Trump Says Coronavirus Task Force Will Stay But Shift Focus
Warhammer 40K Deathwatch RPG Book Bundle: 18 Books for $18
The books come in PDF format, fully DRM-free. Purchased separately, all of these titles would cost $274. Getting all that for $18 isn’t too shabby. The deal goes away May 29.
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Deathwatch is a roleplaying game that’s set in the far-future, war-torn Warhammer 40,000 universe. Humans and aliens are engaged in an endless, brutal war for resources and dominance. Deathwatch is an elite division of bio-engineered soldiers called Space Marines. Unlike the rest of the Space Marines, the Deathwatch are organized into kill-teams and sent on special missions around the galaxy.
Warhammer 40,000 Deathwatch RPG Book Bundle
Pay $1 or More
- Deathwatch Core Rulebook
- Deathwatch: Final Sanction
- Deathwatch: Know No Fear
For just $1, you get the Deathwatch Core Rulebook, which gives you an introduction to the roleplaying game and lays out the rules. Final Sanction is an introductory adventure geared toward Deathwatch newcomers. You also get the Know No Fear supplement that expands the lore.
Pay $8 or More
- Deathwatch: Mark of the Xenos
- Deathwatch: Rites of Battle
- Deathwatch: Oblivion’s Edge
- Deathwatch: The Emperor Protects
The $8 tier gets you everything from the $1 tier, plus more supplements and adventures, including Oblivion’s Edge, which picks up right where Final Sanction left off.
Pay $15 or More
- Deathwatch: Rising Tempest
- Deathwatch: The Jericho Reach
- Deathwatch: First Founding
- Deathwatch: The Nemesis Incident
- Deathwatch: The Game Master’s Kit
Buying in at $15 gets you everything in the first two tiers, plus new supplements and adventures. It also includes The Game Master’s Kit, which contains lots of helpful easy-access reference material for GMs.
Pay $18 or More
- Deathwatch: Falling Star
- Deathwatch: The Emperor’s Chosen
- Deathwatch: Ark of Lost Souls
- Deathwatch: The Outer Reach
- Deathwatch: Honour the Chapter
- Deathwatch: The Achilus Assault
The final tier comes with everything above, plus even more adventures and supplements. You can check out previews of each of the books on the Humble Bundle page.
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Disclosure: Humble Bundle is owned by Ziff Davis, the parent company of IGN. Humble Bundle and IGN operate completely independently, and no special consideration is given to Humble Bundle announcements or promotions for coverage.
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Chris Reed is IGN’s shopping and commerce editor. You can follow him on Twitter @_chrislreed.
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Cougar Gaming Sofa Review

Design and Features
The Cougar Ranger Gaming Sofa is a slim reclining chair with a footprint smaller than a traditional recliner, which makes it more versatile for smaller settings like a dedicated gaming room or home office. Like I said in the opening, it’s aggressively styled, which I’m very much in favor of. It’s in line with the rest of Cougar’s gaming chairs as far as style is concerned: the seams on the armrests are covered with a bright orange piping, and the cushion and back have a geometric diamond pattern sewn into the upholstery. The chair is black with orange accents, with the Cougar logo embroidered into both the headrest and lumbar support pillow.

In spite of the fact I like the “gaming” sensibilities of the Cougar Ranger, unless your entire room is a major league gaming soundstage, it’s hard to find a good match for it. My living room is pretty conservative and the Cougar Ranger sticks out like a sore thumb. Audacious styling is fine, and I personally appreciate it, but it sure makes it hard to tie the whole room together. Outside of a dorm room or home office setting, the Ranger really stands out, and that’s a problem for interior design sensibilities.

Assembly
Assembly was extremely easy, something I was able to do on my own without any trouble whatsoever. I’ve assembled quite a few chairs over the years, and I’ve never ran into a situation where it required a second person, although the majority would have been much easier with a spare set of hands. With the Cougar, I feel confident saying there’s no need at all for a second person to help. In fact, I think an extra person would just have gotten in the way. It’s super easy to assemble. Moving the box is best done with a helper, but other than that, assembly is an easy solo mission, and I like that a lot. It also took less than 30 minutes, making it one of the fastest furniture assemblies I’ve done.

The Cougar Gaming Sofa sits on engineered wood legs attached to the frame with long lag bolts. They feel extremely sturdy and don’t have any play in them at all once the lags are torqued properly. On the side is a small lever for reclining, so you can game (or read, or browse the internet) in a relaxed position. With or without the support pillow, I found reclining in the Cougar Ranger comfortable, in spite of the fact I’m 6’ 2” tall. A lot of times there just isn’t enough length in the leg rest to recline comfortably for tall folk like me, but the Cougar is fine.

However, the recline feature is where I ran into a big time quality control issue. After putting it together and admiring my handiwork, I sat down to test the reclining feature. When I first try out a chair with a recline, I take it really slowly, so as not to damage anything. As I leaned back further and further, I found myself impressed with the smoothness of the action. Just as I thought to myself “Wow, this reclines really far,” the chair kept on reclining… and didn’t stop until I found myself with my feet in the air and the back of the chair on the ground.
My Cougar Gaming Chair left the factory without the bolts on the frame being attached to the reclining mechanism. That meant when I tried to lean back for the first time, the two pieces separated and I ended up on the floor. Thankfully I have a set of Allen wrenches on hand, since the frame bolts are a different size than the provided Allen wrench for assembly. Repairing it was not the easiest job, but it wasn’t like I was rebuilding an engine or anything. The bolts were a little bent where the reclining mechanism had used them as a fulcrum, but I was able to muscle them back into place. If I hadn’t spent years in commercial construction, I wouldn’t have had the correct size Allen wrench on hand, which would have been a massive bummer.
I gave the rest of the chair a thorough visual inspection after I repaired it, to make sure nothing else had been missed, and it passed. After searching online for people complaining of similar issues, I’ve come to the conclusion mine was an isolated incident. Had I been unable to repair it on my own, Cougar has a generous 1-year warranty on all its gaming chairs, so I would have been able to file a claim. In spite of the fact it’s repaired and now rock-solid, I have major trust issues when I go to recline, but knowing I’m just unlucky and it would have been covered by a warranty helps to ease my mind quite a bit.

The recline angle, as designed, is actually quite generous. Nothing ruins a recliner faster in my mind than a subpar recline, and the Cougar Ranger tips way back to a 165-degree angle. I take my relaxation very seriously, and the Ranger accommodates my full-tilt lifestyle.
Gaming
Overcoming my fears of future reclining mishaps, I put the chair to the test doing exactly what it’s designed for: gaming while reclined. It’s comfortable both laid-back and sitting, and switching between the two is easy. I preferred gaming sitting up, and the lumbar support is really nice. It’s probably my favorite feature, and while it would be tempting to stuff a regular pillow behind my back on a different chair, the pillow included with the Cougar unsurprisingly fits perfectly. I liked that because it meant I didn’t need to readjust it to maintain a desired comfort level.

As I mentioned earlier, the recline is comfortable and when it’s properly attached to the chair, goes far, but not quite flat. The headrest is well-padded but it isn’t overstuffed, so if you exude powerful dad energy and want to take a nap in the Cougar Ranger, you’re going to need an extra pillow.
Cougar Gaming Sofa Buying Guide
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The Cougar Ranger Gaming Sofa has a list price of $279.99 and can be purchased at most major online retailers. However, it’s pretty much universally out of stock at the moment (as is the case with a lot of things in these weird times).
X-Men in the MCU: How Phase 4 Could Set the Stage for Mutants
But even if we’re likely not going to see a new X-Men movie before 2023 at the earliest, that doesn’t necessarily mean Marvel won’t begin laying the groundwork for the X-Men sooner. There are a number of ways Phase 4 could set the stage for mutants in the MCU. Heck, that process may have already begun in Phase 3. Read on to see the many ways in which Phase 4 could quietly begin introducing mutants.
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Avengers: Endgame and the Gamma Effect
It’s entirely possible Avengers: Endgame already started the process of introducing mutants into the MCU. Consider this – mutants are created when the parent’s DNA is mutated through exposure to radiation, cosmic rays or some other unstable substance. Those genetic changes cause the child to manifest the mutant gene, transforming them from Homo sapiens to Homo superior. Historically in the Marvel Universe, mutants were an extremely rare offshoot of humans. But thanks to the rise of nuclear technology in the 20th century, the mutant race began to explode in numbers.
Bearing that in mind, Endgame may have just given the fledgling mutant race the catalyst it needed to grow. Early in the film, we learn that the Infinity Gauntlet unleashed a massive burst of gamma energy when Thanos used it to wipe out half of all life. The Avengers were able to track down Thanos by pinpointing a similar gamma burst in another part of the universe. With Earth being exposed to that much gamma radiation (the same substance that transformed Bruce Banner into Hulk, mind you), is it possible Thanos inadvertently spawned a whole new generation of mutants?
It’s also worth remembering that the “present-day” MCU is currently set in 2023 – five years after Thanos’ snap. This five-year gap may have been created specifically so that the long-term effects of that gamma burst could play out and mutants could start spontaneously appearing across the globe. In his quest to tamp down the spread of life, Thanos may have instead created something new and wonderful.
The Eternals and Mutants
There’s a persistent (albeit dubiously sourced) rumor online that Marvel’s The Eternals will wind up serving as a backdoor introduction for the X-Men in the MCU. While that may seem strange given the lack of deep ties between the two franchises, it’s also perfectly plausible.
In the mythology of the Marvel Universe, the godlike cosmic beings known as the Celestials came to Earth and meddled with the DNA of mankind’s prehistoric ancestors. As they’re wont to do, the Celestials hoped to introduce newer, more powerful and more genetically diverse forms of life to the universe. The result of that experimentation was three species of life – the genetically superior Eternals, the powerful but monstrous Deviants and boring old humans. But while humanity wasn’t blessed with the long life and incredible powers of the Eternals, their DNA carries the potential for incredible acts of mutation. Basically, every superhuman Earthling in the Marvel Universe – be they mutant, Inhuman, super-soldier or Hulk – can trace their powers back to the original genetic tampering performed by the Celestials.
Whether or not mutants are directly referenced in The Eternals, it’s likely the movie will delve into this backstory and the notion that the Celestials are the cosmic force guiding humanity’s evolution. The Eternals may at least serve as an indirect stepping stone to the rebooted X-Men franchise.
We could also see more direct ties to the X-Men in The Eternals. While again, the two franchises don’t have a deep history of overlapping with each other, mutant villain Apocalypse has had his run-ins with Ikaris and the gang. Apocalypse is among the first mutants in history and has even repurposed Celestial technology to augment his powers. If any mutant character stands a chance of having a cameo in The Eternals, it’s Apocalypse.
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The Multiverse of Madness
We don’t know if the existence of mutants will be directly acknowledged in Phase 4. But if any movie has the potential to include the X-Men, it’s definitely Doctor Strange in the Multiverse of Madness.
At this point, we can only speculate about what the Multiverse of Madness actually is. That said, the name strongly suggests this Doctor Strange sequel will be showing us alternate realities and other versions of the MCU. Who’s to say one or more of these alternate realities couldn’t have versions of Earth where mutants are a public phenomenon? We could even see the X-Men themselves. Leaning on the multiverse angle would be a way of giving hungry X-Men fans something to tide them over until the mutants make their full and proper debut.
It’s also entirely possible the movie could introduce mutants in a more permanent way. What if the cosmic shenanigans in Doctor Strange 2 result in the MCU merging with some of these alternate realities? Could the fabric of the MCU be rewritten so that mutants suddenly exist where they didn’t before? That would be one way of quickly solving the mutant problem and setting up an X-Men movie for Phase 5.
The Power of Scarlet Witch
However Marvel Studios chooses to introduce the X-Men in the MCU, there’s a good chance Scarlet Witch will be involved. Traditionally, Wanda and her brother Pietro are depicted as the mutant children of Magneto. And while the duo’s mutant status and family connection to Magneto was recently retconned away in the comics, that change was made seemingly for no other reason than to bring the comics closer in line with the mutant-less MCU. Ironically, we may soon reach the point where the comics have to re-retcon Quicksilver and Scarlet Witch’s origin.
Currently, we know Wanda and her brother gained their superhuman powers when they volunteered for Hydra’s genetic experimentation. Exposure to Loki’s scepter unlocked their latent genetic potential. Could it be that both siblings always carried the mutant gene and simply needed an outside catalyst to awaken their innate powers? Could there be other carriers of dormant mutant genes in the MCU? If so, this could tie back into the theory about the Infinity Gauntlet’s gamma wave sparking a new generation of mutants.
If this is the case, that raises the question of why the mutant gene is dormant. One intriguing possibility is that it’s Wanda’s fault the mutant race has gone silent. The 2005 comic House of M featured a conflict where a mentally unstable Wanda rewrote reality to make mutants the dominant race on Earth, only for her to restore reality and wipe out the powers of all but a handful of mutants. It’s entirely possible that mutants once existed in the MCU, only for Wanda to rewrite reality and bury their powers. Even she may not remember the world as it once was.
Both the upcoming Disney+ series WandaVision and Doctor Strange in the Multiverse of Madness seem to be dealing heavily with Wanda’s struggle to control her incredible powers and the psychological toll that takes on her. We could easily see one of these projects either revealing Wanda previously wiped out the X-Men or showing her willing the mutant race into existence. Where magic is concerned, anything is possible.
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The Super-Soldier Arms Race
The MCU draws inspiration not just from Marvel’s classic comic book universe, but also from the now-defunct Ultimate Universe line. The Ultimate Universe was built around an effort to streamline Marvel’s vast history for a 21st century audience. One of the ways that effort manifested itself was an emphasis on unifying most Marvel heroes around the concept of a super-soldier arms race. In the Ultimate Universe, the creation of Captain America sparked a decades-long competition between rival nations to build newer and better super-soldiers. Readers eventually learned even mutants themselves were an offshoot of this arms race. Wolverine was patient zero in the creation of an artificial mutant gene.
Given how much the MCU has already drawn from the Ultimate comics, this revamped mutant origin story could certainly be applied to the movies. The disappearance of Captain America after Endgame will almost surely fuel a new superhuman arms race. The creation of an artificial mutant gene could be one unexpected consequence of that process.
Assuming this is the direction in which Marvel Studios chooses to go in Phase 4, we could see early seeds for the X-Men planted in something like Marvel’s The Falcon and the Winter Soldier, a series we already know is introducing would-be Cap replacement U.S. Agent. Even Marvel’s Black Widow, the first Phase 4 movie, could use the Red Room and its deadly assassins as a prelude to bigger developments on the super-soldier arms race front. An early glimpse of Wolverine as a Weapon X test subject could lead to much bigger things for the character in the MCU.
Namor: The First Mutant
Namor is one of many comic book heroes whose movie adaptation seems perpetually stuck in development hell. Even Kevin Feige confirmed Namor’s complicated movie rights create difficulties as far as introducing him into the MCU.
That said, one loose end from Endgame leads us to believe there are plans in place for Namor. Early in the film, Okoye mentions a strange shifting of tectonic plates off the coast of Africa, a plot point that’s never again addressed. This has led many fans to assume Marvel is teasing Namor’s debut, either in his own movie or as an antagonist in Black Panther 2.
Whatever form it might take, Namor’s MCU debut could have major ramifications for the X-Men. That’s because Namor is commonly referred to as “Marvel’s first mutant.” Namor was among the very first Marvel heroes introduced back in 1939, and eventually his origin story was retconned so that this human/Atlantean hybrid is also a mutant. Namor has even served on several modern incarnations of the X-Men. As egotistical as he is, Namor has a certain soft spot for anyone who’s treated as an outsider by the surface world.
It’s not out of the realm of possibility that Black Panther 2, of all things, could be the movie that begins introducing mutants to the MCU. Namor would make a fitting villain, given the setup in Endgame and the rivalry that exists between Namor and T’Challa in the comics. Black Panther 2 could even introduce Storm as a new love interest for T’Challa. If the goal is to introduce specific X-Men characters before diving into the full roster, that’s one way to get the ball rolling. Black Panther 2 could even reveal that the X-Men have been hiding in Atlantis, taking refuge from a world that hates and fears them.
Which Phase 4 project do you think will set the stage for the X-Men? Let us know by voting in the poll below:
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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.
How Rare Successfully Reinvented Sea of Thieves
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Sea of Thieves is about the journey, not the destination. For a while, Rare had a difficult time seeing that. The studio imagined an experience where players were crusading their way to the top of the food chain, showing off their prowess to all of the envious buccaneers across the realm. But after release in 2018, the company scrapped those future content plans for a different experience. Maybe players weren’t interested in pirate immortality, maybe they just wanted to fish from the dock.

“Going into launch, we had plans to expand the endgame, and what it meant to be a pirate legend. We completely changed that roadmap after we launched,” says Mike Chapman, Design Director at Rare. “Players wanted much more immediate things to do in that world. The more mechanics we add, the more likely you’re going to have a really memorable Sea of Thieves session. It reaches a critical mass. It’s been so much easier for players to say, ‘Oh, I get why this game is special.’ I think that was there at launch, it was just a little bit harder to find.”
Chapman is right. Sea of Thieves was meant to be a sandbox, but in its earliest incarnation, the game was overwhelmingly austere. The thrill of Treasure-Island-style adventures in Sea of Thieves’ faction quests quickly wore off, especially once you realized they were splayed across the map with cookie-cutter homogeny. If you’ve killed one skeleton, you’ve killed them all. The player-base didn’t help much, either. The early days of Sea of Thieves were marred by a massive influx of griefers, who could quickly sour any small crew’s experience. The game’s devotees could always see the potential, they just needed Rare to fulfill their end of the bargain.
Two years later, the company has delivered in spades. Here are just a few of the new features that add up to Chapman’s critical mass. A collection of multi-step questlines called Tall Tales, which light up the world map with swashbuckling, genre-flick adventures. A Bermuda’s Triangle-like region called the Devil’s Roar, which is stocked with both plunder and dangerous volcanoes. A brand new game mode, the Arena, which pits rival brigantines against each other in instanced, player-vs-player battle. Rare initially promised an elaborate, fantastical pirate’s paradise — and they got there, eventually. Two years after release, Sea of Thieves finally resembles the experience people dreamt about after its formal unveiling at E3 2015.
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In retrospect, ‘fixing’ Sea of Thieves was remarkably simple. Its first fans loved the weighty physics, the Pixar-esque art style, the thrills of days on a sailboat, and nights under a palm tree canopy. The only problem is there simply wasn’t enough content. With no Destiny-like player level thresholds to chase, and a purely cosmetic gear grind, players were running out of things to do. That problem offered Rare some clarity; the devs needed to stock their world with toys. Fortunately, Sea of Thieves’ community stuck around, offering Rare time to make good on its loftiest goals.

“I think we built a lot of trust and positive sentiment that we were all-in on Sea of Thieves,” says Chapman. “We built up this community, and the communication with the community, like it was an existing franchise, but around a new IP. When all these new people came into the world, we already had a core community that understood the game and knew the developers. We’ve been very open with videos and insider posts. We had that trust and relationship from the get-go. We listened, we took feedback, and as that community grew massively, we always had a strong core.”
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Rare never deviated from the company’s core design directives. Two years later, Sea of Thieves remains tethered to a fixed skill curve — a brand new player is capable of the same amount of damage and speed as a veteran of the coasts. There has been no effort to retrofit the game into a progressive loot shooter; you will never be out-leveled, or out-geared, by a rival ship. The steps Rare has taken to mold the game into a more conventional format have been finely targeted. For instance, the most recent update, “Ships of Fortune,” dramatically overhauls the PvP gameplay loop, introducing a brand new faction, the Reaper’s Bones, which marks any crew under its banner globally on the in-game map for both predators and prey.
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But some of the most cherished updates in Sea of Thieves’ history hone in on the pleasures it alone is capable of delivering. For instance, players asked for the ability to fish from their vessels for months after release, and the feature was announced for a patch on the game’s one year anniversary. In typical Rare fashion, fishing arrived with a wide ecosystem of aquatic life, and a tactile, hook-line-and-sinker angling mechanic. This team believes that everything in Sea of Thieves needs to fit the same harmonious tone – if they were going to add fishing to the game, it must serve the greater fantasy of this beatific archipelago.
“A big part of Sea of Thieves is making players feel a wider degree of emotions – the thrill of ship combat, the sense of loss when your ship sinks below the waves – the emotional side of the design,” says Chapman. “Emotionally, what is fishing? Fishing isn’t a one-click mechanic to go harvest a resource. Fishing, in real life, is a way to spend some cool time, taking in your surroundings. It’s about making sure [the mechanics] have that Sea of Thieves difference.”
It’s always a gamble to believe that players will respect a more methodical, more communal, more deliberate approach to gameplay, but Rare’s developers were convinced early on that their community would respect every step Sea of Thieves took in that direction. In fact, Chapman says the update he’s most proud of is the very first one the team implemented into the game. “The Hungering Deep” added two primary features: A gargantuan, razor-toothed shark known as the Megalodon, and a long-range microphone amplifier called the Speaking Trumpet. This was one hell of a gambit. The hope was that players would use a tool that allows them to throw their voice across the waves for good, rather than griefing everyone in earshot, which is the kind of faith that many teams would never have.
“It was a risky mechanic, but one that we believed in. We were forcing players to cooperate, to go up against something together,” says Chapman. “When I went out and played it, someone started using the speaking trumpet asking if I wanted to go on a hunt [for the Megalodon] with them. If you implemented a mechanic that allowed people to shout at others over long distances during a multiplayer game, you’d fear it’d be used for ill. But that didn’t happen. That was the moment where I realized that we could do something unique.”
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Today, Sea of Thieves is a surprise hit on Twitch — megastreamer Jaryd “Summit1g” Lazar has integrated it into his broadcast rotation — and in total, the game has over 1.8 million followers on the platform. After almost two decades in the wilderness since Microsoft acquired Rare in 2002, the venerable company finally has a bona fide phenomenon on its hands. Sometimes, as Chapman explains, the team has even found Twitch to be an inspiration for upcoming additions in the patch notes. There was a trend called “tucking,” where players used the “sleep” emote to stowaway on unsuspecting ships. Rare didn’t consider it an exploit. Instead, they added “hide” emotes so players could take their infiltration to a whole new level.
“We’ve embraced it,” says Chapman. “We were like, ‘That’s really funny, that’s cool, that’s exactly what we want to see, people using the mechanics in an interesting way.'”

The rebirth of Sea of Thieves is becoming an increasingly familiar story. Bioware is working away on a comprehensive reimagining of Anthem, the failure-to-launch mecha-RPG that fell on its face in early 2019. Fallout 76 has managed to turn the tide on its atrocious critical narrative, as Bethesda squashes the game-breaking bugs and fleshes out post-apocalyptic West Virginia with living NPCs in its Wastelanders update. Ubisoft’s Rainbow Six: Siege was off to a slow start before emerging as one of the most acclaimed multiplayer shooters of all time.
With title updates, hotfixes, and a ceaseless development cycle, every franchise earns at least one second chance in the open-world, always-online era. But Rare never betrayed their faith. The studio charted a comeback with a remarkably steadfast commitment to its vision of Sea of Thieves, betting it all on a single unassailable fact: that we all wish we could live the pirate’s life. That core trust has informed every design decision they’ve made, and as a result, its shores will be awash in gold for a long, long time.
Fortnite Sets Another Record With More Than 350 Million Registered Players
Fortnite continues to set record numbers for player counts, which is nothing new for the most popular battle royale title on the market. And now, developer Epic Games has revealed that the omnipresent colorful shooter has over 350 million registered players on mobile devices, Nintendo Switch, PC, PlayStation 4, and Xbox One.
In addition to the staggeringly impressive registered player count, Epic confirmed that April was a hot month for Fortnite, with players spending over 3.2 billion hours in-game.
The news comes not long after Epic announced the in-game concert Party Royale Premiere, which will go live on Friday, May 8. The show will feature live music by Dillon Francis, Steve Aoki, and Deadmau5, as well as in-game events and freebies you can get by logging in on any platform. Party Royale Premiere will also rebroadcast on Saturday, May 9 for those who miss it.
Mortal Kombat 11 Aftermath Pre-Order Details: Aftermath Kollection, Free Content Update, And More
Mortal Kombat 11 released just over a year ago; now, NetherRealm Studios’ fighting game is back with its first expansion, Mortal Kombat 11: Aftermath, which will release digitally on May 26 for PS4, Xbox One, Nintendo Switch, PC, and Stadia, with a physical version releasing this June in the Americas only. The Aftermath expansion adds new playable characters to the roster along with new character skin packs, but it also continues the story campaign with brand-new content, a first for the franchise.
Mortal Kombat 11: Aftermath’s new epilogue storyline picks up right after the conclusion of the main game. Liu Kang has defeated Kronika, and he and Raiden are preparing to use Kronika’s Hourglass to create a better timeline for all the realms. However, that’s right when recurring antagonist Shang Tsung and his unlikely allies, Nightwolf and Fujin, show up to reveal a larger threat is at play.
New playable characters are joining the roster in Aftermath, such as Fujin, the God of Wind who services as Earthrealm’s protector alongside Raiden, and Sheeva, the four-armed, half-dragon queen of the Shokan race. Mortal Kombat: Aftermath also adds a new guest character: cyborg police officer RoboCop from the 1987 action film. While NetherRealm hasn’t shared much info on how he’ll fight, the original actor from the film, Peter Weller, will reprise his role for Aftermath.
CBS Renews MacGyver, The Unicorn, And A Boatload Of Series And Cancels Four Others
Every year, TV networks have to make the difficult decision of what gets renewed and what gets cancelled. During this time, the announcements come in large batches. On Wednesday, CBS announced its renewals and cancellations for the upcoming 2020-21 TV season.
For the renewals, 18 continuing series were prime-time shows. Four of the renewed series we new for the 2019-20 season: All Rise, Bob Hearts Abishola, FBI: Most Wanted and The Unicorn. Meanwhile, Broke, Carol’s Second Act, and Tommy–all shows in their first season–were cancelled. These announcements did not include CBS All Access original content.
Most of what CBS renewed was familiar fare, including 60 Minutes, The Amazing Race, MacGyver, and more. Below, you’ll find all the recently announced CBS shows.
Star Wars Jedi: Fallen Order Start of New Franchise, EA Confirms
During an earnings call, EA CEO Andrew Wilson said that Star Wars Jedi: Fallen Order is the “first title in an entirely new franchise.” This is the first official confirmation that Jedi: Fallen Order isn’t a one-off adventure.
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This isn’t too surprising considering the success Jedi: Fallen Order experienced critically and financially since its release. During an investor call last year, CFO Blake Jorgensen said that Jedi: Fallen Order “significantly beat our expectations” and was expected to sell 10 million units.
Respawn has also put up job listings in recent months specifically looking to fill senior positions on the Star Wars team, a hint that Respawn was working on more Star Wars content. Given this, it’s not too surprising that EA is pursuing potential sequels for such a successful title.
Jedi: Fallen Order stars a brand new character named Cal Kestis, a former Jedi padawan in hiding after Order 66 killed most of the Jedis in the galaxy. The game is part of the official Star Wars canon and includes characters from other Star Wars media like the Second Sister.
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IGN praised Star Wars Jedi: Fallen Order, particularly its strong cast and strong gameplay that combines a Metroidvania with engaging lightsaber combat. Respawn also released free Jedi: Fallen Order DLC as part of the May 4th celebration that added a new challenge mode, new game plus, and additional costumes.
Check out our Jedi: Fallen Order wiki for walkthroughs, tips, and more.
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Matt Kim is a reporter for IGN.



