Monthly Archives: February 2020

Minecraft Nether Update Adds New Biomes

Mojang's most recent update for Minecraft is a big one, adding in three new Nether biomes — the Crimson Forest, Soulsand Valley, and the Warped Forest. Each of these new Minecraft Nether biomes contain a new material called Netherite, which is refined from Ancient Debris. Players can use Netherite to upgrade their diamond gear to make it more powerful and last longer, among other things. [widget path="global/article/imagegallery" parameters="albumSlug=igns-top-25-modern-pc-games&captions=true"]

How Do You Make Netherite?

Players can make Netherite by mining Ancient Debris from the Nether and refining it into Netherite Scrap with a furnace. From there, simply combine four Nether Scrap and four Gold Ingots and you'll have your very own Netherite Ingot. With three new biomes added to Minecraft, you'll likely want to know a little bit about each location before you visit, as each one is slightly different.

The Three New Biomes

For example, those who visit the Crimson Forest will find a wooded location with "all kinds of strange new vegetation," along with Shroomlights which will provide natural light in the forest. A new creature known as Crimson Spores will also "swirl through the air" as you make your way through the area. On the other hand, Soulsand Valley is an open biome made up of Soul Sand and Soul Soil. Players who visit will find Skeletons roaming the area and unknown fossil remains scattered throughout the soil. [ignvideo url="https://www.ign.com/videos/2014/02/13/minecraft-pocket-edition-review"] The final new Minecraft Nether biome is another wooded area known as the Warped Forest. This biome is very similar to the Crimson Forest, but is the least hostile of the three areas. For more help, be sure to check out our official Minecraft wiki page, where you can find our detailed crafting and enchanting guides. [poilib element="accentDivider"] Andrew Smith is a freelance contributor with IGN. Follow him on Twitter @_andrewtsmith

Murder By Numbers: Ace Attorney x Picross Game Gets a Release Date

Murder by Numbers, Mediatonic's mashup of Ace Attorney and Picross, will be released on March 5 for Switch and March 6 for Steam. You can check out an extremely '90s intro right now. The game is centred around a '90s detective show actress, Honor, who meets a robot sidekick and gets embroiled in a real murder mystery. It takes the visual novel structure and style of Ace Attorney, but progression is made through solving Picross puzzles. [ignvideo url="https://www.ign.com/videos/2019/10/09/murder-by-numbers-announcement-trailer"] It might not be an official Ace Attorney game, but Mediatonic's homage comes with some serious pedigree in the form of composer Masakazu Sugimori, who scored the classic Phoenix Wright games. Character designs have also been handled by Hatoful Boyfriend's Hato Moa. You can watch the game's animated intro, complete with incredibly catchy theme tune, in the video below: [ignvideo url="https://www.ign.com/videos/2020/02/06/murder-by-numbers-theme-tune-and-intro"] The game will cost $14.99 USD / £11.99 (no Australian prices are available at time of writing). It will be available to pre-order on Switch from February 20, with a 10% discount, and will be discounted by 10% on both release platforms for the week after release. IGN will have exclusive gameplay and hands-on impressions available tomorrow, February 7. [poilib element="accentDivider"] Joe Skrebels is IGN's Executive Editor of News, and is weirdly nostalgic for the digital typewriter noise in Ace Attorney. Follow him on Twitter.

Murder By Numbers: Ace Attorney x Picross Game Gets a Release Date

Murder by Numbers, Mediatonic's mashup of Ace Attorney and Picross, will be released on March 5 for Switch and March 6 for Steam. You can check out an extremely '90s intro right now. The game is centred around a '90s detective show actress, Honor, who meets a robot sidekick and gets embroiled in a real murder mystery. It takes the visual novel structure and style of Ace Attorney, but progression is made through solving Picross puzzles. [ignvideo url="https://www.ign.com/videos/2019/10/09/murder-by-numbers-announcement-trailer"] It might not be an official Ace Attorney game, but Mediatonic's homage comes with some serious pedigree in the form of composer Masakazu Sugimori, who scored the classic Phoenix Wright games. Character designs have also been handled by Hatoful Boyfriend's Hato Moa. You can watch the game's animated intro, complete with incredibly catchy theme tune, in the video below: [ignvideo url="https://www.ign.com/videos/2020/02/06/murder-by-numbers-theme-tune-and-intro"] The game will cost $14.99 USD / £11.99 (no Australian prices are available at time of writing). It will be available to pre-order on Switch from February 20, with a 10% discount, and will be discounted by 10% on both release platforms for the week after release. IGN will have exclusive gameplay and hands-on impressions available tomorrow, February 7. [poilib element="accentDivider"] Joe Skrebels is IGN's Executive Editor of News, and is weirdly nostalgic for the digital typewriter noise in Ace Attorney. Follow him on Twitter.

Death Stranding Nendoroid Sam Porter Bridges Now Available for Preorder

No matter what your feelings are on Death Stranding, I think everyone can agree it's about as Kojima as it gets when it comes to games. In other words, it's stylish, a little bit weird, and ultimately likable in spite of its flaws. Good Smile Company just announced its latest Nendoroid based on the game, but looking at it now, it's damn near flawless. Check out the gallery below to see the upcoming Sam Porter Bridges Nendoroid: [widget path="global/article/imagegallery" parameters="albumSlug=good-smile-co-death-stranding-sam-porter-bridges-nendoroid&captions=true"] If you're unfamiliar with Nendoroids, they're cute, super-deformed action figures representing a wide swath of anime, video game, and pop-culture properties. Extremely articulated, they also include interchangeable faces, hands, and other accessories, so you can pose them in about a million different ways. The Sam Porter Bridges Nendoroid includes a tiny BB Pod and a massive stack of packages. Thankfully, Nendoroids come with plastic stands with arms to keep them upright. You can preorder the Death Stranding Nendoroid between now and March 20, with an estimated August 2020 release window, which means it will be around the same time Death Stranding comes to PC. The figure costs 8,800 Yen, or about $80 USD, which is inline with other premium Nendoroid figures. [poilib element="accentDivider"] Seth Macy is IGN's tech and commerce editor and just wants to be your friend. Find him on Twitter @sethmacy.

Death Stranding Nendoroid Sam Porter Bridges Now Available for Preorder

No matter what your feelings are on Death Stranding, I think everyone can agree it's about as Kojima as it gets when it comes to games. In other words, it's stylish, a little bit weird, and ultimately likable in spite of its flaws. Good Smile Company just announced its latest Nendoroid based on the game, but looking at it now, it's damn near flawless. Check out the gallery below to see the upcoming Sam Porter Bridges Nendoroid: [widget path="global/article/imagegallery" parameters="albumSlug=good-smile-co-death-stranding-sam-porter-bridges-nendoroid&captions=true"] If you're unfamiliar with Nendoroids, they're cute, super-deformed action figures representing a wide swath of anime, video game, and pop-culture properties. Extremely articulated, they also include interchangeable faces, hands, and other accessories, so you can pose them in about a million different ways. The Sam Porter Bridges Nendoroid includes a tiny BB Pod and a massive stack of packages. Thankfully, Nendoroids come with plastic stands with arms to keep them upright. You can preorder the Death Stranding Nendoroid between now and March 20, with an estimated August 2020 release window, which means it will be around the same time Death Stranding comes to PC. The figure costs 8,800 Yen, or about $80 USD, which is inline with other premium Nendoroid figures. [poilib element="accentDivider"] Seth Macy is IGN's tech and commerce editor and just wants to be your friend. Find him on Twitter @sethmacy.

Kunai Review – Slicing Through Skynet

Kunai's premise is a familiar one. Humankind has reached the pinnacle of technological advancement and brought about their own downfall, inviting an army of AI-controlled robots to nearly wipe out all life on earth. A small resistance of remaining humans and conflict-averse droids begin fighting back, but without a miracle, that battle is all but lost lost. Tabby, a cheerfully emoting tablet in ninja robes, is that miracle.

Kunai is both outlandish and endearing, starting squarely with its odd protagonist. Tabby--a dexterous tablet in a world dominated by robots with CRT-like heads and barely any traces of humankind--is on a quest to extinguish an AI uprising and prevent humanity's extinction. Kunai's world is fragmented into varied areas, giving you multiple paths to explore in its opening hours, with your growing toolset opening up new avenues to explore as you progress. Kunai features the familiar DNA of action-platformers and Metroidvanias, combining satisfying platforming and engrossing combat to great effect.

No Caption Provided
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You start out with just a sword, and you can use it to quickly carve through the metal exteriors of robot foes and stylishly protect yourself from projectiles with a flurry of swings. You have a generous jump, too, that allows you to attack from above and continuously bounce between enemies after each swipe. Getting into a rhythm of bouncing off one enemy and directly onto the next while not missing an attack in between is both easy to grasp and satisfying to pull off. Kunai's combat scenarios generally feature only a handful of enemies at a time, too, giving you ample space to feel like a kickass ninja consistently.

Adding to your airborne maneuverability early on are the kunai, a pair of grappling hooks equipped in each hand that let you swing around environments with ease. Augmenting standard movement with the aerial freedom of your kunai injects combat with a captivating sense of flow. It's effortless to chain together swings to maintain airtime while bouncing between enemies to attack.

A variety of layouts from screen to screen challenge you to use your tools creatively. More open expanses let you freely hop around, but don't offer many points for you to hook your kunai into. Cramped pathways limit your aerial maneuverability, encouraging you to deflect more projectiles and choose your attacks wisely. Each area throws in unique elements that supplement this--the dense forest features vines that you can use to climb on while mines feature fragile walls that crumble if you swing from them--keeping platforming and combat entertaining throughout.

You're free to explore the multiple areas of Kunai's large map as far as your equipment will take you. Each new item you find doubles as both a weapon and a tool to navigate the world in new ways. Your dual machine guns, for example, act as both a powerful medium range attack and a creative means to float over large gaps, since you can use downward fire to sustain your jump for as long as you have bullets to fire. Each new item's use is also easy to understand from the get-go, calling to mind locked doors or obstructed pathways that can now be cleared with your new abilities, making it easy to decide where to push onto next.

Each new item expands your limited moveset in exciting ways, but navigating to each specific part of the map where they might be useful becomes taxing quickly. Individual segments in Kunai's areas offer up enough variety in their construction to encourage different combat strategies, but they don't coalesce in a way that makes navigating the same spaces as interesting on return visits. In some cases coming to the end of a critical path and reaching its respective goal is deflated by the realisation that you need to navigate all the way back to where you started, sometimes without anything new in your arsenal to shake up the return journey. It's disappointing to brush through an area with a fine comb only to be contacted over radio and redirected without any real narrative progression, especially when there are no fast-travel systems to alleviate the backtracking.

No Caption Provided
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This is exacerbated in some later stages in which it can be unclear where your next objective lies, with all possible paths requiring a tool you don't yet have. The aimless wandering is especially tiresome because poking around Kunai's world isn't incredibly rewarding either, even with optional chests hidden throughout each area for you to uncover. Some contain cosmetic hats for some visual variety while others hold valuable in-game currency for upgrades, but it's the few featuring parts of a health upgrade that are worth seeking out. The issue is that the majority of the chests lie at the end of passageways hidden entirely from view, only revealing themselves when you accidentally brush close to their entrance and cause the textures obfuscating them to fade away. It's a disappointingly basic way to hide them, making your discoveries feel more lucky than well deduced.

Although navigating each area multiple times isn't as fun as it should be, the gorgeous visual shifts between them are a delight. Kunai's limited color palette is used to accentuate its varied areas with subtlety. Each of the areas features different muted colours for their backdrop, such as the flat greys and dim blues of its opening factory and the bright greens of its AI-infested forests. The variation makes shifting between each area not only clear but visually delightful too. While most colors are muted, bright reds are especially prominent. Not only does it help make enemies and points of importance stand out from the background, it imbues each slash of your sword and subsequent connecting strike with a powerful punch that bathes the screen in sharp, contrasting red hues. It works in tandem with a well-measured screenshake effect that gives Kunai's combat a stylish look in motion.

This sense of style doesn't transition, however, to Kunai's limited story. It sets up an initial premise and gives you an understanding of what you're fighting for, but doesn't leave much for you to uncover about its world beyond that. The only avenue for learning more about Kunai's world is through limited but surprisingly entertaining interactions with other resistance robots. Usually denoted by their chunky CRT monitor heads and calming blue shading, these side characters add some levity to the setting by making light of disastrous events with silly puns and small, humorous anecdotes. Although there are other important named characters that are meant to add more to the narrative, they don't stand out as much as each brief interaction you have when arriving at a new camp.

It's disappointing that there isn't more to dig into when it comes down to Kunai's set dressing, especially when it's paired with such a striking visual style and engrossing combat. Kunai's level design pushes you to keep adapting while affording you the space to finish off a group of enemies with a series of pinpoint grappling hook swings, precise double jumps, and intelligently integrated swings of your sword. Kunai loses some of its momentum far too frequently, but when it hits a balance between its engrossing combat and satisfying platforming, it's difficult to put down.

Kunai Review – Seeing Red

Kunai's premise is a familiar one. Humankind has reached the pinnacle of technological advancement and brought about their own downfall, inviting an army of AI-controlled robots to nearly wipe out all life on earth. A small resistance of remaining humans and conflict-averse droids begin fighting back, but without a miracle, that battle is all but lost lost. Tabby, a cheerfully emoting tablet in ninja robes, is that miracle.

Kunai is both outlandish and endearing, starting squarely with its odd protagonist. Tabby--a dexterous tablet in a world dominated by robots with CRT-like heads and barely any traces of humankind--is on a quest to extinguish an AI uprising and prevent humanity's extinction. Kunai's world is fragmented into varied areas, giving you multiple paths to explore in its opening hours, with your growing toolset opening up new avenues to explore as you progress. Kunai features the familiar DNA of action-platformers and Metroidvanias, combining satisfying platforming and engrossing combat to great effect.

No Caption Provided
Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

You start out with just a sword, and you can use it to quickly carve through the metal exteriors of robot foes and stylishly protect yourself from projectiles with a flurry of swings. You have a generous jump, too, that allows you to attack from above and continuously bounce between enemies after each swipe. Getting into a rhythm of bouncing off one enemy and directly onto the next while not missing an attack in between is both easy to grasp and satisfying to pull off. Kunai's combat scenarios generally feature only a handful of enemies at a time, too, giving you ample space to feel like a kickass ninja consistently.

Adding to your airborne maneuverability early on are the kunai, a pair of grappling hooks equipped in each hand that let you swing around environments with ease. Augmenting standard movement with the aerial freedom of your kunai injects combat with a captivating sense of flow. It's effortless to chain together swings to maintain airtime while bouncing between enemies to attack.

A variety of layouts from screen to screen challenge you to use your tools creatively. More open expanses let you freely hop around, but don't offer many points for you to hook your kunai into. Cramped pathways limit your aerial maneuverability, encouraging you to deflect more projectiles and choose your attacks wisely. Each area throws in unique elements that supplement this--the dense forest features vines that you can use to climb on while mines feature fragile walls that crumble if you swing from them--keeping platforming and combat entertaining throughout.

You're free to explore the multiple areas of Kunai's large map as far as your equipment will take you. Each new item you find doubles as both a weapon and a tool to navigate the world in new ways. Your dual machine guns, for example, act as both a powerful medium range attack and a creative means to float over large gaps, since you can use downward fire to sustain your jump for as long as you have bullets to fire. Each new item's use is also easy to understand from the get-go, calling to mind locked doors or obstructed pathways that can now be cleared with your new abilities, making it easy to decide where to push onto next.

Each new item expands your limited moveset in exciting ways, but navigating to each specific part of the map where they might be useful becomes taxing quickly. Individual segments in Kunai's areas offer up enough variety in their construction to encourage different combat strategies, but they don't coalesce in a way that makes navigating the same spaces as interesting on return visits. In some cases coming to the end of a critical path and reaching its respective goal is deflated by the realisation that you need to navigate all the way back to where you started, sometimes without anything new in your arsenal to shake up the return journey. It's disappointing to brush through an area with a fine comb only to be contacted over radio and redirected without any real narrative progression, especially when there are no fast-travel systems to alleviate the backtracking.

No Caption Provided
Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

This is exacerbated in some later stages in which it can be unclear where your next objective lies, with all possible paths requiring a tool you don't yet have. The aimless wandering is especially tiresome because poking around Kunai's world isn't incredibly rewarding either, even with optional chests hidden throughout each area for you to uncover. Some contain cosmetic hats for some visual variety while others hold valuable in-game currency for upgrades, but it's the few featuring parts of a health upgrade that are worth seeking out. The issue is that the majority of the chests lie at the end of passageways hidden entirely from view, only revealing themselves when you accidentally brush close to their entrance and cause the textures obfuscating them to fade away. It's a disappointingly basic way to hide them, making your discoveries feel more lucky than well deduced.

Although navigating each area multiple times isn't as fun as it should be, the gorgeous visual shifts between them are a delight. Kunai's limited color palette is used to accentuate its varied areas with subtlety. Each of the areas features different muted colours for their backdrop, such as the flat greys and dim blues of its opening factory and the bright greens of its AI-infested forests. The variation makes shifting between each area not only clear but visually delightful too. While most colors are muted, bright reds are especially prominent. Not only does it help make enemies and points of importance stand out from the background, it imbues each slash of your sword and subsequent connecting strike with a powerful punch that bathes the screen in sharp, contrasting red hues. It works in tandem with a well-measured screenshake effect that gives Kunai's combat a stylish look in motion.

This sense of style doesn't transition, however, to Kunai's limited story. It sets up an initial premise and gives you an understanding of what you're fighting for, but doesn't leave much for you to uncover about its world beyond that. The only avenue for learning more about Kunai's world is through limited but surprisingly entertaining interactions with other resistance robots. Usually denoted by their chunky CRT monitor heads and calming blue shading, these side characters add some levity to the setting by making light of disastrous events with silly puns and small, humorous anecdotes. Although there are other important named characters that are meant to add more to the narrative, they don't stand out as much as each brief interaction you have when arriving at a new camp.

It's disappointing that there isn't more to dig into when it comes down to Kunai's set dressing, especially when it's paired with such a striking visual style and engrossing combat. Kunai's level design pushes you to keep adapting while affording you the space to finish off a group of enemies with a series of pinpoint grappling hook swings, precise double jumps, and intelligently integrated swings of your sword. Kunai loses some of its momentum far too frequently, but when it hits a balance between its engrossing combat and satisfying platforming, it's difficult to put down.

Netflix’s The Witcher Season 2 Will Feature a New Original Character

Warning! Minor spoilers ahead for Season 1 of Netflix's The Witcher. This article also mentions a storyline from The Witcher novels. To learn more about the proper reading order for Andrzej Sapkowski's Witcher books, click here. [poilib element="accentDivider"] The Witcher Season 2 has added Dolittle actress Carmel Laniado to the cast in a supporting role. Deadline reports that Laniado, who recently starred alongside Robert Downey Jr. in the Dolittle reboot, has joined the hit Netflix show as Violet, "a young girl whose playful and whimsical demeanour is a front for a smarter and more sadistic character." [ignvideo url="https://www.ign.com/videos/2020/01/16/the-witcher-why-season-2-wont-premiere-until-2021-ign-now"] Violet appears to be an all-new character who doesn't feature in Andrzej Sapkowski's original novels, though she is expected to play a supporting part in the second season's subplot, as it is said she will feature in a "minimum of three episodes." Series showrunner Lauren S. Hissrich previously indicated that Season 2 would be "much more linear, now that the three characters' stories have started to intersect." Since Season 1 ended with Geralt and Ciri meeting, there is a possibility that Laniado's character could be woven into Ciri's story arc, especially if she ends up visiting the Temple School in Ellander, as Violet appears to be of a similar age to her character. [widget path="global/article/imagegallery" parameters="albumSlug=the-witcher-explaining-all-the-characters-and-who-plays-them&captions=true"] According to the report, filming for The Witcher Season 2 is expected to start this February in the UK, with cameras shooting in Scotland and parts of Eastern Europe after that. For more on Season 2, read about the big "mistake" that will be rectified in the upcoming episodes, check out what Hissrich had to say about the fantasy elements next season, and find out why Netflix decided to adapt the books and not the games. The Witcher's second season is set to premiere in 2021. [poilib element="accentDivider"] Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.

Netflix’s The Witcher Season 2 Will Feature a New Original Character

Warning! Minor spoilers ahead for Season 1 of Netflix's The Witcher. This article also mentions a storyline from The Witcher novels. To learn more about the proper reading order for Andrzej Sapkowski's Witcher books, click here. [poilib element="accentDivider"] The Witcher Season 2 has added Dolittle actress Carmel Laniado to the cast in a supporting role. Deadline reports that Laniado, who recently starred alongside Robert Downey Jr. in the Dolittle reboot, has joined the hit Netflix show as Violet, "a young girl whose playful and whimsical demeanour is a front for a smarter and more sadistic character." [ignvideo url="https://www.ign.com/videos/2020/01/16/the-witcher-why-season-2-wont-premiere-until-2021-ign-now"] Violet appears to be an all-new character who doesn't feature in Andrzej Sapkowski's original novels, though she is expected to play a supporting part in the second season's subplot, as it is said she will feature in a "minimum of three episodes." Series showrunner Lauren S. Hissrich previously indicated that Season 2 would be "much more linear, now that the three characters' stories have started to intersect." Since Season 1 ended with Geralt and Ciri meeting, there is a possibility that Laniado's character could be woven into Ciri's story arc, especially if she ends up visiting the Temple School in Ellander, as Violet appears to be of a similar age to her character. [widget path="global/article/imagegallery" parameters="albumSlug=the-witcher-explaining-all-the-characters-and-who-plays-them&captions=true"] According to the report, filming for The Witcher Season 2 is expected to start this February in the UK, with cameras shooting in Scotland and parts of Eastern Europe after that. For more on Season 2, read about the big "mistake" that will be rectified in the upcoming episodes, check out what Hissrich had to say about the fantasy elements next season, and find out why Netflix decided to adapt the books and not the games. The Witcher's second season is set to premiere in 2021. [poilib element="accentDivider"] Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.

Blizzard Changes Refund Policy for Warcraft 3: Reforged

Blizzard has changed its refund policy for Warcraft 3: Reforged to allow people to return the game and get their money back with no questions asked.

Usually, Blizzard uses a ticket system for refunds, which means players have to apply for a refund of a game and then Blizzard reviews whether that player is allowed it or not. Factors considered are whether the game has been played, and how long ago it was purchased, before issuing a refund. But this has changed, at least for now, when it comes to Warcraft 3: Reforged.

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"Blizzard stands by the quality of our products and our services. Normally we set limits for refund availability on a game, based on time since purchase and whether it has been used," Blizzard explains.

"However we want to give players the option of a refund if they feel that Warcraft III: Reforged does not provide the experience they wanted. So, we’ve decided to allow refunds upon request for the time being."

This means that you can go to Blizzard's support site to ask for a refund of Warcraft 3: Reforged and get it near enough straight away.

Warcraft 3: Reforged came out only a week ago but it's been widely criticised by fans since. The launch version of Reforged has been compared to what was promised when it was announced in 2018. For starters, you can see how cutscenes don't have the cinematic camera that was advertised in the video below.

[ignvideo url="https://www.ign.com/videos/2020/01/29/warcraft-3-reforged-blizzcon-2018-vs-launch-2020-comparison"]

There have also been reports from some players of connectivity issues, while others are disappointed at the lack of competitive ladder in Reforged. A change to the End User License Agreement has also drawn criticism as it gives Blizzard full copyright ownership of any custom games made in Reforged - presumably so no one can invent the next Dota in there and then make loads of money by turning it into a standalone game, as is what happened before.

We gave the game a 7 in our Warcraft 3: Reforged review, and said that "Reforged is an uninspiring remaster, but Warcraft 3 itself is still a great game nearly two decades later."

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Chris Priestman is a freelancer who writes news for IGN. Follow him on Twitter.