Monopoly game-changer! Here is the new set of tokens


The people have spoken!

After a worldwide vote as part of Monopoly Token Madness, which allowed people to vote among 64 classic and new tokens, the popular rent-based board game will feature an all-new line-up.

RELATED: See All the Nominees in Monopoly Token Madness

The new selection of eight will feature some perennial favorites (the Scottie dog, top hat, car, and battleship), as well as the cat, which replaced the iron in 2013. The three completely new additions are… (drumroll, please)… the T-Rex, rubber ducky, and penguin.

In other words, we’ve all been spared those emoji tokens. Phew!

Still, this also means some of the more classic play pieces like the boot, wheelbarrow, or thimble did not garner enough votes to stay in the box, with the latter actually being the first piece voted out of the competition, and will go to jail, directly to jail, without passing Go ever again.

Don’t fret if your fave isn’t included in this list as Hasbro won’t be making changes to the game until August, when newer editions of the board game will be sold featuring the eight new pieces. Until then, fans are welcome to pass Go and celebrate World Monopoly Day on Sunday, March 19.

17 March 2017 | 2:00 pm

Nivea Serrao

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Here’s how the breathtaking new ‘Legend of Zelda: Breath of the Wild’ was made

The Legend of Zelda: Breath of the Wild has released to widespread critical acclaim (see our glowing review here), but it’s also a pretty wild departure from previous games in the series, embracing an open world that is staggering in its breadth. Today, Nintendo released three behind-the-scenes videos offering insight into the game’s development.

“As a catchphrase, ‘break the conventions of the Zelda series’ really helped us as creators as we worked on this title,” technical director Takuhiro Dohta says in the first making-of video, “The Beginning.” The game’s designers explain how they used a simple 2D prototype using 8-bit sprite graphics to test out new gameplay systems that were eventually implemented in the game, and some ideas that were not included, such as UFOs that could invade from space and abduct cattle.

The second video, “Story and Characters”, discusses the difficulty in delivering a chronological story in such a nonlinear game, how they went about designing the characters, and how they evolved. There are some interesting concepts shown, like Link in a space suit (with a Metroid!) and modern-day biker Link, that never made it past the sketch pad. Surprisingly, the game even toyed with the idea of introducing tiny characters and having Link be able to shrink, which was the basis for the 2004 Gameboy Advance game The Legend of Zelda: The Minish Cap.

In the final video, “Open-Air Concept,” producer Eiji Aonuma talks about how the hardware limitations of previous consoles limited Zelda games like Wind Waker and Skyward Sword’s ambitions for more open environments. “This time, though, we were sure we could do it because we were blessed with a great team, and there were a lot of people putting thought into making it happen,” he says. To find out more about everything from the game’s combat, physics system, and dynamic musical score, you can watch all three videos above.

14 March 2017 | 7:30 pm

Aaron Morales

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‘The Legend of Zelda: Breath of the Wild’ is a masterpiece: EW review


Since its debut on the NES, The Legend of Zelda has defined (and then redefined) action-adventure games for more than 30 years. Each Nintendo console has gotten its own magical installment, and the series has continually evolved and innovated, producing some of the greatest games ever created. And yet a certain sameness had set in ever since Ocarina of Time transitioned the series to 3D in 1998. After that groundbreaking game, the series experimented with different art styles and themes but always hewed closely to Ocarina’s gameplay formula, which had grown rather rigid in terms of design and structure.

Breath of the Wild, out now on Nintendo Switch and Wii U, breathes new life into the series by doing away with many of these core tenets and embracing more modern open-world games, while adding that special layer of Nintendo charm and polish. Zelda games have always been a cause for celebration, but Breath of the Wild is truly a revelation, the type of game that comes around once in a decade if you’re lucky. It redefines the series while remaining true to the heart of what a Zelda game is, all while pushing the open-world genre to stunning new heights.

You once again play silent protagonist Link, who awakens from a long slumber with no memory, only to find that Hyrule has been overrun by series big bad Ganon ever since Link and Zelda failed to defeat him 100 years ago. In her last desperate act, Zelda was able to transport Link to a resurrection chamber, but now she lies trapped in Hyrule castle as the world suffers under Ganon’s calamitous reign. It’s up to you to restore your lost memories, defeat Ganon, and return peace to the kingdom.

How you do so is completely up to you. Breath of the Wild is a sprawling open world that is initially daunting in its sheer size and scope, and it does little to hold your hand. From arid deserts to frozen forests and everything in between, you’re free to traverse the entirety of the world at your leisure. Hyrule is teeming with wildlife, monsters, and villagers for you to interact with, and the world absolutely begs to be explored. There’s a full day-and-night cycle (as well as an ominous blood moon, which revives defeated enemies), and the dynamic weather system has practical effects on the game. Good luck trying to climb a mountain in the pouring rain, and don’t even think of venturing into the snow without proper garb to keep you warm. And if you hear thunder, you had better not be holding a metal sword, or you’re in for a shocking surprise.

Hyrule really is the star of the game, as it truly feels like a living, breathing world, complete with an ecosystem that allows for hunting, resource gathering, cooking, and crafting. Animals can be hunted for meat, which can be mixed with herbs or vegetables to create food with special abilities. Monster parts can be combined with critters to create elixirs that grant magical buffs. Minerals can be mined to sell to merchants. Everything you do in the game rewards you with something that will somehow prove useful in the future.

More than 100 mysterious mini-dungeons called Shrines are scattered throughout the world, offering puzzle or combat trials for Link to conquer and rewarding you with a Spirit Orb. Not only are these Shrines smartly designed and incredibly addictive (they’re always the first thing I search for when entering a new area), but Spirit Orbs are used to gain additional hearts and stamina, which are absolutely essential in Link’s journey, letting him climb just a bit further or take one more hit.

As in any Zelda game, Link finds new weapons, but this time they’re all breakable, requiring you to constantly switch them up as they’ll inevitably shatter after repeated use. Enemies are stronger than they’ve ever been and can often kill you in one swift strike, so they require a greater degree of strategy. Combat is considerably more varied than in previous games, with the game rewarding ingenuity and creativity — leading to memorable moments throughout. At one point I was battling a Hinox, one of the largest enemies in the game, during a violent thunderstorm. As I slowly whittled down his health with bombs and arrows, he grabbed a freaking tree and ripped it from the ground, raising his giant hand to hurl it at me when — zap! — lightning struck, killing him instantly as I gawked at the cruelty (and utility) of Mother Nature.

Breath of the Wild breaks with the traditional Zelda formula in its approach to dungeons, offering four larger story-based main quests that can be tackled in any order. These are incredibly well designed, requiring you to physically alter the environment as you puzzle out the solution, leading to super-satisfying “a-ha!” moments when you finally figure it out. Each quest culminates in an intense, exhilarating boss fight that tests your ability to use not just weapons but all of the skills at your disposal to properly read the environmental clues and vanquish each enemy.

The game’s graphical style is the most striking and distinctive since Nintendo turned Link into a hyper-expressive cartoon in 2002’s Wind Waker. The highly stylized world feels like a Studio Ghibli riff on fairytales, with great care taken for every animation. Unfortunately, the Switch (and Wii U) are hardly as graphically powerful as the PlayStation 4 or Xbox One, and there are times when the frame rate struggles to keep up with all of the effects happening on screen (which is more noticeable when played on a TV versus the Switch’s portable mode, which runs at a lower resolution), and there’s definitely a shorter draw distance, where objects pop in as you sail above the land. But these hiccups never affected the gameplay, and I’ll take fantastic art direction over pure performance any day. It’s still one of the most beautiful games ever created, with awe-inspiring sights abounding over every mountain you climb, waterfall you swim under, or tower you leap off.

If you were to play through the main objectives and a smattering of side quests, it would merely be an excellent game. But there is much more to unravel outside of the main story. Breath of the Wild rediscovers the pure joy of exploration first introduced in the 1986 original. Walk in any direction, and there are countless areas to find and untold mysteries to solve. More than any game in recent memory, it’s about the journey, not the destination. (Though the destination is actually fantastic, as well.) I put nearly 70 hours into the game, uncovering all of the map and completing more than half of the Shrines before vanquishing Ganon in an epic fight to the finish. And when I checked my completion level, it was at an astonishingly low 13.39 percent. This is the type of game you want to discuss with friends, compare notes, and regale them with stories of your adventures. Because of how open the game is, no one will have the same experience, but everyone will experience something truly magical. Breath of the Wild isn’t just the best Zelda game ever made, it’s arguably Nintendo’s greatest triumph, and quite simply, the stuff of legend. A+

14 March 2017 | 7:00 pm

Aaron Morales

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Here’s what to expect from ‘Mario Kart 8 Deluxe’


This article originally appeared on Time.com.

The downside of Mario Kart 8 Deluxe, a $60 kart-racer due out April 28 for the Nintendo Switch, is that it’s mostly the game Wii U owners already played in 2014.

But the upsides are noteworthy. It’s still arguably the best Mario Kart Nintendo has yet made. And only 8 million people played it by way of the Wii U (only 14 million people in total bought Nintendo’s last system). Contrast with sales of Mario Kart for the Wii, which reached a whopping 36 million copies. I can’t imagine Mario Kart 8 Deluxe closing on that figure, but I’d wager Nintendo thinks it can reach a broader audience with the Switch, since Mario Kart 8 for Wii U is a quintessential example of a platform holding back a franchise.

It’s also an eminently portable version of the game, though if played on TV, a visual polish lets it run at 1080p and 60 frames per second, versus the Wii U’s native 720p. It incorporates everything the original version had, including all the downloadable stuff, for an imposing tally of just under 50 racetracks. And it does have a few exclusive bells and whistles, which Nintendo just revealed in full.

That includes five new characters (Inkling Girl, Inkling Boy, King Boo, Dry Bones and Bowser Jr.), bumping the total racer count to 42, new karts inspired by Nintendo’s Splatoon (a shooter, only with ink-squirting guns), the option to clutch two items simultaneously, a smart-steering driving option designed to ease in newcomers, and a revamped Battle Mode that’s playable both local or online.

If you opt for local play, the game drops to 30 frames per second, but lets up to four player split the screen. If you link a bunch of Switch systems together, up to 12 players can race at once. Or you can have two players squaring off locally with the Joy-Cons detached and swiveled sideways. (And if you’ve been eyeing Nintendo’s Joy-Con Wheel accessory, the company says that’ll be available on April 28 as well for $15.)

The potential game-changer, though, is everything new in Battle Mode. Here’s Nintendo’s rundown of its additions and changes:

▶︎ Renegade Roundup: Making its debut in Mario Kart 8 Deluxe, this new mode has one team trying to capture the other and put them into jail before time runs out. The opposing team must try to escape and can break their own teammates out of prison by pressing a button under the jail cell.

▶︎ Balloon Battle: In this oldie but goodie, players earn points by popping balloons on the back of their opponents’ karts.

▶︎ Bob-omb Blast: Originally seen in the Mario Kart: Double Dash!! game, this mode finds players throwing a barrage of Bob-ombs at opponents.

▶︎ Coin Runners: By racing across the Battle course, players try to collect the most coins as possible in this fast and frenetic mode introduced in Mario Kart Wii.

▶︎ Shine Thief: Steal the coveted Shine Sprite and try to hold onto it for a 20 count in this classic multiplayer Battle mode.

Pre-order now: Mario Kart 8 Deluxe, $60, Amazon

10 March 2017 | 7:33 pm

Matt Peckham

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‘Breath of the Wild’ is the most ambitious Zelda ever made


The Legend of Zelda: Breath of the Wild is out today on Nintendo Switch (and Wii U), and after a week exploring the vast kingdom of Hyrule, it’s clear that this is the most ambitious game in the series’ 31-year history.

I’ve put about 30 hours into the open-world adventure, and although I had planned on having a review ready for launch, I keep getting distracted from the main quests with all of the wonderful side activities available. Rather than rushing through what is clearly a monumental game, I’m choosing to savor my time with it and will review it when I feel I’ve significantly experienced all it has to offer. But for those who are picking it up today with a Nintendo Switch (see our review of the console-portable hybrid), here are five big takeaways on what to expect.

1. It’s a truly enormous open world
The switch to an expansive open world is the biggest change to the Zelda formula since Ocarina of Time transitioned the series into 3D in 1998. From the opening moments when Link awakens after a long slumber, you’re pretty much free to explore the entirety of Hyrule. See that mountain in the distance? You can walk there… it just might take you awhile. From arid deserts to grassy plains to freezing forests, you’ll traverse a wide variety of stunning, fantastical environments.

2. It’s the most striking art style since Wind Waker
The Switch may not be as powerful as PlayStation 4 or Xbox One, but you quickly forget that when you jump off a cliff and glide over a beach, watching the waves crash silently in the distance. The highly stylized art is like a Studio Ghibli take on fairytales, and it’s absolutely dripping with personality. Everything from Link himself to the enemies and animals wandering Hyrule are beautifully animated and make Hyrule feel like it’s teeming with life.

3. It’s really difficult
Breath of the Wild isn’t exactly the Dark Souls of Zelda games, but it’s definitely the toughest game in the series. Because of the open nature of the world, you’re free to venture into areas that you are ill-equipped to handle. And you don’t realize it until a Moblin smacks you with a club and completely drains your hearts in one strike. I died more times in my first five hours of the game than the entirety of the last entry, Skyward Sword. Fortunately, the checkpointing system is generous and never feels too punitive, simply respawning you around the area you died and placing a red X mark on your map, so you know to avoid the area until you’re better equipped for battle.

4. It’s a different take on dungeons
Breath of the Wild breaks with the traditional Zelda formula in its approach to dungeons. Rather than the eight to 10 main dungeons of previous games, it offers four much larger main quests but litters the world with more than 100 mini-dungeons called Shrines. Each Shrine is a smaller room with a central puzzle that tests your skills at using Link’s many items and abilities and rewards you with a Spirit Orb. Not only are these Shrines cleverly designed and fiendishly addictive, but Spirit Orbs can be used to gain additional hearts and stamina, which will prove absolutely essential in Link’s journey.

5. It’s about the journey, not the destination
The first time I started a main quest, I died half a dozen times in about 10 minutes and quickly realized that I simply wasn’t equipped to handle it yet. So I did something that made me incredibly uncomfortable and abandoned the mission. Fortunately, I had a dozen other side missions I had yet to start and quickly forgot about my failure. That’s the beauty of the game’s ecosystem: Everything you do rewards you with something that will help you in the future. There is no wasted time. I may not be ready for that mission yet, but you better believe that when I eventually do go back, I’ll be better prepared. In the meantime, there’s too much to see and do to worry about it. Hm, maybe this is why my review isn’t ready yet…

3 March 2017 | 9:14 pm

Aaron Morales

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Nintendo Switch review: Console-portable hybrid delivers at home and on the go

Nintendo’s new video game console, the Nintendo Switch, launches Friday for $299, and once again Nintendo isn’t directly competing with gaming heavyweights PlayStation and Xbox and is instead forging its own path. Sometimes it works, like with the 100-million selling Wii that introduced motion controls to the world. And other times you get the underwhelming Wii U, which was never quite able to fully explain or justify its tablet controller to audiences.

The Switch looks to combine Nintendo’s home and handheld markets with a very simple concept: You’re playing a game at home on your TV, and then you lift the tablet-like device from its dock, lock in two controllers—snap!—and take it with you as a portable system. We’ve spent a week putting the system through its paces both at home and on the go, and the Switch delivers remarkably on its core concept of a console-portable hybrid. But with many features still to come and an anemic launch lineup (albeit featuring one very big hitter), it feels oddly incomplete in many ways.

Let’s get the basics out of the way: The Switch box contains the console itself with 32GB of memory, two Joy-Con controllers and straps, a Grip controller to snap them into, a dock, HDMI cable, and AC adapter. Hooking it up is as easy as plugging the HDMI cord from the dock into the TV and beginning a simple guided setup. The system outputs at 1080p on your TV and downscales to 720p on the system’s 6.2-inch screen in handheld mode, and the battery lasts from 2.5 to 6 hours depending on the game.

But none of that really gets across how good standout launch title The Legend of Zelda: Breath of the Wild looks on your TV, nor the wonder of undocking the Switch and seeing it instantly transition to the handheld’s screen, where it arguably looks even better (and performs more smoothly because of the resolution drop). Zelda is a huge, sprawling adventure with an enormous open world to explore (look for our review coming soon), and the fact that you can play it anywhere is pretty much a game-changer. No longer are you tethered to your TV or limited by an inferior handheld experience; you’re free to wander Hyrule anywhere and instantly pick it up back up at home.

The Switch transitions from TV to handheld and vice-versa ridiculously quickly, and the Joy-Cons prove a surprisingly solid control method, whether attached to the Switch or snapped onto the Grip controller. (Several outlets have reported issues with the left Joy-Con dropping its connection, though I never experienced that problem.) But the Joy-Cons can only be charged when connected to the Switch in the dock or with a charging Grip controller that is sold separately for $30. And for those who prefer a more traditional controller, the Pro Controller will set you back $70, although it does feel solid and controls well, and it reportedly holds a charge for around 40 hours.

Unfortunately, we weren’t able to test the Switch’s online services, as there will be a day-one patch available at launch that will add basic online functionality and access to the eShop. And we still don’t have a clear sense of Nintendo’s online plans, other than that it will switch to a paid subscription service in the fall. There’s no word on whether any of your Virtual Console titles will transfer to the new system or if you’ll once again be forced to repurchase classic Nintendo titles for the umpteenth time. And at launch, there’s no support for video apps like Netflix and Hulu, which have been supported on other consoles since day one.

With only a dozen titles available at launch, many of which are ports of older games, there wouldn’t be a strong reason to pick up the Switch right now if it weren’t for Zelda (which is also available for Wii U on Friday), but the fact that you can play it at home and on the go is pretty compelling to die-hard Nintendo fans, as is the promise of core games Splatoon 2 and Super Mario Odyssey later this year. And though Nintendo has said that more than 80 games are in development from third parties, it’s unclear (and probably unlikely) that that will include heavyweights like Destiny 2, Prey, or Red Dead Redemption 2. On the plus side, Tuesday’s Nintendo Direct showed surprisingly robust indie support with titles such as Stardew Valley and Yooka-Laylee heading to the system this year.

Once again, Nintendo seems poised to launch a unique console that is uniquely qualified to deliver uniquely Nintendo games. Whether that is enough for you might depend on how much you value Nintendo’s properties, as was the case with the Wii U. But despite some lingering uncertainties, at launch, the Switch already seems to have a more clear raison d’être than the Wii U ever did, and it delivers on the promise of a full-fledged home console you can take with you on the go. Look for our review impressions of The Legend of Zelda: Breath of the Wild and other launch titles in the coming days.

2 March 2017 | 5:36 pm

Aaron Morales

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‘Injustice 2’ summons Doctor Fate in new trailer


Let’s see how the Man of Steel handles the Sorcerer Supreme.

A new Injustice 2 trailer announces DC’s beat-’em-up video game will get a taste of the mystic arts through the introduction of Doctor Fate, who wields magic instead of muscle. The character is shown through gameplay footage flaunting his teleportation abilities, spell-casting, and magical ankh daggers around Superman, Cyborg, and Atrocitus.

Powered by the Helmet of Nabu, the sorcerer also comes with an extra-dimensional finisher move. “You once brought hope,” Fate tells Superman. “Justice is blind, not heartless.”

Doctor Fate is the latest character reveal for Injustice 2, which also features Black Canary, Poison Ivy, Catwoman, Harley Quinn, Deadshot, Gorilla Grodd, Brainiac, Swamp Thing, and Darkseid.

The game, a sequel to Injustice: Gods Among Us, will drop this May 16. Watch the new trailer above.

2 March 2017 | 4:06 pm

Nick Romano

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‘Horizon Zero Dawn’ might be the most gorgeous console game ever: EW review


Since 2004, developer Guerrilla Games has been chasing Halo. Tasked by Sony with producing a big-budget first-person shooter to compete with Microsoft’s flagship series, the studio has cranked out half a dozen visually striking but critically underwhelming Killzone games. The would-be Halo-killer sold respectably but never really dented Master Chief’s Spartan armor. The last entry, PS4 launch title Killzone: Shadow Fall, was a grim, nihilistic affair that hammered home the futility of the series’ nonstop war. (Insert speculation on how Guerrilla Games felt about the franchise at this point here.)

So it’s refreshing to see the Dutch studio give up the shooter arms race and trade in the grays and browns of Killzone for a colorful new property. Horizon Zero Dawn — available Feb. 28 — is clearly the game the developer has been wanting to make for years, and it reveals a rejuvenated studio that has much more to offer than its resume ever led us to believe. The third-person action-RPG is a towering achievement that is easily one of Sony’s best exclusives, even if it’s held back at times by a mediocre story and the scope of its ambition.

Set in a post-apocalyptic far future where nature has reclaimed civilization and feral Machines rule the land, you play as Aloy, a young hunter outcast from her tribe who’s on a quest to discover her place in the world and uncover what led to these dire conditions. Armed initially with a bow and arrow, you’ll eventually unlock a plethora of powerful weapons and abilities as you traverse the sprawling open world in search of answers (and many, many fetch quests).

And what a stunning world it is to explore. Running on a PS4 Pro, Horizon is arguably the most gorgeous console game ever created — unseating last year’s graphical showpiece Uncharted 4 — and it’s all the more impressive because it’s such an enormous open world. The sheer size of the map is staggering, and it’s littered with things to do and secrets to uncover. Throughout the approximately 25-hour adventure (which you could easily double if you chose to tackle the game’s numerous side missions), you’ll traverse everything from lush green meadows to barren wastelands to snow-capped mountains, with dynamic weather effects and a full day/night cycle, and each location is more beautiful than the last.

The world is full of awe-inspiring Machines, mechanical beasts that roam the plains and are modeled on animals. From the deer-like Grazers to the brontosaurus-based Tallnecks that lumber around like walking skyscrapers, much of the animal kingdom is represented in mechanical form. Each has its own personality traits, strengths, and weaknesses, and some can even be tamed to provide transport or fight alongside Aloy. These creatures are easily the most exciting part of the game, and figuring out the best way to take them down is a consistently thrilling experience.

Running recklessly into the fray is a surefire way to get killed, but Aloy can use her Focus tool to spot the Machines’ weaknesses, which shows their vulnerable parts and what they’re most susceptible to. Aloy can tag enemies, set traps, and devise a plan of attack, stealthily picking off smaller enemies until inevitably something goes wrong, and all hell breaks loose. Fortunately, she has some wonderful tools at her disposal, such as the Ropecaster, a weapon that tethers enemies to the ground, which is useful for halting and isolating aggressive enemies and can buy you valuable time.

Combat is fast and fluid, with Aloy able to create new ammunition and items mid-combat with the intuitive crafting system. Although it initially feels slightly overwhelming, after a few hours you’ll be nimbly sprinting, dodging, and tying down enemies with ease—until you encounter a new Machine that makes you rethink your entire approach. It’s a super-satisfying gameplay loop that keeps you eager to press on and see what new wonders lie ahead.

So it’s a shame when the story forces you to take on human enemies in heavily manned bandit camps, because these encounters are absolutely mundane compared with taking on giant robot dinosaurs. What’s worse is that the humans have some truly terrible AI, making these too-frequent battles a joyless obstacle to getting back to the good stuff. After a promising start, the story devolves into a forgettable and increasingly tedious slog where poorly voiced characters repeatedly task you with finding missing people or items and spout vaguely spiritual catchphrases like “May the sun shine light upon you.” While Aloy is winningly voiced by Ashly Burch (Borderlands 2), she’s really the only character who feels fully realized (I don’t think I could name a single supporting character in the game), and I frequently found myself skipping the hours of optional dialogue so I could just get back to the hunt.

But all of that starts to fade away when you’re riding atop a mechanical steed, galloping alongside a babbling brook through a glistening meadow, the sun beginning to set overhead as you spot a herd of hostile Machines in the distance. Horizon isn’t perfect, but it shows the work of a passionate team who clearly cared deeply about creating a fantastical new world that isn’t Killzone. It’s the dawn of a new day for a liberated Guerrilla Games and the start of an exciting new franchise for PlayStation. B+

27 February 2017 | 9:16 pm

Aaron Morales

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‘Middle-earth: Shadow of War’ release date revealed


Warner Bros. Interactive Entertainment announced Monday that Middle-earth: Shadow of War, the sequel to 2014’s Middle-earth: Shadow of Mordor has a release date: The game will arrive on Aug. 22.

“This next journey to Middle-earth will bring back Talion and Celebrimbor, who return as the Bright Lord as they go behind enemy lines to turn all of Mordor against the Dark Lord, Sauron,” Monolith Productions explained in a press release. The installment “expands upon the award-winning Nemesis System, introducing entirely new stories of loyalty, betrayal, and revenge.”

Both games are set within J.R.R. Tolkien’s universe and take place between the events of The Hobbit and The Lord of the Rings.

The news of the Shadow of War‘s release was leaked over the weekend when a listing for the game appeared on Target’s online store. After the listing was removed, Warner Bros. Interactive Entertainment released its official announcement.

Players should expect to “wield a new Ring of Power and confront the deadliest of enemies, including Sauron and his Nazgul, in a monumental battle for Middle-earth.” The sequel will also feature an expansion of the Nemesis System.

Shadow of War will be available for Xbox One, Project Scorpio, Windows 10 PC, PlayStation 4 and PlayStation 4 Pro. The first gameplay is set to be revealed on March 8.

27 February 2017 | 5:05 pm

Danielle Jackson

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‘Injustice 2’ trailer: Batman battles Superman, Cyborg confirmed


It’s Batman v Superman all over again in the latest trailer for Injustice 2.

The DC fighter game previews another face-off between the Dark Knight and the Man of Steel in footage that tracks the Kryptonian’s rise to villainy. But the real reveal, for those fans keeping track, is the confirmation of Cyborg as a playable character in the new roster.

“In my years fighting crime, I’ve learned one truth — that every villain is the hero of his own story,” Batman says. Confronting the strongman as he ravages what looks to be Arkham Asylum, Superman says the battle only ends “when there’s no more crime.”

While characters like Supergirl, Brainiac, Swamp Thing, Catwoman, Poison Ivy, Black Canary, Gorilla Grodd, Deadshot, and Atrocitus were all previously confirmed for Injustice 2, Cyborg now has his moment in the spotlight as he battles Blue Beetle and blasts Batman through a portal to Apokolips. (Speaking of which, don’t forget you can pre-order the game now to score Darkseid at launch.)

The rest of the trailer plays out as a showdown between Bats and Supes, who flings the Caped Crusader into the clouds for a brutal blow. Watch it above.

Injustice 2 drops this May 16.

23 February 2017 | 2:21 pm

Nick Romano

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