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Unlimited Data for £10 with Three (SIM-only)
Three continues to top the SIM-only contracts with an unbelievably cheap deal. For only £10 per month, for the first six months, Three is offering unlimited calls, texts, and data, with 5G capabilities coming at no extra cost. After six months your cost returns to £20 for the remainder of the contract, but this is still a brilliant price point for an unlimited data cap.
Jack Black Is Retiring, Jumanji: The Next Level May Be His Last Film
Jack Black has opened up about his early retirement plans, saying he originally earmarked Jumanji: The Next Level to be his final film.
In an interview with Balance, Black revealed that his part as Professor Shelly Oberon in the Jumanji reboot sequel may be one of the last roles of his acting career, as he has had it pegged as his final swan-song for quite a while.
"Maybe one more movie," Black told the outlet. "I'm kind of enjoying the idea of early retirement... I've been saying for a long time that this is the last movie. We'll see. I can't really say what my next thing is because it's too early; it's a jinxer. I've got a couple of tricks up my sleeve. But not too many. I'm looking to wrap it up pretty soon. Ride off into the sunset."
Resident Evil 3 Is Reportedly Being Worked On By Former Platinum CEO
Former PlatinumGames CEO Tatsuya Minami has reportedly set up a new studio that’s been backed by Capcom, with its first project being the remake of Resident Evil 3.
If you watch the reveal trailer for the Resident Evil 3 remake to the end you’ll see logos for a number of studios that are working on the game alongside Capcom.
Two of the studios have worked with Capcom before but a third one, called M-Two Inc, is new. Where did this studio come from? VGC reports that its sources are saying that M-Two Inc is a new studio that’s been operating for about a year and that was backed by Capcom.
Next-Gen Xbox Will Have a Name That Describes Its Purpose
Microsoft has confirmed that its next-gen Xbox will once again have a name that is built around its purpose rather than following the PlayStation’s numbered system.
Stevivor asked Xbox chief Phil Spencer at X019 if naming the next-gen Xbox - currently known to the public as Project Scarlett - has been difficult due to the naming conventions of previous Xbox consoles. “It hasn’t,” Spencer said.
Compared to Sony’s example of having numbered consoles that form a sequence - PS1, PS2, PS3, PS4, PS5 - naming an Xbox seems like it could be more difficult. First there was the Xbox, then the Xbox 360, and after the Xbox One.
New Stargirl Trailer Shows How She Finds the Staff of Starman
CW has released a new Stargirl trailer which shows how Courtney Whittmore (aka Stargirl) finds the staff of Starman and becomes Stargirl. The latest clip was unveiled on Crisis Aftermath and offers the first look at the upcoming heroes' origin story.
The new Stargirl trailer, seen below, shows Brec Bassinger's Stargirl finding the staff of Starman and realizing that her step-dad used to be Starman's sidekick. According to the trailer, "someone with honor must carry the torch" of Starman and as we know, that someone is Stargirl.
GTA Online: Rockstar Announces New iFruit Radio Station, Coming Dec. 12
Marvel Television Layoffs Expected
Layoffs are expected as Marvel Television is folded into the rest of Marvel Studios.
The Hollywood Reporter explains titles currently in development, like Hulu's animated shows and Helstrom, will continue. Marvel Television boss Jeph Loeb will remain on board during the transition but is expected to leave the company soon after it is completed.
Amazon’s Lord of the Rings Has a New Cast Member
Actress Ema Horvath has been cast in Amazon’s The Lord of the Rings series, according to Deadline.
Ema Horvath
Horvath will join as part of the main cast, the report says, although Horvath’s agent and Amazon declined to comment to Deadline.
Horvath’s resume includes horror and sci-fi films and series, including Don’t Look Deeper on Quibi, in which she stars alongside actors like Don Cheadle, Emily Mortimer, and Helen Howard. Horvath also starred in The Gallows Act II and Like.Share.Follow, as well as the upcoming short film The Two Hundred Fifth.
Darksiders: Genesis Review – Lucy And The Horsemen
Hell is teeming with demonic masters tricked into subservience by Lucifer himself--or Lucy, as Strife affectionately calls him in Darksiders: Genesis. An isometric hack-and-slash bonanza, the latest instalment in the Darksiders series sees you puppeteer dastardly duo War and Strife in a combat-fueled romp filled with bombastic brawls, infernal abominations, and quippish one-liners.
The protagonistic pair form one cohesive half of the Four Horsemen--a parade of soldiers born from the ungodly union of angels and devils. And yet Genesis' story is wonderfully witty and whimsically warm. War is a belligerent and straight-laced gladiator who takes everything very, very seriously, and Strife has brilliant fun hurling droll jests his way. "Knock knock," opens one exchange. "What?" replies War. "You're supposed to say 'Who's there?'," retorts an incredulous Strife. "Why would I give away my location? I would simply smash through the door and face my assailant," reasons War.
The pair are so radically different to one another that the writing really has room to blossom into something special. To make this even more charming, the majority of Genesis' cutscenes unfold in a comic-book panel aesthetic--much like previous Darksiders games. The animation is stylish and memorable, and helps to ensure that Genesis never gets too grave--quip after quip, panel after panel, it's a game about Hell and the end of the world that maintains a delightful degree of charisma and warmth. It's also spectacularly garish, to the extent that its inherent campiness becomes its biggest strength.










Each of the two characters has their own distinct playstyle, both of which are excellent. War uses his gargantuan sword, Chaoseater, to tussle with enemies at close-range--he's a big, hulking bruiser that enjoys a good knock. Strife, on the other hand, has a pair of trusty pistols and excels when quickly moving about the battlefield. Like his wit, his movements are sharp and precise, and he's very well-suited to players who enjoy pummeling bosses in between choreographed sequences of fancy footwork. Being able to switch between the two on the fly allows for a massive amount of diversity in combat.
Although the genesis of Genesis is the relationship between its joint protagonists, these differences in combat style are what make it shine as a Darksiders game. It may seem as if this is budget Darksiders--an isometric camera angle and a short but sweet story. It's the opposite. You emphatically feel like a member of the Four Horsemen. As you learn new abilities--called Enhancements in Genesis--you gradually gain access to combos so devastating that it makes sense for the masters of Hell to fear you. War can channel lightning into his sword and unleash it upon his enemies, whereas Strife can shoot legitimate lava bullets from his pistols--he's half-gunslinger, half-volcano.
You have two different variables to pay attention to while you're in the thick of it: Health and Wrath. The former is a straightforward vitality meter, whereas the latter is tied to special abilities. For every Wrath bar you fill, you can use one of these powers--maybe you'll do a flaming somersault or create a clone of yourself to serve as a decoy while you leg it back to safety.









However, the real fun starts when you fill your Wrath meter right up to the brim and then some. After achieving this, you gain access to your Chaos mode, which causes you to temporarily become a colossus. War lights himself and his sword on fire, while Strife gets a gun that seems to shoot space dust. If you're clever, you can deprive a boss of half their health with a single Chaos transformation. It's an excellent mechanic because it's difficult to obtain and necessitates a lot of risk--you can't spend your Wrath bars on standard abilities if you're saving up to go Plus Ultra, Darksiders style. However, when you pull it off, you become a force of nature wreaking havoc on the hordes of hell and reminding their infernal lords that the Nephilim are not to be trifled with. It's almost as if they seem to forget that one of you was literally named after war itself.
You improve your Health, Wrath, and general attack power by investing in what's more of a skill map than a skill tree. Because it's refreshingly easy to navigate this skill map, you can experiment with a variety of combat styles without having to pump hours into trying different permutations. Although each character only has a single, distinct build, the wide range of enhancements and abilities available to you begets combat that never truly becomes boring or laborious, which is a massive testament to why the game actually works. One minute you're using your sword to rip up the ground and shoot a shock wave at your opponent, the next you're putting on a red Iron Man-esque gauntlet and smashing hordes into bits from above. The more fights you pick, the more the game opens up for you in terms of varied belligerence.
However, the isometric camera angle is not well-suited to the game's platforming sections whatsoever, which means that any puzzle that requires mobility to solve is a nightmare, especially on mouse and keyboard. At times, movement seems entirely arbitrary, as moving right in one section might have the same directional effect as moving up in another, even when tied to the exact same angle and situation. Most of Genesis' puzzles are intuitive, especially in co-op where the gear system really gets to shine--War and Strife each have access to three tools, which are used for problem-solving. However, once traversal comes into the question, puzzles become chores, and the momentum of an otherwise excellent game slows to a disheartening standstill.

There are also quite a few bugs in Genesis, but they're relatively minor and can be easily rectified. I got stuck in rocks on at least five occasions, but because the game auto-saves so regularly, a soft reboot fixed these pretty quickly. However, a more serious bug can occur in co-op. The host is fine, but the person playing in their friend's server can automatically switch to first-person mode, which isn't even supposed to be an option as far as I know. Being forced to wander around a world designed for third-person in first-person is far less than ideal. This issue can be fixed by summoning your horse and immediately dismounting it, but you can't summon a horse in dungeons or tight spaces, and even though these bugs may be co-op specific, they break the game. A shame, really, because co-op is where puzzles become complex endeavors that necessitate proper teamwork, and where boss fights encourage synergized button-mashing instead of 100 slightly-concentrated mouse-clicks a minute--not that rapid clicks are a bad thing in a good hack-and-slash. It's just more satisfying to strategize and quickly dispatch enemies with a partner.
Despite these issues, Darksiders: Genesis is a very worthy prequel to an established series. The combat is excellently engaging, the writing is genuinely funny without having to try too hard, and the art is consistently captivating. It's a shame about the dodgy camera angle--this is a game that doesn't really benefit from an isometric perspective for the most part, despite the hack-and-slash aspects being easy to control in top-down view. But at the end of the day, Darksiders: Genesis has a clear identity. It's not the most experimental game in the world, but it takes a variety of tried-and-tested systems and executes them with bravado and grace.
Darksiders: Genesis Review – Lucy And The Horsemen
Hell is teeming with demonic masters tricked into subservience by Lucifer himself--or Lucy, as Strife affectionately calls him in Darksiders: Genesis. An isometric hack-and-slash bonanza, the latest instalment in the Darksiders series sees you puppeteer dastardly duo War and Strife in a combat-fueled romp filled with bombastic brawls, infernal abominations, and quippish one-liners.
The protagonistic pair form one cohesive half of the Four Horsemen--a parade of soldiers born from the ungodly union of angels and devils. And yet Genesis' story is wonderfully witty and whimsically warm. War is a belligerent and straight-laced gladiator who takes everything very, very seriously, and Strife has brilliant fun hurling droll jests his way. "Knock knock," opens one exchange. "What?" replies War. "You're supposed to say 'Who's there?'," retorts an incredulous Strife. "Why would I give away my location? I would simply smash through the door and face my assailant," reasons War.
The pair are so radically different to one another that the writing really has room to blossom into something special. To make this even more charming, the majority of Genesis' cutscenes unfold in a comic-book panel aesthetic--much like previous Darksiders games. The animation is stylish and memorable, and helps to ensure that Genesis never gets too grave--quip after quip, panel after panel, it's a game about Hell and the end of the world that maintains a delightful degree of charisma and warmth. It's also spectacularly garish, to the extent that its inherent campiness becomes its biggest strength.










Each of the two characters has their own distinct playstyle, both of which are excellent. War uses his gargantuan sword, Chaoseater, to tussle with enemies at close-range--he's a big, hulking bruiser that enjoys a good knock. Strife, on the other hand, has a pair of trusty pistols and excels when quickly moving about the battlefield. Like his wit, his movements are sharp and precise, and he's very well-suited to players who enjoy pummeling bosses in between choreographed sequences of fancy footwork. Being able to switch between the two on the fly allows for a massive amount of diversity in combat.
Although the genesis of Genesis is the relationship between its joint protagonists, these differences in combat style are what make it shine as a Darksiders game. It may seem as if this is budget Darksiders--an isometric camera angle and a short but sweet story. It's the opposite. You emphatically feel like a member of the Four Horsemen. As you learn new abilities--called Enhancements in Genesis--you gradually gain access to combos so devastating that it makes sense for the masters of Hell to fear you. War can channel lightning into his sword and unleash it upon his enemies, whereas Strife can shoot legitimate lava bullets from his pistols--he's half-gunslinger, half-volcano.
You have two different variables to pay attention to while you're in the thick of it: Health and Wrath. The former is a straightforward vitality meter, whereas the latter is tied to special abilities. For every Wrath bar you fill, you can use one of these powers--maybe you'll do a flaming somersault or create a clone of yourself to serve as a decoy while you leg it back to safety.









However, the real fun starts when you fill your Wrath meter right up to the brim and then some. After achieving this, you gain access to your Chaos mode, which causes you to temporarily become a colossus. War lights himself and his sword on fire, while Strife gets a gun that seems to shoot space dust. If you're clever, you can deprive a boss of half their health with a single Chaos transformation. It's an excellent mechanic because it's difficult to obtain and necessitates a lot of risk--you can't spend your Wrath bars on standard abilities if you're saving up to go Plus Ultra, Darksiders style. However, when you pull it off, you become a force of nature wreaking havoc on the hordes of hell and reminding their infernal lords that the Nephilim are not to be trifled with. It's almost as if they seem to forget that one of you was literally named after war itself.
You improve your Health, Wrath, and general attack power by investing in what's more of a skill map than a skill tree. Because it's refreshingly easy to navigate this skill map, you can experiment with a variety of combat styles without having to pump hours into trying different permutations. Although each character only has a single, distinct build, the wide range of enhancements and abilities available to you begets combat that never truly becomes boring or laborious, which is a massive testament to why the game actually works. One minute you're using your sword to rip up the ground and shoot a shock wave at your opponent, the next you're putting on a red Iron Man-esque gauntlet and smashing hordes into bits from above. The more fights you pick, the more the game opens up for you in terms of varied belligerence.
However, the isometric camera angle is not well-suited to the game's platforming sections whatsoever, which means that any puzzle that requires mobility to solve is a nightmare, especially on mouse and keyboard. At times, movement seems entirely arbitrary, as moving right in one section might have the same directional effect as moving up in another, even when tied to the exact same angle and situation. Most of Genesis' puzzles are intuitive, especially in co-op where the gear system really gets to shine--War and Strife each have access to three tools, which are used for problem-solving. However, once traversal comes into the question, puzzles become chores, and the momentum of an otherwise excellent game slows to a disheartening standstill.

There are also quite a few bugs in Genesis, but they're relatively minor and can be easily rectified. I got stuck in rocks on at least five occasions, but because the game auto-saves so regularly, a soft reboot fixed these pretty quickly. However, a more serious bug can occur in co-op. The host is fine, but the person playing in their friend's server can automatically switch to first-person mode, which isn't even supposed to be an option as far as I know. Being forced to wander around a world designed for third-person in first-person is far less than ideal. This issue can be fixed by summoning your horse and immediately dismounting it, but you can't summon a horse in dungeons or tight spaces, and even though these bugs may be co-op specific, they break the game. A shame, really, because co-op is where puzzles become complex endeavors that necessitate proper teamwork, and where boss fights encourage synergized button-mashing instead of 100 slightly-concentrated mouse-clicks a minute--not that rapid clicks are a bad thing in a good hack-and-slash. It's just more satisfying to strategize and quickly dispatch enemies with a partner.
Despite these issues, Darksiders: Genesis is a very worthy prequel to an established series. The combat is excellently engaging, the writing is genuinely funny without having to try too hard, and the art is consistently captivating. It's a shame about the dodgy camera angle--this is a game that doesn't really benefit from an isometric perspective for the most part, despite the hack-and-slash aspects being easy to control in top-down view. But at the end of the day, Darksiders: Genesis has a clear identity. It's not the most experimental game in the world, but it takes a variety of tried-and-tested systems and executes them with bravado and grace.