Yearly Archives: 2020
Magic: The Gathering Ikoria Expansion – Exclusive Card Reveal
IGN: Could you briefly explain the strengths and weaknesses of this card for a beginner?
Mike Turian: "Death’s Oasis has a lot of strengths going for it. For starters it can supply a virtually endless supply of creatures. The fact that every time one of your nontoken creatures dies, you get to bring back a creature to your hand from your graveyard means that once Death’s Oasis gets going there isn’t much to stop it. There are two added bonuses as well. The 2-card mill means that you will get some new options to return to your hand with each creature that dies. The second bonus is that you can sacrifice it for some additional life you are in need of a few extra life to stay alive.
"As for weaknesses, Death’s Oasis needs to combine with creatures as it doesn’t do anything without getting some creatures into play. So Death’s Oasis won’t win you the game by itself but once you have some creatures in play and others in your graveyard, that is when it really shines."
IGN: How might this card combo with others in the set?
MT: "Ikoria is a set filled with monsters, both big and small. This is exactly what a card like Death’s Oasis wants! Fill your deck up with creatures and Death’s Oasis and you can start tasting victory!"
IGN: Where did the design process for this card begin?
MT: "I believe a lot of the inspiration for this card came from the Soulshift mechanic in Kamigawa block. We knew we wanted an enchantment for each of the three-color wedges and this wedge was taking on some elements of recursion. This design felt like a good match for that game play, while providing some fun deckbuilding considerations, and giving the sense that nature keeps coming back for more."
IGN: How do you see this card affecting Limited or Constructed play?
MT: "In Limited, once Death’s Oasis comes out, you will be able to trade creatures without repercussion. It is a Rare though, so it won’t be available that often in Limited. For Constructed, we see it fitting more into either sideboards for Standard or slotted perfectly into WBG Commander decks. WBG Commander decks are often filled with creatures and recursion so Death’s Oasis is likely a perfect fit!"
Ikoria: Lair of the Behemoths will be released for digital Magic: The Gathering games on April 16, with a physical release to follow on May 15.
[poilib element="accentDivider"]Disney+ Will Offer The Simpsons in 4:3 Aspect Ratio at the End of May
In November 2019, Disney announced that it would roll out a feature in 2020 that would allow users to choose a 4:3 viewing ratio for the first 19 seasons of The Simpsons, as well as some episodes from season 20. The feature will now roll out at the end of May, which is a bit more specific though no actual date has been announced yet. [widget path="global/article/imagegallery" parameters="albumSlug=all-the-must-watch-disney-plus-titles-on-launch-day&captions=true"] The Simpsons aired in a 4:3 aspect ratio since its premiere in 1989. In 2010, partway through the 20th season, The Simpsons switched to a widescreen format. Although the original aspect ratio was available when streaming The Simpsons on the FXX app, that option didn’t carry over to Disney+. For more on streaming, check out IGN’s review of Disney+. Also, check out some recommendations on what to stream while staying at home. [poilib element="accentDivider"] Matt Kim is a reporter for IGN.All the classic Simpsons episodes on Disney+ are in cropped widescreen format -- this means you miss out on tons of great visual jokes, like how Duff, Duff Lite and Duff Dry all come from the same tube. pic.twitter.com/cTy9adulFl
— Tristan Cooper (@TristanACooper) November 12, 2019
Disney+ Will Offer The Simpsons in 4:3 Aspect Ratio at the End of May
In November 2019, Disney announced that it would roll out a feature in 2020 that would allow users to choose a 4:3 viewing ratio for the first 19 seasons of The Simpsons, as well as some episodes from season 20. The feature will now roll out at the end of May, which is a bit more specific though no actual date has been announced yet. [widget path="global/article/imagegallery" parameters="albumSlug=all-the-must-watch-disney-plus-titles-on-launch-day&captions=true"] The Simpsons aired in a 4:3 aspect ratio since its premiere in 1989. In 2010, partway through the 20th season, The Simpsons switched to a widescreen format. Although the original aspect ratio was available when streaming The Simpsons on the FXX app, that option didn’t carry over to Disney+. For more on streaming, check out IGN’s review of Disney+. Also, check out some recommendations on what to stream while staying at home. [poilib element="accentDivider"] Matt Kim is a reporter for IGN.All the classic Simpsons episodes on Disney+ are in cropped widescreen format -- this means you miss out on tons of great visual jokes, like how Duff, Duff Lite and Duff Dry all come from the same tube. pic.twitter.com/cTy9adulFl
— Tristan Cooper (@TristanACooper) November 12, 2019
Good Job Review – Office Space
Everything in Good Job is designed to keep you from achieving what its title implies. Even simple tasks like delivering parcels or mopping up the floor are made comically complicated with unpredictable physics and ridiculous office tools at your disposal. Good Job isn't so much about finding a way to achieve your objectives in the cleanest manner possible, but is instead a fun playground for you and some friends to muck about in. It's at its best when it gives you the freedom to create solutions to puzzles using the chaos you orchestrate, only faltering in a handful of scenarios.
Good Job puts you in the working boots of the ill-equipped and woefully unqualified child of a mega-corporation's CEO, and you're given any and every job possible as you climb the corporate ladder. The first floors are simple--you mop up brightly colored goop off the floor, deliver packages to color-coded desks, and courier projectors to meeting rooms in need. As trivial as it sounds, the chaotic layout of the offices combined with the loose, QWOP-like control scheme makes moving objects feel like you're spring cleaning after a rough night out at a bar. Dragging a projector, for example, is humorously tricky. It easily slides around while you drag it, knocking over decorative art pieces and smashing the glass walls of meeting rooms. Good Job isn't worried about how well you complete a job, but rather if you're able to get it done period. Leaving a mess of memos, fire extinguisher foam, and distressed co-workers in your wake just makes it more fun.











Every object in Good Job is physically reactive, giving every little bump the potential to set off a chain reaction of destruction. Each level is designed with this in mind, forcing you to navigate through doors just too small to pull objects through, around twisting hallways filled with precariously placed vases and paintings, and over electrical cables that will catch anything you might be dragging with you. These are presented not only as obstacles, but as fun opportunities to create chaos that makes your job a little easier.
Continue Reading at GameSpotGood Job Review – Office Space
Everything in Good Job is designed to keep you from achieving what its title implies. Even simple tasks like delivering parcels or mopping up the floor are made comically complicated with unpredictable physics and ridiculous office tools at your disposal. Good Job isn't so much about finding a way to achieve your objectives in the cleanest manner possible, but is instead a fun playground for you and some friends to muck about in. It's at its best when it gives you the freedom to create solutions to puzzles using the chaos you orchestrate, only faltering in a handful of scenarios.
Good Job puts you in the working boots of the ill-equipped and woefully unqualified child of a mega-corporation's CEO, and you're given any and every job possible as you climb the corporate ladder. The first floors are simple--you mop up brightly colored goop off the floor, deliver packages to color-coded desks, and courier projectors to meeting rooms in need. As trivial as it sounds, the chaotic layout of the offices combined with the loose, QWOP-like control scheme makes moving objects feel like you're spring cleaning after a rough night out at a bar. Dragging a projector, for example, is humorously tricky. It easily slides around while you drag it, knocking over decorative art pieces and smashing the glass walls of meeting rooms. Good Job isn't worried about how well you complete a job, but rather if you're able to get it done period. Leaving a mess of memos, fire extinguisher foam, and distressed co-workers in your wake just makes it more fun.











Every object in Good Job is physically reactive, giving every little bump the potential to set off a chain reaction of destruction. Each level is designed with this in mind, forcing you to navigate through doors just too small to pull objects through, around twisting hallways filled with precariously placed vases and paintings, and over electrical cables that will catch anything you might be dragging with you. These are presented not only as obstacles, but as fun opportunities to create chaos that makes your job a little easier.
Continue Reading at GameSpotHBO Offering Free Movies and Shows So You Now Have No Excuse Not to Watch The Wire
- Ballers (5 Seasons)
- Barry (2 Seasons)
- Silicon Valley (6 Seasons)
- Six Feet Under (5 Seasons)
- The Sopranos (7 Seasons)
- Succession (2 Seasons)
- True Blood (7 Seasons
- Veep (7 Seasons)
- The Wire (5 Seasons)
- The Apollo
- The Case Against Adnan Syed
- Elvis Presley: The Searcher
- I Love You, Now Die: The Commonwealth v. Michelle Carter
- The Inventor: Out for Blood in Silicon Valley
- Jane Fonda in Five Acts
- McMillion$
- True Justice: Bryan Stevenson’s Fight for Equality
- United Skates
- We Are the Dream: The Kids of the MLK Oakland Oratorical Fest
Predator: Hunting Grounds Mostly Captures the Thrill of the Hunt
Hunter and Hunted
I broke down a bit of the difference in playing as either the Predator or the elite, human squad out in the field during my PAX West 2019 Predator: Hunting Grounds preview, but as a brief recap: Predator pits four humans on a set of various missions (find drugs, find bad men who probably sell drugs, kill men and their drugs) while racing against both the clock and AI enemies. All the while, the dreadlocked alien has one goal — kill this group of soldiers. To steal from my coworker Tom Marks, Predator takes the smart approach that other recent asynchronous multiplayer games do — by giving the humans a mission other than killing the big bad, the added purpose makes every role feel vital even when you’re not the obviously very cool teched out alien. The missions, at least in the trial, are often samey and rather boring, moving you and your team from one pertinent location to the next while mowing down relatively simple AI enemies. But the hook of having something to do other than fear the Predator adds a nice cadence and purpose to matches that made the Predator’s hunt more unpredictable match to match. [widget path="global/article/imagegallery" parameters="albumSlug=big-ps4-ps5-games-coming-in-2020&captions=true"] And that unknowable fear is key to the experience — the Predator is out there in the jungle, somewhere, and I often scanned Illfonic’s lush jungles (which look beautiful from afar but don’t quite hold up when close up against a tree or decaying structure) fruitlessly hoping to catch a glimpse of my foe running amongst the trees. Illfonic has captured a really intriguing blend of constant dread and the player’s need to compartmentalize that dread until it can’t be helped. For my first few matches I was a skittish, unhelpful squadmate, and I’m sorry to all of the strangers I played with. I feared the Predator could be behind any tree, around the corner of any dilapidated building, and I often met my end because of that. An unseen batch of AI foes, or, more commonly, the Predator finding me because I strayed away from the group. I quickly had to get the idea of the Predator’s might out of my head — it would eventually come to kill us, and that’s when I could worry about its superior strength. Instead, I focused on being a more present player, and a more active teammate, and I often saw more success because of it. Hunting Grounds rewards teams working together. Any time myself or someone else strayed from the pack, it was almost always to our detriment. But even when playing with strangers, and omitting voice chat, we could still complete our mission, or even take down the Predator, by sticking together, pointing out trouble with a quick ping system, and responding quickly to call in all our firepower when the Predator appeared. Whereas fighting the human AI is a matter of getting the jump on them and using cover well, the Predator can move so quickly, and so unexpectedly, that it’s often about finding the ideal window to unleash hell on it. [ignvideo url="https://www.ign.com/videos/predator-hunting-grounds-5-player-gameplay"] And when playing as the Predator, how you respond to those firefights often determines the flow of a match in an instant. You can try to fight from afar, shooting down from the tree branches and using camouflage to avoid being spotted. Or, you can jump right into the fray, using melee attacks to swipe at foes while also opening yourself up to a lot more potential damage. Though trust me, few things have frightened me like being a human player inside a room as the Predator speeds in through the doorframe. There’s no way to win, then. Finding balance is the key to winning as Predator, both in when to go full force on attacking or hang back in the shadows like a forest Batman, especially when you don’t know whether humans are packing grenade launchers or pistols. And all of your abilities are tied to a single energy gauge, so while firing off a few full-force blasts from your shoulder cannon could knock an enemy out, you might have no energy left to turn invisible and flee afterward. The Predator is, no doubt, a strong opponent to best, but at least with my time so far, it feels like there is enough in balance that defeating it feels achievable in every match, at least at first. [ignvideo url="https://www.ign.com/videos/9-minutes-of-predator-hunting-grounds-predator-gameplay"]Ranking Up
The biggest change from playing two matches of Hunting Grounds to playing a weekend of it was getting a chance to understand how progression works. With an overarching level tied to XP gained from both matches played as the Predator and humans, I unlocked “field lockers” — Predator’s version of loot boxes, that come with a host of weapon and character skins for customization. You’ll unlock more boxes as you level up, and can use currency to buy them as well, both in-game and real world. But for now, it seems these loot boxes are cosmetic only, and I obviously hope they stay that way. But there is progression to characters as well. While I unfortunately didn’t get to play around with the different human characters, I was able to add perks and change loadouts for both humans and the Predator as I leveled up, with a clear bit of additional armament ready to be unlocked at higher levels. Keeping up with those upgrades is essential, as they can change how quickly a Predator’s energy reloads or improve the ability of muddy camouflage to hide from the Predator as a human. I noticed a marked improvement in my ability to handle the unexpected as I outfitted my character with more perks, and was eager to see what else I could unlock at higher levels and how it might make matches more varied, especially when so much can hinge on the more boring human AI enemies. [ignvideo url="https://www.ign.com/videos/predator-hunting-grounds-be-the-predator-trailer"] I’m glad Predator: Hunting Grounds had this trial weekend, because the entire weekend was saddled with disappointing queue times, with it sometimes taking over four minutes to kick me into a match. The first day of the trial I was being matched with only a single human squadmate as well, too, or even having to go it alone against the Predator. Unsurprisingly, I didn’t do too well in those first matches. By the end of the weekend, match load times were down, but I still waited a couple of minutes before getting kicked into a match, and had to back out to the menu a number of times as the Predator because I was not being matched with any opponents. Of course, this being a test weekend, I’m glad Illfonic is taking the time to see how Predator works out in the wild. I think there’s a strong core in the matches — everything playing to its source material as being a Predator game still feels fun and worth diving into match after match. I do hope Illfonic can find a better balance to making the other objectives a bit more interesting, but outside of its technical issues, Predator shows plenty of promise by sticking to its franchise guns. [poilib element="accentDivider"] Jonathon Dornbush is IGN's senior news editor, host of Podcast Beyond!, and PlayStation lead. Talk to him on Twitter @jmdornbush.The April Fools’ Switch Joke That Went Too Far
Mock-ups for the fake Flipnote app for Switch created for April Fools. Art Credit: Calcium; UI: James; Translation: Liss[/caption]
James organized the effort and designed fake UI. Other contributors included Calcium who created the artwork, Liss who contributed a fake Japanese translation, and Austin and Rob from Sudomemo, a website dedicated to sharing Flipnote creations long after the service was shuttered officially.
Together, the team created several “leaked” screenshots of a new Flipnote App coming to the Switch, complete with a fake title screen. You can check out some of the assets in the gallery below.
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James told IGN he has no idea how the screenshots leaked from their Discord server, but the images were soon being picked up by Nintendo fansites as legitimate leaks.
“It was wild that any outlets picked it up at all to be honest, especially when the first few [sites] cited the source as being ‘some random people on a Discord server.’ Like, that wouldn’t normally strike you as being remotely trustworthy, right?” James said.
“But in the following days the telephone-game effect kicked in and soon enough the source was somehow ‘an insider at Nintendo of Japan.’ Things got a little scary then.”
The team released the “leaks” online three days before April 1 with a plan to reveal themselves on April Fools’. By then the screenshots had already made their way to sites like r/NintendoSwitch on Reddit and 4chan.
Then on April Fools’ James revealed the joke.
“Initially it seemed to go as expected,” James said. “Of course we knew people would be disappointed and that there would be a few harsh responses but it felt relatively light-hearted for the most part.”
While the early comments were more finger-wagging than malicious, that soon changed. “Gradually the responses became more intense[.] People started bringing out the slurs and calling for us to be doxxed and/or murdered. While we’re usually fairly laid back, it was clear that people were taking this worse than we imagined.”
“Honestly, go f*** yourself. Why not spend your time creating something useful instead of misleading a bunch of people into thinking something good is around the corner?” read one comment in response to the joke reveal.
[caption id="attachment_2331038" align="alignnone" width="1280"]
Mock-ups for the fake Flipnote app for Switch created for April Fools. Art Credit: Calcium, UI: James, Translation: Liss[/caption]
“In hindsight, it was a bad time to pull a stunt like this with everything that’s been going in the world recently,” James told IGN. “Everyone’s already a lot more stressed out than usual and it was extremely uncool of us to give them the false hope of something exciting on the horizon.”
James also regretted the decision to stagger the timing of the joke by releasing the screenshots early and revealing the joke three days later.
What began as an in-joke quickly spiraled out of control, thanks to a combination of the internet’s ability to obfuscate information and the video game community’s fixation on leaks and rumors.
“Ultimately there was no malicious intent or anything like that, just an in-joke that was handled very poorly," James concluded. "It should go without saying that we’re definitely not doing anything like this again.”
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Matt Kim is a reporter for IGN. You can reach him on Twitter.
