Neon Genesis Evangelion Creator’s Shin Ultraman Revealed In First Trailer

Having successfully revived the king of monsters in 2016’s Shin Godzilla, director Hideaki Anno is now ready to reveal the greatest of Japan’s television heroes, Ultraman. Our first look comes in the brand-new trailer for Shin Ultraman.

The trailer doesn’t actually say much, but it gives us our first look at the hero. Shin Ultraman comes from writer Hideaki Anno and director Shinji Higuchi. The pair worked together on 2016’s Shin Godzilla. and even in just 36 seconds this trailer seems to suggest that Shin Ultraman will have a lot in common with that film.

Like Shin Godzilla, the film goes with a very classic take on the character. We only see Ultraman in the final moments, but we get a clear look at him. Where Netflix’s 2019 Ultraman anime significantly updated and streamlined the look of the character, this version looks a lot like it did in the original 1966 television show. Even the monsters look classic enough–meaning unabashedly cheesy–that it’s hard not to laugh at them as they lumber through the forest.

Continue Reading at GameSpot

Razer’s Latest Mouse Is Eight Times Faster Than Its Predecessor

The Razer Viper is one of the best gaming mouse options out there, and the company has just released its latest iteration of the mouse, which features the fastest polling rate of any available on the market. The Razer Viper 8K sends data at eight times the speed of its standard model, reducing latency and improving input delay. The Viper 8K also replaces the standard model at the $80 price point. It’s available right now through Amazon and Best Buy.

The Razer Viper 8K does feel significantly smoother than my mouse of choice, the Razer DeathAdder V2 Pro. I haven’t noticed too much difference in my K/D ratio, but I have had a great time using it, thanks to that 8,000Hz polling rate. It’s not quite as dramatic as going from a 60Hz monitor to a 144Hz one in terms of in-game performance, but it does feel like a similar jump in smoothness that will only get better if it comes to Razer’s other mouse shapes–the Viper doesn’t boast my preferred ergonomics, but if this technology came to the DeathAdder, I could see myself switching back to a wired option.

Continue Reading at GameSpot

Hasbro Reveals Retro Star Wars Figures for Lucasfilm’s 50th Anniversary

Lucasfilm Ltd. is celebrating its 50th anniversary this year, and that can only mean one thing – more Star Wars toys. That includes a new line of Star Wars: The Black Series figures inspired by the original Kenner toys from 1977.

IGN can exclusively reveal the first three figures in this Star Wars: The Black Series – Lucasfilm 50th Anniversary collection, which feature retro-flavored takes on Obi-Wan Kenobi, Greedo and a Jawa. Check out all three in the slideshow gallery below:

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Unlike Hasbro’s earlier Star Wars: Retro Collection line, these Black Series figures aren’t meant to be 1:1 reproductions of the original Kenner figures. They feature the larger and more detailed sculpts of the Black Series line, but the paint decos and soft goods elements like Obi-Wan’s vinyl cloak are clear throwbacks to the Kenner era. The packaging will also call back to the original Kenner releases.

Hasbro confirmed there will be more than just these three figures in the 50th Anniversary line, with future releases potentially focusing on movies other than A New Hope. Hasbro will hold a Fan First Friday livestream on January 29 showing off these figures and other upcoming releases in the Lucasfilm 50th Anniversary promotion.

All three figures are priced at $19.99 and will be sold exclusively through Amazon. You can pre-order the figures at the links below.

If you’ve ever wondered how the heroes and villains of The Mandalorian might look when given the full Kenner treatment, Hasbro also has you covered. The company recently teased a series of The Mandalorian: Retro Collection figures, which feature nostalgic renditions of characters like Din Djarin and Cara Dune as if they had actually existed in the ’70s.

There are other Hasbro Star Wars releases to look forward to in 2021, including a life-size Darksaber prop and a long overdue Bo-Katan Black Series figure.

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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.

Bowser’s Fury Preview and Mario Rabbids Rumors – NVC 545

Welcome to Nintendo Voice Chat! Casey DeFreitas returns to the host seat this week, and she’s joined by Peer Schneider, Brian Altano, and Tom Marks to talk about Bowser’s Fury, the new Monster Hunter Rise Switch, and more. Plus, stick around for discussion on the Nintendo 64’s long-lost feature, and games the panel is playing this week.

NVC is available on your preferred platform!

You can also Download NVC 545 Directly Here

You can listen to NVC on your preferred platform every Thursday at 3pm PT/6pm ET. Have a question for Question Block? Write to us at nvc@ign.com and we may pick your question! Also, make sure to join the Nintendo Voice Chat Podcast Forums on Facebook. We’re all pretty active there and often pull Question Block questions and comments straight from the community.

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Logan Plant is the Production Assistant for NVC. You can find him on Twitter at @LoganJPlant.

Halo Infinite to Have Rebuilt, Customizable Control Scheme

In a new blog post, 343 Industries has announced that Halo Infinite will feature a fully customizable control scheme on all platforms and shown off some classic Halo weapons in Infinite’s new engine.

Quinn DelHoyo, lead Sandbox designer on Halo Infinite (and weapons designer during early production), detailed in the blog how developer 343 Industries is focusing on accessibility and customization for players with their new control scheme.

“Everything should feel intuitive and we don’t want the player to have to “fight” the game in order to have fun,” DelHoyo said. “It’s because of this principle, and the fact that Halo Infinite will be on PC, that led us to rebuild the control scheme system to allow players to fully rebind and remap their controls, regardless of platform. How players control Chief or their Spartan is crucial and we recognize that players feel the most connected to the game when control customization is fully featured.”

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343 Industries continued later in the blog, stating that the company has a team dedicated to improving PC controls, in addition to feedback from an internal pro team and PC Master Chief Collection players.

“PC as a first-class endeavor is another aspect to Halo Infinite that we are actively taking into account,” DelHoyo said. “PC as a platform is not going to be a port after we launch the game. We are playing on PC every day. So now, not only does our game need to feel great and like Halo on a controller like it has natively for the past 20-some-years, the game and all of its systems need to take into account native mouse and keyboard functionality.”

343 Industries also offered up several new screenshots of what some classic Halo weapons will look like rendered in Infinite’s engine. Everything from the original needler to Halo Reach’s BR 75 is there, plus a few potentially unexpected options, so take a look in the gallery below.

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Different damage types for weapons will be a major factor in Halo Infinite’s combat, expanding on the experimentation with light-based rifles seen back in Halo 4, and plasma weapons from the original Halo.

“Players should now have stronger choices presented to them,” DelHoyo said. “Instead of using the weapon that you like because of how it shoots or handles, in Halo Infinite you might want to grab a certain weapon because of how it affects other players, the environment, or vehicles. In essence, the ambition for damage types is to better integrate weapon types, ammo types, faction tech, etc., into the gameplay loops in a way that is easily understood by the player. That way the player can make better combat decisions based on the scenario. In addition to further clarity and purpose to the legacy damage types – i.e. kinetic and plasma – the team has also been pursuing new surprises for players that we’re eager to talk about in the months ahead.”

Lead weapon designer David Price stressed that 343 Industries wants to keep these damage types simple to understand, but also allow for a variety of unique identities even among weapons that share the same damage foundation.

“If they want to quickly strip personal shields they can use Plasma for example,” Price said. ”But this doesn’t dictate a weapons playstyle, class, or power level. I could still have a shotgun-style weapon that is any one of these damage types. This approach allows us to still make multiple weapons that feel unique within a damage type. We want weapons to feel diverse even if they share the same damage type.”

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Halo Infinite is scheduled to release in Fall 2021, and thankfully 343 Industries has promised fans that it will be sharing monthly updates as development progresses. A rough debut, subsequent last-minute delay before the launch of the Xbox Series X, and the departure of director Chris Lee have put Halo Infinite squarely in the crosshairs of an upset player base. Moves like the “Inside Infinite” blog posts and hiring on Halo veteran Joseph Staten to course correct development are clearly aimed at instilling trust in the franchise’s huge fanbase.

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Joseph Knoop is a writer/producer/fleeing grunt for IGN.