Ghost of Tsushima Review

Ever since Assassin’s Creed started leaping from ancient Jerusalem to renaissance Italy to colonial America and beyond, there has been a longstanding itch to see the open-world stealth-action series take on feudal Japan. Consider that itch sufficiently scratched with Ghost of Tsushima. Sucker Punch’s latest is an absolutely gorgeous adventure through one of history’s most strikingly beautiful landscapes, and that beauty is compounded by one of the best blade-to-blade combat systems the open-world action genre has seen. There are some stumbles when it comes to stealth, enemy AI, and a few general minor frustrations, but for just about every moment where Ghost of Tsushima falters, there are plenty more where it soars.

Ghost of Tsushima is a fictional tale told with fictional characters, but it’s based on the very real invasion of Japan by the Mongol Empire in 1274 that began on the Island of Tsushima. You take control of Jin Sakai, capably acted by The Man in the High Castle’s Daisuke Tsuji, who starts off as a samurai before a disastrous battle against the invaders quickly teaches him that perhaps the honorable but restrictive ways of the samurai code might not be enough to deal with this new and existential threat.

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Ghost of Tsushima revolves around this inner conflict as Jin’s formative teachings push up against his need to save his homeland at any cost, and though it takes a little while to really get going, it’s a compelling struggle. Even if Jin himself isn’t the most charismatic of protagonists, his foil, Khotun Khan, played by Glee’s Patrick Gallagher, has charisma in spades. He’s one of the most memorable game villains of recent memory thanks to his soft intensity that is oddly calming despite his terrifying intentions. He’s extremely cunning, always one step ahead, and his presence as the “Big Bad” is a large part of why Jin’s 40 to 50-hour quest for vengeance works so well.

[poilib element=”quoteBox” parameters=”excerpt=Khotun%20Khan%20is%20one%20of%20the%20most%20memorable%20game%20villains%20of%20recent%20memory.”]As good as the English voice cast is, though, it’s a shame that Sucker Punch wasn’t able to find a way to have the performance capture match the Japanese voice acting as well. As a result, if you choose to play with the excellent Japanese audio track, which features the outstanding Kazuya Nakai as Jin, it comes off as a comparatively cheap dub with wildly mismatched lip flaps and facial expressions that don’t mirror the emotion in the voice. It’s not a huge issue as it’s still well worth playing in Japanese – and you have the option of enabling the beautiful Kurosawa Mode, which puts a film grainy black-and-white filter over everything to match the style of the classic Akira Kurosawa movies that Ghost of Tsushima so effectively pays homage to. I wouldn’t recommend playing the whole campaign in Kurosawa mode, as there are some quests that demand some color recognition, but it’s a great visual effect to turn on every now and then.

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 What isn’t ever a bummer is the music. The dynamic score seamlessly shifts from quiet and ambient shakuhachi flutes during stealthy moments to thunderous taiko drums once blades start clashing; tense encounters are made even more palpable thanks to increasingly speedy strums of biwas and shamisens. Overall, it doesn’t matter what you’re doing – the music always fits and serves to enhance whatever emotion the gameplay and the cinematics are trying to evoke.

Fight Like a Samurai

Ghost of Tsushima’s combat is like a witches’ brew made with bits of the Batman Arkham series, the pre-Origins Assassin’s Creeds, Sekiro: Shadows Die Twice, and the entire library of Kurosawa films. And, as witches’ brews tend to be, the result is magical. Like all great combat systems, it’s simple to understand on a surface level: there are light attacks to quickly deal damage and beat out slower strikes, heavy attacks that deal more damage and can break through enemy guards, a block button to guard against certain attacks, and a dodge button to avoid the attacks that can’t be guarded.

That probably all sounds familiar, but the glue that holds this combat system together and allows it to remain interesting the whole way through is the addition of the stances you can shift between at the push of a button. As Jin completes certain tasks, he’ll unlock new sword stances that each come with their own movesets, and, more importantly, their own strengths versus a particular type of weapon. The starting Stone Stance is ideal for dealing with swordsmen, as one charged-up stab attack can sneak through their guard and either kill them outright or deal massive damage. Later on you’ll learn the Water Stance, which uses slower but more powerful strikes that can break through the defenses of shield-wielding enemies.

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There are four stances total, and once you have access to them all combat will challenge you to not only identify the greatest threat at any given moment but also to swap to the stance that is best suited to deal with them, all while balancing the very real need to play defensively. When it’s at its best, combat in Ghost of Tsushima is fast, chaotic, tactical, and is true to the fantasy of being a lone hyper-skilled but outnumbered samurai.

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The little touches go a long way toward combat’s exquisite feel, in addition to bringing a bit of visual spectacle. The on-screen HUD is minimalist and the camera always stays really tight so you can get an up-close view of the action; enemies have clear audio tells so that even if you can’t see them you know when to dodge or block; fatal attacks often end with Jin spinning around to face the camera while your enemy stumbles around with blood spurting out before finally keeling over. Even smaller still, defeated enemies will sometimes crawl helplessly on the ground desperately trying to escape you, you can wipe the blood off your sword, you can bow to pay respect to your opponent, and the list goes on and on.

The best part, though, is that there’s no traditional level-based stat progression. When you get stronger in Ghost of Tsushima, it’s not because invisible numbers went up and now you deal more damage and take less when you’re hit; it’s because your techniques got better and now you have new, better ways of dealing with tougher enemies. It’s so incredibly satisfying. When you level up you might spend a point to unlock the ability to block a previously unblockable attack from spear-wielding enemies, or you could choose the ability to block arrows so you can better deal with situations where you’re surrounded by archers. Or maybe you’ll unlock the ability to make enemies flee in terror when you execute a perfectly timed Sekiro-esque parry.

It’s fantastic because it means that you’ll never run into an area in Ghost of Tsushima where, all of the sudden, you’re getting one-hit killed by archers who you’d previously brushed off, or having to spend a week chopping away at the sword equivalent of a bullet sponge just because they’re arbitrarily several levels higher than you. Crucially, this removes the problem of being forced to grind sidequests in order to reach a certain level minimum in order to progress in the story, which is something that certain other games are notorious for.

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Impressively, Ghosts of Tsushima’s difficulty always managed to be appropriate no matter what point of the campaign I was at. Enemies do get tougher, and you do need to improve your gear by upgrading your sword, armor, and charms to meet the difficulty curve, but the stat improvements from gear always felt secondary to the skills that you’d accumulate, but and the challenge always felt fair. Even when I bumped the difficulty up to hard mode, which makes enemies more aggressive, it never took away from the lethality of my sword.

On top of all of this, there are also the various tools and gadgets that you earn over the course of your adventure. As Jin gets more and more comfortable with bending his samurai code and using tools outside of his normal repertoire, his combat abilities also expand dramatically. He can use kunai much like Batman uses his batarangs to quickly interrupt or eliminate weakened enemies; he can throw sticky bombs to disorient a large crowd; or he can take out his trusty bow and land a headshot to bring down a heavily armored foe in one hitpotentially end the fight before it even begins. The sheer variety of ways to approach combat in Ghost of Tsushima is incredible.

Stealthy Stumbles

It’s a good thing that the blade-to-blade combat in Ghost of Tsushima is so good, because Jin’s ninja-inspired stealth does not hold up its end of the bargain. It works, on a very basic level, in all the ways that you’d expect it to: you can crouch-walk through fields of tall grass to invisibly sneak around enemy encampments, you can assassinate foes from above, and you can even buy upgrades that let you take out multiple enemies at once if they’re all foolishly clumped together.

The problem is what happens once you get spotted. Enemies just don’t know how to handle it. What if you climb onto a rooftop? They don’t follow you, they don’t hunt you, they kind of just yell and throw shurikens. What if you suddenly break line of sight and crouch into a nearby flower patch that they can still clearly see? They just turn around, look elsewhere for a bit, and then blow their little alarm horns. It’s as if you do anything other than just fight once you break stealth, the AI just throws up its hands and shrugs.

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Jin’s stealth tools are also very rudimentary and don’t allow you any sort of creativity that might make stealth a little more exciting. They all kind of do the same things, just with different ammo types. There’s a wind chime that works as a distraction on a single enemy and a firecracker that works as a distraction for a group of enemies. Then there’s your bow that silently kills enemies, your longbow that silently kills helmet-wearing enemies, a dart that silently kills enemies and makes them puke blood, and another dart that makes enemies try to kill each other. There are also a handful of mandatory stealth segments which just boil down to finding the clearly laid out stealth route and occasionally using distractions to clear enemies out of the way. None of the flexibility and versatility of the melee combat is found in the stealth gameplay.

[poilib element=”quoteBox” parameters=”excerpt=By%20the%20late%20game%20I%20was%20taking%20five%20enemies%20out%20at%20the%20start%20of%20every%20fight%2C%20and%20it%20felt%20awesome%20every%20time.”]Fortunately, Ghost of Tsushima offers a way to make going loud right out of the gate just as advantageous as picking off a handful of enemies unnoticed, and it does so in the best possible way: by staying true to its samurai cinema roots. At the beginning of most combat encounters you can trigger a stand-off, which allows you to target one of your enemies in a classic showdown where you must wait for them to make a move to attack, and then strike with one of your own to take them down in one hit. If you nail the timing, that’s one fewer for you to deal with when the brawl begins. But that’s only the beginning: you can make these stand-offs a major part of your combat strategy by putting points into the stand-off technique and wearing armor that allows you to chain multiple stand-off streaks together. By the late game, I was taking five enemies out at the start of every fight, and it felt awesome every time.

Of course, there is a risk involved with stand-offs: they’re absolutely devastating if you lose. Your health is drained almost nothing and you’re put in a position where you’re surrounded by all of the still very much alive enemies in the area. That risk gets greater later on as enemies start throwing in feints to try to make you swing early. It’s an all-around fantastic mechanic that not only fits with the samurai theme, but also takes the fun but typically disadvantageous tactic of just waltzing in through the front gate of an enemy encampment and makes it potentially just as rewarding as silently going through an encampment and stealthily clearing out a bunch of guards.

Utsukushii

Open-world games can often feature some of the most beautiful virtual landscapes there are, and Ghost of Tsushima is right up there with the best of them. It may not quite meet the promise of its 2018 gameplay reveal trailer, but this is still a stunningly gorgeous game. Every scene is densely packed with grass, trees, leaves, and flowers all gently blowing in the wind every which way you turn. The island of Tsushima is teeming with natural beauty, which makes it a joy to explore even if you don’t have a particular destination in mind.

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Sucker Punch’s design encourages exactly that, with traditional waypoints being integrated into the environment instead of a UI overlay. Following a plume of smoke will always lead you to something worth investigating; a tree with different-colored leafs off in the distance will always yield some sort of reward; and following a trail of Torii gates will never disappoint. It’s all refreshingly organic, much like how it was in The Legend of Zelda: Breath of the Wild, especially considering that even when you do set a waypoint from your map to head toward a specific quest or location, instead of following arrows on the screen you’ll follow the direction of the wind.

Sidequests are interesting in Ghost of Tsushima because there are actually several different types. The first and most common are your typical garden-variety tasks called Tales of Tsushima, which are short stories that have Jin going off and being the good and honorable samurai that he wants to be by helping people with their problems. Though the stories and characters in these sidequests are largely forgettable, at the very least they don’t seem like they’re just being churned out and used as padding. These are often thoughtful enough to be more special than they might initially let on thanks to some often unexpectedly dark turns and occasionally interesting gameplay scenarios. One, for example, is really the only time where I was literally surrounded by archers and nothing else. They were all spaced out on different levels of two opposing cliff sides, making it a fun and unique challenge that’s not replicated elsewhere.

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One level above that e Tales are multi-part, character-specific sidequests that basically span the entire campaign and serve to give each major character their own story arc. This includes Sensei Ishikawa, the renowned samurai archer searching for his missing student; Masako, a grief-stricken mother out for revenge on those who murdered her family; or Yuna, the thief who saved your life at the very beginning of the story and will do whatever it takes to save her brother from the Mongols. Each of these sidestories reflects an aspect of Jin’s own journey, and it’s very interesting to see both how they develop and the impact they have on his development. Some of the later ones that I’m not allowed to talk about due to embargo restrictions are especially touching and deal with some pretty heavy subject matter, with one in particular that makes exceptional use of Ghost of Tsushima’s scouting mechanic in a very clever and emotional way.

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Tales of Tsushima  typically reward you with charms that boost a certain aspect of your character, allowing you to spec into specific character builds like stealth, tanky, or a focus on critical hits, and so on. In the early going these charms were a great incentive to complete sidequests, but once I had pretty much all the charms that were needed later on, these Tales of Tsushima sidequests lost much of their appeal from a reward standpoint. I lost the desire to seek them out.

[poilib element=”quoteBox” parameters=”excerpt=The%20Mythic%20Tales%20sidequests%20are%20some%20of%20the%20best%20moments%20in%20all%20of%20Ghost%20of%20Tsushima.”]Finally, there are the Mythic Tales. These are epic sidequests that have you hunting down legendary techniques or pieces of gear, and they’re obtained by listening to a musician tell the legend of whatever it is you’re seeking to earn, shown through some extremely cool animated sumi-e cutscenes. From there, they sprawl out to epic quests that each vary wildly in their design, but all are well worth playing through. Especially because their rewards are among the best boons you can get, whether it be the Heavenly Strike special move that has you channeling your inner Kenshin Himura as you dash through an opponent with a lightning-fast sword strike, or a new piece of high-quality armor that grants powerful perks like stand-offs having a chance to terrify enemies and cause them to run away. But even without those incentives, these quests are still some of the best moments in all of Ghost of Tsushima.

My favorite thing about exploration, though, and something that I especially appreciate as someone who’s not typically big on collectibles, is that every major collectible has both a worthwhile reward and a fun mini challenge tied to it. I was always extremely eager to find new Bamboo Strikes, not only because they gave me more resolve (a resource needed to heal and use special moves) but also because I just loved doing the little button-press minigame required to collect them. Shrines are even better because in addition to being the only place where you can find major charms (which offer dramatic buffs and perks strong enough to potentially design a whole character build around) they are also the only areas that you’ll be able to find those signature Sucker Punch platforming sections familiar from the Infamous or Sly series.

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The minor collectibles, like Mongol artifacts, journal entries, sashimono banners, and pillars of honor, are less exciting – they only offer some minor cosmetic items or flavor text. But they are plentiful enough that they still provide some added value for trophy hunters – and at least Ghost of Tsushima makes hunting them very easy thanks to the ability to quickly fast-travel to any discovered point of interest on the map.

[poilib element=”quoteBox” parameters=”excerpt=After%20reaching%20the%20credits%2C%20I%20still%20eagerly%20put%20in%20another%2015%20to%2020%20hours%20to%20finish%20up.”]It took me between 40 and 50 hours to play through Ghost of Tsushima (it’s hard to say for sure as it doesn’t track your time played), which included completing all of the Mythic Tales, a complete liberation of Tsushima from Mongol control, all of the multi-part supporting character sidequests, and most of the of the standard Tales of Tsushima. After reaching the credits, I still eagerly put in another 15 to 20 hours to finish up the remaining sidequests (except one that is apparently bugged for me, but Sony says will be fixed in a pre-release patch) and find all of the collectibles in the hopes that the final reward would be worth it. It wasn’t, which is a bummer because there’s otherwise not much to do in the post-game – no New Game+ and no unlockable difficulties for a second playthrough. It’s a bit aggravating that even if I did decide to just play it again (in Kurosawa mode, for instance), you still can’t skip any of the cutscenes.

Finally, can we talk about photo mode for a second? Because Ghost of Tsushima’s photo mode is the one of the best I’ve ever seen. Partially because the world is just so pretty that it lends itself well to being captured in its natural beauty, but also because of the unique touches that Sucker Punch added, like the ability to have animated background environments or to add a large selection of particles like leaves, fireflies, or even songbirds. You can change the weather, alter the time of day, add clouds, create a camera flight path to create short videos – and all of this on top of all of the essential photo mode options like exposure sliders and filters that have become standard. My one disappointment is the fact that the customizable emotions that you can put on Jin’s face could stand to have a little more… well, emotion. But nonetheless, Ghost of Tsushima’s photo mode sets a new high water mark.

Bring Home a Powerful Gaming PC on Sale at Newegg

The Steam Summer Sale is behind us, which is a bummer, but there are plenty more chances to save on PC games going forward, so why not make sure you’re equipped with a solid gaming PC now rather than later?

Thankfully Newegg’s big summer sale on tech is in full swing, and there’s a lovely selection of prebuilt gaming PCs on sale so you can live out your glorious gaming dreams.

Newegg Gaming PC Deals

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Newegg is holding its FantasTech sale right now, so if you want to save on PC accessories like monitors or expand your storage with HDD deals, now’s a great time.

Amazon is also having a huge sale on Razer peripherals, so basically the world is your RGB oyster.

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Seth Macy is Executive Editor, IGN Commerce, and just wants to be your friend. Find him on Twitter @sethmacy.

 

Here’s How Long It Takes To Beat Ghost Of Tsushima

We’re only a few days away from the release of Ghost of Tsushima, Sucker Punch’s anticipated PS4 exclusive. The open-world stealth-action game launches this Friday, July 17. Sucker Punch says it’s the studio’s biggest title to date, but how long does it take to beat?

Based on our playtime, it can take roughly 20 hours to complete Ghost of Tsushima if you’re focusing strictly on clearing the main storyline. Completists can tack a few more hours onto that runtime as the game also features a number of side missions and other activities to do, so it can take you upwards of 30 hours or more to finish the title if you’re dedicated to seeing all there is.

Of course, your mileage may vary, and your own personal playstyle will likely affect how long it takes you to beat the game. Protagonist Jin Sakai can face foes either head-on like an honorable samurai or become the “Ghost” and employ stealthier, more methodical tactics, which will naturally take you a bit longer to dispatch opponents. We’ll have a full combat breakdown and other guides up when the game launches to help you become a master samurai.

Continue Reading at GameSpot

Ghost Of Tsushima Review – Chaos In The Windy City

If a youthful obsession with Japanese samurai cinema and an audiobook version of Musashi have taught me anything, it’s that if you want to be a great swordfighter, having a connection to nature is important. Skill with a weapon isn’t purely driven by physical strength and technique, but also by the acuity that comes from observing trees, mountains, and rivers. Something like that.

While I can only make guesses as to how inspirational the rural areas of feudal Japan would have been, the scenic island portrayed in Ghost of Tsushima, an open-world 13th-century samurai epic, is one that often stirs something inside me. Beyond being a game centred around flashy sword fights and the journey of Jin Sakai to becoming a proto-ninja, Ghost of Tsushima invites you to lose yourself deeply in its grasslands, forests, and mountains. And though the tasks you’re given often aren’t as brilliant as the colour of the leaves, there’s certainly something wonderfully humbling about just riding your horse through this beautiful environment and taking it all in.

Continue Reading at GameSpot

PS4 Gets NBC’s Peacock Streaming Service App Next Week

Peacock, NBCUniversal’s new streaming service, will not be available on PS4 systems right at launch, but it is coming soon. The company announced today that a PS4 app will launch week of July 20. The service will be rolling out nationally on July 15.

One of the app’s biggest draws is the fact that the bulk of its content will be available for free–which means 7,500 hours of ad-supported programming that includes current seasons of TV shows, movies, news, and sports. At $5 a month, higher definition viewing options like 4K UHD will be available, plus access to the full run of certain series. At $10 a month, you get all of the previously mentioned and all ads are removed. You can read our further analysis on the upcoming app’s price tiers here.

Peacock content will draw primarily from the NBCUniversal library (Saturday Night Live, Law and Order, Parks and Recreation), and original content includes an upcoming Sam Esmail-produced reboot of Battlestar Galactica, a Queer As Folk reboot, a new TV series version of Will Forte’s Macgruber, an adaptation of Aldous Huxley’s 1932 sci-fi novel Brave New World, and a Saved By The Bell sequel series.

Continue Reading at GameSpot

Dual Universe PvP Multiplayer Shows Off the MMO’s Impressive Scale

Dual Universe has always been one of those big space epic sci-fi MMO games that I’ve heard a lot about but never had real clarity on what it was exactly. A lot of that has to do with the fact that it’s still in closed testing without opportunities to play easily, but it’s also due to just how sprawling it all is.

In terms of explaining Dual Universe, it’s a bit like if you took the open-world sci-fi setting of EVE Online, mixed that with the crafting and building of No Man’s Sky and Space Engineers, and put it all inside of a massive, seamless, single-server MMO with a full-on sandbox structure. That’s a complex elevator pitch, but it seems pretty accurate from what I’ve seen. Players can do everything from exploring planets on foot to terraforming environments to create their own spacecraft, and even manipulating the entire galactic economy. On paper this is about as pure of a player-driven sandbox as I’ve seen yet.

Up until now, all footage and information about Dual Universe has mostly focused on the way the game is structured and what players can do in it together — but now developer Novaquark is revealing details on what players can do in it to each other, and I got to see the PvP in action and get answers to a few of my questions.

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Comprehending the scale of combat in Dual Universe is difficult since it’s not enough to just explain how space combat works or show what spaceships shooting lasers looks like. We’ve all seen that before, so the context here is key.

These aren’t ships that players grinded out money for to buy, or grinded out resources to craft from a menu. These ships, including the massive space stations and multi-person carriers, were all built from scratch by players. Entire cities — from the ground up — are built by players. And it’s all seamless.

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During the demo I saw some combat moments and highlights including massive freighters stationed by several people in real-time, as well as needing to physically get up and run through the ship to perform repairs. In a lot of ways, the collaborative starship crew is reminiscent of a pirate crew in Sea of Thieves, but (presumably) with a lot more variables.

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A lot of that sounds hyperbolic, so to keep things grounded just remember that the Open Beta period still hasn’t launched yet. This means it’s all still mostly theoretical in Closed Alpha since there are only around 20,000 players total at the moment. Whether or not this is all as seamless and smooth once more people are online remains to be seen.

Gameplay also looks a bit slow to me. After dogfighting in games like EVE: Valkyrie and Elite Dangerous, along with Star Wars Squadrons coming soon, the scream of a TIE Fighter, the quick banking around debris, and explosive weapons rocketing across space are what I think of. The PvP gameplay in Dual Universe, by comparison, feels unfinished – which, to be fair, it is.

Most ships seem to coast through space at a leisurely pace and don’t zip around very quickly. Intuitively this makes sense because, from a technical perspective, it’s likely extremely difficult to accommodate for all of that on a server designed to host so many people at the same time. But from a player perspective, it’s not as exciting to look at as many other space combat games.

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Due to how Dual Universe is structured as a true sandbox, though, PvP is more of a means to an end than an activity people are likely to participate in frequently. If someone has something you want or is hogging an area or resource you’d like access to, then launching an attack makes sense.

Or maybe they attacked you or your friends so the goal is payback. But there is significant risk associated with attacking another player. You don’t just respawn with all your gear back at a base somewhere. Every ship represents hours of work so there is a lot at stake.

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Similar to games like EVE Online, there is real potential here for enormous space battles with hundreds or maybe even thousands of players in one area engaged in huge fight — but it’s all organic. You don’t queue for PvP, it just happens in the world as a result of putting humans together. We naturally fight each other; it’s inevitable.

Novaquark isn’t talking about other forms of PvP yet, such as on-foot combat or ground-based vehicles, but once everything is on display it could make for something really special. Whether or not Dual Universe can deliver on its lofty promises remains to be seen, but you shouldn’t have to wait too much longer to get a taste since the Open Beta launches on August 27th, with a full launch planned for next year.

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David Jagneaux is a freelance writer for IGN. Talk RPGs with him on Twitter at @David_Jagneaux.

Marvel Launches ‘Marvel Made’ Platform With Exclusive High-End Collectibles

If you’re a Marvel collector of refined tastes, there’s a new website just for you. Today Marvel announced a new platform called Marvel Made, one aimed at offering high-end collectibles directly to fans.

Built through a collaboration with ReedPOP, Marvel Made will offer collectibles through a combination of timed exclusives, limited run items and flash sales. Think of it as Marvel’s answer to the Mondo Shop.

The Marvel Made website is now live, with the first exclusive item being the Marvel Made Skottie Young Premier Bundle. Spotlighting Young’s iconic art style (made famous by his various Marvel Babies covers), this set includes 15 enamel pins of various pint-sized Marvel heroes and villains and a hardcover notebook with facsimile sketch art pages. The first 1000 orders will also include an exclusive variant of Excalibur #1 featuring a new Young cover. You can get a closer look at this set in the slideshow gallery below:

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The Marvel Made Skottie Young Premier Bundle is priced at $199.99 plus tax and shipping. The set is limited to 2500 copies and will be available to purchase until August 7 (unless it sells out sooner). The Marvel Made site is also offering blind box sets for $30, which contain two random pins chosen from the 10-pin base set.

“Ever since we started the pin sets five years ago, it’s been so rewarding to see how excited fans get to see their Marvel Super Heroes come to life. I never expected these pins to take off like they did, and I’m floored each time they run out at a convention.” said Young in a statement. “As a comic book writer and artist, I love sharing my passion for comics anywhere I can, and I hope fans will feel the same when they get the chance to show off these new pins from Marvel Made!”

“Over the years, Marvel fans have gotten more and more excited to collect the high-end exclusive merchandise we offer at conventions, festivals, and other special events, and we’ve received more requests than ever from our diehard fans for more ways to celebrate the Marvel Universe,” said Mike Pasciullo, VP, Marvel Marketing & Communications. “Marvel Made is the next step in the evolution of our convention merchandise, which will expand that sense of community and deepen our relationship with fans – all while offering the same level of quality and exclusivity our fans know and love. We can’t wait to unveil the rest of these items in the coming months.”

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Will you be picking up one of these bundles? What types of collectibles do you hope to see offered on Marvel Made? Let us know in the comments below.

For more cool collectibles heading into Comic-Con@Home, check out an enormous Marvel Legends Sentinel figure, a truly inspired Jurassic Park toy and an epic mash-up between the Transformers universe and Top Gun.

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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.