The X-Men spinoff film, The New Mutants has been stuck in a purgatory of sorts after the big Fox-Disney merger earlier this year. However, with an April 3, 2020 release date set, director Josh Boone says that fans will get a new trailer in January.
Riley Howell, the heroic 21 year-old student who lost his life protecting his classmates by tackling the gunman who opened fire at the University of North Carolina in Charlotte on April 30, 2019, has been immortalized in Star Wars canon by Lucasfilm.
In the newly published book Star Wars: The Rise of Skywalker – The Visual Dictionary, a character inspired by Riley Howell is cited as the Jedi Master who assembled the sacred texts featured in Star Wars: The Last Jedi.
In the description of the texts known as the Aionomica, it reads, “Jedi Master and historian Ri-Lee Howell collected many of the earliest accounts of explorations and codifications of the Force in the Aionomica: a two-volume combination of codex, correspondence, and scrapbook. Though much of its contents would later be stored in holocrons (which have since been lost), the physical books have passages written in the hands of the original sages, carefully preserved by Howell.”
Note: This story is full of spoilers for Star Wars: The Rise of Skywalker. Read on at your own risk!
In concluding the three-movie arc of the Star Wars sequel trilogy and the nine-movie Skywalker Saga, The Rise of Skywalker closes down a whole lot of character arcs and pays off quite a few ideas first raised in The Force Awakens. It also introduces a bunch of new stuff–most notably, the return of the series’ ultimate evil, Sith Lord and Galactic Emperor Sheev Palpatine (Ian McDiarmid). We’ve known for a while that Palpatine would be making a return thanks to trailers, but exactly how he’d come back and what he’d be up to has been a mystery.
Now that Rise of Skywalker is out in theaters, we have our answer: Palpatine apparently survived the destruction of the Death Star II back in Return of the Jedi and has been working behind the scenes for decades, instigating the rise of the First Order and trying to regain his ridiculous amount of power. While the First Order has been formidable in its own right, we learn in The Rise of Skywalker that Palpatine has more tricks up his sleeve.
But Palpatine’s return isn’t a new idea. In fact, the plot of The Rise of Skywalker has a whole lot in common with other Star Wars stories, ranging from the original films to old Expanded Universe comics and novels–but none more so than Star Wars: Knights of the Old Republic. Though the story of the 2003 video game takes place thousands of years before Palpatine’s rise, a bunch of the plot points of KOTOR and TROS are pretty much the same. Allow me to explain.
KOTOR starts in the aftermath of a major war that has devastated the Galactic Republic–the Mandalorian Wars. Those spooky Boba Fett-looking warriors (a tribe of which is central to the Disney+ series The Mandalorian) raised a massive army and nearly brought the Republic down in a horrific conflict that devastated countless worlds. When things were at their most dire, a group of Jedi led by a knight named Revan and his friend, Malak, broke with the Jedi Order, which had chosen to remain neutral. The Jedi joined the Republic to defeat the Mandalorians, but afterward, Revan and Malak disappeared into the Unknown Regions. Eventually, they returned, but had fallen to the Dark Side, and led a massive Sith Armada bent on destroying the Republic and taking over the galaxy. It turns out, the pair discovered an ancient alien space station called the Star Forge, capable of creating an entire fleet of ships in an incredibly short period.
The Star Forge made Revan and Malak powerful enough to threaten the entire galaxy.
That story is a whole lot like the setup for The Rise of Skywalker, in which Kylo Ren discovers the legendary Sith planet, Exegol (also in the Unknown Regions), and discovers it’s where Emperor Palpatine has been holed up, marshaling his strength. As with Revan and Malak and the Star Forge, Palpatine has managed to use Exegol to create an entire fleet of Star Destroyers that could smack down the entire galaxy.
In KOTOR, the player spends most of the game trying to dig up information on and then find the Star Forge, which is pretty much what goes on in The Rise of Skywalker. Rey, Poe, and Finn travel across the galaxy in search of information on Exegol, which they obtain from a Sith dagger. That leads them to an artifact called the Sith Wayfinder, which provides a map to Exegol and the giant fleet Palpatine has waiting there.
KOTOR’s protagonist is a nascent Jedi who has visions of Revan and discovers information about the Star Forge, and near the end of the game, turns out to be none other than Revan himself (or herself, depending on the character you create). The Jedi had brainwashed the injured Revan after Malak tried to kill him, intent on using his power against his former apprentice.
That’s not unlike the arcs of both Kylo Ren and Rey in The Rise of Skywalker. Ren is a fallen Jedi who discovers a ridiculous Sith power, but who eventually is turned back to the Light Side to battle to stop a former evil ally in Palpatine. You could also liken Revan to Rey, who, like Revan, discovers she has the Dark Side in her past and the potential to go bad. The Rise of Skywalker reveals that Rey is the granddaughter of Palpatine, and that information acts as a shadow over her, often making her wonder if she won’t fall to the Dark Side herself.
Palpatine’s return echoes the idea that villains are really working to stop a bigger, badder Sith threat.
Some of the story beats of KOTOR and Revan are picked up in the MMO Star Wars: The Old Republic, creating even more parallels. It turns out that the thing that drove Revan and Malak to the Dark Side in the first place was not the ridiculous amount of power they discovered in the Star Forge, or the horrors they saw during the Mandalorian Wars. Instead, it was something worse: The pair discovered a secret, immortal Sith emperor out in the vast reaches of space, who was himself marshaling power for an attack on the galaxy. That’s basically what’s going on in The Old Republic, but if and when you find Revan in that game, you learn that he and Malak meant to take over the galaxy partially so they could strengthen up its defenses against the much bigger threat in the Sith Emperor. That’s at least similar to what’s up with Kylo Ren–he might be trying to tighten his grip on the galaxy, but he’s also spending most of The Rise of Skywalker trying to turn Rey to his side so that the two can defeat the worse threat represented by Palpatine and his armada.
It’s not a perfect comparison, but there are a lot of similarities between where The Rise of Skywalker goes in its plot, and the path KOTOR trod back in 2003. As mentioned, this isn’t the only old Star Wars story The Rise of Skywalker draws on–a revitalized Palpatine who can transfer his spirit between bodies was the drive behind the Dark Empire comics in the 1990s, for instance. But while most Star Wars video game plots either just borrow the plots of the films or have nothing much to do with them, The Rise of Skywalker’s similarities to KOTOR might be the closest the Star Wars saga has come to doing things the other way around–the films being influenced by the games, for once.
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Warning: Spoilers follow for The Rise of Skywalker.
While watching Star Wars: The Rise of Skywalker, I had a flashback to just four years ago, watching The Force Awakens for the first time and realizing it was largely a spirited remix of A New Hope. The Rise of Skywalker, too, feels like watching another previous entry in the saga. Many have already noted the parallels to Return of the Jedi, and that comparison is justified when it comes to Rey and Ben’s final confrontation with Emperor Palpatine. But beyond that climactic sequence, this last chapter actually bears a stronger resemblance to the first Prequel, The Phantom Menace.
If you have been looking to jump on the Nintendo Switch hype train and have been looking for a great deal, sale, or bundle, I have great news for you.
Not only is Walmart selling a great bundle right now, which will get you rolling with everything you need to get started on Switch, but you can also save on some of Switch’s best games, including The Legend of Zelda: Breath of the Wild.
Best Deal: Nintendo Switch V2 Mario Red Bundle for $299
Grab this Nintendo Switch bundle from Walmart and get a $20 eShop credit and red carrying case included. The Switch has Mario Red Joy-Con controllers, so get it now and grab free delivery from Walmart while you’re at it.
Superheroes had a fantastic year both in live-action and 2D.
Superheroes had an unsurprisingly massive year on both page and screen in 2019–but you probably already know that, if you’ve taken a glance at our round-ups of the biggest TV shows and movies. So that means it’s time to break down the best comics to hit shelves over the last twelve months and sure, while they don’t have multi-million dollar budgets behind them, the source material for our favorite blockbusters still managed to pull out all the stops.
Between beautiful, poignant, and meditative mini-series like Spider-Man: Life Story, which broke down the life and times of Peter Parker as if he could age in real-time, or Martian Manhunter, which explored the intimate details of DC’s most slept-on A-lister, or bombastic franchise overhauls like House Of X and Powers Of X, superhero stories covered all their bases. The year was full of breakout talents, spectacular graphic novels for all ages, and quality event-style storytelling from some of the best creative teams in the business.
Oh, and we can’t forget zombies–they may not be traditional superheroes, but the cast of The Walking Dead has survived so long they may as well be, right?
There was a lot of TV in 2019. Between the traditional networks, cable series, established streaming platforms, and newcomers to the streaming scene, there was a constant flow of new TV, that inevitably ranged from unmissable to terrible, with everything in-between. If there was one problem, it was simply knowing what to watch–with so much available, it’s easy to miss out on essential shows, especially if they don’t have the profile of the big Netflix or HBO titles.
In terms of the best shows of 2019, you can check out GameSpot’s picks here. But what about individual episodes? A great show doesn’t automatically have a stand-out episode–there are series that maintain a consistent quality throughout, with no one episode particularly better or worse than any other. Equally, just because a season wasn’t that good doesn’t mean it can’t have a great single episode–the stunning “Kiksuya” in the otherwise mediocre second season of Westworld last year was a classic example of this.
In 2019, however, the high quality of TV generally meant that the best individual episodes were mostly part of great seasons. Some of them were striking premieres or moving finales, while others were a brilliant culmination of events throughout the preceding episodes. And there are always those stand-out episodes that deliver something truly unexpected, that are destined to go down as true TV classics. So here are the best TV episodes of 2019–and once you’ve read these, check out our guide to the year’s best and worst movie and TV reboots, adaptations, and remakes, and the most anticipated shows of 2020…
Once upon a time during the reality TV boom of the mid-’00s, there was a show called Kid Nation that, honestly, is the best thing that has ever or will ever happen to TV. On it, an army of kids were given control of a ghost town and told to figure it all out. They created their own government, jobs, chores, and society. It was a weird little piece of controlled chaos that shows kids are smarter than given credit for and, even when they make dumb choices, they might just be able to solve their own problems and live peacefully in the end.
Enter: Netflix’s The Society. It’s as if someone watched the one season of Kid Nation and decided to adapt it into a post-apocalyptic drama. The show follows a town of teens and kids after they realize all of the adults have simply disappeared. There’s a variety of cliches, from the bad boy to the bookworm, and somehow they all come together to make their town work. Well, most of them do. After all, this is a drama in the streaming era. There’s sexual tension, underhanded political maneuvering, and just the right amount of dead bodies popping up here and there to keep you riveted to your TV. Thankfully, it’s already been renewed for a second season. – Chris E. Hayner
It’s been a big year for Path of Exile. Developer Grinding Gear Games held the first-ever fan convention, ExileCon, in the developer’s home city of Auckland, New Zealand in November. At the show, the company made a series of big announcements, perhaps the most notable of which was the reveal of Path of Exile 2. Some of the other announcements included a Path of Exile mobile game, a 3.9.0 expansion for the base game, a Mac version and more. In a new interview, Grinding Gear founder Chris Wilson speaks to GameSpot about how the show went, if it will return for 2020, and lots more.
“I almost cried on the stage, it was such a strong set of emotions,” Wilson tells GameSpot about his reaction to announcing Path of Exile 2 to a crowd of millions of people on-site and online.
ExileCon may not return for 2020, Wilson says. The main driving decision will be if Grinding Gear has enough to show, and it’s too early to say.
Also in the interview, Wilson speaks about how Path of Exile 2 isn’t afraid to compete with Blizzard’s Diablo IV, a game that presumably has a bigger budget. He also discusses hot-button topics like cross-play, microtransactions, and how the studio has gone about avoiding crunch. Grinding Gear has been one of the most outspoken developers in the world regarding crunch, with Wilson saying in the past that he refuses to make his teams crunch. Wilson also talks about how he believes Grinding Gear has retained its identity in the past year following its acquisition by Chinese internet behemoth Tencent.
Editor’s Note: This interview has been edited for clarity and readability. Minor spoilers for Life is Strange and Life is Strange 2.
GameSpot: Now that it’s been a couple of weeks since ExileCon, when you look back and reflect, how do you think it all went and what were some of your personal highlights?
Chris Wilson: It went so much better than we ever hoped. There were a hundred moving pieces and everything came together perfectly. There was so much energy and engagement between players and developers. It was a really special weekend for our team, and they’re still buzzing from it a few weeks later.
There were many highlights for me, but the one that stands out is the feeling of announcing Path of Exile 2 to millions of people. I almost cried on the stage, it was such a strong set of emotions. Another big highlight of the convention was getting to meet so many fans and hear their stories. It was so cool to meet people who like Path of Exile enough to fly all the way out to New Zealand!
Do you think ExileCon will be back in 2020; what might you want to do differently?
We haven’t decided which year to bring the convention back, but it’s unlikely to be every single year. We’re thinking about whether 2021 or 2022 makes more sense for another event, and this honestly depends on when we’ll next have a big enough set of compelling announcements to make. Maybe there’s some scope for a smaller-scale fan meetup in the meantime?
In terms of what to do differently, there are some internal processes we could improve (an extra setup day for example) but otherwise we were really pleased with how the event itself went!
A lot has been said over the years about the approachability of Path of Exile. You’re obviously having a lot of success with the way things are, but do you have anything in mind to help improve the onboarding experience for new players?
We’re constantly trying to improve the onboarding experience for Path of Exile. The new campaign and skill system in Path of Exile 2 are both designed to remove early frustrations and to improve retention for new players. Having said that, though, in our experience, every change we have made in the past to improve onboarding has had little or no impact on overall player retention. This is something we have seen echoed by other free-to-play developers as well.
You’ve said from the beginning that Path of Exile is a hardcore game for hardcore gamers–but would you ever consider efforts to appeal to a broader player base?
If we can achieve to a broader player base without in any way hurting what makes Path of Exile great for hardcore players, then that’d be great. Path of Exile 2 is a good opportunity for this, but we certainly have to be careful to not water down any systems that players currently enjoy. Ideally we’d want Path of Exile to be more approachable while also being deeper than it currently is.
What is your response to Blizzard’s recent Diablo 4 reveal? How do you feel Path of Exile 2 stacks up against what Blizzard is trying to do with their game?
When other companies make a new Action RPG, they’re taking a gamble. The game design decisions they make could be great for their game, or could detract from it. Does simplifying itemisation help or hinder long-term player enjoyment? Does an open world solve more problems than it causes? It’s very hard to know the answers to these questions without playing the released game.
To me, Path of Exile is a solid 90%. The ongoing popularity of the game is a testament to this, as evidenced by the millions of people watching ExileCon coverage, and the 1400+ die-hard fans who flew to New Zealand see it in person. The changes we are making for Path of Exile 2 are very carefully made, with the goal of only increasing that number. I know the new campaign is far better than the old one.
I know the new skill system allows everything that was possible before, while being far easier to understand and solving many confusing problems. Therefore, I believe that Path of Exile 2 will be at least a 90% game as well, if not slightly more. We’re only changing stuff that makes the game better. Maybe our competitors will release a 100% game, but there are so many new and untested-on-a-global-scale decisions that it’s entirely possible that some may be the wrong call.
On a more positive note, I’m rooting for everyone to make great Action RPGs. A genre with popular games in it is good for everyone, and if someone can bring an extra 20 million players to this genre, everyone benefits.
A big theme today is cross-play and connecting communities–do you plan to offer cross-platform or cross-progression for content in Path of Exile 2?
We would like to. There’s still quite a lot of work needed to work out what that means and to what extent the different platforms are integrated (for example how to handle compatibility with updates deploying at different times on different platforms as that’s often out of our control), but we’re optimistic that we can work something out in 2020.
Being a free-to-play game that uses microtransactions, I think many would say that Path of Exile is an example of free-to-play done right. What is your approach to MTX and how do you avoid its pitfalls like pay-to-win and other icky situations?
Our philosophy is to not allow microtransactions to affect game systems. That way, there are never any game design considerations related to them, so the game development team don’t really need to think about the business case for how the game is monetised and can focus on just making it fun.
To this end, we only sell cosmetic microtransactions that let you dress your character up, and long-term stash storage space that doesn’t benefit you in the field and is equivalent to (but more convenient than) just registering more free accounts to mule the items over to.
The mobile version of Path of Exile that was announced at ExileCon was described as being “experimental.” How are you going to go about gathering feedback and what will you need to see or learn to decide to go forward with the project officially?
Our mobile team spent a lot of ExileCon chatting with players while they were playing the mobile project, and solicited feedback as people finished their sessions. This has yielded heaps of feedback on the current version that we’re still processing and making changes as a result of. We haven’t yet announced how we’re going to get the next iteration into the hands of players, but their feedback is really important to our process so we’ll certainly do more rounds of community playtesting.
In terms of going ahead with the project officially, we’ll release it if it’s a great game. So far it’s looking promising, but we have no financial requirement to rely on income from the mobile project so we’re able to take our time and make sure it’s what we need it to be before we release it.
Streaming seems like it could finally be taking off with Google Stadia and xCloud and other similar services; would you want to make Path of Exile available for streaming?
Certainly, it seems harmless to offer it as an alternative way to play and might help us bring the game to users whose PCs aren’t powerful enough to play the game. There’s just the question of manpower in terms of being able to commit to a project like that.
In 2018, Tencent came aboard as a majority investor. Now that it’s been about a year, can you reflect on that acquisition and how things have changed or stayed the same since then?
My goal was for things to stay the same, both for our staff and for our players. After a year and a half now, I feel that I can confidently say that we have achieved this. I do not believe that anything has changed either internally or externally at the studio as a result of the acquisition, other than a little more CEO work on my plate.
You’ve been very open and passionate about avoiding crunch at the studio. How have you been able to achieve this while still being active in releasing new content all the time, especially now as you take on more projects like Path of Exile 2 and the mobile game?
We have been actively expanding our studio over the last few years so that we have the capacity to deliver both our regular thirteen-week cycle and also work on other projects such as Path of Exile 2 and the mobile game. As we continue to ramp up the team size, we’ll be able to make even faster work on these side projects. Our core developers working on our regular expansions have a good idea of what they can achieve in thirteen weeks and unless some big design aspects of the expansion need to change, it’s usually quite comfortable.
Having said that, we completely underestimated the amount of effort required to arrange ExileCon, so I will be forever grateful for the hard work that many team members put in making sure that the convention went amazingly. We may have developed expertise in scheduling game development, but organising conventions was an area that was very new to us.
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The Day 6 Fortnite Winterfest challenge will require you to dance at different holiday tree locations. Here is where you can find all of the Christmas trees in Fortnite.