Apex Legends Nintendo Switch Review

In a sense, Apex Legends is not the same game that we reviewed back in February 2019--the roster of playable characters has doubled to 16, three full maps are in rotation, and several different modes (including ranked) are included. There's also a story that's delivered weekly via map changes and comics that have built the game's lore. Additional features have been implemented, like clubs for players to join, cross-play support, and limited-time events. On top of all that, seasonal content introduces substantial meta changes, daily/weekly challenges, and rewarding battle passes, transforming Apex Legends into something greater.

And yet, despite these adjustments, the core of Apex Legends remains intact. It's still a squad-based battle royale that encourages teamwork with an excellent ping system, where you begin each match picking from a roster of hero characters that possess unique abilities in order to fulfill different roles in battle. The core principles that made Apex Legends work so well back when it first launched haven't changed over two years later.

All of which is to say, Apex Legends is still really fun and worth jumping into if you haven't yet. And now you're able to do so on Nintendo Switch. But just because you can play Apex Legends on Switch does not mean you should. This port works, but only in the loosest sense of the term; this is the worst way to play Apex Legends.

Continue Reading at GameSpot

Apex Legends Nintendo Switch Review

In a sense, Apex Legends is not the same game that we reviewed back in February 2019--the roster of playable characters has doubled to 16, three full maps are in rotation, and several different modes (including ranked) are included. There's also a story that's delivered weekly via map changes and comics that have built the game's lore. Additional features have been implemented, like clubs for players to join, cross-play support, and limited-time events. On top of all that, seasonal content introduces substantial meta changes, daily/weekly challenges, and rewarding battle passes, transforming Apex Legends into something greater.

And yet, despite these adjustments, the core of Apex Legends remains intact. It's still a squad-based battle royale that encourages teamwork with an excellent ping system, where you begin each match picking from a roster of hero characters that possess unique abilities in order to fulfill different roles in battle. The core principles that made Apex Legends work so well back when it first launched haven't changed over two years later.

All of which is to say, Apex Legends is still really fun and worth jumping into if you haven't yet. And now you're able to do so on Nintendo Switch. But just because you can play Apex Legends on Switch does not mean you should. This port works, but only in the loosest sense of the term; this is the worst way to play Apex Legends.

Continue Reading at GameSpot

Planet-Size X? Marvel Teases a Major X-Men Storyline in June 2021

Giant-Size X-Men #1 is easily among the most iconic Marvel comics ever published. But how do you top the comic that inducted mutant heroes like Wolverine, Storm and Colossus into the fold? You have to go planet-sized, of course. Marvel has announced Planet-Size X #1, a special issue that kicks off the next major chapter in Johnathan Hickman's sprawling X-Men saga. Written by Gerry Duggan (Marauders) and drawn by Pepe Larraz (House of X), Planet-Size X #1 kicks off a month-long crossover where 12 different X-Men comics will chronicle an event called the Hellfire Gala. [caption id="attachment_2485757" align="aligncenter" width="2063"]Art by Pepe Larraz. (Image Credit: Marvel) Art by Pepe Larraz. (Image Credit: Marvel)[/caption] If you've been following the X-Men line in the months since the X of Swords crossover wrapped, you probably have some inkling of what the Hellfire Gala is. Now that the population of Krakoa is swelling and Cyclops and Jean Grey have officially reestablished the X-Men as a team, the mutant race is celebrating its ascendancy as a global superpower. But more than ever, different factions within and without Krakoa are jockeying for power, so this won't be any ordinary party. Each of the 12 X-books published in June will unfold over the course of a single night as the mutant race wines and dines the outside world and new alliances and rivalries are forged. “Make no mistake—this is an X-Men book drawn by superstar artist Pepe Larraz. It is absolutely the most important issue of the month,” Editor Jordan D. White teases in Marvel's press release. "Pepe is absolutely the star of the X-line and he is doing the most amazing work of his career. You cannot miss this." Planet-Size X #1 will release on June 16, 2021. [ignvideo url="https://www.ign.com/videos/2019/10/09/marvels-x-men-now-have-a-bold-new-status-quo-ign-now"] In other comic book news, Colin Trevorrow's leaked Star Wars: Episode IX script has been adapted into a fan comic, and an upcoming graphic novel aims to reveal the truth behind the story of notorious serial killer Ed Gein. [poilib element="accentDivider"] Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on Twitter.

Planet-Size X? Marvel Teases a Major X-Men Storyline in June 2021

Giant-Size X-Men #1 is easily among the most iconic Marvel comics ever published. But how do you top the comic that inducted mutant heroes like Wolverine, Storm and Colossus into the fold? You have to go planet-sized, of course. Marvel has announced Planet-Size X #1, a special issue that kicks off the next major chapter in Johnathan Hickman's sprawling X-Men saga. Written by Gerry Duggan (Marauders) and drawn by Pepe Larraz (House of X), Planet-Size X #1 kicks off a month-long crossover where 12 different X-Men comics will chronicle an event called the Hellfire Gala. [caption id="attachment_2485757" align="aligncenter" width="2063"]Art by Pepe Larraz. (Image Credit: Marvel) Art by Pepe Larraz. (Image Credit: Marvel)[/caption] If you've been following the X-Men line in the months since the X of Swords crossover wrapped, you probably have some inkling of what the Hellfire Gala is. Now that the population of Krakoa is swelling and Cyclops and Jean Grey have officially reestablished the X-Men as a team, the mutant race is celebrating its ascendancy as a global superpower. But more than ever, different factions within and without Krakoa are jockeying for power, so this won't be any ordinary party. Each of the 12 X-books published in June will unfold over the course of a single night as the mutant race wines and dines the outside world and new alliances and rivalries are forged. “Make no mistake—this is an X-Men book drawn by superstar artist Pepe Larraz. It is absolutely the most important issue of the month,” Editor Jordan D. White teases in Marvel's press release. "Pepe is absolutely the star of the X-line and he is doing the most amazing work of his career. You cannot miss this." Planet-Size X #1 will release on June 16, 2021. [ignvideo url="https://www.ign.com/videos/2019/10/09/marvels-x-men-now-have-a-bold-new-status-quo-ign-now"] In other comic book news, Colin Trevorrow's leaked Star Wars: Episode IX script has been adapted into a fan comic, and an upcoming graphic novel aims to reveal the truth behind the story of notorious serial killer Ed Gein. [poilib element="accentDivider"] Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on Twitter.

Modder Turns Christopher Nolan’s Tenet Into a Five-Cartridge Game Boy Advance Movie

A modder has turned Christopher Nolan's Tenet into a five-cartridge Game Boy Advance Video movie...for some reason. YouTuber Bob Wulff, who posted a video about this Tenet mod to his WulffDen YouTube channel, called his video, "I put Tenet on a GBA Video cartridge out of spite," as originally reported by Engadget. This is likely an allusion to Nolan's persistence that Tenet be watched in a theater despite a global pandemic. The "out of spite" part, however, seems to be more of a tongue-in-cheek joke as Wulff is often seen creating video game consoles and accessory mods on his channel, but it's an incredible feat nonetheless and certainly one that Nolan likely wouldn't approve of. [caption id="attachment_2485726" align="alignnone" width="720"]Tenet on Game Boy Advance Video, Photo Credit: @BobWulff Tenet on Game Boy Advance Video, Photo Credit: @BobWulff on Twitter[/caption] Nolan told Collider last year that Tenet "is a film whose image and sound really needs to be enjoyed in your theaters on the big screen," and for some, this inspired them to go see the movie in theaters. For others, it inspired them to wait until it was released on-demand and on Blu-ray. For Wulff, it apparently inspired him to put it on some Game Boy Advance Video cartridges. Wulff says in the video that his five-cartridge movie mod is "possibly the worst way to view Tenet," and he's probably right — in order to fit the movie onto the five cartridges, Wulff had to bring the bitrate down to 8 KB/s, the frame rate down to six frames per second, and the resolution down to 192x128. The movie is on five cartridges because a single cartridge can only hold about 30 minutes of video in a "watchable state," according to Wulff. Tenet's runtime clocks in at exactly 150 minutes so it just barely fits on five cartridges. Wulff went so far as to add custom labels to each of the cartridges too. [caption id="attachment_2485725" align="alignnone" width="720"]Tenet on Game Boy Advance, Photo Credit: @BobWulff Tenet on Game Boy Advance, Photo Credit: @BobWulff on Twitter[/caption] For more video game hardware mods, check out this story about a Smash Bros. player that built a controller that tazes him Pichu-style, and then check out this 'insane' PS4 and Xbox One controller mod created by an ex-NASA engineer. Read our thoughts on Nolan's latest movie in IGN's Tenet review after that. [poilib element="accentDivider"] Wesley LeBlanc is a freelance news writer and guide maker for IGN. You can follow him on Twitter @LeBlancWes  

Modder Turns Christopher Nolan’s Tenet Into a Five-Cartridge Game Boy Advance Movie

A modder has turned Christopher Nolan's Tenet into a five-cartridge Game Boy Advance Video movie...for some reason. YouTuber Bob Wulff, who posted a video about this Tenet mod to his WulffDen YouTube channel, called his video, "I put Tenet on a GBA Video cartridge out of spite," as originally reported by Engadget. This is likely an allusion to Nolan's persistence that Tenet be watched in a theater despite a global pandemic. The "out of spite" part, however, seems to be more of a tongue-in-cheek joke as Wulff is often seen creating video game consoles and accessory mods on his channel, but it's an incredible feat nonetheless and certainly one that Nolan likely wouldn't approve of. [caption id="attachment_2485726" align="alignnone" width="720"]Tenet on Game Boy Advance Video, Photo Credit: @BobWulff Tenet on Game Boy Advance Video, Photo Credit: @BobWulff on Twitter[/caption] Nolan told Collider last year that Tenet "is a film whose image and sound really needs to be enjoyed in your theaters on the big screen," and for some, this inspired them to go see the movie in theaters. For others, it inspired them to wait until it was released on-demand and on Blu-ray. For Wulff, it apparently inspired him to put it on some Game Boy Advance Video cartridges. Wulff says in the video that his five-cartridge movie mod is "possibly the worst way to view Tenet," and he's probably right — in order to fit the movie onto the five cartridges, Wulff had to bring the bitrate down to 8 KB/s, the frame rate down to six frames per second, and the resolution down to 192x128. The movie is on five cartridges because a single cartridge can only hold about 30 minutes of video in a "watchable state," according to Wulff. Tenet's runtime clocks in at exactly 150 minutes so it just barely fits on five cartridges. Wulff went so far as to add custom labels to each of the cartridges too. [caption id="attachment_2485725" align="alignnone" width="720"]Tenet on Game Boy Advance, Photo Credit: @BobWulff Tenet on Game Boy Advance, Photo Credit: @BobWulff on Twitter[/caption] For more video game hardware mods, check out this story about a Smash Bros. player that built a controller that tazes him Pichu-style, and then check out this 'insane' PS4 and Xbox One controller mod created by an ex-NASA engineer. Read our thoughts on Nolan's latest movie in IGN's Tenet review after that. [poilib element="accentDivider"] Wesley LeBlanc is a freelance news writer and guide maker for IGN. You can follow him on Twitter @LeBlancWes  

Crash Bandicoot 4: How Three Other Characters Became Playable Options

You’d certainly expect to play as Crash in a game named after the bandicoot, but Crash Bandicoot 4: It’s About Time introduces three additional playable characters - Dr. Cortex, Dingodile, and Tawna - on top of Crash and Coco. Each comes with their own moveset and series of levels that test players with unique mechanics within the platforming framework of the Crash series. To coincide with Crash 4’s launch on PS5, Xbox Series X and S, and Nintendo Switch, IGN spoke with Crash 4 creative producer Lou Studdert about developer Toys for Bob’s creative process in bringing these characters to life. From the selection process to determining each character’s mechanical hook and more, read on for a behind-the-scenes glimpse of how Crash 4’s ensemble playable cast came to be. [ignvideo url="https://www.ign.com/videos/2020/10/01/crash-bandicoot-4-its-about-time-review"]

Who Makes the Cut?

While Crash 4 is a direct sequel to 1998’s Crash Bandicoot: Warped, Toys for Bob certainly understood the entirety of Crash’s history when creating It’s About Time. And so when the topic of other characters to include came up, Studdert explained how it was no easy task to choose for a team full of lifelong Crash fans. “It's actually one of the toughest conversations we had at the start of the game, because Crash as a series has this amazingly deep bench of characters. And we had a bulletin board with everyone from the franchise on it,” Studdert explained, namechecking everyone as varied as Crash 1’s Pinstripe to Crash Tag Team Racing’s Willie Wumpa Cheeks. But at the end of it all, gameplay had to be king. [widget path="global/article/imagegallery" parameters="albumSlug=every-ign-crash-bandicoot-game-review&captions=true"] “We could be doing a million different thing [but] we wanted them to feel, gameplay wise, still a part of the core tenants of Crash Bandicoot’s platforming DNA,” he continued, noting a character like Nitrous Oxide wouldn’t make the cut given Oxide’s association with being in a vehicle, and the team wasn’t interested in creating Crash Team Racing-like levels. “From there we figured out narratively, we wanted each of them to have their own lanes, where you’ve got Cortex, and traditionally he's evil, he's the villain, and then you've got Tawna, we've positioned her as the guardian angel. She's the good, and then we wanted to have some wild card energy there. And we had the idea of turning Dingodile into the chaotic neutral [figure]. He's neither good, nor bad. He has a bad past and really he's just trying to get home and he's causing mischief along the way. The three distinct personality types allowed the wider Toys for Bob team to find unique ways to integrate all three both into the Crash 4 storyline as well as into its gameplay rhythms, while still offering distinct opportunities when it came to introducing new platforming mechanics.

The Villain’s Turn

Perhaps the most prominent playable character of the trio, Dr. Neo Cortex is a core component of the bandicoot’s history, and so he made sense as a potential inclusion. For those who haven’t played, Cortex doesn’t have a double jump or spin attack, but instead can dash and uses his blaster to zap enemies into stone or jelly platforms, the latter of which can be used to bounce to new locations. Figuring out what Cortex’s sidearm actually did, though, was something Studdert said went through several iterations. [ignvideo url="https://www.ign.com/videos/crash-bandicoot-4-its-about-time-ps5-features-and-gameplay-trailer"] “We knew we wanted to give him his blaster, and we actually struggled for a while to figure out what the blaster did,” he said. “When we were initially building his levels, we had some experiments where he devolved a creature, [but] then we're like, ‘Oh my god, every single thing we make in the game and levels we put him in, we then have to double the amount of content that we as the studio make to accommodate [everything] being shot at.’" Studdert of course noted from a production perspective, that would greatly increase the scope of what the team had to accomplish, but also the developers recognized some inherent issues players might have with the idea. “From a player-information perspective, they then would have to go, ‘Okay what does that do? If I shot the dinosaur and it turned into a baby dinosaur, then what does that mean for me?’ And to have to do that at every single interaction we realized very quickly, "No, no, no, we need to simplify it.’" [ignvideo url="https://www.ign.com/videos/crash-bandicoot-4-its-about-time-developers-react-to-speedrun"] But the ideas for this transformation blaster didn’t stop there. “Then it became, ‘Okay...what if you hit it with his blaster and it turned into an object from the game? Maybe I shot a chicken and it turned into a bounce pad,” he explained. “That was funny, but it only sustained itself so long, because you wouldn't know what you'd get when you hit it and because Crash is such a deterministic game you have to figure out [what to do next],” Studdert explained. He joked that this idea led to the team coining the phrase of a “producer pistol.” “Someone said to me, ‘Wait, you get to shoot a gun to then reuse content from other parts in the game. Is this a producer pistol?’" Development jokes aside, the team eventually landed on Cortex’s blaster as players know it, but not without even further refinement. At one point, Studdert explained that there were even three states players could switch enemies among, but ultimately paring the options down made more sense.

A New Tawna Rises

And while it might be easier to see the framework for which Cortex would fit into Crash 4’s story, and even gameplay, Toys for Bob’s new take on Tawna is a polar opposite. Featuring a completely different iteration of the character than we’ve seen before, Studdert explained how they took the responsibility of including Tawna very seriously, especially in a series largely dominated by a lot of male characters throughout its history. “We knew from the start that we wanted to bring a new voice and a new perspective to Tawna,” he said. “We took that task very seriously internally, getting a very cross-functional group of developers to weigh in, different writers. Mandy Benanav on our team had a lot of hand in her flavor and her character and the writing. And the art team brought in different inspirations and the character team did a bunch of different iterations. [poilib element="poll" parameters="id=5170eae8-7e12-4812-9621-ca02328160ce"] “We knew early on that we wanted to not just update this character, but really give them a role that they haven't had a chance to play. Especially also for Coco, it was an intentional part of us as figuring out what this game was, is that we wanted to take these characters [and] break them free from those roles of sidekick or damsel in distress and make them as equal billing co-stars for the game.” And in deciding what that meant for bringing Tawna more to the forefront of Crash 4, the team inevitably settled on going full “action hero” as Studdert put it. “What does Tawna look like as Batman,” he said the team asked itself. “We want her to exude confidence and strength and just general awesomeness. And then the art team, experimenting in different looks and different appeals so that way she's still recognizable... and then using those foundations for us on the narrative development side to figure out, ‘Okay, well, where does she intersect with this story? And how do we also rectify where she's been in the previous games?’" [poilib element="quoteBox" parameters="excerpt=%22What%20does%20Tawna%20look%20like%20as%20Batman%3F%22"]Studdert explained how, as evidenced by earlier versions glimpsed in the Crash Bandicoot 4 art book, Tawna had a boomerang before her eventual hook shot, among other iterations. But the team’s plans for Dingodile actually steered them away from that tool. “Once we realized what we wanted to do with Dingodile, the idea of getting something and bringing it back was already covered by a vacuum,” he noted. But Tawna’s hook shot allowed the team to really dig into Tawna as a mobile character. “Tawna's hook shot is less about the combat and the interaction than it is about moving her,” he explained, noting that there might have been some influence from so much of the team playing Sekiro during development.

John Wickodile

But as for the third playable character, Studdert explained how Dingodile was a good example in Toys for Bob’s approach to choosing these additions. They could come up with some great ideas, sure, like turning Dingodile into the John Wick of the Crash Bandicoot universe, but if it didn’t narratively and mechanically gel with the rest of the adventure, what was really the point? “We worked a lot to try and figure out, ‘Okay, where does he go after his diner’s destroyed?’ At one point, we jokingly referred to it as ‘Dingodile becomes John Wick,’ trying to take out all of the bats through all of the dimensions for destroying his diner,” Studdert said. “He's on a full-on mission of revenge. And he has nothing to do with the rest of the game,” he continued, noting that the narrative team questioning that move actually helped with level design, too, because it didn’t lock those designers into a very specific kind of Dingodile level. [widget path="global/article/imagegallery" parameters="albumSlug=crash-bandicoot-4-its-about-time-new-platforms-announcement-screenshots&captions=true"] And while Dingodile’s narrative role took some finessing, Studdert explained how the devs early on knew “the general notion of a vacuum” was what they wanted for the character’s gameplay. But, still, there were plenty of different iterations to get to what players ended up enjoying, including some more complex puzzle solving than some would expect in a Crash game. “We had a bunch of different experiments of how there would be other moves that he could do. We initially had move sets where he could grab a TNT crate and then if he held onto it too long, the explosion would launch him backwards,” he said. “But because he's so beefy, it wouldn't kill him. And so we had these puzzle steps where he'd grab a TNT and then have to turn away from the jump and get launched backwards. It made you feel super smart, but at the same time it just didn't feel right, because that whole, facing the wrong way and lining up your jump, it was a little too layered.” [poilib element="poll" parameters="id=e9c7d1d2-84ee-4f81-bba3-06a4f60de733"] Studdert elaborated how the vacuum at various point also was used to pull switches, or to pull and launch slingshots, but that these more complex pacekillers didn’t line up with the overall goal of the team: making a great Crash Bandicoot game. “It's all about trying to make sure that this felt like a Crash Bandicoot game, where those mechanics [are] really cool in a test area, but trying to make sure that we kept at a pace and kept it feeling like it was part of Crash Bandicoot was so important to us,” he explained. “We need to strip away some of the layers here and get rid of some of the extra thought that goes into these puzzle mechanics to ensure that it still felt like Crash Bandicoot.” Maintaining pace and ensuring that Crash Bandicoot DNA remains throughout the experience is something I praised it for in IGN’s Crash Bandicoot 4 review, noting how each character felt distinct enough to work in their own spinoff game, but still of apiece with the greater Crash game. And now players on Switch, PS5, and Xbox One can experience that for themselves, while PC players can enjoy Crash 4 later this year. If you’re just diving in, be sure to check out IGN’s Crash Bandicoot 4 guide for tips, tricks, and help finding every last gem. [poilib element="accentDivider"] Jonathon Dornbush is IGN's Senior News Editor, host of Podcast Beyond!, and PlayStation lead. Talk to him on Twitter @jmdornbush.

Crash Bandicoot 4: How Three Other Characters Became Playable Options

You’d certainly expect to play as Crash in a game named after the bandicoot, but Crash Bandicoot 4: It’s About Time introduces three additional playable characters - Dr. Cortex, Dingodile, and Tawna - on top of Crash and Coco. Each comes with their own moveset and series of levels that test players with unique mechanics within the platforming framework of the Crash series. To coincide with Crash 4’s launch on PS5, Xbox Series X and S, and Nintendo Switch, IGN spoke with Crash 4 creative producer Lou Studdert about developer Toys for Bob’s creative process in bringing these characters to life. From the selection process to determining each character’s mechanical hook and more, read on for a behind-the-scenes glimpse of how Crash 4’s ensemble playable cast came to be. [ignvideo url="https://www.ign.com/videos/2020/10/01/crash-bandicoot-4-its-about-time-review"]

Who Makes the Cut?

While Crash 4 is a direct sequel to 1998’s Crash Bandicoot: Warped, Toys for Bob certainly understood the entirety of Crash’s history when creating It’s About Time. And so when the topic of other characters to include came up, Studdert explained how it was no easy task to choose for a team full of lifelong Crash fans. “It's actually one of the toughest conversations we had at the start of the game, because Crash as a series has this amazingly deep bench of characters. And we had a bulletin board with everyone from the franchise on it,” Studdert explained, namechecking everyone as varied as Crash 1’s Pinstripe to Crash Tag Team Racing’s Willie Wumpa Cheeks. But at the end of it all, gameplay had to be king. [widget path="global/article/imagegallery" parameters="albumSlug=every-ign-crash-bandicoot-game-review&captions=true"] “We could be doing a million different thing [but] we wanted them to feel, gameplay wise, still a part of the core tenants of Crash Bandicoot’s platforming DNA,” he continued, noting a character like Nitrous Oxide wouldn’t make the cut given Oxide’s association with being in a vehicle, and the team wasn’t interested in creating Crash Team Racing-like levels. “From there we figured out narratively, we wanted each of them to have their own lanes, where you’ve got Cortex, and traditionally he's evil, he's the villain, and then you've got Tawna, we've positioned her as the guardian angel. She's the good, and then we wanted to have some wild card energy there. And we had the idea of turning Dingodile into the chaotic neutral [figure]. He's neither good, nor bad. He has a bad past and really he's just trying to get home and he's causing mischief along the way. The three distinct personality types allowed the wider Toys for Bob team to find unique ways to integrate all three both into the Crash 4 storyline as well as into its gameplay rhythms, while still offering distinct opportunities when it came to introducing new platforming mechanics.

The Villain’s Turn

Perhaps the most prominent playable character of the trio, Dr. Neo Cortex is a core component of the bandicoot’s history, and so he made sense as a potential inclusion. For those who haven’t played, Cortex doesn’t have a double jump or spin attack, but instead can dash and uses his blaster to zap enemies into stone or jelly platforms, the latter of which can be used to bounce to new locations. Figuring out what Cortex’s sidearm actually did, though, was something Studdert said went through several iterations. [ignvideo url="https://www.ign.com/videos/crash-bandicoot-4-its-about-time-ps5-features-and-gameplay-trailer"] “We knew we wanted to give him his blaster, and we actually struggled for a while to figure out what the blaster did,” he said. “When we were initially building his levels, we had some experiments where he devolved a creature, [but] then we're like, ‘Oh my god, every single thing we make in the game and levels we put him in, we then have to double the amount of content that we as the studio make to accommodate [everything] being shot at.’" Studdert of course noted from a production perspective, that would greatly increase the scope of what the team had to accomplish, but also the developers recognized some inherent issues players might have with the idea. “From a player-information perspective, they then would have to go, ‘Okay what does that do? If I shot the dinosaur and it turned into a baby dinosaur, then what does that mean for me?’ And to have to do that at every single interaction we realized very quickly, "No, no, no, we need to simplify it.’" [ignvideo url="https://www.ign.com/videos/crash-bandicoot-4-its-about-time-developers-react-to-speedrun"] But the ideas for this transformation blaster didn’t stop there. “Then it became, ‘Okay...what if you hit it with his blaster and it turned into an object from the game? Maybe I shot a chicken and it turned into a bounce pad,” he explained. “That was funny, but it only sustained itself so long, because you wouldn't know what you'd get when you hit it and because Crash is such a deterministic game you have to figure out [what to do next],” Studdert explained. He joked that this idea led to the team coining the phrase of a “producer pistol.” “Someone said to me, ‘Wait, you get to shoot a gun to then reuse content from other parts in the game. Is this a producer pistol?’" Development jokes aside, the team eventually landed on Cortex’s blaster as players know it, but not without even further refinement. At one point, Studdert explained that there were even three states players could switch enemies among, but ultimately paring the options down made more sense.

A New Tawna Rises

And while it might be easier to see the framework for which Cortex would fit into Crash 4’s story, and even gameplay, Toys for Bob’s new take on Tawna is a polar opposite. Featuring a completely different iteration of the character than we’ve seen before, Studdert explained how they took the responsibility of including Tawna very seriously, especially in a series largely dominated by a lot of male characters throughout its history. “We knew from the start that we wanted to bring a new voice and a new perspective to Tawna,” he said. “We took that task very seriously internally, getting a very cross-functional group of developers to weigh in, different writers. Mandy Benanav on our team had a lot of hand in her flavor and her character and the writing. And the art team brought in different inspirations and the character team did a bunch of different iterations. [poilib element="poll" parameters="id=5170eae8-7e12-4812-9621-ca02328160ce"] “We knew early on that we wanted to not just update this character, but really give them a role that they haven't had a chance to play. Especially also for Coco, it was an intentional part of us as figuring out what this game was, is that we wanted to take these characters [and] break them free from those roles of sidekick or damsel in distress and make them as equal billing co-stars for the game.” And in deciding what that meant for bringing Tawna more to the forefront of Crash 4, the team inevitably settled on going full “action hero” as Studdert put it. “What does Tawna look like as Batman,” he said the team asked itself. “We want her to exude confidence and strength and just general awesomeness. And then the art team, experimenting in different looks and different appeals so that way she's still recognizable... and then using those foundations for us on the narrative development side to figure out, ‘Okay, well, where does she intersect with this story? And how do we also rectify where she's been in the previous games?’" [poilib element="quoteBox" parameters="excerpt=%22What%20does%20Tawna%20look%20like%20as%20Batman%3F%22"]Studdert explained how, as evidenced by earlier versions glimpsed in the Crash Bandicoot 4 art book, Tawna had a boomerang before her eventual hook shot, among other iterations. But the team’s plans for Dingodile actually steered them away from that tool. “Once we realized what we wanted to do with Dingodile, the idea of getting something and bringing it back was already covered by a vacuum,” he noted. But Tawna’s hook shot allowed the team to really dig into Tawna as a mobile character. “Tawna's hook shot is less about the combat and the interaction than it is about moving her,” he explained, noting that there might have been some influence from so much of the team playing Sekiro during development.

John Wickodile

But as for the third playable character, Studdert explained how Dingodile was a good example in Toys for Bob’s approach to choosing these additions. They could come up with some great ideas, sure, like turning Dingodile into the John Wick of the Crash Bandicoot universe, but if it didn’t narratively and mechanically gel with the rest of the adventure, what was really the point? “We worked a lot to try and figure out, ‘Okay, where does he go after his diner’s destroyed?’ At one point, we jokingly referred to it as ‘Dingodile becomes John Wick,’ trying to take out all of the bats through all of the dimensions for destroying his diner,” Studdert said. “He's on a full-on mission of revenge. And he has nothing to do with the rest of the game,” he continued, noting that the narrative team questioning that move actually helped with level design, too, because it didn’t lock those designers into a very specific kind of Dingodile level. [widget path="global/article/imagegallery" parameters="albumSlug=crash-bandicoot-4-its-about-time-new-platforms-announcement-screenshots&captions=true"] And while Dingodile’s narrative role took some finessing, Studdert explained how the devs early on knew “the general notion of a vacuum” was what they wanted for the character’s gameplay. But, still, there were plenty of different iterations to get to what players ended up enjoying, including some more complex puzzle solving than some would expect in a Crash game. “We had a bunch of different experiments of how there would be other moves that he could do. We initially had move sets where he could grab a TNT crate and then if he held onto it too long, the explosion would launch him backwards,” he said. “But because he's so beefy, it wouldn't kill him. And so we had these puzzle steps where he'd grab a TNT and then have to turn away from the jump and get launched backwards. It made you feel super smart, but at the same time it just didn't feel right, because that whole, facing the wrong way and lining up your jump, it was a little too layered.” [poilib element="poll" parameters="id=e9c7d1d2-84ee-4f81-bba3-06a4f60de733"] Studdert elaborated how the vacuum at various point also was used to pull switches, or to pull and launch slingshots, but that these more complex pacekillers didn’t line up with the overall goal of the team: making a great Crash Bandicoot game. “It's all about trying to make sure that this felt like a Crash Bandicoot game, where those mechanics [are] really cool in a test area, but trying to make sure that we kept at a pace and kept it feeling like it was part of Crash Bandicoot was so important to us,” he explained. “We need to strip away some of the layers here and get rid of some of the extra thought that goes into these puzzle mechanics to ensure that it still felt like Crash Bandicoot.” Maintaining pace and ensuring that Crash Bandicoot DNA remains throughout the experience is something I praised it for in IGN’s Crash Bandicoot 4 review, noting how each character felt distinct enough to work in their own spinoff game, but still of apiece with the greater Crash game. And now players on Switch, PS5, and Xbox One can experience that for themselves, while PC players can enjoy Crash 4 later this year. If you’re just diving in, be sure to check out IGN’s Crash Bandicoot 4 guide for tips, tricks, and help finding every last gem. [poilib element="accentDivider"] Jonathon Dornbush is IGN's Senior News Editor, host of Podcast Beyond!, and PlayStation lead. Talk to him on Twitter @jmdornbush.

Zelda: Breath of The Wild Becomes a First-Person Game in Newly-Discovered Glitch

Modders have already created some first-person camera for Breath of the Wild, but one player has managed to figure out a glitch that should (in theory) let anyone look at Hyrule from a totally different perspective.

As reported by Kotaku, Twitter user A.xk managed to discover a specific button input that would trigger the camera to clip down to a roughly first-person view. Check out the gif below from A.xK's YouTube channel.

zelda_first_person_1

Want to try it for yourself? Here’s A.xk’s instructions:

New item hold glitch

Camera

Item hold

Item hold cancel

YouTuber Peco also managed to recreate the glitch if you want to see some longer clips of the first-person view.

P65lHJ

It remains to be seen if Nintendo addresses this glitch in a future patch, so make sure to check it out for yourself before too long. If seeing Hyrule from a new angle has you eager for more Zelda, the good news is that Nintendo says more Breath of the Wild 2 news will come later in 2021. Unfortunately, it doesn’t seem like Nintendo planned on celebrating Zelda’s recent anniversary. [poilib element="accentDivider"] Joseph Knoop is a writer/producer/first-person for IGN.

Zelda: Breath of The Wild Becomes a First-Person Game in Newly-Discovered Glitch

Modders have already created some first-person camera for Breath of the Wild, but one player has managed to figure out a glitch that should (in theory) let anyone look at Hyrule from a totally different perspective.

As reported by Kotaku, Twitter user A.xk managed to discover a specific button input that would trigger the camera to clip down to a roughly first-person view. Check out the gif below from A.xK's YouTube channel.

zelda_first_person_1

Want to try it for yourself? Here’s A.xk’s instructions:

New item hold glitch

Camera

Item hold

Item hold cancel

YouTuber Peco also managed to recreate the glitch if you want to see some longer clips of the first-person view.

P65lHJ

It remains to be seen if Nintendo addresses this glitch in a future patch, so make sure to check it out for yourself before too long. If seeing Hyrule from a new angle has you eager for more Zelda, the good news is that Nintendo says more Breath of the Wild 2 news will come later in 2021. Unfortunately, it doesn’t seem like Nintendo planned on celebrating Zelda’s recent anniversary. [poilib element="accentDivider"] Joseph Knoop is a writer/producer/first-person for IGN.