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A Week in the Canyon: 10 Takeaways from ‘Apex Legends’ Season 2

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With the arrival of Wattson and the destruction of Repulsor Station on July 2nd, Apex Legends Season 2: Battle Charge kicked off with the single biggest content patch and competitive rebalance in the game’s young life. Thanks to the overwhelming amount of changes, tweaks, and adjustments, matches during the first week of Season 2 have felt completely different, a dynamic shift with more weapon variety, more balanced team compositions, and some fascinating changes to combat-heavy areas of the map.

Here are 10 takeaways from my first week in the new, Leviathan-occupied King’s Canyon:

Apex Legends Season 2

Hello, Alternator…

Season 2 saw the introduction of the new Disrupter and Hammerpoint Round hop-ups, designed to make weak early-game guns — Mozambique, P2020, RE-45, and Alternator — more viable. Three of those guns were useless in season 1; quietly, the Alternator was one of the game’s most underrated early-game weapons, a competent SMG with a solid fire-rate and surprisingly good range. Enter the Disruptor Rounds hop-up (plus a 2-point damage buff), and the Alternator is now hands-down the most dominant weapon in the game, an absolute monster of shield-shredding badassery that sounds like an aggressive laser when used. Enjoy it while it lasts; Respawn’s already given it a slight nerf, so its time at the top is bound to be short.

… Adios, R-301

Perhaps the single biggest change to the gameplay loop of Apex Legends in season 2 is how little you hear the pointed rat-tat-tat of the R-301, easily the most popular assault rifle in the game’s first season. Though the gun’s stats haven’t changed in a meaningful way, just about every other gun in the game has been made more viable in one way or another, naturally reducing the need to hunt down the trusty light ammo-spewing rifle as often as you would during The Wild Hunt.

Apex Legends Season 2

We Stan Wattson

Season 2 is all about the introduction of Natalie Paquette, designer of King Canyon’s “ring of death”, otherwise known as Wattson, maker of fences and bombardment-neutralizing devices. And what an introduction she’s been offered: from the game’s masterful cinematic introduction, to the beautiful character design and voice-over work, Wattson’s easily one of the game’s most enigmatic personalities. More importantly, she’s fun as hell to play: her electric fence-producing pylons can fundamentally shift terms of engagement, while her ultimate ability ensures that nobody can spam arc stars into your strategically fortified position.

Wattson’s a fun character to play on her own (the versatility of the pylons is particularly impressive), but the way her abilities coalesce with others is what gives her incredible potential. Got a team of campers? Trap them in with Wattson’s fences, then drop a Caustic bomb on them. Need a quick getaway? Drop Bangalore’s ultimate, throw up a fence in front of it, and run like hell, letting Natalie’s endearing French accent serenade you as you make a hasty escape.

Battle Pass 2.0: One Step Forward, One Step Back

Apex Legends’ first battle pass was roundly criticized for its lackluster content and slow progression: in season two, Respawn promised new, better ways to unlock content, including daily/weekly challenge, ranked mode rewards, and a vastly improved collection of premium pass rewards. They delivered wonderfully on all of these things – except they bungled up the pass progression in the process, undercutting the only consistent part of season one. Though some weekly challenges offer a full level of progression, the small rewards (3000 stars, which is exactly the same as XP) for daily challenges, combined with the increased XP/star requirement for each level (54,000 for each level), encourages an even harder grind to reach level 110 by the end of the season.

Over time, the XP bonuses unlocked in the pass itself might help alleviate this: but that doesn’t deny the first week was a strange, uneven experience. After reaching level 10 in the first 48 hours, I was only able to climb to level 13 by the end of the game’s first week. Thankfully, the rewards are, generally speaking, a lot better: though some of the gun skins are lacking, the game’s other plentiful piles of rewards (currency, crafting materials, character skins, etc.) are a vast improvement over The Wild Hunt’s offerings.

(note: it appears XP counter per level resets each week, and begins increasing from 18,000 with each level again after that. So confusing.)

Mirage’s Ultimate Rules

Though this change took place towards the tail end of season 1, it’s viability in the opening week of season 2 hasn’t changed at all: Mirage’s ultimate ability is amazing, and has become a personal favorite of mine to use. Early on, Mirage’s cloaking ability was thoroughly underutilized; his cloak maintained a shimmer of his outline, which made him easily visible – now, triggering his ultimate ability renders him completely invisible for its duration, giving him so many fun, engaging strategic options to employ. Wondering if a house is full of campers? Send a mirage through to scope out the scene, and nobody notices. Trying to reposition while getting third-partied? Trigger the cloak, run behind the enemies, then stack those knockdowns – whatever the use, Mirage’s ultimate has become one of the game’s best.

Don’t F*ck With the Ring

Remember in season one, when game’s map-shrinking Ring was but a tickle, a slight annoyance that could be completely circumvented in early rounds with a couple easy healing tricks? RIP to those days – Apex Legends’ infamous ring is now an orange-tinted harbinger of death, an absolute force of artificial nature to be reckoned with, even in its earliest forms. Traversing across the entire map while still in the Ring is no longer a viable option, unless one enjoys watching their own deaths roll across the death feed: hearing the alarm and the robotic incantation of “Ring closing” is no longer the joke it once it was – it is now a haunting aria of sorrow, an ominous reminder of promising games lost to the treacherous circle of death.

Apex Legends Season 2

Ranked Mode Is Intriguing (and Insane)

Season 2 also introduces a Ranked mode to Apex Legends, a point-based system with six tiers to progress through. Early on, lower level ranked matches have imitated those in normal queue: there’s a lot of early scrambling, third-party action, and consistent repositioning of teams around the map. But once players reach higher levels (where simply playing a match costs a fixed amount of RP), Apex Legends Ranked mode transforms into a completely different type of game: wherein normal queue there might be 4-10 teams left by Round 3, most high-tier ranked matches have 12-15 remaining, condensing a huge amount number of players into a random, confined section of the map – which leads to absolute insanity in the game’s final ten minutes. Positioning, resource management, and situational awareness take on new life in this format – and though it can be frustrating to watch, it makes for some seriously thrilling endgames.

This leads to an entirely different strategic approach, one playing to advantageous angles and early positioning: with everyone waiting until the very last seconds of each round to make their plays, each match is full of tense downtime – a divisive change to the core gameplay loop of Apex Legends, and one I’m interested to see develop over the next month, as the focus shifts to team composition and balance, unlocking some of the unexplored synergistic possibilities in the game’s 10 playable characters.

Sniper Game (Still) Strong

The first few months of Apex Legends were disappointing for players looking to exercise their skills as long-distance snipers, with the strongest option arguably not even a sniper (the game’s earliest OP weapon, the Wingman revolver). After a series of buffs to the Triple Take, G7 Scout, and Longbow, however, sniping’s become an incredibly viable element of team strategy – sometimes to the point of frustration, considering the impressive all-around performance of all three weapons (especially the Longbow – the sound of one firing across the Canyon is enough to frighten anyone).

Throw in the care package-exclusive Kraber (which is now by far the single most powerful gun in the game, in terms of per-round damage), and season two’s remained an absolute playground for snipers – but thanks to the increased effectiveness of weapons across the board (and the aforementioned Ring changes), the poke-and-prod-from-distance tactics rampant at the end of season one aren’t dominating games anymore.

Apex Legends Season 2

Welcome Back, Big Boys

Season 1 was tough for Gibraltar and Caustic fans: initially, the former’s hitbox size and the latter’s weak ability set were a hindrance for two of the game’s most dynamic personalities and their fans. A series of buffs between seasons culminated in a damage reduction for tanks, and specific ability buffs to Caustic’s gas traps at the beginning of Battle Charge, and made Apex Legends‘ big boys viable again. This has lead to more engaging, varied gunfights, thanks to the potential of Gibraltar’s bomb-dropping ultimate and the versatile properties of Caustic’s signature black-and-red poison bubbles. It also means if you hear cheering in the canyon, it’s probably the joyful cries of those who love throwin’ cover for their bruddahs, celebrating the return of the bulky brothers to prominence in the game’s meta.

The Destruction (and Resurrection) of Cascades

Long a meme in the Apex Legends community, the Cascades area of King’s Canyon was long considered one of the worst places to drop or fight in the game, a series of repetitive buildings with bad loot and worse sightlines, one of the easiest places to get blindsided by multiple teams during a match.

To rectify this problem, Cascades has been utterly destroyed by the hangry Leviathans, and replaced with new structures on both sides of the river cutting through it, transforming the area into a well-equipped, wide open field to battle in. It is a blast to watch other players get accidentally crushed by the big, lumbering vegetarians – it’s even more fun to have some combat variety in one of the map’s most underwhelming areas, a new playground of danger for players to fight to the death in.

Bonus: Code: Leaf Reigns Supreme

I saved this one for last, because it is the only disappointment in a season full of welcome improvements: since the launch of season two, consoles and PC alike have been plagued by connection issues, led by the now-infamous “Code:Leaf” error, which, at times, leads to 10-minute down times between matches as players quit/rejoin lobbies, reboot, re-invite squadmates, and pray to the Gods of the Canyon to grant access into the next match. With all the progress Respawn’s made on their net code in the first four months of the game, I assume this problem will be shored up soon – but for now, it is an absolute bummer.

A TV critic since the pre-Peak TV days of 2011, Randy is a critic and editor formerly of Sound on Sight, Processed Media, TVOvermind, Pop Optiq, and many, many others.

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Games

Junked: Coming Back to Life in ‘Detroit: Become Human’

Quantic Dream’s games have always leaned into horror, even if the chief genre might not be. Detroit: Become Human is no exception.

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Detroit Become Human

Quantic Dream‘s games have always leaned into horror, even if the chief genre might be something else entirely. Detroit: Become Human is no exception, with much of the game revolving around our android protagonists finding themselves in one horrendous situation after another. The most terrifying of all, though, is Markus’ trip to a junkyard afterlife.

After being shot in the head during an altercation, Markus looks to be dead. Since player characters could indeed die in previous Quantic Dream games, it wouldn’t be out of the realm of possibility for him to have been killed off either. What awaits Markus on the other side of consciousness, however, is one of the most horrific struggles for survival ever waged.

As Markus awakens in a junkyard for discarded androids, he finds himself immobilized and terrified. Played by Jesse Williams (the sort of chiseled hollywood hunk that only seems to exist on network TV), Markus’ destroyed facade is all the more horrendous for the juxtaposition to his previous appearance.

Detroit Become Human

As the player embodies Markus, they are thrust into a nightmare realm of discarded android dreams. Like a metallic graveyard, filled with the shambling dead, the junkyard is a place so nightmarish it nearly defies explanation. Add to this the stress of Markus’ shattered form, and you begin to get a knack for just how unsettling this chapter of Detroit: Become Human truly is.

While not everyone is a fan of Quantic Dream’s trademark QTE-filled gameplay, it is used to maximum effect here, as the player is truly transposed into Markus’ desperate situation by the control scheme. You begin by alternating L1 and R1 to slowly drag Markus’ shattered body across the tumultuous landscape. The long presses and holds of each button help to relay the pain and effort of Markus’ struggle for survival.

It only gets more horrific from there, as Markus must tear off body parts from other fallen androids in order to rebuild himself. The legs must come first, as mobility is key in a place like this, but with the added moral complications of the other androids begging you not to harvest them for parts, the struggle takes on a nasty new dimension.

Detroit Become Human

A particularly stirring, and disturbing, moment sees Markus moving between two closely stacked piles of android remains. Like sidling between two close-together buildings, Markus shuffles his way through, sidelong, as dozens of hands reach out for his help, and the cries of the dying paralyze his senses.

As mentioned above, the control scheme really embodies the horror of what you’re being forced to do in order to survive here. Whether tilting the analog stick to pop out an eye or tapping the X button consecutively to wrench a limb free, the act of becoming a self-made Frankenstein’s monster is not a pleasant process to endure.

The rain-drenched landscape and lonely darkness of the junkyard only add to the chilling horror of this world. Science fiction is often at its best when it shows us a pristine utopia, before turning it over to show us the horrific consequences that come as a result. Here Detroit: Become Human soars, showing us a world where machines can save us from destroying our bodies with manual labor and android doctors never make a mistake.

It’s a world where androids do the dirty work of the US military and undertake the home care of the elderly, freeing us from the sights we’d rather not see. The trade-off, though, is grisly, and the discarded robot graveyard is just one of the first inklings of how ugly this future can be when one looks too closely.

The quasi-messianic character of Markus is only one facet of this troubled world, and while some of Detroit: Become Human may lack in subtlety, it manages to create an effective, evocative look at what could be our own future one day. This sequence is just one striking example.

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Game Reviews

‘Shovel Knight: King of Cards’ and ‘Showdown’ Review: Really Spoiling Us

It’s a Yacht Club Games overdose this holiday, as the Kings of Kickstarter are back with two new entries in the Shovel Knight franchise.

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It’s a Yacht Club Games overdose this holiday season, as the Kings of Kickstarter are back with, not just one, but two new entries in the Shovel Knight franchise. Not content with just releasing another new character’s twist on the original formula, Yacht Club have also developed their own fighting game in the Shovel Knight universe. It’s to the developer’s credit that two simultaneous releases can be of this quality, but valid questions can also be asked as to whether the original formula has gotten stale, and whether Showdown’s new concept does the series justice. Fear not, for both questions will be answered in this bumper, two-for-one review!

Shovel Knight: King of Cards

King of Cards is the latest re-tread of Shovel Knight, and this time the emperor’s new clothes are the regal duds of King Knight, who is on a quest to become the greatest player in the kingdom of the card game Joustus… without really having to beat that many people at it. After the stoically heroic Shovel Knight, the dastardly cunning Plague Knight, and the broodingly enigmatic Spectre Knight, King of Cards’ protagonist embodies an enjoyable dose of pompous entitlement. His quest isn’t all that noble, and he really can’t be bothered to do a lot of hard graft to reach his goal. Thanks to the typically witty script, King Knight shines as a loathsome oik who doesn’t pay attention to any advice he’s given, and would rather have a fight, or cheat, than actually get better at Joustus.

Shovel Knight
This a late-game bout of Joustus, which shows how complex it can get.

Joustus might not really be all that important to King Knight, but it adds an entirely new element to the traditional Shovel Kinght gameplay. Those players who are a sucker for a built-in card games (myself included) will find a lot to enjoy when stepping away from all the platforming and fighting to engage in a round of Joustus. The game is played by placing cards, one at a time, onto a grid with the goal of having more of your cards placed on top of gems than your opponent.

All cards contain abilities and can be used to shove opposing cards out of the way (and off the gems), with advanced cards used to blow up, slam or recruit those of the other player. It all starts off simple enough, but can get really brain-taxing as the story progresses, and grows to be a real highlight of the game – and one of the better card-games-within-a-game I’ve played. Cheat cards can be bought to give you a leg up for trickier opponents, especially as the winner of each game gets to take one (or three if you control all gems at the end of the round) card from the loser.  

Shovel Knight
Platforming at its satisfying best. Y’know, without actually touching the platforms.

Outside of Joustus, King of Cards will feel pleasingly familiar to fans of the series. As in previous entries, the levels all share the same look and gimmicks as the original Shovel Knight, but are reshaped to adapt to the new abilities of King Knight. He has a shoulder barge attack that launches him forward, across gaps if need be, and will send him into a spin on contact with enemies or certain types of walls and blocks. This spin move acts very much in the same way as Shovel Knight’s shovel pogo attack, and allows King Knight to bounce around levels with impressive finesse. Anyone who’s played Shovel Knight before knows the drill now – try and clear every screen by chaining together as many bounce attacks as you can. It’s the law.

Shovel Knight
Familiar foes return, but the way you deal with them is the same!

It also wouldn’t be a Shovel Knight game if there weren’t a ton of unlockable moves and buffs. Amongst the best unlocks for King Knight are a Tazmanian Devil-esque tornado spin that allows him to climb walls and smash up enemies, a hammer that produce hearts with each wallop for precious HP, throwable suicide bomber mice, and the ability to stand still and have a big ol’ cry to regain HP. Something we can all relate to.

The world map returns, and is in its best guise in King of Cards. Levels are now a lot shorter than you’d expect – there’s typically only one checkpoint in the non-boss levels – but there are a lot more of them, and a large number have secret exits to find. They’re interspersed with the multiple opportunities to play Joustus, and with the seemingly random appearances of traditional Shovel Knight bosses who show up, Hammer Bros. style, on the map to block your progress. It makes for a really tight campaign that’s filled with a ton of variety.

The floor is literally lava!

It seems almost arbitrary to say, but if you like Shovel Knight and you’re not tired of the standard gameplay, there’s so much to enjoy with King of Cards. He’s probably not the most fun character to play as (for me, that’d be Spectre Knight), but his game is easily the most diverse. He’s just such an enjoyably unlikeable idiot that you’ll constantly be playing with a smile on your face, bopping along to the classic Shovel Knight chiptunes, pogoing around levels and pausing for the occasional game of cards. Who could ask for more?

Shovel Knight Showdown

Who likes Shovel Knight boss fights? Everyone does, right? How about fighting three of them at once in an amalgamation of Smash Bros. and Towerfall? It’s as chaotic as you’re imagining, and seems like a total no-brainer as a second genre for Yacht Club to transpose their blue, spade-loving hero into.

What seemed like an obviously smart move doesn’t necessarily play out in an ideal way. The one-on-one fights in Showdown are as tightly-contested and entertaining as ever, but the multi-man rumbles are absolute mayhem. There are a few different stipulations applied to fights, and these typically involve simply whittling down your opponents’ lives, or depleting their health bar to briefly kill them off and steal any gems they’ve collected from around the level, with the winner being the first to an assigned number.

Shovel Knight
I found it best to just try to escape in every multi-man level.

Standard fights are more enjoyable, as the simplicity of smacking seven shades of snot out of the competitors keeps things manageable amongst the cacophony of onscreen visual noise. The gem-collecting levels, especially with multiple opponents, are frankly a bit of a mess that I rarely found enjoyable.

Perhaps I’m just not very good at Shovel Knight boss fights, but the game felt overly difficult even on the normal setting. Playing story mode often sees your chosen character up against three opponents on the same team, and when it comes to collecting gems from around the level, they’ve got way more of the space covered and you barely get a chance to breathe with them swarming you from the word go. It’s basically an exercise in getting wailed on while you try to run away and scramble for gems, and it’s just not that fun.

If the whole game were 1v1 I’d have more fun, but it’d be a bit pointless and unsubstantial.

What does add a layer of fun to the game is the chance to play as the complete ‘Knight’ roster of Shovel Knight characters, and the best part of Showdown is learning new moves and trying to find your ‘main’. Perhaps, with more time to sit down and learn the move sets in the practice mode, the game would feel more rewarding than if you just jump in and try to slog through the chaotic story mode like I did.

With a four-player battle mode as the only other gameplay option, Showdown was clearly never meant to be anything other than a brief little curio to give fans of the series’ boss fights an overdose of what they love, but as a complete experience I found it lacking in both modes and reasons to keep plugging away at the arcade fighter-style story mode. It turns out that the boss fights in Shovel Knight are more fun at the end of a platforming level rather than in the middle of enclosed space filled with flashing lights, random effects, environmental hazards, and three bastards all chasing you down. If you can handle all that stress, you’ll have a much better time than I did.

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Game Reviews

‘Disco Elysium’: A Thought-Provoking Mystery

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Disco Elysium Review

For the most part, the majority of games are easy to classify, but from time to time a game is released that defies conventional rules and resists simple categorization. Disco Elysium is just such a game. On the surface of it, it’s a topdown, isometric RPG of the oldest of old schools. It draws upon long-established systems, structures, and mechanics that make it comfortably familiar. However, beneath that patina of tradition lies something completely unexpected and utterly unique.

Developed by the small, independent studio ZA/UM, with a story penned by Estonian novelist, Robert Kurvitz, and a painstakingly detailed world crafted by artist Aleksander Rostov, Disco Elysium stands apart from most RPGs in that it is startlingly realistic whilst simultaneously being grimly fantastical. Set on an isolated archipelago in the wake of a failed communist revolution, the game casts players as a detective sent to solve the murder of a man found hanging in the backyard of a rundown boarding house/cafe. It’s a simple setup made all the more complex by the fact that the player character is suffering from a severe bout of alcohol and drug-induced amnesia. The mystery that needs to be solved concerns piecing together exactly who the player character is, as much as it involves reconstructing the chain of events that resulted in a brutal death.

Arriving at conclusions to both conundrums requires navigating complex webs of social and political intrigue. Along the way, players will encounter union bosses, disgruntled workers, war veterans, and all manner of extraordinary and mundane citizens just trying to go about their daily lives in a place that seems designed to thwart their ambitions at every turn. More than that though, players will be required to engage in continuous internal dialogues that involve the protagonist gradually putting themselves back together. The result is character customization in a quite literal sense of the word. Rather than the standard array of physical options that most games of this type present players with, the options are entirely psychological. Player actions and choices determine the overall structure of the internal workings of their character. Whether they decide to be a high-minded idealist trying to better themselves and the world around them in whatever way they can or opt to descend into anarchic, hedonistic self-obliteration such choices determine exactly who and what their version of the character is.

The foundation of stats and skills that are usually inert background components that all RPGs are based on is firmly in place. However, rather than being a numerical bedrock upon which all gameplay is based, Disco Elysium takes those sets of modifiers and statistics and makes them an active part of character progression and world development. As you progress through the game, skills points can be used for a variety of purposes. They can be used to upgrade core character stats, of which there a total of twenty-four covering a whole range of mental, physical, and social attributes, that govern player’s ability to immediately interact with the game world. However, they can also be used to learn or forget particular thoughts These thoughts develop depending on how players decide to approach situations and solve problems and can unlock semi-permanent bonuses and even penalties.

Disco Elysium Review

Much as in reality, the things the character is capable of are largely dependent on their frame of mind. If players opt to make a character that is brash and uncouth then they will find it difficult to subtly manipulate interactions to their benefit or arrive at unobtrusive solutions to various situations. On the other hand, if they elect to play a character that is more thoughtful and introspective, or cunning rather than crass, then they will find it difficult to emerge unscathed from more physical challenges. It’s an interpretation of character development and player progress that feels much more organic than in any other game of this sort. This is probably where Disco Elysium does the most to stand out from other such titles. Such a flexible approach to progress is hopefully something that other companies will emulate going forward, as it allows the character to develop a true personality that goes a step beyond the mathematically-oriented, incremental statistical increases that are usually the norm.

Disco Elysium Review

The ways in which player action, character interaction, and game reaction combine together is probably the closest it is possible to get to a truly curated dungeon master-guided play experience in an RPG. There is such a wide and unpredictable variety of moment-to-moment options that players can never be certain what exactly is going to happen next. This sense of improvisational unpredictability is a quintessential element of any RPG, but it is often lost in translation from tabletop rules to computer game mechanics. This pitfall is avoided thanks to the fact that the world of Disco Elysium was conceptualized as a tabletop game but doesn’t actually exist as one yet. As such the developers were able to implement systems without the expectation of adhering to pre-existing mechanics. This expectation has often been the downfall of many such games in the past, such as the much-maligned Sword Coast Legends which was lambasted for its apparent butchery of the 5th edition Dungeons and Dragons ruleset. It will be interesting to see if Larian Studios can avoid similar problems with Baldur’s Gate 3.

Disco Elysium Review

As intriguing and unconventional as Disco Elysium is, and no matter how deserving it is of the accolades it won at 2019’s Game Awards, it’s hard to recommend it as something to play if you’re looking for fun. It’s relentlessly grim even when it’s trying to be funny, and its stream of consciousness style makes even the most basic of interactions a minefield of potential disturbing possibilities. With its biting combination of continental existentialist ennui, pseudo-Lovecraftian undercurrents, and socio-political critique it isn’t a game that you play for the sheer joy of it, but rather for the esoteric and unusual experience that it offers. That being said, in a market that’s full to bursting point with crowd-pleasing blockbusters and oftentimes strictly by-the-book sequels or carbon copy titles, it can be incredibly rewarding to delve into a game as intricate and nuanced as Disco Elysium.

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