Bénard, who left as an associate with Motion Twin to form Deepnight Games in 2020, shared a post on his official website, clarifying his thoughts on the game. This follows an admittedly “impulsive” response the developer gave on the official Dead Cells Discord server, where he stated “…I’d just say did the worst imaginable a**hole move against Dead Cells and ” (via PCGamesN & PCGamer).
Hey Xbox Insiders! We have a new Xbox Update Preview releasing to the Alpha ring today.
It’s important we note that some updates made to these preview OS builds include background improvements that ensure a quality and stable build for Xbox consoles. We will continue to post these release notes, even when the noticeable changes to the UI are minimal or behind the scenes, so you’re aware when updates are coming to your device.
Details can be found below!
System Update Details
OS Version: XB_FLT_2403ZN25398.3778.240208-2200
Available: 2 p.m. PT – February 12, 2024
Mandatory: 3 a.m. PT – February 13, 2024
New Features and Experiences
We have exciting news! Alpha users can expect something new coming to their Xbox Update Preview.
Installation (Xbox Series X|S)
We have made additional network optimizations to improve content downloads while games are running.
Fixes Included
Thanks to all the great feedback Xbox Insiders provide and the hard work of Xbox engineers, we are happy to announce the following fixes have been implemented with this build:
System
Various updates to properly reflect local languages across the console.
While known issues may have been listed in previous Xbox Insider Release Notes, they are not being ignored! However, it may take Xbox engineers more time to find a solution. If you experience any of these issues, we ask that you please follow any guidance provided and file feedback with Report a Problem.
Audio
We have received reports of users experiencing intermittent issues with audio across the dashboard, games, and apps. If you have experienced issues, be sure you have the latest firmware updates for your TV and other equipment. If you’re unsure, you may need to contact the manufacturer for assistance.
Note: If you continue to experience issues after applying the latest firmware updates, please submit feedback via Report a Problem immediately with the “Reproduce with advanced diagnostics” option, then select the category “Console experiences” and “Console Audio Output Issues”. Be sure to include as much information as possible:
When did the issue start?
Did you lose audio just in the game/app or system audio as well?
Does changing the audio format resolve the issue? If yes, what was the format before and after?
Does rebooting resolve the issue?
What does your setup include? Equipment, layout, etc.
And any additional information you can provide to reproduce the problem.
Networking
We are investigating reports of an issue where the console may not connect to their network as expected on boot. If you experience this, be sure to report the issue via Report a Problem as soon as you’re able.
Workaround: Wait a minute for the connection to establish. If your console still hasn’t connected, restart your Xbox from the Power Center or the guide. Learn more here: How to restart or power cycle your Xbox console.
As always, be sure to use Report a problem to keep us informed of any issues you encounter. We may not be able to respond to everyone, but the data we’ll gather is crucial to finding a resolution.
If you’re an Xbox Insider looking for support, please visit the community subreddit. Official Xbox staff, moderators, and fellow Xbox Insiders are there to help with your concerns.
When posting to the subreddit, please look through the most recent posts to see if your issue has already been posted or addressed. We always recommend adding to existing threads with the same issue before posting a new one. This helps us support you the best we can! Also, don’t forget to use “Report a Problem” before posting – the information shared in both places helps us understand your issue better.
Thank you to every Xbox Insider in the subreddit today and welcome to the community if you’re just joining us! We love that it has become such a friendly and community-driven hub of conversation and support.
For more information regarding the Xbox Insider Program follow us on Twitter. Keep an eye on future Xbox Insider Release Notes for more information regarding your Xbox Update Preview ring!
If there’s any Marvel hero who can challenge Deadpool or Spider-Man in the popularity department these days, it’s Wolverine. That’s why it’s fitting that the ol’ Canucklehead is joining Spidey in getting a big-budget action game from the folks at Insomniac.
That’s right — things are looking up for Wolverine in games and movies again. Aside from the Insomniac Wolvie game that’s in the works, Hugh Jackman is also returning to the character, joining Ryan Reynolds for Deadpool & Wolverine, which will finally properly unite the two heroes. In the MCU to boot! We just got our first official trailer for Deadpool 3 during the Super Bowl, and man, are we excited.
Wolverine has a fascinating history in the video game realm. It took years for developers to figure out how to translate both his distinctive look and his unique powers from page to screen. Let’s take a look back at Wolverine’s clawful evolution in video games.
The Early X-Men Games
The X-Men may have been around since 1963, but it would be decades before they grew to become Marvel’s dominant franchise (thanks in no small part to Wolverine himself). The franchise didn’t appear in video game form until 1989’s Uncanny X-Men on the NES. We suspect many fans wish they hadn’t, as this is generally regarded to be one of the worst superhero games ever made.
Wolverine himself was spun out into his own NES game in 1991. This overhead action game earned equally scathing reviews, and it embodies many of the problems developers faced in trying to accurately depict the hero. The iconic Marc Silvestri cover art is a far cry from the generic, pixelated blob gamers actually control. The game’s biggest sin is tying Wolverine’s trademark claws to his health meter, forcing gamers to hunt down hamburgers and soda to replenish his steadily depleting energy. That would become an unfortunate trope in many early X-Men games.
In this early period, it would fall on Konami to give gamers a taste of what a good X-Men game looks like. Konami’s X-Men arcade game follows the same beat-em-up formula as classics like The Simpsons and TMNT. It’s based on the animated pilot Pryde of the X-Men, so it features Wolverine in the classic brown costume he wore throughout the 1980’s. It was visually a huge leap from its X-Men predecessors, with colorful, large sprites that channeled the energy of the early ‘90s comics. Sadly, it still made the mistake of limiting how often players could tap into each character’s mutant power. That would continue to be a trend for a while to come.
The 16-Bit Era
The early to mid ‘90s marked a golden age of X-Men games, though perhaps more in quantity than quality. 1992’s multiplatform title Spider-Man and the X-Men in Arcade’s Revenge set the tone for this era, offering fans a side-scrolling action gameplay that looked and sounded better than it actually played.
1993’s X-Men on the Sega Genesis might be the most popular game from this era. The game’s sharp, colorful look and killer soundtrack appealed to fans, even if the generic and often frustrating gameplay didn’t. The Genesis game is also notable for being the first to feature Wolverine’s classic yellow and black costume, which was back in vogue at the time thanks to both Jim Lee’s X-Men comics and X-Men: The Animated Series.
Sadly, the Genesis game was also guilty of that fundamental Wolverine faux pas – limiting how much players could unleash his adamantium claws.
The Super Nintendo, meanwhile, got its own mutant adventure in 1994’s X-Men: Mutant Apocalypse. This game also took its visual cues straight from the contemporary X-Men comics, including a roster of playable characters pulled from the monthly X-Men series. It was an early taste of things to come from developer Capcom.
Wolverine finally got a chance to fly solo again in 1994’s Wolverine: Adamantium Rage. Our hero’s yellow costume was again on display, with the SNES version doing an especially good job of adapting the dynamic, colorful look of the comics. While it debuted to mixed reviews, Adamantium Rage did a better job than most of tapping into Wolverine’s mutant abilities. It even included his healing factor in the form of a regenerating health meter. The catch, however, is that stopping and waiting too long would result in the android Elsie Dee showing up and killing Wolverine herself.
Capcom’s Berserker Barrage
If Konami’s X-Men arcade game gave fans a glimpse of what the franchise could look like with powerful hardware behind it, Capcom blew the doors down with 1994’s X-Men: Children of the Atom. While basically a Street Fighter clone with a playable cast of mutant heroes and villains, the game immediately won a fan following thanks to its dynamic visuals and over-the-top special moves.
The large, detailed sprites in Children of the Atom became the new gold standard for X-Men games, merging the style of the early ‘90s X-Men comics with a more stylized, manga-esque approach. In that sense, the game’s graphics mirrored the trend of the comics themselves, with up-and-coming artists like Joe Madureira bringing a heavy manga influence to the American comics scene.
Children of the Atom also featured many voice actors from X-Men: The Animated Series, including Cal Dodd as Wolverine. The result was a best of all worlds approach, where Wolverine finally looked as good as he sounded.
Children of the Atom and various follow-ups like X-Men vs. Street Fighter and Marvel vs. Capcom also showed fans a Wolverine completely unleashed, with no limitations on his deadly fighting abilities. If anything, Wolverine was so badly overpowered in X-Men vs. Street Fighter that he had to be nerfed for Marvel vs. Capcom 2.
While you couldn’t play as Wolverine in every level, at least you weren’t limited in how often you could unsheathe his claws.
Wolverine would make one final appearance on the SNES in 1995’s Marvel Super Heroes: War of the Gems. Here, Capcom repurposed the eye-popping sprites from the fighting games to create a more traditional side-scrolling action game. While you couldn’t play as Wolverine in every level, at least you weren’t limited in how often you could unsheathe his claws.
The X-Men Go 3D
With the X-Men arcade games nailing the look of the Marvel Universe in 2D form, the next challenge was translating that look to 3D. It wasn’t easy.
First up was X-Men: The Ravages of Apocalypse, which was essentially a mod of the original Quake released as a retail game. While the game boasted a wider color palette than Quake ever did, the crudely animated, blocky character models didn’t exactly scream “X-Men.” It didn’t help that the single player mode had gamers control a generic grunt mowing down endless waves of X-Men clones, rather than controlling Wolverine and friends directly.
Things went quiet on the Wolverine front for a few years, but the arrival of the first X-Men movie helped reinvigorate the franchise’s gaming prospects. 2000’s X-Men: Mutant Academy became the first 3D X-Men fighting game, and naturally, Wolverine was one of the playable fighters. Considering the limitations of the aging Playstation hardware, the game did a reasonable job of replicating the look and feel of the late-’90s X-Men comics. Dodd even returned to voice Wolverine again.
Mutant Academy spawned a direct sequel on the Playstation 1, as well as a more ambitious followup called X-Men: Next Dimension on the Playstation 2, Gamecube and Xbox. Next Dimension offered fans an unusual blend of comic and movie-inspired elements. Rather than feature the X-Men in their traditional spandex costumes, the game opted for the modern black leather uniforms introduced in the comic book series New X-Men. Patrick Stewart also narrated the game’s story mode, though the plot itself was set within Marvel’s comic book universe.
That same hybrid approach carried over to Wolverine’s next solo game in 2003. Titled X2: Wolverine’s Revenge, the game was clearly intended to lure in moviegoers fresh out of seeing X2: X-Men United. But despite Hugh Jackman’s face on the cover, the game was mostly comic-inspired (apart from again bringing in Patrick Stewart as Professor X). Wolverine once again wears his black leather New X-Men uniform, and Luke Skywalker himself, Mark Hamill, provided the hero’s voice.
Wolverine’s Revenge didn’t entirely succeed in putting gamers in Wolverine’s boots, sadly. The punishing difficulty, combined with a strange reliance on stealth mechanics over hacking and slashing, made them feel like anything but an immortal superhero. Wolverine’s hunched, animalistic animations may have looked great for the time, but the controls left much to be desired.
Wolverine’s Revenge didn’t entirely succeed in putting gamers in Wolverine’s boots, sadly.
The Rise of X-Men Legends
For many X-Men fans, the franchise hit its gaming peak with 2004’s X-Men Legends. This action RPG allowed players to control a team of four heroes, battling the Brotherhood and leveling up.
Visually, two elements set legends apart from the crowd. The game drew inspiration from Marvel’s Ultimate X-Men comic rather than the traditional X-books, meaning the X-Men were decked out in sleek, modern black and gold costumes. The characters were also cel-shaded, echoing the comic book-inspired approach of the Ultimate Spider-Man game. Wolverine himself was voiced by Steve Blum, who would go on to reprise the role in the animated series Wolverine and the X-Men.
Legends also did a better job than most of its predecessors when it came to making players actually feel like Wolverine. Gone were the simplistic platforming elements and special claw meters, replaced by a wide array of moves that could be upgraded over time.
Legends inspired a direct sequel in 2005’s X-Men Legends II: The Rise of Apocalypse. The franchise then expanded to encompass the wider Marvel Universe in 2006’s Marvel Ultimate Alliance. Ultimate Alliance abandoned the cel-shaded look in favor of a more realistic art style still heavily inspired by the Ultimate Universe comics. Its sequel veered in a different direction, with more traditional comic book designs.
Wolverine’s Movie Adventures
Surprisingly, it wasn’t until 2006 that gamers were treated to an X-Men game based specifically on the movie series. X-Men: The Official Game acted as a prequel to X-Men: The Last Stand, with the story mode introducing villains like Silver Samurai and the Sentinels and explaining why Nightcrawler suddenly vanished after X2.
Naturally, the game featured both the voice and likeness of Hugh Jackman, along with several other movie mainstays. The game also made some notable attempts at depicting Wolverine’s powers, including a regenerating health meter and a berserker rage mode that activates whenever Wolverine takes too much damage.
That game wound up serving as a rough prototype for Wolverine’s next – and easily best – solo game. 2009’s X-Men Origins: Wolverine served as an adaptation of the movie, albeit with a greatly expanded plot that added in major characters and subplots.
More importantly, X-Men Origins: Wolverine finally hit on the perfect formula for making players feel like Wolverine. The ferocious combat was heavily inspired by God of War, taking full advantage of Logan’s unbreakable claws and healing factor and ensuring players were never limited in how often they used them. Thanks to the processing power of the Xbox 360 and Playstation 3, players could even see Wolverine’s battered body deform and tear apart in real time.
While the main character model in X-Men Origins is based directly on Jackman, the game also included several alternate costumes drawn directly from the comics. If not for Deadpool & Wolverine, this might have been the clsoest we ever got to seeing Jackman don the classic comic book costume.
X-Men Origins: Wolverine finally hit on the perfect formula for making players feel like Wolverine.
The Modern Wolverine Games
Sadly, X-Men Origins: Wolverine sets up a sequel Activision never delivered, and things have been fairly quiet on the X-Men front in recent years. Unless you count Silicon Knights’ disastrous 2011 game X-Men: Destiny, and we’d rather not.
Wolverine has appeared in a number of Marvel games following his last solo outing, often voiced by Steve Blum. 2011’s Marvel vs Capcom 3 and 2019’s Marvel Ultimate Alliance 3 both stand out because of their attempts to pair detailed, modern graphics with a comic book aesthetic. While not strictly cel-shaded, the art styles in both games emphasize heavy black lines and shadows. The now-defunct online RPG Marvel Heroes also deserves a nod thanks to its sheer number of alternate costumes available for Wolverine and his fellow heroes.
But if things have gone quiet on the X-Men front of late, Wolverine himself is due for a big comeback. He’s set to return in Marvel’s Wolverine, a Playstation 5-exclusive action game developed by Insomniac. We don’t know much about the scope of the game just yet, but the teaser trailer showcases a gritty, blood-soaked version of Wolverine enjoying himself in a seedy Madripoor bar. If Marvel’s Spider-Man is any indication, we can probably expect a brand new interpretation of Wolverine’s classic costume alongside dozens of familiar suits.
Which of Wolverine’s many video game appearances is your favorite? What costumes do you want to see in Marvel’s Wolverine? Claw your way down to the comments and let us know, bub.
The Asus ROG Ally has dropped in price in response to the release of the Steam Deck OLED, and now a 10% off code at Very makes this handheld gaming PC even better value. You can now get the top-spec ROG Ally with the Z1 Extreme chipset and 512GB of PCIe 4.0 storage for just £539 with code VTQ8C, a brilliant price that puts it in direct competition with the 512GB Steam Deck OLED.
One Palworld player has fully cranked up their ingenuity by creating a massive city, and they didn’t even need to use a single mod to make a virtual urban base.
Reddit user Commercial_Neck8986 has posted a screenshot and a video of their Palworld base showcasing how they made an entire urban-esque base called Palcity. Commercial_Neck8986 notes that it took them two weeks to finish their base and that it used no mods to create Palcity.
IGN has reached out to the user for additional comment.
“No mods carried enough stone to not overweight,” the Redditor replied when a user accused them of using a mod to create Palcity. “Good thing trees are present everywhere, so I just chop off some wood for the roofing.” As you can see from the many videos posted by Commercial_Neck8986, Palcity is quite massive, from stone gates to multiple buildings and homes and an entire wall that borders all of Palcity into a self-contained haven.
In another reply, Commercial_Neck8986 mentioned that it made storage near a palbox easier to transport all the materials needed to make Palcity the giant fortress.
The lack of mods Commercial_Neck8986 used to create Palcity is incredible. In contrast, some modders have created save files for starter bases. But there is also a mod called Duck’s Progressive Bases, which allows players to easily have more Palworld bases.
In our PC early access review of Palworld, we said: “Palworld may crib quite a bit from Pokémon’s homework, but deep survival mechanics and a hilarious attitude make it hard to put down – even in Early Access.”
Palworld is out now on PC and Xbox. If you are playing this widely popular open-world survival game right now, consider checking out IGN’s interactive Palworld map to help you navigate this vast virtual world. Or check out our guide on base progression in case you need assistance building a solid base that could one-day rival Palcity.
Taylor is a Reporter at IGN. You can follow her on Twitter @TayNixster.
The official announcement reads, “Please join us for a special edition of the Official Xbox Podcast. Hear from Phil Spencer, Sarah Bond and Matt Booty as they share updates on the Xbox business.”
Please join us for a special edition of the Official Xbox Podcast.
Hear from Phil Spencer, Sarah Bond and Matt Booty as they share updates on the Xbox business. pic.twitter.com/TxwWJVUbgx
The podcast is expected to address questions about Xbox’s first-party releases including Starfield, Hi-Fi Rush, Sea of Thieves, and Indiana Jones and the Great Cicle, which have been rumored to be heading to PlayStation and other platforms soon. Spencer reportedly reassured employees that Microsoft plans to continue making consoles amid questions surrounding Xbox’s third-party strategy going forward.
Reports that Xbox plans to release first-party exclusives on platforms such as PlayStation have had the community in a frenzy for at least a month now. In January, Microsoft CEO Satya Nadella said that the company can be a “good publisher on Sony and Nintendo and PCs and Xbox.”
“We love gaming. In fact, Flight Simulator was created before even Windows. But, we were number three, number four. And now with Activision, I think we have a chance of being a good publisher — quite frankly — on Sony and Nintendo and PCs and Xbox. We’re excited about that acquisition closing and I’m glad we’ve got it through,” Nadella said.
In a recent piece published on IGN, Unlocked host Ryan McCaffrey wrote, “The future of Xbox is likely to look very different from both its past and its present. But in this present, we are watching a monolith of a company attempt to rewrite the rules of engagement in real time. It might work – but will Microsoft throw away 20 years of hard-earned brand loyalty in the process? Stay tuned next week.”
The owners of Elden Ring developers FromSoftware have dampened hopes that long-awaited DLC Shadow of the Erdtree might release in time for the soulslike’s second anniversary this month – despite recent rumours and behind-the-scenes Steam updates indicating otherwise.
Soapbox features enable our individual writers and contributors to voice their opinions on hot topics and random stuff they’ve been chewing over. Today, Ethan looks back on a pair of Wii U games — and a 3DS sibling — which could help curious gamers navigate the Switch Online retro library if they were given a second chance to shine…
With each passing year, the well of Nintendo franchises that haven’t yet graced the Switch runs ever drier — and I couldn’t be happier. Now that juggernauts like Animal Crossing have had their time in the sun, the later years of the hybrid console’s life have made space for the return of all sorts of niche legacy IP, from Another Code to Famicom Detective Club. But while the Switch has proven to be an oasis for the lesser-known properties in Nintendo’s stable, there’s one particular unsung micro-franchise stuck on last-generation hardware that arguably has the most potential for a revival.
Indie games are known for their daring and often groundbreaking approaches to visuals and storytelling. Ultros is a new indie title coming to PS4 and PS5 on February 13. The game is a twisted, time-looping sci-fi adventure. It’s packed with high-stakes action, clever twists on classic game design ideas, intriguing, and often unsettling environmental storytelling, and crazy-colorful pop-psychedelic visuals that makes you wonder if the game came with its own built-in blacklight.
This eye- and mind-dazzling adventure comes to PlayStation courtesy of Sweden-based developer Hadoque. It tells the story of a spacefarer trapped in a nightmare time-cycle within a bizarre, seemingly demonic black-hole acting as a womb for an unspeakable cosmic horror–the titular Ultros.
In the words of game director Mårten Brüggeman, “It’s a psychedelic sci-fi platforming adventure, a combat- and gardening-driven experience. It also asks a lot of existential questions if you dive into it, as you explore the sarcophagus spaceship and try to understand what it is a metaphor for and what is dwelling inside.”
Fight or foster
Ultros is fundamentally a search-action game where you explore an ever-expanding map that opens up further and further as you acquire more abilities for navigation and combat. It’s a popular indie game genre, and Ultros expands on it with some unique gameplay twists centered around the ideas of karmic cycles: creation and destruction, nurture and killing.
“It’s a game about choices,” explains Brüggeman, “where you can choose to play in a destructive or constructive way, and the choices you make change your interpretation of your in-game actions.”
The environment oozes with otherworldly threats, requiring skillful combat to neutralize the assorted hostile lifeforms. Variety is a big emphasis here. Ultros encourages you to use a diverse arsenal of moves in fun and creative ways to dispatch foes: dodge-and-strike attacks, jumping strikes, and even launching foes into the air to turn them into a living projectile weapon.
“We want to combat to feel intimate and visceral to emphasize destruction, ruining the balance of disruption and construction within the current cycle. We focused on movements, forcing you to be near them to fight them are integral to what we wanted to do, the intensity and intimacy of one-on-one combat.”
As your foes fall before you, they drop all manner of edible offal–which varies in quality depending on how skillful your killing blow was. Eating these remains isn’t just a health restore: it provides you with valuable nutrients, which allow you to access skill tree upgrades at save pods, which enhance your movement, fighting, and navigational abilities.
But if eating mystery meat makes you feel a bit queasy, there’s another way to obtain sustenance: raising the seeds you find scattered around in gardens, then partaking of that plant’s fruit. Aiding you in your horticultural pursuits is your Extractor, a special device that gains numerous abilities throughout the game.
The plants that grow over time will leave behind assorted benefits, like creating platforms to alternate routes and making planning and tending to your gardens an essential part of gameplay. Brüggeman elaborates: “The seeds all have different abilities and rules of how they grow. Part of beginning your garden is getting to know how these different plants work and how they affect each other and the world around them.”
Brüggeman continues. “With these in-game resources, you can eat everything you find, and it builds up your nutrition, like an experience point system. But it’s also the economy of how the game ecosystem works. When you take something from a plant, you’re sort of stealing from it. But you can give back by planting seeds. When you kill creatures like a typical game hero, you steal both their life and from the ecosystem. We wanted to give a choice in our game not to be that kind of hero.”
Oh, yes, there’s one more critical element to gardens: they stick around even when a time loop wipes everything and sends you back to square one.
Let’s do the time warp again
Yes, Ultros is a game built around a time loop, and there’s only so much you can do before you’re forced to begin anew. You may have been fortunate to keep a few skills from the previous loop. But more importantly, you’ve got the knowledge you gained from your last attempt. And hey, those plants you took care of? You might be surprised to see what’s become of them.
“One of the core concepts we’ve built the game around is the philosophy of a karmic cycle: What you do in one life makes up what your next life will become. In this game, we have a time loop mechanic that is the rebirth of our character and world. So, one of the major choices you can make in the game is whether or not you nurture the world you’re in. If you build it up, the garden becomes a part of the world you’re inhabiting, and tending to these plants is the way you can make the game world evolve.”
The presence of player choice among these time cycles hints at multiple conclusions to Ultros’s story. When I asked Brüggeman about it, he said, “There are multiple endings, I can say that much. The time loop is more story-driven than mechanics-driven, so you can explore a ‘what if I do this instead’ scenario, also tying into the philosophy of a karmic cycle. We want players to re-experience events and scenarios but get to see them from different perspectives. You’re given the chance to make the choice again, but from another perspective.”
A whirling universe of color
The game’s trademark art style comes from art designer El Huervo, who is well-known for his work on the classic indie series Hotline Miami. The visuals are packed with contrasts, both in color and in theming: in one area, you’ll be surrounded by an environment teeming with goopy, pulsating viscera-like growths, yet only a ways away, you’ll discover a place that looks not unlike an elegant European cathedral.
“I would describe Ultros’s art style as a Renaissance painting meets comics meets Jackson Pollock,” says Brüggeman. “El Huervo’s style has developed over the years. He’s very inspired by French artist Moebius, but also German zoology scholar and artist Ernst Haeckel.”
The visuals also play a big part in the story and atmosphere. “As you explore during the game, you learn what the sarcophagus was used for and what happened to it. You’ll try to understand who its original inhabitants were and how that relates to the dark being held in there.”
Suppose you’re ready for a visually stunning adventure with intense combat, loads of exploration, environmental world-building, and a time loop that challenges how you approach action-adventure games. In that case, you’ll want to venture into the Sarcophagus. Ultros makes its debut on February 13.