Westworld’s Season 3 Premiere Post-Credits Scene Explained

Westworld has finally returned on HBO. And true to form, the Season 3 premiere introduces a drastically different status quo while raising new questions about the hosts and the world in which they live. Assuming you stuck around after the end credits, episode 1 drops yet another bombshell with major ramifications. Check out our review of Westworld Season 3, episode 1, and then read on for a full breakdown of what’s happening in this post-credits scene and what it means for Maeve.

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Where Is Maeve?

The post-credits scene shows Thandie Newton’s Maeve waking up in a World War II setting and with a ’40s-style makeover to match. She appears to be stuck inside a new branch of the Delos Destinations park, one offering guests a chance to live out their fantasies battling German soldiers. This setting specifically looks to be an occupied city somewhere in continental Europe (France or Italy, perhaps?), with Maeve reprogrammed as part of some new scenario involving captive German soldiers.

We’ve been expecting the debut of a WWII-themed park ever since footage was first teased in the Season 3 trailer released at Comic-Con 2019. We’re assuming this park is called War World (Warworld?). Its debut seems aimed at ensuring at least part of Season 3 still takes place within a more traditional theme park setting, even as Evan Rachel Wood’s Dolores ventures out into the real world. Unfortunately, dusting off Westworld itself isn’t really an option, as the set was destroyed in the 2018 Woolsey Fire. However, the most recent trailer suggests we’ll still see the torched remains of Westworld.

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Which Host Pearls Did Dolores Bring With Her?

The biggest takeaway from this post-credits scene is the apparent confirmation Maeve wasn’t among the host “pearls” Dolores stole when she escaped Westworld in Season 2. Those pearls, each of which contains the memories and programming of a different host, are at the crux of one of the biggest mysteries of Season 3. Who else escaped the park thanks to Dolores, and whose bodies are they hiding inside now?

It would seem Maeve wasn’t lucky enough to win her freedom and has instead been reprogrammed by Delos. However, given her confused reaction upon waking up in War World, we’re guessing that reprogramming didn’t really take. She seems cognizant of her true self and will almost surely begin finding a way to escape once again.

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What’s Next for Maeve?

We assume Maeve’s plight in War World will play out alongside the main plot involving Dolores and Aaron Paul’s Caleb. She’ll no doubt work to escape her new surroundings. She’ll probably also bump into other familiar hosts who have also been reprogrammed for the new War World scenario. That should slowly clue viewers in as far as which hosts were taken by Dolores and which ones remain inside the park.

It remains to be seen what Maeve’s ultimate goal is, now that her daughter has found salvation of sorts in the Valley Beyond. Does she want to join Dolores in the outside world? Is she looking for some way of entering the host afterlife, even with the Valley Beyond being locked away?

Of course, thanks to Season 2 and its big “Halores” twist, we can no longer be sure that a host’s appearance corresponds to the brain within. We don’t even know for sure this is actually Maeve and not a different host occupying her body. For that matter, there’s always the question of when exactly this Maeve storyline is taking place. The first two seasons were notorious for playing around with our perception of time, and we wouldn’t be at all surprised if Season 3 continues that trend.

For more Westworld fun, check out our review of the Season 3 premiere and see the biggest mysteries fueling Season 3.

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Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on Twitter.

My Hero Academia: Season 4, Episode 22 Review

Episode 22 begins with a serviceable flashback that summarises almost the entirety of the previous episode: Deku vs Gentle Criminal. It’s not necessary but, since the last episode ended on a cliffhanger, it makes some sense. The rest of the episode’s first act, however, is a deep dive into the mind of La Brava and a reminder of the high stakes for Deku as he attempts to halt the disruptive plans of Gentle Criminal and his sidekick.

Until this point, Gentle Criminal and La Brava have represented the more fun, silly, and campy end of the villain roster. If Hero Killer Stain is the Joker, then Gentle Criminal is Kite Man or the Mad Hatter. Until now, that is. This arc has, from a storytelling perspective, done such a masterful job of taking a c-list villain, poking fun at him, then building him up to be charming and goofy, before revealing his quirk and marking him as a tangible threat. And now, at last, his appearance and his aura match that threat level.

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While we’ve been enjoying the quirky behavior and showy bravado of Gentle Criminal, with his clothes and voice that so match his eccentric and foppish allure, La Brava has remained a mystery. And the longer she has stayed a mystery, the more tantalizing that situation becomes. Here, at last, we get to see an explanation for her throwing in her lot with this strange villain, and even an awkwardly funny reason for her distinct black-lined eyes (it’s not makeup).

Getting to know La Brava is an unexpectedly touching and enjoyable bit of storytelling. My Hero Academia is very, very good at devising backstories and telling them through flashbacks. It may rely on them a little too often, but they always work well. And, in the case of La Brava, this effectiveness is no different.

The villains aside, episode 22’s first half also has fun lining up the dominoes that are all about to fall if Gentle Criminal gets his way and Deku fails to stop him. These dominoes take the form of the other classes, who all get a little stage time as we get to see them bantering and preparing for the School Festival to begin. It’s nice to see the show dedicate a little time to the supporting cast and remind us of what’s at stake here. It’s quite easy to get distracted by the pomp and silliness of Gentle Criminal but he is a real threat to not just the safety of UA’s students but also to all the work, dedication, and enthusiasm they’ve poured into this festival.

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That’s what really impresses as the episode barrels on ahead: the tension rises like a ringing in the background. While it’s fun getting to know La Brava and listen to the bluster of Gentle Criminal, there’s a real tension to this episode as everything is in danger of collapsing at this villain’s hands. The rising tension also has an effect on Gentle Criminal: attempting to shift the audience from laughing at him to taking him seriously to, now, actively hating him for what he is about to do.

That is, until the episode’s second half takes some time to dig into Gentle Criminal’s own backstory and motivations, which won’t be spoiled here. The relationship between audience and villain is quite a whirlwind. Suddenly, this villain has become a sympathetic character, and it only took a few scenes to get us there.

This backstory is inserted deftly into the second brawl between Deku and Gentle Criminal, which itself is a fantastic fight. Carefully used sakuga ramps up the energy and excitement of the fight and the direction provides plenty of flair and drama. The fight itself is a fairly primal scrap, with little strategy involved, betraying the intensity and desperation which both the hero and villain are drawing on as they dart and kick and grunt. It’s honestly one of the best fights we’ve seen this season.

The Walking Dead: ‘Walk with Us’ Review

Warning: Full spoilers for the episode follow…

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Yesssssss!

I have to say, the way this episode was chugging along, I wasn’t sure we’d get an official Alpha death.

I was hopeful the “war” would end this week, given the way episode 11 episode played out, but the actual staging of “Walk with Us” was puzzling. We kicked things off in the absolute thick of it. Just guts-deep in the flaming carnage. And then the story cut away to the morning after and we had to kind of figure out who was still alive as the episode pushed forward. The only thing we knew was that things sort of reached a stalemate, though Hilltop, for all intents and purposes, was lost.

Sure, there are still lingering Whisperer bits to deal with, as Beta and the rest of Alpha’s ghouls are still out there, but “Walk with Us” was a pivotal, and merciful, end to the majority of the conflict. And it did it with a fun twist – one that answered a series question that I’d utterly forgotten about: Who freed Negan from his cell? Back in the fall, in “What It Always Is,” the show tried to make us think Brandon – aka Negan Fan Numero Uno – was the culprit. But that was never made official. In fact, if you read the episode right, Brandon only tracked Negan out into the woods after he’d learned of the escape. He didn’t orchestrate anything.

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Carol and Negan

Carol’s choice to free Negan, with a pact in place to kill Alpha, would have happened back in Episode 4 of the season, “Silence the Whisperers.” That’s when Negan was possibly on the chopping block for accidentally killing Margo while he was protecting Lydia. Obviously, Negan had to be Carol’s Plan B since she kept on trying to track and kill Alpha herself (leading her, and others, into that cave trap). Whether it was a back-up plan or not, it was still a smart play because – boy! – did it pay dividends. Carol literally had Alpha’s head delivered at her feet.

I knew how Alpha died in the comics, I just never knew the full context – as in, what brought Negan to commit the act. I’m assuming they changed a few things around, but the quick neck slice remained the same. Alpha got taken down from the inside, by a guy who’d managed to gain her trust – a master manipulator named Negan. In the end, it was Lydia, and Alpha’s stubborn commitment to killing her own daughter, that drove him to draw his blade. From his brief interaction with Carol at the end, it seemed like his plan might have always been to kill Alpha, but who ultimately knows? He was certainly testing Alpha at the end, to see if she’d actually go through with killing Lydia after he tried to convince her not to. If she’d agree to spare Lydia, would he have spared her? Maybe not, since the cabin was empty. He did seem to carry an affection for her in the end, though.

But then again, when Aaron briefly saw Negan out in the woods, Negan said, “Aaron, I’m not…” but then couldn’t get out the rest. That’s a big indicator that he was always a part of the Whisperers as a mole and that the endgame was to end Alpha’s reign. Had Aaron not been so angry, we could have gotten the full explanation right then and there.

Whatever Negan’s misgivings might have been, however brief, he did the deed and slew the dragon. It was a wickedly sweet swerve that paid back Alpha for not only killing off several of the show’s heroes by infiltrating their ranks, but also for the beheading said victims. And for Negan, maybe this means full redemption within Alexandria.

Gamma and Beta

Mary getting killed by Beta was an early indicator that perhaps this Whisperer arc was drawing to a close. I’m not against the death outright, though I will say Mary had huge potential as a new full cast member. We tracked her story long enough that she was already someone, now on the good guys’ side, who we could grow to invest in more. That doesn’t happen easily on this show anymore.

Mary died, basically, saving baby Adam, who was trapped in a car with Aiden and Kelly (if I were to mention a few characters who haven’t “popped” like Mary). Her story came full circle as she more or less proved to the doubters that she had her nephew’s best interests in mind. Then, with Beta killing her, we got a quick moment that revealed Beta to possibly be a famous country music star from the old livable world, which has been a rumor ever since actor Ryan Hurst sang on a track (written by former Dead star Emily Kinney) that played in the episode “Bonds.” In the comics, Beta was actually a famous basketball player before the End Times so it would make sense for Ryan Hurst to be playing someone of celebrity note.

With as tall and striking as Beta is, it still feels weird that no one could pick him out of a lineup until a portion of his mask, which doesn’t cover his beard, got ripped off. At least the poor Whisperer he killed also mentioned recognizing his voice. Regardless, Beta is the big remaining threat, and thread, still out there, stalking around, from this story. Will his fate play out the way it does in the comics? From the small bits I know (which include a character who’s already been killed off the show), I feel like there’s a fun team-up coming to take down the big guy.

“Walk with Us” wound up feeling very satisfying, because of the final five minutes (where we actually heard Negan talk more about his wife), but that doesn’t mean it was great all the way through. It was structured strangely and that kind of threw everything off a little bit. Within it were some cool moments, like Judith having to kill Earl after he messed up his own suicide, and Carol telling Eugene to run off for his rendezvous with Stephanie. But why did Aaron shoot Gamma/Mary with the arrow first when he could have taken out Beta and then put Mary out of her undead misery?

And what was that whole Daryl/Ezekiel pact about last week when neither of them wound up saving the kids? They found Ezekiel under a pile of rubble and then went and found the children. Also, why tie up Lydia in a shack at all? Negan could have lied to Alpha completely without actually kidnapping Lydia and making the girl think her life was in danger. That seemed like it was just for our benefit, to trick us.

That being said, it was the perfect time to wrap things up, for the most part, and the twist at the end worked nicely.

Ubisoft Talks Streaming As The Division 2 Comes To Stadia

With The Division 2 coming to Stadia on March 17, Ubisoft’s senior vice president of partnerships Chris Early has cleared up some questions about game streaming, Nvidia’s embattled GeForce Now platform, and what it all means for Ubisoft’s library.

When it arrives on Stadia this week, The Division 2 will be the first game on the streaming platform to offer crossplay with PC players. Ubisoft already has four games available on Stadia: Assassin’s Creed Odyssey, Ghost Recon Breakpoint, Trials Rising and Just Dance.

In the interview on Ubisoft’s site, Early has revealed some interesting data about the way people are playing Ubisoft games on Stadia, breaking players into two categories. “One is the experimenter; this looks like somebody who came on and played for a couple days, and then we haven’t seen them again,” he said. “They played probably a couple different games, not for very long, and they sated their appetite and that was that. They had their questions answered.”

The other is a more traditional kind of player: “Their behavior mimics what we see with other players of the same game,” Early revealed. “Their play pattern is not particularly different. They are not playing less time; they’re not playing more time. If anything, they’re playing slightly more sessions, at slightly shorter durations.”

As far as looking at what games will come to what platforms, especially as more and more companies start entering the streaming game, Early has said the decision comes down to a few factors: “One, how is it deployed from an infrastructure standpoint? Can people all around the world use it? Can people only in a given country use it? Is it well-deployed within the country?”

The other question regards how easy it is for Ubisoft to release a game, whether it’s old or new, on the platform. “We’re obviously making Xbox games already, so there’s not a lot of effort for an Xbox game to work on xCloud. GeForce Now is a PC-based service so that’s more straightforward. And for Stadia, or other platforms that are more like a console in their overall game system, it’s more work for us to do. It’s actual development of a different build.”

After other publishers like 2K Games, Bethesda and Activision Blizzard dropped most of their support for Nvidia’s GeForce Now streaming service, Ubisoft has put all its support behind the platform.

“Ubisoft fully supports NVIDIA’s GeForce Now with complete access to our PC games from the Ubisoft Store or any supported game stores,” Early says. “e believe it’s a leading edge service that gives current and new PC players a high end experience with more choice in how and where they play their favorite games.”

The Division 2 just released the Warlords of New York expansion, which will be in the Stadia release of the game from launch.

Now Playing: Cyberpunk 2077 – Official Stadia Reveal Trailer | Stadia Connect

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Control ‘The Foundation’ Exclusive Reveal: First Look and Details About the Upcoming Expansion

The first story expansion for Control, IGN’s 2019 Game of the Year, is set to be released on March 26 and we have the exclusive first trailer and details for the upcoming DLC. The Foundation expansion will take Federal Bureau of Control chief Jesse Faden deep underground to the bedrock of the Oldest House.

You can watch the first full trailer for The Foundation expansion below.

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Keeping in line with Control’s mysterious atmosphere, the developers at Remedy refrained from divulging too much about the expansion’s plot. We do know the expansion will take place after the events of the main game, when Jesse gets a call from the board alerting her of a disturbance that’s causing the Oldest House’s subterranean level, the Foundation, to go haywire. The bureau’s Head of Operations Helen Marshall will also figure prominently into the expansion after she mysteriously went off on her own during the main storyline.

Control game director Mikael Kasurinen described the expansion as “an opportunity for [Remedy] to take the open-ended nature of the environments even further. The new area that you get to access is filled with mystery, discovery and player-driven exploration. As is the way of Control, it is embedded with symbolism. Exploring the foundation of the Oldest House is also about exploring the very foundation of Jesse herself. Who is she as the director and where does she need to from here?… Jesse will be tested unlike ever before.”

Aside from the new storyline, there is a brand new skill in the expansion called “Shape” which is split into two forms: “Create” and “Fracture.” This new ability is integral to the expansion not only because it’s a new combat ability, but you’ll need to use it to solve puzzles called “Rituals.”

“One of the main pillars of Control is the ability to experiment and use the environment to your advantage in combat,” Remedy senior game designer Sergey Mohov told IGN in an interview. “[Shape] is another aspect of that. It is one of the supernatural abilities you get in the game and in a way it’s a more direct way of affecting the environment because you actually make things grow out of the wall or a floor, and use them to either pierce through enemies or make a platform for yourself.”

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One of Control’s highlights is the supernatural power fantasy Jesse’s abilities afford the players, and Remedy says it wants to intensify that feeling in the expansion. The environment in The Foundation is more open in a way that allows players to explore Jesse’s full powers. “Having these high ceilings and big arenas to unleash your power is a big part of the power fantasy in Control. When you’re contained in a room with a small ceiling you’re not really encouraged to levitate that much. Whereas if you’re in an open arena you will more of that. We wanted to encourage more of that aggressive gameplay style in the expansion,” Mohov said.

Remedy communications director Thomas Puha added that it was “important to try and make the environment feel different enough from the main game… Expansions are things where you can go even more left-field, embrace the weirdness even more.”

Another important design decision for the new expansion was to make things more open-ended and nonlinear, which allows players to explore freely and discover some secrets. “That’s the thing I’m most excited about in the expansion,” Mohov said. “It’s been really fun seeing how the community responded to our level design choices and how people reacted to having these big side missions in the main game where you have optional boss fights that people didn’t expect to find… So we wanted to integrate it more into our level design and make it really matter whether you go left or right.”

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We asked whether this meant there would be secrets in the expansion and against Puha’s caution, Mohov told IGN, “Absolutely. Some crazy ones.” There are a few secrets the Remedy developers have bets on to see how long it will take players to find. “There’s some alcohol at stake,” Mohov joked.

Courtney Hope, who voices Jesse Faden, told IGN that she “can’t wait to see the response from everyone as we dive deeper into the Oldest House and all of its secrets! Fleshing out Jesse’s abilities, even more, is beyond exciting and how they’re used to help strengthen her role as Director.”

The Foundation expansion will be available to Control season pass holders and can only be accessed after completing the main game. But anyone who owns Control will receive a free update with a bevy of quality-of-life improvements that Remedy says should address some of the feedback players have had with the main game. The main map has been improved, and the skill tree has been expanded upon, and there’s been some tinkering with underused abilities. Players will also be able to reallocate ability points using Essence.

The Foundation expansion for Control will be released on March 26 for PS4 and Epic Games Store, and June 25 on Xbox One. Read IGN’s Control review here or our Control wiki for walkthroughs and tips.

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Matt Kim is a reporter for IGN. You can reach him on Twitter.

Westworld Season 3: “Parce Dormie” Review & Recap – A Refreshing Premiere

HBO’s ominous tech-thriller Westworld is finally back–but given the show’s infamously complicated timelines and dense, constantly evolving mythology (what, exactly, were the hosts trying to do back in Season 2, again?) it’s safe to say we came into the premiere of Season 3 with some reservations. Dolores had finally escaped the park for real back in the finale, but what did that actually mean–and, perhaps more importantly, what was she actually trying to accomplish beyond carnage and violence?

The good news is we now have an answer to both of those questions, and they came refreshingly quickly for Westworld. There were no overlapping time-traveling narratives or baffling red herrings to speak of (so far at least), and we can’t help but feel like the entire season is off to an incredibly strong start because of it. It’s not that there aren’t still bigger mysteries at play here–there are plenty, to be sure–but the pervasive sense that the show is more concerned with withholding information to keep Redditors on their toes than it is with telling a compelling story is thankfully nowhere to be found.

Season 3 dives directly into the fallout of the riots at the park and gives us a look at Dolores’ immediate goals–she’s aiming to take not just Delos down, but the whole of human society, from the inside out, and using the fact that no one actually knows she escaped (thanks to her clever gambit with a host-clone of Charlotte Hale’s body) to her full advantage. Immediately, there’s a real sense of just how screwed–and clueless–humanity really is when going up against the hosts. In the Westworld future, mankind is even more dependant on technology than we are in reality and Dolores is able to effortlessly turn just about everything against her first target, from the security of his own house to the woman who may or may not be a host replica of his wife. It’s both scary and satisfying, but more importantly, it feels logically sound. Of course, the humans have no fail-safes in place for their tech being turned against them–we’ve already seen what they think they can do with it and to it through their experiences at the parks, so it’s only natural that confidence extends to the real world.

In addition to establishing Dolores’ new status quo, the premiere also introduces a brand-new character and, with him, a whole slew of really fascinating world building details. Caleb (Aaron Paul) is a human, ex-military, struggling to get back on his feet after something happened to get him discharged. Now he’s working as a construction worker by day and running illicit black market gigs by night. Said gigs come to him by what looks to be an app called “Rico” (“make money motherf****ers,” it says upon booting up) that provides very Grand Theft Auto-style missions to anyone who’s brave (or stupid) enough to accept. The app even has some sort of stat system where criminals can level up the sort of jobs they can accept. Here’s hoping we learn more about that soon.

Caleb’s introduction also casually introduces the idea of humans having “implants” of some sort–Caleb’s is apparently turned off, though the option of having it turned back on is there. Apparently, having it reactivated could “smooth some of the rough edges” in his life right now, implying that whatever the implants are actually for, there’s a behavioral or cognitive function at the very least–but Caleb isn’t interested in going down that road. It’s an interesting mystery trail head and one that doesn’t feel out of place or overly complicated.

And then there’s Delos proper with Charlotte Hale–or, whoever is inhabiting the host Charlotte now. Like Dolores, no one knows that Hale has been body snatched and three months post the massacre at the park, she’s sitting pretty at the head of Delos’s chain of command–much to her coworkers apparent chagrin. It’s fascinating to watch Hale navigate the corporate side of things, knowing what we know, and it’s a welcome change of pace from the Westworld norm. For once, we as the audience are holding more cards than the characters themselves, and the tension that creates feels fresh in context. Whoever is occupying host Hale’s body is doing a fantastic job of selling the bit–it certainly doesn’t seem like anyone has noticed something is amiss.

That leaves us with Bernard who had one of the more bizarre final turns at the end of Season 2. Why did Dolores bring him back when she knew he was going to try and stop her? That’s still yet to be determined, but it seems like the question is haunting him as much as it’s haunting us. Bernard has functionally gone into hiding, living a humble life as a farmer, blending in as best he can, and to be certain that he’s not being manipulated or controlled the way he has been in the past, he’s installed some sort of security subroutine in his systems. This is represented as an eerie sort of self-Q&A session where Bernard accesses his memory and then interrogates himself (“You wouldn’t lie to me, would you, Bernard?”) to see if Dolores has been back to screw around with his reality yet again. It’s–well, haunting is probably the best word for it. Poor Bernard has really been through the ringer and it shows. Though his trauma is potentially our gain–there’s a good chance this means there won’t be any major memory scramble plotlines this season, if we’re lucky.

The premiere ends with a bang as Dolores’ schemes apparently go up in smoke–though not exactly for the reasons you might assume. Delos security pings Dolores as an identity thief and threat (they’re not wrong) but assumes, apparently, that she’s still very much human, which leaves her with an unexpected trump card even as she’s carted off to be disappeared. It’s another fascinating way to emphasize just how completely unprepared the humans are for the threat of the hosts–the idea that there might be a host revolt happening hasn’t even pinged their radar at all, even with everything that’s happened at the parks. Though that could all be changing very quickly now that Dolores’ cover has effectively been blown. This season feels like a powder keg in the best way, and more importantly, feels like it has a clear sense of purpose and identity. It’s a totally new direction compared to Seasons 1 and 2, sure, but we can’t wait to see where it goes from here.

Also, don’t forget to watch through the credits because, uh, what the hell is happening with Maeve?

Halo: Master Chief Collection On PC Is Gearing Up For A Halo 2 Test

Halo: The Master Chief Collection has been slowly launching on PC, one game at a time, with Halo: Reach and Halo: Combat Evolved Anniversary releasing so far. Now, with those games out, developer 343 Industries has its sights set on the next game in the collection–Halo 2 Anniversary.

In a recent update on Halo Waypoint, 343 Industries talks about their next planned “flight”. Flights are their term for early-access betas, and the next one is set to include content from Halo 2. “We’re currently planning for our next flight to include content for Halo 2, Halo 2 Anniversary, Halo: Reach’s Forge & Theater for PC, and potentially some Halo: Reach audio fixes,” the post reads. “These fixes are still in progress, so currently they may or may not come in for our next series of flights.”

If all goes as planned, the post says, we could see a flight of Halo 2 Anniversary on PC before the end of the month. “Building these games is a process and things can change. All of the content listed above may change and so may the timing, but if all goes well, we are targeting our next public flight for the end of March,” 343 says.

Halo 2 has been on PC before, but the original release of the game in 2007 (three years after the Xbox version) was exclusive to Windows Vista. It received a 7/10 in GameSpot’s review at the time.

After Halo 2 Anniversary, the PC version of The Master Chief Collection is set to receive the other games available in the Xbox One version–Halo 3, Halo 3: ODST, and Halo 4.

Now Playing: Halo: The Master Chief Collection – Halo: Combat Evolved Anniversary Teaser Trailer

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Buy Pizza, Get Free Xbox Game Pass (ANZ Only)

Since you’re on this website, you probably like video games. And there is a strong likelihood that you enjoy pizza as well. Pizza company Domino’s has announced a unique partnership that combines pizza and gaming.

Now until March 31, Domino’s is offering a “Gaming Bundle.” The bundle includes two traditional Dominos pizzas, garlic bread, and a 1.25L drink, plus a 14-day Xbox Game Pass Ultimate subscription. The bundle costs $28 AUD for pickup or $35 AUD for delivery.

The Xbox Game Pass Ultimate code will be emailed to you within 24 hours of placing your order. The offer is available in Australia and New Zealand only.

Xbox Game Pass Ultimate includes Xbox Live Gold and Xbox Game Pass. It normally costs $16 AUD/month, though new subscribers can grab a membership for only $1 AUD.

Xbox Game Pass gives subscribers access to a catalog of games to play at no extra cost. It also includes all first-party releases, meaning you can grab the just-released Ori and the Will of the Wisps, as well as all other Xbox exclusives for 2020, including Halo Infinite.

For those choosing delivery, Domino’s recently launched a “Zero Contact Delivery” option in the wake of the COVID-19 (coronavirus) outbreak. Customers can choose this to have the pizza delivery driver drop the pizza off on their doorstep instead of making physical contact.

Now Playing: Ori And The Will Of The Wisps Video Review

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Batwoman: Season 1, Episode 15 Review

Warning: this review contains full spoilers for Batwoman: Season 1, Episode 15. If you need a refresher on where we left off, here’s our review for Season 1, Episode 14.

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Early on, Alice was easily the biggest disappointment with the debut season of Batwoman. She just wasn’t the dangerous, surreal villain she comes across as in the source material, and certainly not a worthy foil to Ruby Rose’s Batwoman. But Alice may well end Season 1 as the show’s most improved character. Recent episodes have done a lot to delve deeper into her background and explore how a promising young girl was warped and twisted to become Gotham’s latest costumed psychopath. That process culminates in “Off With Her Head,” an episode that fills in major gaps in Alice’s backstory and introduces a truly unsettling new villain.

There’s a fun battle of wills between Alice and her old tormentor Dr. Cartwright fueling much of this episode. The opening suggests Alice has finally outsmarted Cartwright by wrapping him up and delivering him to Kate’s doorstep, Batman style. But it soon becomes clear Alice has underestimated Cartwright, walking right into his fear toxin trap. Hey, if this show is going to ignore most of the classic Batman rogues, at least their influence is felt in other ways.

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Using Scarecrow’s old modus operandi is a great catalyst for another flashback-heavy Alice storyline. It’s certainly an effective way of introducing Debra Mooney as the twisted, hateful Mabel Cartwright. Mooney makes a strong impression as this Mommie Dearest-esque character. The sheer amount of menace and loathing oozing off this character is impressive. As much as being kidnapped and imprisoned by a demented psychiatrist with a penchant for swapping faces must be, it quickly becomes clear it was Mabel who gave Alice that final push into insanity and forced her to become a homicidal storybook character to survive.

Alice has always worked best when the show emphasizes her vulnerable, human side over her theatrical displays, and this episode really takes advantage of that by exploring just how much the Cartwright family matriarch haunts her even today. The nightmare scenes are especially well done, with past and present bleeding into each other and Alice having a complete breakdown by the time her father arrives. As disappointed as I was that the short-lived Beth doppelganger storyline didn’t result in the two characters merging together, this episode suggests that was never necessary. After everything she’s done, it turns out Alice’s greatest fear is still being abandoned by her father and sister. It definitely looks as though Alice is transitioning from antagonist to more morally ambiguous figure in Kate’s life, which seems like the right choice.

This episode is arguably even more important where Kate is concerned, given that she finally loses control and kills Cartwright. As much as he deserved a painful death, this is a dark development for a hero who so recently saw what happens when a Caped Crusader crosses that line and becomes a killer. I’m very interested to see how this impacts her character arc in the remainder of the season and Kate’s relationship with Beth. Perhaps she understands her sister a little better, along with the lesson their mother was trying to impart with those necklaces.

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On that note, Episode 15 sets some other exciting wheels in motion with the reveal Kate and Beth’s mother was targeted by Cartwright and the implication that Mabel may still be out there wearing Gabi’s face. Where it seemed like Cartwright was being angled as the season’s main villain, now it appears his dear old mother is instead stepping up to claim that title. Having established a very personal connection between Mabel and both Kane sisters, that prospect is very appealing.

This episode only falters a bit during the small Luke/Mary subplot. That’s to be expected from a storyline involving two characters trying to connect dots we the viewers already understand. Apart from the moment where Mary tries and fails to confirm her suspicions about Kate’s extracurricular activities, there’s not much to write home about here.

Rockstar Becomes Latest Developer To Ask Teams To Work From Home

Rockstar Games, the publisher and developer of Grand Theft Auto V and Red Dead Redemption 2, is sending its employees home. In an announcement on Twitter, Rockstar Games has said that, as with many businesses around the world, they are taking steps to prevent the spread of COVID-19 (coronavirus) among employees and the people around them.

The statement says that the company “has implemented work from home policies across (their) international offices and studios,” and that Rockstar Games started “rolling out remote work solutions worldwide across the past week.”

The tweet also promises that this will not interrupt the service of the online modes offering in their games, including Grand Theft Auto Online and Red Dead Online, so you can still go and earn that Tron bike in GTA.

Take-Two CEO Strauss Zelnick has previously stated that the company is prepared to work from home, should the need arise–which it now has.

The coronavirus has been extremely disruptive to the games industry, with many events cancelling (including E3 2020) and developers sending their employees to work from home. It’s important to self-isolate to stop the spread of the virus–which is why we’ve compiled a list of games we recommend getting into if you’re stuck at home.

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