from IGN Reviews https://ift.tt/3oM1SNm
This could be a real lead forward for personal gaming... Revolutionise gaming
Statement from Daniel Craig
“It is with such sadness that I heard of the passing of one of the true greats of cinema. pic.twitter.com/McUcKuykR4 — James Bond (@007) October 31, 2020
Sam Neill, who auditioned for Bond in the '80s and then co-starred with Connery in The Hunt for Red October, offered this...How infinitely sad to hear the news Sir Sean Connery has passed away. He and Roger were friends for many decades and Roger always maintained Sean was the best ever James Bond. RIP
— Sir Roger Moore (Legacy) (@sirrogermoore) October 31, 2020
Hugh Jackman, who famously turned down the opportunity to audition for Bond (as Brosnan's replacement) because of not wanting to be in two huge franchises at once, offered up these kind words...Every day on set with #SeanConnery was an object lesson in how to act on screen. But all that charisma and power- that was utterly unique to Sean . RIP that great man , that great actor . https://t.co/W8MQrFYlJ0
— Sam Neill (@TwoPaddocks) October 31, 2020
Robert Carlyle may not have acted opposite Connery, but he is wholly familiar with the Bond franchise having played a villain in 1999's The World is Not Enough...I grew up idolizing #SeanConnery. A legend on screen, and off. Rest In Peace. pic.twitter.com/OU9QEy5fTB
— Hugh Jackman (@RealHughJackman) October 31, 2020
Directors Kevin Smith and Edgar Wright, both massive fans of Connery's career, also took to Twitter...RIP Sir Sean Connery.. a trailblazer, a true legend and a gentleman https://t.co/hkLwouejZI
— Robert Carlyle (@robertcarlyle_) October 31, 2020
He was my Dad’s James Bond, so Dad supported Mr. Connery’s career his entire life, always taking me to see any movie his fave actor was in. I have sweet memories of watching Dad watch his movie idol. So Sean Connery’s passing also feels like I’m losing Dad again. RIP, Dr. Jones. pic.twitter.com/8ElVyac1kV
— KevinSmith (@ThatKevinSmith) October 31, 2020
And Arnold Schwarzenegger also chimed in, as a fellow screen icon and bodybuilder...It says something for the extraordinary charisma of this Edinburgh lad to have created the most iconic character in film & then, rather than be typecast by it, become equally famous for just being Sean Connery. A real screen legend; oft imitated (by all!) but never equalled. 1/4 pic.twitter.com/TOdAI0Fxnv
— edgarwright (@edgarwright) October 31, 2020
Connery's famous films include Indiana Jones and the Last Crusade, The Untouchables, The Hunt for Red October, The Rock, The Man Who Would Be King, his work as James Bond (of course), and more! [widget path="global/article/imagegallery" parameters="albumSlug=sean-connerys-best-films&captions=true"] [poilib element="accentDivider"] Matt Fowler is a writer for IGN and a member of the Television Critics Association. Follow him on Twitter at @TheMattFowler and Facebook at Facebook.com/MattBFowler.Sean Connery was a legend, one of the greatest actors of all time. He provided endless entertainment for all of us & inspiration for me. I’m not just saying that because he was a bodybuilder who placed in the Mr. Universe contest! He was an icon. My thoughts are with his family.
— Arnold (@Schwarzenegger) October 31, 2020
Like the harsh and snowy climate it's set in, the final DLC for Pokémon Sword and Shield’s season pass is an add-on designed with the most hardcore Pokémon players in mind. The Crown Tundra puts open-world exploration and legendary Pokémon front and center, taking full advantage of the base game's best innovation: wild areas. But while it succeeds in being another entertaining addition to Sword and Shield like The Isle of Armor before it, its weak story is similarly short-lived – and its exciting legendary hunts end with classic, grindy encounters that will have you praying to lady luck.
The second part of the Pokémon Sword and Shield expansion pass takes you to the Crown Tundra, an icy mountain region filled to the brim with powerful pocket monsters and frostbitten senior citizens. Like The Isle of Armor DLC, The Crown Tundra is one giant wild area where you’re given 360 degrees of control over the camera and Pokémon roam freely. Unlike wild areas before it though, The Crown Tundra actually makes much better use of the open-world sandbox by cramming it full of legendary Pokémon to track down and secrets to discover. You might find yourself solving a series of riddles to track down some legendary giants or cooking curry to lure out a reclusive unicorn. Though there’s only a few hours of legendary-hunting to be had in total, it’s definitely some of the best content in all of Pokémon Sword and Shield.
The main story of The Crown Tundra focuses on Calyrex, a psychic/grass-type Pokémon with the awesome and disturbing power to possess humans and use them as meat puppets… and also the power of growing crops. After losing both of those powers and roaming the world as a forgotten deity for generations, you’re entrusted with reuniting Calyrex with its lost steed and restoring it to its former glory. Though the story lacks any real drama or surprises, it does manage to make Calyrex an interesting character who I genuinely cared about, even if the little guy is kinda creepy sometimes.
As you hunt for legendaries and lend Calyrex a helping hand, you’ll also spend a lot of time with Peony, a wacky, adventure-crazed former gym leader who serves as your partner throughout the journey. Peony is an entertaining tour guide and bursting with personality, but the storyline and relationship between him and his daughter, Peonia, feels underused and somewhat out of place in this legendary quest. I was expecting the relationship between father and daughter to ultimately serve as a metaphor that the real legendary Pokémon we should strive to capture is family or something, but instead they just made some jokes about how dads are annoying, which is cool too, I guess.
[poilib element="quoteBox" parameters="excerpt=A%20looser%20structure%20grants%20a%20greater%20sense%20of%20exploration%20than%20you'd%20expect%20from%20Pok%C3%A9mon."]
Rather than railroading you straight to the linear main quest with Calyrex though, The Crown Tundra offers a more open format with dozens of legendaries to chase in whatever order you choose. Apart from the primary questline, there are a few fun guided legendary expeditions that will account for most of your time in this DLC, like hunting a trio of legendary birds or following footprints to track down some familiar stag-like creatures. There are also secrets and hidden legendaries beyond the basic shopping list for truly dedicated and sharp Pokémon masters to seek out, some of which were actually pretty fun and tricky to puzzle out. This looser formula pairs perfectly with the open-world wild area concept, granting a greater sense of exploration than one might expect from Pokémon.
[widget path="global/article/imagegallery" parameters="albumSlug=every-ign-pokemon-review-ever&captions=true"]
Unfortunately, the traditional structure of catching legendary Pokémon doesn't do this exciting newer method of finding them justice. Since The Crown Tundra mostly focuses on legendaries, you’ll spend a lot of your time throwing Poké Balls at opponents with extremely low capture rates in classic Pokémon fashion, and watching them break out again and again is a sour way to conclude an otherwise entertaining hunt. There’s little you can do to improve your odds aside from the usual methods of lowering a Pokémon’s health, dishing out a status effect, and then hucking different types of balls over and over until you get lucky. In one instance, this led me to throwing all manner of Poké Balls, including plenty of Dusk Balls and Timer Balls, for almost an hour before successfully capturing my target. It's not a new feeling for any experienced Pokémon player, but the novelty runs out pretty quickly when legendaries are such a large part of this DLC.
[poilib element="quoteBox" parameters="excerpt=Dynamax%20Adventures%20offer%20an%20awesome%20new%20game%20mode%20seemingly%20inspired%20by%20roguelikes."]
Thankfully there are more than just legendaries in The Crown Tundra, and with this new area comes more than 70 returning regular Pokémon, including welcome additions like Aerodactyl, Jynx, and Dragonite. As with The Isle of Armor, this expansion does not fully solve the problem of an incomplete Pokédex, with over 200 past Pokémon still missing in action, but it does add enough to make capturing all the new and returning ones quite alluring, especially for completionists like me.
One of the main draws of The Crown Tundra is “Dynamax Adventures,” an awesome new game mode that seems to take inspiration from roguelike games. This mode acts like a boss rush for the base game's Max Raid Battles: you’re randomly assigned a Pokémon to use alongside three online teammates (or AI when playing solo) and have to fight through a series of Dynamax battles with opportunities to swap and upgrade your Pokémon as you progress. At the end of each adventure waits a legendary Pokémon which can be captured if you manage to defeat it.
The great thing about Dynamax Adventures is that they actually present a real challenge since you aren’t able to rely on your own powerful Pokémon to carry you through to victory. And since your entire team is only allowed four faints for the entire run, you’ll have to play smart to overcome your opponents and have a shot at the legendary that lies in wait at the end. With so many legendaries available through this mode, there’s plenty of reasons to return and fill out your roster.
A less interesting addition is the Galarian Star Tournament, a mode that pits you and a recognizable NPC teammate from Sword and Shield's story against opposing duos in a series of competitive bouts. While it’s fun to revisit and even fight alongside some of the charming characters from the campaign, there aren’t a ton of incentives to do so – especially when hours of grinding it largely just results in two very disappointing unlockable characters.
Horror can be hard to get right in an interactive story. When you have the freedom to make your own decisions it can inadvertently interrupt the building moods and provocative themes the genre is built on, but developer Supermassive has proven before that it can still tell a (mostly) cohesive story no matter what players decide to do. It’s such a shame then that Little Hope, the latest in its Dark Pictures Anthology, feels like a step backward compared to the studio’s previous games. It’s an odd, anemic thriller that I struggled to get invested in, and its choice and consequence system feels strangely superficial.
Little Hope’s story about a group of college students stranded in the abandoned, eponymous New England town after a bus accident lacks the overt love of the horror genre woven through the DNA of Supermassive’s 2015 gem Until Dawn. Nor does it have the sense of glee that came from slicing and dicing the characters in 2019’s first Dark Pictures game, Man of Medan. In fact, when you’re not actively running from monsters, it’s...kinda dull. [widget path="global/article/imagegallery" parameters="albumSlug=the-most-terrifying-scares-in-video-games&captions=true"] You spend most of your time in Little Hope wandering around town trying to figure out what to do. Ultimately, your goal is to find the missing bus driver, but that’s broken into smaller, more mundane tasks, like ‘find a phone,’ or ‘find something to break this window.’ This would be fine if there was a ratcheting sense of needing to survive, but there’s not much tension to speak of within its first two hours. Little Hope’s characters spend the majority of this time freaking out or bickering at one another, with rarely any levity to balance out its ubiquitous sense of dismalness – barring the occasional supernatural time jump to the past where an ongoing storyline about the 1692 witch trials briefly distracts them from their misery. It doesn’t help that they’re not a very interesting bunch - which is weird considering they’re meant to be part of a creative writing class! – even when you try and choose dialogue or relationship options that might introduce more depth. They have little to no backstory; John, the 40-something class teacher, is a recovering alcoholic, apparently, but there’s no meaningful exploration of that beyond the ability to test his will with a glass of whiskey. At one point you’re told that 20-year-old Andrew has known 50-something-year old Angela for years, yet they had no notable dynamic to justify the line in either of my two differing playthroughs. There simply doesn’t seem to be much to any of Little Hope’s characters, so I quickly stopped caring who I was in control of. [widget path="global/article/imagegallery" parameters="albumSlug=25-scariest-games-of-this-generation&captions=true"] Some life could have been injected through incidental dialogue while you explore, but what’s here is wooden, and the actors delivering it feel divorced from the material and each other. As characters wander through Silent Hill-inspired fog, they utter dead-eyed quips like: “I have a bad feeling about this” and “I don’t like the sound of that.” At one point, as he entered a museum, John revealingly proclaimed “this place is a museum of some kind.” It’s rough. [poilib element="quoteBox" parameters="excerpt=Incidental%20dialogue%20is%20wooden%2C%20and%20the%20actors%20delivering%20it%20feel%20divorced%20from%20the%20material%20and%20each%20other."] You can affect the relationships between characters with your decisions, but rarely does it result in any particularly noteworthy action. No matter how much of an asshole to one particular character I was, for example, he tended to react the same way in both playthroughs. There could very well be more subtle differences at play here, but there were few moments where it felt like my choices actually had a tangible impact. The town of Little Hope itself is much more interesting and gorgeous to wander around in. Interiors are lovingly crafted and feel genuinely lived in, and I found joy in exploring the corners of old houses and abandoned trappings of what was once a struggling tourist region. With this in mind, I wish its secrets, scattered throughout Little Hope to offer up ‘premonitions’ of what might happen were you to make a certain fateful decision, were more thoughtfully hidden and designed. There’s little excitement in finding a ‘secret’ that’s right in front of you on the main path. [widget path="global/article/imagegallery" parameters="albumSlug=every-ign-resident-evil-game-review-ever&captions=true"]As you explore, you’re pursued by a plethora of nasties who appear in scripted sequences designed for jump scares, and they’re mostly effective. Like in all of Supermassive’s previous work, a series of quick-time events is all that lies between you and certain death, though Little Hope has dialed the previously punishing timing those games required just a little too far toward ‘easy.’ You get a very generous amount of time to get your bearings and hit the right button. This is not to say that being chased and prompted to hit a very specific button on the controller to escape doesn’t incite panic - and a lot of these sequences had me extremely stressed - but it’s now much harder to fail. On my first playthrough, all of my characters survived even though I wasn’t trying very hard to keep them alive. [poilib element="quoteBox" parameters="excerpt=On%20my%20first%20playthrough%2C%20all%20of%20my%20characters%20survived%20even%20though%20I%20wasn%E2%80%99t%20trying%20very%20hard%20to%20keep%20them%20alive."]
This would be understandable if I felt like my decision-making had real, impactful results elsewhere, but I didn’t. Unlike Man of Medan or Until Dawn, I didn’t experience any really significant divergence in the storyline throughout my two playthroughs, each taking roughly four hours to complete, despite playing them quite differently. There were small anomalies, certainly, like when I decided to pick up a gun in my second playthrough, or I handed a knife to another character in my first. But nothing big or dramatic enough to encourage me to play it through a third time in an attempt to unfurl more of its secrets.
Like its predecessor, Little Hope is still best played with a friend in co-op. You can either play online in Shared Story mode, where you’re each controlling characters experiencing the same story from different perspectives, or Movie Night mode, where you can pass the controller back and forth locally. Sharing the experience is always more delightful than playing alone, as you and your co-op companion may choose to play through Little Hope very differently and that conflict can result in some more natural feeling twists (though it can’t make the writing any better no matter how you and your partner get along).