunplay with a focus on balanced and rewarding gameplay while maintaining the unique characteristics of each weapon.
Weapon Motion
Reduced visual recoil on all weapons, especially full-auto weapons.
Reduced turn sway on all weapons, especially on higher magnification optics.
Reduced gun kick on higher magnification optics on all weapons except for Sniper Rifles.
Reduced default idle sway on all weapons except Sniper Rifles.
Further reduced idle sway while firing on all weapons except Sniper Rifles.
Reduced weapon motion (bob, translation, and additional idle sway penalties) as a result of walking or changing stances in ADS.
Removed additional layers of hip fire deviation, which caused crosshair to bounce while firing.
Aiming Idle Sway Delay is a mechanic that scales a weapon’s idle sway when first entering ADS, so the initial point of aim matches the crosshair positioning. These values are now improved and consistent across all weapon classes. Sniper Rifles, which previously only scaled initial idle sway by 50%, now provide a complete reduction. As always we will be keeping a close eye on sniper balance after this change.
Aiming Idle Sway Delay
Aiming Idle Sway Delay on all weapons is now 2.2s
Aiming Idle Sway Delay on Sniper Rifles now fully removes Idle Sway, rather than reducing by 50%
Target Laser now improves Aiming Idle Sway Delay to 2.9s on all weapons
MULTIPLAYER
Maps
Hacienda
Adjusted spawn logic
Modes
Face Off
Face Off Domination score limit increased from 100 to 150
Face Off Kill Order score limit increased from 150 to 200
Face Off Kill Confirmed score limit increased from 75 to 100
Face Off Team Deathmatch score limit increased from 125 to 150
10v10 Moshpit
10v10 Kill Confirmed score limit increased from 75 to 100
10v10 Team Deathmatch score limit increased from 100 to 150
Prop Hunt
Prop movement speed has been increased on all props except Extra Large props.
Round Time Limit reduced to 3 minutes from 4 minutes
Prop Hunt enabled in Private Match
LTM Updates
Nuketown Holiday
Addressed an issue where players could have green visual FX attached to them during the match..
Weapons
Headshot damage has been a big source of discussion in the community, and we are making adjustments that will increase the effectiveness of headshots on full-auto primary weapons. Our philosophy on hit location modifiers in Black Ops 6 has been to limit sources of inconsistency, especially when players are engaging in so many forms of movement. That said, we understand that players have muscle memory and expectations built around headshots, and we want our gunplay to support that.
In most cases, weapons will require one fewer headshot at all ranges to improve time to kill. The major exception is SMGs in the Max Damage Range, as we are wary of letting these TTKs get too fast. To compensate we are increasing SMG ranges to help them keep that consistent edge at short ranges. The CHF Barrel attachments have also been adjusted on all updated weapons to maintain a step up on the new default values.
We expect this change to greatly impact the weapon meta, especially in conjunction with our weapon motion changes. We will be monitoring closely as that new meta settles to make sure individual weapon and weapon class variety continues to be strong in Black Ops 6.
Melee
We are improving melee weapon attack speeds, especially on the two-hit kill weapons. Our goal is for all melee weapons to feel unique and satisfying to run, and we will continue to find ways to hit that target while ensuring that melee is not frustrating to play against.
Knife
Time between melee swings improved by 7.5%
Baseball Bat
Time between melee swings improved by 14%
Power Drill
Time between melee swings improved by 9.5%
Equipment
Reduced Frag Grenade inner radius damage to allow survival with Flak Jacket equipped.
UI
Addressed an issue that prevented teammates outside of a maximum range from displaying on the perimeter of the minimap.
Addressed an issue where previewing the “Gentleman’s Handshake” Finishing Move in the Bad Manners store bundle would show the wrong animation.
Graphics
Addressed an issue where the player’s weapon is missing during a benchmark test.
Stability
Various stability improvements.
ZOMBIES
Maps
Citadelle des Morts
Addressed an issue where players could get an AFK warning while actively running around the map.
Addressed an issue where loading a save after obtaining the four incantations would prevent players from entering the Final Encounter.
Addressed an issue where the light beams for obtaining the amulet would not be visible if a player disconnected and rejoined a match while in a squad.
Weapons
Addressed an issue where changing default attachments on a Blueprint Weapon would not apply in a match.
Stability
Various stability improvements.
Call of Duty: Warzone December 10 Update Patch Notes
RANKED PLAY
Adjustments
Buy Stations
Buy Stations in Warzone Ranked Play will now spawn at the same, fixed locations each match – identical to those found in our unranked modes.
Ranked Play is designed to minimize randomness wherever possible. By making buy stations static, we promote predictable rotations and reward players for their map knowledge. In addition to today’s change, an upcoming update will improve the buy station layout to address potential dead zones, ensuring a more balanced experience.
FIELD UPGRADES
Adjustments
Munitions & Utility Box
Both boxes have been adjusted to provide the maximum possible amount of ammunition for the primary and secondary weapons a player is carrying.
It will no longer provide ammunition for each other ammunition type.
WEAPONS
Adjustments
The following changes to Weapon Motion and Aiming Idle Sway only apply to Black Ops 6 weapons.
» Weapon Motion «
Reduced visual recoil on all weapons, especially full-auto weapons.
Reduced turn sway on all weapons, especially on higher magnification optics.
Reduced gun kick on higher magnification optics on all weapons except for Sniper Rifles.
Reduced default idle sway on all weapons except Sniper Rifles.
Further reduced idle sway while firing on all weapons except Sniper Rifles.
Reduced weapon motion (bob, translation, and additional idle sway penalties) as a result of walking or changing stances in ADS.
Removed additional layers of hip fire deviation, which caused crosshair to bounce while firing.
We have taken a comprehensive pass on weapon motion and applied reductions across the board to improve the combat experience. Depending on the class and weapon, our targets for these reductions range from 30% to 75%. Players will notice far more stability while turning, moving, changing stances, and firing, especially while ADS. We are committed to continually improving Black Ops 6 gunplay with a focus on balanced and rewarding gameplay while maintaining the unique characteristics of each weapon.
» Aiming Idle Sway «
Aiming Idle Sway Delay on all weapons is now 2.2s
Aiming Idle Sway Delay on Sniper Rifles now fully removes Idle Sway, rather than reducing by 50%
Target Laser now improves Aiming Idle Sway Delay to 2.9s on all weapons
Aiming Idle Sway Delay is a mechanic that scales a weapon’s idle sway when first entering ADS, so the initial point of aim matches the crosshair positioning. These values are now improved and consistent across all weapon classes. Sniper Rifles, which previously only scaled initial idle sway by 50%, now provide a complete reduction. As always we will be keeping a close eye on sniper balance after this change.
BUG FIXES
Fixed an issue preventing the Battle Royale Top 250 leaderboard from populating correctly.
Fixed an issue preventing the Grenadier Perk from slowing enemies hit by explosive damage.
Fixed an issue causing players to get stuck in a “Loading player stats” loop when launching Warzone.
Michael Cripe is a freelance contributor with IGN. He started writing in the industry in 2017 and is best known for his work at outlets such as The Pitch, The Escapist, OnlySP, and Gameranx.
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Ubisoft has shared a deep dive into combat in the Feudal Japan-set Assassin’s Creed Shadows, detailing enemies such as wandering ronin and weapons such as katanas and the iconic hidden blade.
A blog post from Ubisoft promised a huge amount of variety in Assassin’s Creed Shadows, which was originally due out in November before being delayed to February 14. “The protagonist you’re playing as and the weapon you’re using dramatically alters combat,” the developer said.
Ubisoft has already outlined the two different characters playable in Assassin’s Creed Shadows, including the stealthy assassin Naoe and savage samurai Yasuke. Putting different weapons in their hands will change the playstyle, though Naoe only has three options while Yasuke has five.
Assassin’s Creed Shadows Weapons
Naoe’s standard weapon is a katana, a slim sword with a good balance of speed, damage output, and defense. Correctly timed attacks stagger enemies and the katana also allows a nasty takedown through folding doors.
When stealth goes wrong and full combat is required, Naoe may prefer to use the Kusarigama, an extendable ball and chain attached to a scythe which can reach enemies a a distance and push back multiple at once. Once some distance is created, players can use the Rush Assassinate attack to close the distance and take down an enemy up to ten metres away.
Finally, for pure stealth approaches, the Tanto and Hidden Blade combo allows for lightning fast stabs, dubbed “the ideal weapon for that strike-and-retreat, death-by-a-thousand-cuts playstyle.” This option unlocks Double Assassinations, the iconic takedown method finally returning in Assassin’s Creed Shadows.
Yasuke’s weapons are fully catered to cutting down enemies in open combat, as his basic weapon is a long katana equally efficient in attack and defense. Also capable of fighting multiple enemies at once is the Naginata, a two metre long pole with blade on the end.
Ubisoft deems the Kanabo the deadliest weapon possessed by Yasuke, however, as this long wooden mace of sorts can break through enemies’ defenses with ease, at the cost of speed and mobility, of course. Yasuke also has two ranged weapons, the long range yumi bow and destructive teppo rifle.
Assassin’s Creed Shadows Enemies
Players will have plenty of opportunities to use these weapons as Assassin’s Creed Shadows features “numerous and varied” enemies. These include outlaws, ashigaru soldiers, ronin, samurai, samurai daisho, and guardians.
Outlaws and ashigaru soldiers are the meekest among them, the former being regular bandits roaming Japan and the latter being standard foot soldiers who are trained in the basics but no more.
Samurai are a harder chalenge. “Superb warriors, well-trained and fierce in combat, samurai can carry a wide variety of weapons, from their trusty katana to the mighty kanabo; they can also wear an impressive selection of armor sets, including some very high level end game ame sets, and employ a surprising number of attacks and counterattacks in a fight,” Ubisoft said.
These offshoot in three different ways too. Ronin are paradoxically described as “masterless samurai” but “in the employ of Naoe and Yasuke’s enemies,” so will wander the land and attack the player on sight. Samurai daisho go the other way, as these enemies are only found in military castles and usually defend some serious loot.
Finally, guardians are an elite group of samurai used as reinforcements when the alarm is raised in any given province. “With their unmistakable white manes and facemasks, Guardians aim to strike fear in their opponents, and offer some of the most difficult combat you’ll find in Assassin’s Creed Shadows,” Ubisoft said.
Assassin’s Creed Shadows Combat
Fans of more modern Assassin’s Creed games will be familiar with the Dark Souls-esque combat returning in Assassin’s Creed Shadows. Players can once again deploy simple light attacks and heavy attacks alongside what’s called a posture attack: essentially a charged version of either basic move.
“Mixing light, heavy and posture attacks is the best way to build up different types of complex combos,” Ubisoft said, and players should look to put enemies in a vulnerable state. This is a short window where devastating damage can be dealt.
Players can once again dodge to avoid incoming attacks, plus deflect and parry with their own weapons. Blocking is a mechanic unique to Yasuke, allowing him “to turtle up behind his weapon and withstand attacks including incoming arrows or kunai.”
Familiar combat actions including flurry attacks, unstoppable actions, and defensive actions are also making a return, alongside typical skills and ability mechanics.
Ubisoft is changing up a handful of practices behind the scenes of Assassin’s Creed Shadows despite bringing back old mechanics. It’s ditching its main paid content model of releasing a Season Pass with two main, paid expansion drops in the year after launch, for example. The faux “early access” period that sees publishers charge players more to play on the actual release date instead of three days later has also been scrapped.
Releasing myriad pieces of downloadable content for free will perhaps bring some Assassin’s Creed fans back on-side in what’s otherwise been a particularly rough pre-launch campaign for Ubisoft.
Concern was also raised when the developer used a flag from a Japanese historical re-enactment group in artwork for Assassin’s Creed Shadows without permission. Ubisoft apologized for doing so but refused to remove the artwork from the aforementioned and presumably already printed artbook available in the Collector’s Edition. The historical re-enactment group said this was not good enough, but Ubisoft hasn’t publicly acknowledged it since.
All this comes as fans are already frustrated by the delay to the game, which puts Assassin’s Creed Shadows in more direct competition with PlayStation’s Ghost of Tsushima sequel, Ghost of Yotei. This is also expected in 2025 and is another open-world action adventure game set in Feudal Japan.
Ubisoft CEO Yves Guillemot maintained confidence, however. “There’s a lot of space for very high-quality games, and those two games can sell very well,” he said in the company’s latest earnings call. “The focus is to really make sure that we deliver a fantastic experience with this dual protagonist approach and two different and complimentary gameplays.”
Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.