28 Years Later Adds Jodie Comer, Ralph Fiennes, And Aaron Taylor-Johnson To Cast – Report

Danny Boyle and Alex Garland’s upcoming zombie movie 28 Years Later has made significant progress this year. In addition to finding a home with Sony, the film has reportedly found its lead actors.

According to a Deadline report, the upcoming zombie movie will have Jodie Comer, Ralph Fiennes, and Aaron Taylor-Johnson in prominent roles. All of these actors have starred in various high-profile movies. For example, Taylor-Johnson recently starred in The Fall Guys, while Comer appeared in 2023’s Napoleon and Fiennes in 2022’s The Menu.

The Deadline report explains that Boyle is set to direct the first film written by Garland, while Nia DaCosta, the director of 2021’s Candyman, will handle the film’s sequel. As of now, the plan is to shoot both movies back-to-back. Other than that, not much is known about the movie’s overall plot.

In addition to working closely on the first film, Boyle and Garland will produce 28 Years Later with Bernie Bellew alongside the movie’s original producers, Andrew Macdonald and Peter Rice. Cillian Murphy will also return to the franchise as an executive producer, though it’s unclear if he’ll star in it, too.

For more movie news, check out our story detailing Nicholas Hoult’s advice to Anya Taylor-Joy for Furiosa.

General Grievous Strikes In Star Wars: Tales Of The Empire’s First Clip

Lucasfilm is celebrating this year’s Star Wars Day by releasing all six episodes of Star Wars: Tales of the Empire, a thematic follow-up to 2022’s Tales of the Jedi. While Tales of the Jedi followed Ahsoka Tano and Count Dooku’s respective rise and fall, Tales of the Empire presents fans with two women on darker paths: Morgan Elsbeth (Diana Lee Inosanto) and former Jedi Barriss Offee (Meredith Salenger). But in the first preview scene from the series, Morgan finds herself in almost a heroic role as she goes up against General Grievous (Matthew Wood).

In Star Wars: The Clone Wars and in Revenge of the Sith, Grievous was a Kaleesh cyborg who was taught how to effectively wield multiple lightsabers by Count Dooku. Several Jedi died at Grievous’ hands, which is why Morgan and her fellow Nightsisters are so overwhelmed in their battle against him.

Inosanto originated the role of Morgan Elsbeth in The Mandalorian Season 2, when she was revealed to be an associate of Grand Admiral Thrawn. She reprised her role in the Ahsoka series last year. Morgan’s side of Tales of the Empire will presumably reveal how she ended up in Thrawn’s service.

Barriss Offee’s episodes of Tales of the Empire will depict her training to become one of the Inquisitors who hunted down the Jedi. In The Clone Wars, Barriss was one of Ahsoka’s best friends, before she betrayed her and the Jedi Order. Perhaps we’ll get to see Barriss and Ahsoka face off one more time in this series for some resolution of their conflict.

Star Wars: Tales of the Empire is set to be released on May 4 on Disney+.

X-Men ’97 Reveals Theo James’ Mystery Role

Before the premiere of X-Men ’97, it was announced that Theo James, the star of Netflix’s The Gentlemen, would provide the voice of “a fan-favorite character” on the series. And during the events of this week’s episode, “Bright Eyes,” James’ role was finally revealed to fans… and his importance to the remaining episodes of Season 1 may have been underplayed by X-Men ’97’s creative team.

Warning: the following contains spoilers from the latest episode of X-Men ’97 on Disney+. If you haven’t seen the installment or don’t want to know what happens, stop reading now.

Sharp-eyed viewers may have caught a glimpse of James’ character in the fourth episode, “Lifedeath 1,” when he appeared in a picture on Forge’s wall. But now, Bastion stands revealed as the true mastermind behind the mutant massacre on Genosha, as well as Operation: Zero Tolerance, an initiative that has created advanced human Sentinels.

In the comics, Bastion was the fusion of Master Mold and Nimrod after they were forced through a mystical object called the Siege Perilous. When Bastion returned to Earth in a human body, he launched the Prime Sentinel program and systematically targeted the X-Men and their allies. That history is seemingly repeating itself on the show, although Bastion’s alliance with Mister Sinister is new.

The seventh episode confirmed that Gambit died during the assault on Genosha, but it also revealed that Magneto survived and is now a prisoner of Bastion. Additionally, Bastion now has proof that the X-Men lied about Charles Xavier’s death, and he may use that to discredit them before unleashing his “masterpiece” against them.

X-Men ’97’s three-part season finale, “Tolerance is Extinction,” will begin on Wednesday, May 1.

Embracer’s Name Is Going Away, CEO Denies It’s Due To Backlash And Controversy

Video game giant Embracer won’t have that name for much longer. As part of the company’s recent announcement that it’s splitting into three distinct companies, the Swedish giant also confirmed that the name Embracer is going away.

Current Embracer CEO Lars Wingefors told GI.biz that he will create a new holding company for which he will serve as the majority shareholder for all three companies. The name of this overarching company has not been confirmed yet, however, nor do we know when the name Embracer might go away for good.

Wingefors denied that he’s dumping the Embracer name to distance himself and the company in general from the controversy surrounding the outfit after its decision to lay off 1,400 people, cancel more than two-dozen games, and close studios.

“Not at all. These name changes are strategic decisions aimed at allowing each new entity to develop its own unique brand identity, tailored to its specific business focus and to maximize its potential in the market,” he said. Wingefors previously said he deserves criticism for what happened at Embracer.

Embracer is splitting into three companies: Asmodee Group, Coffee Stain and Friends, and Middle-earth Enterprises and Friends. For the latter two, these are only temporary names, with official titles to be revealed later.

Wingefors also clarified another key point of Embracer’s announcement, which was that it had lined up €900 million from a group of banks. That money is close to the amount of debt moving from Embracer to Asmodee. Embracer chose Asmodee to assign the debt to because the banks believed its business–tabletop games–are far more secure than video games.

“The banks love Asmodee; they know the company has been highly leveraged on their private equity ownership for more than a decade,” Wingefors said. “That amount is basically paying down the debt–not all, but most of the debt–in the remaining Embracer Group, meaning Coffee Stain & Friends and Middle-Earth & Friends. Basically, we are in a much better position from a balance sheet perspective today.”

Wingefors said the financial market in general does not enjoy the “volatility” of the AAA games space.

In February this year, Embracer disclosed that it canceled 29 unannounced games and laid off nearly 1,400 people in the previous six months as part of its previously announced restructuring effort.

Embracer made these drastic cuts in part due to a major deal falling through at the 11th hour, which has subsequently been revealed to be a pact with Saudi Arabia’s Savvy Games. Embracer previously took $1 billion from Saudi Arabia and defended that decision when people criticized Saudi Arabia’s position on human rights.

Anya Taylor-Joy Shares The Advice Nicholas Hoult Gave Her For Furiosa

Later this year, Anya Taylor-Joy will take on the role of a young Furiosa, the role first played by Charlize Theron in Mad Max: Fury Road. Before Taylor-Johnson joined Furiosa: A Mad Max Saga, though, she turned to her friend and co-star in The Menu, Nicholas Hoult, who appeared in Fury Road nearly a decade ago.

“These movies are big, colossal beasts, and it’s a type of filmmaking where it’s all stitched together so surgically that you can feel a bit lost in it,” Taylor-Joy told Total Film. When she went to Hoult, he gave her a direct piece of advice: “trust George.”

Director George Miller created the Mad Max franchise in 1979, and his comeback in Fury Road was hailed as one of the best action movies of all-time. To better understand Miller’s world, Taylor-Joy added that she “would watch the first 10 minutes of Fury Road over and over again.”

Taylor-Joy has previously spoken about a 15-minute action sequence in Furiosa that took 78 days to shoot. But according to the actress, the entire scene was pivotal to her character’s evolution.

“George and I would have these big conversations about why this particular set-piece was so long,” said Taylor-Joy. “It’s because you see an accumulation of skills over the course of a battle, and that’s very important for understanding how resourceful Furiosa is, but also her grit. It’s the longest sequence any of us have ever shot.”

Furiosa: A Mad Max Saga will hit theaters on Friday, May 15.

Marvel’s Spider-Man 2 Lets You Select Classic Suit Variants Again Thanks To New Patch

A patch for Marvel’s Spider-Man 2 mistakenly removed the option to use Classic Suit variants in the game. After reports from the community, developer Insomniac Games has released a new patch, version 1.002.004 to be exact, which addresses this specific issue.

The issue was fairly self-explanatory. Users over at Reddit quickly found out they were unable to use Classic Suit variants last week after the release of version 1.0002.003. The official Instagram account replied to a comment on April 18 saying the team was aware and looking into the issue.

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Now Playing: Marvel’s Spider-Man 2 Video Review

That previous version was focused mostly on addressing stability fixes and reported bugs from the community, including an issue where masks and lenses on certain suits would appear wavy, or how an orb of light would appear on Peter’s Iron Spider Suit. They’re definitely pretty to look at, but suits sure carry their singular tech intricacies.

Both of these patches follow upon a big update for Marvel’s Spider-Man 2 back on March 7, which added new game plus, ultimate levels, gold gadgets, mission replay, and more. The Classic Suit variants were fine by then, but an accidental debug menu managed to snuck itself in, revealing potential DLC in the process.

How The Intricate, Secret-Packed Destiny 2 Collector’s Editions Are Made

Lots of games are released with collector’s editions, but few are as involved as those that accompany Destiny 2 expansions. The universe of Bungie’s shooter MMO is incredibly dense and has seen reams of lore and tons of secrets come and go over its 10-year history. With its collector’s editions, Bungie translates a lot of the experience of uncovering Destiny’s story and unlocking its secrets into physical objects. A Destiny 2 collector’s edition doesn’t just come with a statue of some real-world version of an in-game object you can put on your desk–it’s also usually full of lore, mysteries, and puzzles that offer extra rewards and a deeper understanding of the game world.

With the collector’s edition for The Final Shape, the next big Destiny 2 expansion and the culmination of the last 10 years of its story, Bungie looked forward at what’s coming in the story–the final confrontation with the Witness, the story’s ultimate villain, inside the ever-present god-like robot, the Traveler. But it also looked backward to the original Destiny and how far players have come. The package includes items that fit both themes. There’s the Entelechy lore book, a compilation of pieces of information about the Witness compiled by Eido, an Eliksni scribe who was a big part of one of the seasonal stories last year. And there’s an autograph book signed by and full of well-wishes from various in-game characters, some of whom have only appeared in deep-cut lore entries.

The Final Shape marks the culmination of the 10-year story arc that began with the release of Destiny in 2024.

The centerpiece of The Final Shape Collector’s Edition is a replica of the first Destiny’s social space, the Tower, which is a real-life version of a replica statue seen in-game in the office of Commander Zavala. It also features three small figurines that represent the three leaders of the Vanguard: Zavala, Ikora Rey, and Cayde-6.

The Final Shape Collector’s Edition, as with the others Bungie has designed, is a collaboration between several different teams, as Bungie Consumer Products director Katie Lennox explained in an email interview with GameSpot. The Consumer Products team takes the lead and consults with developers from other disciplines, including the creative, narrative, game design, and marketing teams, she said. A number of the people from those teams responded via email to GameSpot’s questions about how collector’s editions come to be.

“Each collector’s edition must be grounded in the release’s overarching narrative storyline,” Lennox explained. “Because of our product development timelines, this means we are engaging with the development teams very early in their processes to understand the creative and narrative goals of the game content and to identify unique and compelling opportunities for collectibles that we think would delight our fans.”

Collector’s editions are major undertakings, she said, and can take more than a year to complete. Because of the long lead time, the Consumer Products team is always working on at least one.

“The process for any product, including a collector’s edition, starts with the game,” said Alex Dixon, senior manager of Product Development. “For some products, our team already knows the character or in-game content that we’re basing it off of really well. Other products might be based off new, unreleased content. Regardless, we always revisit our digital world and get in the weeds with the digital assets and the greater narrative surrounding them to make sure that we are keeping every detail in mind for the final product.

The Final Shape Collector’s Edition

“Next, we think about the medium we’re translating this digital item to. Some items are a more direct translation, like realistic statues; for others, like plush, a design has to be adapted to the type of product. The materials, colors, and manufacturing techniques all play a part in helping the product feel as accurate as possible to the in-game version. Finally, we sample the product based off the design we’ve created, tweaking and adjusting where needed to get to a final product the team is proud of.”

The biggest part of The Final Shape Collector’s Edition is its Tower replica, which is more than just an ornament for a desk or a shelf. Switch it on, and it lights up and plays sounds that issued from the public address system while you were hanging out there in the game.

The Tower is one of a few items Bungie has produced that uses near-field communication (NFC) to hide extra secrets. Placing the figurines on top of the Tower, alone or in different combinations, while it’s switched to “scanning mode” causes it to play voice lines from the original game.

The NFC capability also hides a fun mystery. When you open the collector’s edition box, you’re only presented with two figurines, even though the package was marketed with three. Placing the Zavala figurine in a specific spot on the Tower opens up a hidden compartment to reveal the Cayde-6 figurine.

The Hive Ghost replica and Psychometer included in the Witch Queen Collector’s Edition

NFC was also a major part of The Witch Queen Collector’s Edition, which included both a replica of a Hive Ghost from within the game, and an object called a Psychometer that was designed to read the resonance of certain items. Tuning the Psychometer while certain collector’s edition items were placed on top of it would produce different sounds, which gave story hints about the expansion. It gave the sense of uncovering secrets in the same way that characters used to conduct their investigation in the expansion.

“Our team has really enjoyed playing with NFC and working this technology into special interactions between items that ship in the contents of a collector’s edition,” Hausermann said. “We are always trying to figure out interesting ways to delight our players and include some secrets to solve or bring something exciting and new to the product.”

A chance to tell stories

Something that elevates Destiny 2 collector’s editions beyond those of other games is the way they add to the overall story told in the game and lore. Most of them have included their own dedicated, printed lore books, with stories that build on whatever’s happening in the expansion with which they’re paired. The lore book that came with the Shadowkeep Collector’s Edition dealt heavily with a strange alien artifact that had been discovered on the moon in Destiny 2’s distant past, for example. The Beyond Light Collector’s Edition included a journal penned by Clovis Bray, a character who previously appeared heavily in the lore and who was central to the expansion’s new location, Europa.

Eido, the Eliksni Scribe of House Light, is a central character in the story of The Final Shape Collector’s Edition.

For The Final Shape, Bungie used the collector’s edition to fill in some backstory about the Witness. Its lore book, “Entelechy,” was created specifically for the collector’s edition, narrative designer Lynne Qui said, rather than being something repurposed from elsewhere in Destiny 2.

“The creative brief was to write a series of entries looking at the Witness’s backstory and motivations, along with a vague suggestion that it might be written by Eido,” Qui said. “While we had a locked-down concept of what the Witness was and how it came to be, I had a lot of freedom to explore what came before, and how its past affects its present. Nothing critical will ever be exclusive to a collector’s edition lore book to avoid locking players out of important story beats. So, while reading the collector’s edition lore book may offer deeper insight and personal stories, it’s supplemental reading, rather than required!”

There’s also something of a concern about including spoilers in the story told in these packages, senior narrative designer Hannah Filipski said. While The Final Shape doesn’t release until June 4, the collector’s editions are already in players’ hands, and it’s usually the case that many will receive the packages well before they have a chance to actually play the game and encounter the story naturally.

While the collector’s editions don’t include any story that’s drastically important for players to understand what’s happening in the game, they do provide opportunities for Bungie to dig deeper into some of the deeper ideas and themes at play in the story in lore.

Eido’s research in the collector’s edition provides new details about the backstory of the Witness.

“I think there’s always more stories that we want to tell than could possibly fit in any one place, and the collector’s editions are a great place for in-depth explorations of really deeply philosophical stuff,” narrative designer Johannah O’Halloran added.

Memory lane

While The Final Shape Collector’s Edition adds to The Final Shape by providing a better understanding of the Witness as a character, much of the package is more nostalgic, with a focus on the original Destiny and the familiar locations players have spent time in over the last 10 years. In addition to the Tower replica, there’s the autograph book, which features personal messages from several Destiny 2 characters. There are also coupons for the Tower’s iconic spicy ramen restaurant, a place players pass by frequently and the location of several story moments in the lore, and even a few Polaroid photos Eido snapped while searching for information about the Witness.

The decision to look back at Destiny 2 wasn’t a matter of worrying about spoiling what was to come, Filipski said, but of getting across the feeling that the upcoming mission has incredibly high stakes for everyone players have met in the game.

“The more powerful driver to lean towards nostalgia was that the Vanguard had no idea what was going to happen once they went through the portal [into the Traveler],” Filipski said. “It’s fair to say that this is the kind of mission someone goes into expecting they won’t come back from it. While developing the collector’s edition, we focused on how the people of The Last City and of Sol would express their appreciation for those going on the most dangerous mission with the absolute highest of stakes. We wanted players to feel immersed while reading through the autograph book, seeing Eido’s bad selfie, flipping through ramen tickets and other ephemera–to feel how everyday citizens see their Guardian’s heroic acts. It’s something we don’t often get to explore in the game but appealed to the Narrative team in a deeply personal way.”

Eido’s message to players and her Polaroid selfie found in The Final Shape Collector’s Edition autograph book.

Destiny 2 collector’s editions always have what feels like a personal link to its characters. Often, they include messages “written” by key figures for an expansion–The Final Shape’s kicks off with a letter written by Eido, and past expansions have included personal messages and journals from series mainstays like Ikora and Eris Morn.

The autograph book in The Final Shape’s physical package takes that feeling a step further. To capture the feeling that Eido was wandering around the Tower, talking to important people, Bungie delved pretty deep into the lore. Characters who have only ever appeared in the text of lore books or in weapon descriptions are present within it, helping to give a sense of the breadth of Destiny 2’s world, even if many of these characters have never appeared on screen. As to how the team chose which characters would appear in the autograph book, O’Halloran said the process encompassed both early plans from the team and some ideas that popped up as the book was being conceived.

“From the beginning we wanted to pull from a wide range of character sources, and we wanted there to be fun little surprises–people you might not expect to hear from, or who might only have been in one or two lore tabs, alongside fan favorites that we knew for sure would be welcomed,” O’Halloran said. “The first thing I did after I understood the scope was run to the rest of the team asking for a wishlist of unusual characters they would want to hear from, and it was a really broad list! That’s something I love about Destiny, that there’s something interesting in our lore for everyone. Even the characters who haven’t shown up much have some dedicated fans out there somewhere.

“Once I had a list of characters who might appear in the book, I came up with ways they might run into Eido. (And double-checked with our historian to make sure I wasn’t resurrecting anyone by accident!) As I was going through the list and writing out messages, even more possibilities came up organically–sparked by design conversations with team members–or ways that characters might interact.”

Making the game world feel real

A smudged autograph message penned by Mithrax, an alien character in Destiny 2.

The autograph book, however, goes even further to make Destiny 2 lore characters feel realistic, and their relationship with the player somewhat more personal. It’s not just a series of text messages that characters have left behind; it’s made to look as though each character actually signed the book. It includes visual elements that imagine what the characters’ handwriting might look like or what flourishes they might have left on the page. In the case of non-human characters, there are other elements left behind in the book, as well.

“I absolutely loved working on the lore and autograph books for this collector’s edition because it really was this wonderfully collaborative process where one person’s idea would inspire another person’s and that person’s ideas would spark something in someone else and so on,” Consumer Products visual designer Jordan Dalgarn said. “It led to fun questions of, ‘How would a member of Caiatl’s mighty Cabal actually go about signing such a small book?’ ‘What does this character’s handwriting look like?’ ‘What would so-and-so say here?'”

The book is supposed to be a sort of thank-you from the people of The Last City, who players work to protect as part of Destiny 2’s story. As such, it includes a series of drawings of Guardians, ostensibly done by children who live there.

Dalgarn and Consumer Products development manager Chris Hausermann confirmed the drawings in The Final Shape Collector’s Edition really were made by kids–the developers’ kids, in fact.

A bunch of children’s drawings included in the autograph book were made by the developers’ kids over the last 10 years.

“Yes, pretty much all of those kids’ drawings were done by the children of Bungie employees,” Hausermann said. “A couple of my son’s drawings from elementary school are in there. Even the paw prints of my cat (Duchess Henrietta Pickypants) found their way into the book.”

“It was just a ton of fun to collab over and it was also just so heartfelt every step of the way,” Dalgarn continued. “The autograph book, in particular, is meant to inspire our Guardians on this epic journey into the unknown, so everything we put into this book had to come from the heart. I know everyone involved poured themselves into it; not only to narratively support and rally behind our Guardians as they prepare to face arguably their greatest foe, but also to celebrate and champion our community and our journey together with the players.”

More than meets the eye

The autograph book is a fun visual element that calls back lots of Destiny 2’s deep story elements, but it’s more than just a cute nostalgia trip–like the Tower replica, it hides secrets of its own.

Secrets, in fact, are among the most compelling parts of a Destiny collector’s edition, and they’re often hidden behind puzzles players have to solve. Some of those puzzles are relatively minor and easy, and every collector’s edition includes a few that hide redeemable codes for in-game emblems. Others are so complex, they require the cooperation of a huge part of the Destiny 2 community.

“The puzzles must be extensions of this rich world, its characters, factions, and secrets. With that in mind, we brainstorm various ways to tie these puzzles to objects that feel as though they fell right out of the game world and into our players’ hands,” Dalgarn explained.

Puzzle mock-up drawings provided by Bungie.

Engineering director Michael Williams works on Bungie’s Central Technology team most of the time, but he has a “sideline” working on designing collector’s edition puzzles.

“For emblem puzzles, we want them to be a fun discovery process that a single person could do or describe to a friend in a single sentence,” Williams said. “We want these puzzles to feel as ‘in-universe’ as possible, so it’s important to make them fit thematically, and even think about who might be embedding the codes. Puzzles related to Clovis Bray should feel different than something from Ikora.

“One extra challenge is that emblem codes are essentially random strings of numbers and letters, so fitting them naturally into the collector’s edition content can be difficult. Early on, we chat about materials available, locations we could work puzzles in, and non-puzzle imagery the collector’s edition might include. I take that and draft up four to five ‘programmer art’ versions of puzzles we could integrate, and the group talks through them. Then the team takes that art and makes it look incredible. In some cases, they take the ideas to amazing places–in the latest collector’s edition, the artist turned an idea for a robot pawprint into an incredible maze. In at least one case, the team took my art as-is, because they felt it fit the feel of the character!”

Some collector’s edition puzzles have gotten incredibly complex, however. For Shadowkeep, the collector’s edition included a sort of puzzle box called a Cryptoglyph, which could be opened like a combination lock using clues hidden within the package. Inside was a piece of paper directing players to a website, where they could access a tiny sliver of an image. By all sharing the images they found, the Destiny 2 community was able to stitch those slivers together to reveal an entire additional lore book related to the expansion. Williams said that particular puzzle was one of his favorites.

Destiny 2 players used documents included in the Shadowkeep Collector’s Edition to uncover the combination that opened the Cryptoglyph, but that was only the first step of the puzzle.

“For more complex online puzzles, I try to think about how the community will participate,” Williams said. “I like to think about it as a giant jigsaw puzzle, where everyone has a piece to provide, even if they don’t know how to assemble it. Our community is brilliant, and you can give them almost any near-impossible challenge and they will solve it.”

“We put a lot of work and love into the lore book and the autograph book to help convey that connection between the characters of the game and the player,” said Dalgarn. “Smudges and intentional little imperfections in a character’s handwriting all lend to that and help us deliver these puzzles in such a way that aims to pull the player into the game without them ever needing to fire up their console or PC. We always want the puzzles to be challenging but rewarding, so we do what we can to deliver visual clues or hints to help guide players without outright giving them the answers.”

In a lot of ways, Destiny and Destiny 2’s collector’s editions have grown with the game as Bungie has dialed in exactly what Destiny is. They weren’t always quite so involved or complex, but as the game has grown to encompass deeper stories, more fleshed-out characters, and greater mysteries, so have the physical packages evolved to follow suit. The collector’s editions have changed to bring more life to the game, in many cases physically manifesting things that have only existed on the screens and imaginations of players and developers.

“There’s something magical about holding something that you’ve experienced only digitally for a long time,” Dixon said. “The Consumer Products team has a very fun job, but we take it seriously. We want our players to feel that all of our products authentically express the digital world and characters that they have come to love.”

CoD: Warzone And MW3 Season 3 Reloaded New Party Operator Skin Bonuses Explained

The Season 3 Reloaded update arrives to Call of Duty: Modern Warfare 3 and Warzone on May 1, bringing new maps, modes, and operator bundles. Some of the season’s wackiest bundles will also include another way for players to earn additional XP with party pack bonuses.

How party pack bonuses work

Party pack operator bundles are Call of Duty’s new shop packs that offer players the ability to level up faster. These select operator skins won’t give anyone a competitive edge, but it will give a boost to the amount of XP earned.

Players will receive a double XP bonus for player progression and double weapon XP, if they are partied up with at least two other players wearing these select skins, and double battle pass XP is earned in parties of three or more players wearing the party pack skins.

Season 3 Reloaded party pack bundles announced

Tracer Pack: Wubz and Friends and the Tracer Pack: Hare-raiser party packs

At the moment, there is only one party pack bundle available in the in-game shop for MW3 and Warzone. The Killer Serial Creep party pack, which features the “Rave” operator skin for Swagger, is priced at 1,600 CoD Points ($15). In addition to the operator skin, the bundle comes with two weapon blueprints, a large decal, sticker, and weapon charm.

Activision has announced that Season 3 Reloaded will include the Tracer Pack: Wubz and Friends and the Tracer Pack: Hare-raiser party packs. While we don’t have full details on the bundles yet, the two bundles are previewed in the image above. The Wubz and Friends pack includes skins that give the vibes of off brand Teletubbies, and the Hare-raiser skin is a murderous-looking bunny.

Devin Booker and other skins included for Season 3 Reloaded

Devin Booker operator bundle

Other bundles were announced that won’t include the new party pack bonuses, including an operator bundle for Phoenix Suns shooting guard Devin Booker. Booker is dressed in a black tux and beanie, and his bundle will include two animated weapon blueprints with tracers, plus a host of other cosmetic items. Devin Booker is not the first NBA star to receive their own operator skin, Kevin Durant was introduced as an operator in last year’s Modern Warfare 2.

The Trash Talk 2.0 Ultra Skin: Tracer Pro Pack is a new operator skin for Ripper, featuring a robotic body with a television for a head. This bundle includes two animated weapon blueprints with Trash Talk Tracers and the Bodied 2.0 Death Effect, additional cosmetic items, and 2,400 CoD Points to spend.

The Echo Endo: Vibrant Vixen Tracer Pack includes a cyberpunk-style fox operator skin, two weapon blueprints, large weapon decal, and more.

The bioluminescent-looking Phyto Fighter Tracer Pack comes packed with the “Lucifern” operator skin, which is described as being “built of translucent skin over an animated and blue nervous system.” Additional items include two weapon blueprints, a large weapon decal, weapon charm, a double battle pass XP token, and a consumable item for Zombies mode.

For more on the midseason update, make sure to check out all the major announcements for Season 3 Reloaded, including a new weapon to unlock, more MP maps, and new Warzone features.

Ereban: Shadow Legacy Review – Way Of Shadow

In what feels like a spiritual successor to 2016’s Aragami, Ereban: Shadow Legacy transforms you into a deadly shadow that can become one with the darkness–the ultimate stealth operative. The game doesn’t quite deliver the necessary challenge to make for a successful stealth game, however, as the first trick you learn will get you through the entire game without a hitch. It does far better on the platforming front, and though its cast of characters could have used some fleshing out, the futuristic sci-fi world they inhabit is cultivated with colorful sights and intriguing snippets of lore.

As its name implies, Shadow Legacy’s main gimmick is its use of shadows. You play as Ayana, the last of the titular Ereban, a people who possess the innate ability to become one with and manipulate shadows. Using her shadow merge ability, Ayana can sink into shadows to creep past enemies, slink up walls, and dispose of bodies, encouraging you to stick to the shadows where your toolbelt is at its strongest. Alongside these shadow abilities, Ayana has an assortment of advanced gadgets–some are always useful like a recon pulse that marks enemies and items through walls, while others are more situational like mines that stun targets–which work regardless of the lighting situation.

Light is Ayana’s enemy–you don’t want to stay in it for too long.

I initially thought that this would present plenty of opportunities and strategies to sneak past enemies, most of whom will take out Ayana in a single hit. There’s a healthy variety of foes who want to take her down–standard enemies don’t pose much threat beyond the flashlight they carry to take away your darkness, but the more adept snipers can spot you from afar and the stealthy droids who can go invisible can ruin your day if you’re not taking time to look for the telltale shimmer. And then there are the human enemies who present a moral quandary rather than a gameplay one–while the mechanical droid-like enemies that dominate each level can be killed with impunity, murdering the living and breathing human workers will negatively impact Ayana’s morality and others’ perception of her (which I’ll touch on a bit more later).

Unfortunately, Ayana’s natural ability to merge into the shadows and traverse unseen is very powerful–so powerful, in fact, that you don’t really need to rely on anything else. The enemies aren’t very smart either, so they’re easy to avoid even if you solely rely on shadow merge. This means that it’s actually quite easy to go through the entire game without being seen or resorting to lethally cutting down humans, making for a stealth game that doesn’t quite give you enough opposition to challenge you to think critically when it comes to circumnavigating a threat. There aren’t any difficulty settings to make the enemies smarter or more plentiful either–though you can adjust how many environmental guides show up in each level (purple lamps or purple paint that point you in the general direction you have to go, for example).

It’s pretty easy to get past guards when you can move along walls.

Shadow Legacy teases you with a tantalizing view of what it could be in its third chapter, briefly breaking free from its otherwise linear stealth levels to give you a playground in which you can tackle an assortment of missions in any order within an open area. Within this open space, you have more of a choice in how you approach each assignment instead of being funneled through a more linear challenge. Mistakes have a more drastic impact because you’re not moving from one area to the next–it’s all one big connected location, where your actions can snowball into unintended effects. Ayana’s assortment of abilities and gadgets also have way more utility in this level. The binoculars used for scouting and mapping enemy movements are way more valuable in a giant open space than in an enclosed laboratory or city street, for instance. The game never opts for this format again, however, and in doing so it leaves me wishing for what might have been.

To the game’s credit, the back half of Shadow Legacy has some creative set pieces from a platforming standpoint, with one section in particular that I adored for how well it challenged and encouraged me to utilize all I had learned up to that point in one fast-paced gauntlet. Shadow merge can be used to eject out of shadows to make otherwise impossible jumps or interact with the environment to solve simple riddles–skills that apply to challenges that steadily get more complex as the game goes on. Even if Shadow Legacy falls short of being a great stealth game, it’s a good platformer. The environmental elements create an assortment of shadows–some oddly shaped, others that move, and still more that can be altered–and figuring out how to reach an out-of-the-way platform is sometimes a puzzle within itself, made trickier and more rewarding to solve given the stamina meter tied to Ayana’s shadow merge. Not only do you have to figure out which shadows to move or follow or jump between, but you also usually have to do it in a timely manner.

Character development feels rushed in Shadow Legacy, especially when it comes to the supporting cast.

In service of these platforming challenges, Shadow Legacy features a colorful diversity of locales, ranging from an outpost in the desert to an autonomous factory. My favorite is an urban street that hints at the human life that once populated it, now devoid of any movement save for the autonomous drones that patrol the streets and promise that this is for the best. Sporadic graffiti and text logs hint at the growing loss of autonomy among the human citizens leading up to the corporate takeover that promised everyone a better life. It’s such an eerie level, framed against the setting sun that’s causing the street to slowly be encroached by shadow. It feels fitting that Ayana uses those same shadows to sneak her way past the guards searching for her, paralleling how the oppressive regime’s efforts can’t stop the resistance–they squeezed so much life out of this one city block that now there’s no living soul to report Ayana to the authorities, just dumb, easily-fooled machines.

Guiding Ayana through these challenges is a story that never quite gets room to breathe. Initially trapped by an AI-controlled entity hellbent on using her powers for some unknown purpose, Ayana finds herself quickly working with the resistance seeking to free themselves from corporate tyranny. Ayana is hesitant to work with them, having heard they’re nothing more than terrorists but agrees to use her unique skillset to help on the condition that the group gives her everything they know about the Ereban people. There are some interesting, albeit familiar, narrative themes here, but Shadow Legacy rushes through them–Ayana buys into the resistance’s cause remarkably quickly, for example, despite being given no catalyst to do so.

This is my favorite area in the game. It’s so beautiful and yet so eerie.

In the game’s third chapter, Ayana is warned to spare humans so as to help alleviate the accusations that the members of the resistance are terrorists. This is the game’s morality system, shifting the coloring of Ayana’s design toward shining white or sinister purple depending on how bloodthirsty you play her. As far as I can tell, the ramifications of this only impact one small moment in the final level of the game–it’s not much of a narrative payoff.

At certain points in the story, Ayana can upgrade her shadow powers and you have a choice of whether to unlock new branches on one of two skill trees. One branch leans toward non-lethal abilities, like cushioning your footsteps, while the other opts for skills that make you a better killer, like making it easier to hide bodies so your deeds aren’t discovered. This creates some fun replayability as it’s impossible to fully unlock both branches in a single playthrough, but, again, shadow merge is just too strong. The new powers are cool, but I never had to use them, as shadow merge makes it fairly easy to sneak through a level without being spotted. Granted, I opted for a nonlethal run. It’s possible that if I had aimed for a playthrough where I killed everything that moved, I’d have needed to rely on more of the powers that hide bodies or kill multiple enemies at a time in order to not alert guards that something was wrong.

Ereban: Shadow Legacy sits in a weird place for me. As a stealth game, it rarely challenged me, reducing protagonist Ayana into a one-trick pony that could sneak past any target with the same shadow merge skill every time. But as a platformer, Shadow Legacy incorporates some entertaining puzzles that grow increasingly complex and rewarding to overcome. I never quite managed to connect to Ayana’s journey against the autonomous overlords planning to doom an entire civilization, but I had a lot of fun slinking up walls and exploding out of the darkness, striving to time my jumps with the movement of a windmill and the rotating shadow it was casting. Those nail-biting moments are the ones that stuck with me, not the dozenth time I slunk past an unsuspecting droid.

Elisabeth Moss Broke Her Back Filming New Show, Worked The Next Day

Elisabeth Moss, the Emmy-winning actor who starred on West Wing, Mad Men, and Handmaid’s Tale, has revealed she sustained a serious injury when filming the new Hulu show The Veil. Speaking to Variety, Moss revealed that she broke her spine when filming a scene where her character, an undercover MI6 agent named Imogen, was running on a rooftop to evade an attacker. The scene was filmed on location at the Grand Bazaar in Istanbul.

The scene, as it’s shown on the series, was the second time it was filmed. The first time it was filmed, Moss smashed into a wall “the wrong way” and she “ended up lying on the roof for a couple hours.”

Denise Di Novi, a producer on The Veil, was with Moss when the mishap took place. Di Novi said Moss “fractured a vertebra really badly,” but wanted to continue filming.

“We actually shot the next day at the airport, those are the Paris airport scenes you see [in the episode], and I actually have, like, a broken back,” Moss said. “I tried to get them to put a green blanket over me, and just VFX me out. I was like, ‘Look, just put the green blanket over me and you can scrub me out in post.'”

As for the rooftop scene, Moss said she was concerned the team wouldn’t be able to return to the Grand Bazaar in Istanbul to try again, but FX made it happen. “It’s not like that is an easy thing to accomplish,” she said.

The Veil premieres April 30 on FX. In addition to Moss, the show stars Yumna Marwan and James Purefoy. The show was created by Peaky Blinders’ Steven Knight.