We’re about a week away from the release of Fire Emblem: Three Houses, the first home console release for Nintendo’s long running strategy-RPG franchise in over a decade. After meeting the Black Eagles and the Blue Lions, its time for the Golden Deer to plead their case as to why we should join them in the battles that lie ahead.

Led by Claude, the charming and curious face of the faction, the members of this house specialize in archery. As part of the Leicester Alliance, their kingdom is unique in the sense that they have no ruling kings unlike its rival nations. Highlighted by the lazy, yet powerful Hilda, the protein obsessed Raphael who was orphaned after his parents were killed, and Leonie, a mercenary who is working on paying off the debt she took on to attend Officer’s Academy. In other words, she’s the most relatable character in the game.

Exuding a more relaxed demeanor compared to the other houses, the Golden Deer round out what’s looking like a memorable cast of characters. But now that we’ve met the three houses, which house will you choose? With a plethora of features that are helping make Three Houses the biggest game in the series so far, let’s hope the final game lives up to its massive potential when it arrives on July 26.

<a href="https://www.youtube.com/watch?v=uK5doMgxxc0">https://www.youtube.com/watch?v=uK5doMgxxc0</a>

Last week, we learned about the first of the three houses featured in the upcoming Fire Emblem title for Nintendo Switch. With only two weeks until the game releases on July 26, we’re being introduced to the second house of the three. As those who “walk the true path of justice”, the chivalrous Blue Lions walk the straight path towards strength.

Dimitri, the prince of the Holy Kingdom of Faerghus, leads this band of straight laced fighters. Flanked by Dedue, Dimitri’s servant who doubles as a deadly combatant, Sylvain, Dimitri’s skirt chasing childhood friend and Ingrid, a knight to the core who exemplifies the principles of her kingdom, this group of warriors fit the medival theme pretty strongly. As the much more traditional group compared to the Black Eagles, the Blue Lions might be the house for those with a strong moral compass and a penchant for sword fighting.

With the Golden Deer waiting in the wings, it won’t be long until it’s time to choose where our allegiance lies when Three Houses finally launches. Meet the Blue Lions in the video below and let us know who has won your support so far.

<a href="https://www.youtube.com/watch?v=jfeIED_-VHs">https://www.youtube.com/watch?v=jfeIED_-VHs</a>

Fire Emblem: Three Houses is already loaded with hours of content if the Nintendo Treehouse presentation at E3 is anything to go by. Yet somehow, it’s looking like we’re about to get much more courtesy of a nearly year long expansion pass.

Nintendo has announced that the upcoming game in their storied strategy RPG series will receive four batches of DLC between its July 26 release date through April 2020. Promising new maps, costumes and playable characters, specific details were few. Past games have brought in protagonists from past games, enemies and NPC’s that wouldn’t be usable otherwise, as well as a combination of challenge maps and easy maps meant for easy leveling for your units. The idea of playing as Marth, Celica Lyn or Ike with the new Switch graphics engine sounds incredible, so I’m hoping this trend continues.

For anyone who pre-purchases or purchases the expansion pass, these players will unlock a special costume for both the male and female versions of Byleth, the main character of the game. As professors at the Officer’s Academy, this formal wear helps the leads blend into such a formal role.

If you’re having trouble on deciding which house you’ll ultimately align with, the Black Eagles have also received an introduction video presenting their school of nobles and mages. Led by the future emperor of the Adrestian Empire, Edelgard, classmates such as the cool headed Hubert, the foreign student, Petra and the lazy crest researcher Linhardt round out some of the units we’ll be introduced to. Check out their introductions in the trailer below.


Which house calls your name at this point? And what are you hoping we’ll see in the Expansion Pass? Let us know in the comments!

After the traumatizing events of Avengers: Endgame, it’s hard to imagine a state of normalcy in the Marvel Cinematic Universe. As phase three comes to a close, Spider-Man: Far From Home had the unique challenge of trying to restore the lighthearted, action packed status quo that these films are known for while helping Peter Parker, (once again played by the charming Tom Holland), grow in a post Iron Man world. If you’re wondering where they could possibly go from here, you’re going to be pleasantly surprised.

Peter and MJ are on full display this time around.

Taking place in the aftermath of the snap, (or The Blip as its being called), Peter’s classmates coincidentally faded to dust at the end of Infinity War, ensuring that Ned, MJ and Flash would stay at Peter’s side as he returns to his high school life. After fighting for the fate of the universe, there’s nothing more that our friendly neighborhood Spider-Man would enjoy more than to take a break and enjoy his overseas class trip with his friends, all while trying to win the heart of his equally quirky classmate, (reprised by Zendaya with more screen time to match her dry wit first seen in Homecoming). However, Nick Fury has other plans, as the head of S.H.I.E.L.D. seeks the hero’s assistance to fight off a group of elementals that are terrorizing the region. Fighting alongside Mysterio, the hero from another universe, Peter finds himself trying to live up to the legacy that Tony Stark left behind while wanting to enjoy life as a normal teenager.

Far From Home manages to hit all of the familiar beats that have become synonymous with the MCU in excellent fashion. From the witty one-liners to the lighthearted humor, the dialogue between Peter and his friends serves as a nice contrast compared to the no-nonsense Fury. Yet, it’s Jake Gyllenhaal’s take on Mysterio that really steals the show, bringing sincerity and gravity to Quentin Beck that makes me hope he sticks around in this franchise. He brings the character to life in a way that blew away my expectations, especially considering the background of the character in the comics. If I had one complaint about his character and the movie as a whole, I would have preferred that Beck stayed more of a Spider-Man focused character rather than being tied to events of the past. Still, the way he’s implemented into the MCU is clever, helping the events of the film wrap up phase 3 in a way that links it to the history of these films.

When it comes to the action, Far From Home is easily one of the most exciting films in that regard, which is high praise when directly following a film like Endgame. As seen in the trailers, the battles with the Elementals are stunning as it is. Sandman from Spider-Man 3 back in the day was a visual marvel, so seeing effects like these consisting of water, fire and wind with 2019 technology is as amazing as it sounds. This is all amplified by the 4DX effect, which was the best use of the technology that I’ve experienced so far. Taking full advantage of the nature of the Elemental fights, water, mist, wind and lighting effects created an incredibly immersive experience. This is in addition to the sway of the seats that synced up with Spider-Man’s swinging, feeling like you were moving with the wall crawler.

Jake steals the show as Mysterio.

It’s hard to believe, but as great as the Elemental fights were, they managed to be upstaged only a few minutes later. Without spoiling the movie, there are a few late-film fight scenes that rival the infamous Scarecrow hallucination fights from the Batman: Arkham Asylum video game. As a visual mind trip that looks like something you’d expect out of Doctor Strange as opposed to Spider-Man, these scenes show the kind of controlled insanity that a film of this magnitude can pull off. And somehow, they manage to be scary, heart-wrenching, tense and thrilling all at once. If there’s one thing that you’ll be talking about when leaving the theater, this will be it. Well… That and the shocking post-credit scenes that you’ll ABSOLUTELY want to stay for.

The Elementals blew us away, especially in 4DX.

With blow-away visuals, charming humor, characters that pull you in thanks to some highly skilled actors and an ending that will completely turn Peter’s world upside-down, Spider-Man: Far From Home is a can’t miss film, especially in 4DX. While I wish that the eventual villain would have been more centralized around Spider-Man, they way they’re written works in a way that this can be easily forgiven. When you think the tank has to be running low in a post-Endgame world, Marvel finds a way to close the chapter on phase 3 while building a high amount of anticipation for what phase 4 has in store. If you haven’t seen it yet, do yourself a favor and do it now. Then wait patiently like the rest of us to find out what this universe has in store for us for the next 11 years.

Final Score: 4.5/5

One of the more surprising omissions from the E3 show floor this year was Animal Crossing on the Switch. Originally announced during a Nintendo Direct at the later part of last year, the only thing more disappointing than a demo being unavailable was that the game was being delayed into next year. During the Nintendo Treehouse game play overview however, it’s clear that the extra time is being put to good use as the newly titled New Horizons is introducing so many firsts to Nintendo’s life simulator.

Taking us out of the town and onto an island, our new villagers are being sold on this uninhabited land by the money grubbing Tom Nook. Like previous games in the series, players will explore their town, collect items and interact with neighboring animals as they work towards saving money to pay off their crippling debt. 

Perhaps the biggest addition in New Horizons is how money can be saved and spent. Thanks to a new crafting system inspired by the mobile version, Pocket Camp, players can make their own furniture by collecting materials that would have otherwise disappeared in past games. For example, chopped trees can be used for wood to build materials when it would have just vanished before. As side quests are completed, a new currency called Nook Miles can be used to purchase premium items, giving us additional objectives to compete.

If the phrase “it takes a village” we’re taken literally, it would probably look like New Horizons, since you no longer have to take on this challenge alone. Past games allowed players to share towns at different times or visit through local or online multiplayer, but New Horizons allows up to eight players rummage through the same town at once. With new tools like the pole vault that lets villagers jump over water instead of wasting cumulative hours running to the closest bridge, movement is also looking like its receiving an unexpected, yet welcomed improvement. Aside from other humans, the animal NPC’s can be given invitations to move to your island, who can provide extra tasks to perform.  Players can even choose where new animals will have their homes placed, so gone are the days where your favorite cherry tree is suddenly steamrolled one morning. Overall, it seems like the community aspect in both single and multiplayer formats are looking even better.

As March 20 slowly approaches, it’s looking like we’ll have plenty to discover when Animal Crossing: New Horizons is finally in our hands. The expanded multiplayer and single player mechanics, the focus on crafting over buying and streamlined movement are just some of the reasons why we’re looking forward to our island vacation. Let’s hope that this news is just the first of many more positive updates as we eagerly await 2020.

Growing up, the arcade was the best way to spend an afternoon. As the place with all the latest cutting edge games, the idea of having these giant cabinets in the comfort of your own home was something every kid in the 80’s and 90’s would have loved to have… until they realized they cost more than they could count. The hay day of arcades may have mostly come and gone, but Arcade 1-Up is reviving the experience with small, affordable licensed arcades designed to turn your living room into your old hangout from decades past. And they won’t cost a small fortune!

These cabinets were on display both at their own dedicated booth and at various booths throughout the E3 show floor. If it was popular decades ago, chances are it could be found as a home arcade. Some of the games we saw included Mortal Kombat and its sequel, Final Fight, Street Fighter 2, Teenage Mutant Ninja Turtles and Marvel Super Heroes to name a few. Units with similar button layouts like the MK games could house more than one game in the same series, and are built faithfully like the original cabinets that inspired them. Everything from the name of the game at the top, the joy stick layout and the art on the side were authentically recreated in a way that almost felt identical to the real thing. Squeezing four players into a game like Turtles can be challenging due to the smaller display, but it works almost as well as it would have in an actual arcade. 

Perhaps most impressive is their price point, falling between $200 and $300 depending on the game. If all you want is to be able to play the game, you’ll surely find cheaper ways to play these classics through the many digital stores across gaming platforms. However, the novelty of having a fully functioning arcade machine with its size and price shrunk down for home consumption might be too great to pass up, especially if you have that favorite game you want to experience in the same way as you did as a kid.

Arcade1Up units can be found through most major electronic retailers. For a full list of available games and ones that are coming soon, visit arcade1up.com.

Retro mini consoles have been all the rage lately, especially after the NES Classic set the market (and eBay) on fire. Some have continued that success while others have crashed and burned, but Sega is looking to get off on the right foot with the Sega Genesis Mini. As if reviving that old 90’s rivalry of the 16-Bit era, the E3 build had enough nostalgia with some surprise game selections to boot.

Featuring over 40 games spanning the Genesis’ legendary run, the mini’s library hosts trademark games like Sonic the Hedgehog alongside some cult classics like Eternal Champions. What I didn’t expect to see was the Mickey Mouse series of Genesis games from a bygone era where Disney licensed games were some of the best on the market. I jumped at the chance to try one out in front of the nostalgic console with the familiar control in hand. 

As expected, the game was a picture perfect port of what Genesis games played like for better or for worse. The game had the same dark, almost grainy visual quality that was typical of many games of that era, all while being a little slow and floaty. The controller itself is an exact replica of the old Genesis controller, which felt awkward at the time of release with its three horizontal buttons laid out across the long, wide pad. After nearly 30 years of improvements, it did take a little getting used to. 

A side-by-side comparison

With all that said, the brief time I spent with the console felt like a faithful recreation of what Genesis gaming was like. For collectors, nostalgia addicts or those who want to play through some of gaming’s history, the Sega Genesis Mini is looking like a great way to do so. With HDMI support for HD TV’s two controllers and so many games to play, we’ll have our eyes peeled as the “cool” console of the 90’s makes its big return. 

The Sega Genesis Mini will launch on September 19 for $79.99.

The next installment in the Fire Emblem franchise is right around the corner with Three Houses, the first mainline console game in the series since Wii’s Radiant Dawn in 2007, (or 2016’s excellent Tokyo Mirage Sessions if we’re including spin-offs). Ahead of its July 26 release, the strategy RPG’s Switch debut was heavily detailed during Nintendo’s E3 Treehouse presentation, showing off its school setting and the ways we’re able to interact with the students both both on and off the battlefield.
As Byleth, a professor at a military academy that enrolls students from three different kingdoms, players will take the unique role of mentor to their military units. Seemly expanding heavily on the social aspect of the game, each student can develop in a variety of ways depending on how you teach them. For example students will be inherently skilled at certain class types, such as magic, sword or axe wielding. However, if you feel like your current army is lacking coverage in a particular area, you can encourage your class to take up studying a new combat type. With enough lessons and a final examination, characters can eventually take up entirely new class types, replacing the Master Seal item that upgraded character classes in the past.
Beyond combat functions, getting to know your students has strong implications for both the present and the future of your time at the academy. Through optional conversations, figuring out the senders of confidential questions through a feedback box and addressing student concerns, their motivation in battle will increase alongside their trust in you. This is important going past graduation since as expected, the three kingdoms will eventually go to war following a five year time skip. As an attempt to avoid awkward and inappropriate classroom romance, it’s after the time skip that your character can romance their past students, which is still kind of creepy. Even creepier is that your relationship as student and teacher helps plant the seeds for future options, but this can be completely platonic. In fact, if you have students you were particularly fond of that are part of a house that you’re fighting, having enough influence with them can lead to them changing sides to fight at your side. This also goes for your faculty, since you can get to know other teachers and learn skills yourself from experts in areas you’re weak in.
If it wasn’t clear already, Three Houses will still be a turn based combat RPG at its core. The battlefield has also seen a variety of changes, both visually and through combat. When two units clash, the camera zooms in on the same location that they’re standing on, creating a seamless transition between the overhead grid and the combat animations. This also leads to more detailed environments during combat as opposed to the background changing to a generic field like in past games.
Speaking of past games, the combat borrows many mechanics from 2017’s 3DS remake, Fire Emblem: Shadow of Valentia. Like in Alm and Celica’s adventure, each unit will have special abilities that are tied to their weapon and class. Rather than drain HP, a controversial choice to say the least, weapon durability returns. This leads to weapons weakening when used, especially after using special attacks.
While Classic Mode returns, which brings back he permanent death mechanic that the series is known for, the turn wheel mechanic, now known as the Divine Pulse, returns. This allows you to rewind bad moves for a limited amount of times during a battle. This way, if an enemy gets a lucky critical hit that kills your favorite student at the end of an hour long battle, you can back up a few turns instead of losing the character permanently, (or soft resetting if we’re being honest). Or you can skip this problem altogether and turn off perma-death. Whatever.
Fire Emblem: Three Houses is looking like an almost overwhelmingly large game, making it the first time we’re looking forward to summer school! With so many characters to meet and teach, three story paths and multiple ways to tackle challenges, the series’ Switch debut is likely to impress.

Recently, the horror game genre has seen a creative resurgence. One of the games that has led that charge is Death By Daylight, a multiplayer slasher simulator where a team of victims must find a way to escape before a single killer takes them all out. Multiplayer gaming is where a platform like the Nintendo Switch excels, so seeing the demo at E3 made sense.

With the ability to play both locally and online, Dead By Daylight allows players to choose between original characters and high profile guests, (including Evil Dead’s Ash as a potential victim and Michael Myers as a killer). From there, the five players are dropped into a camp where the mostly defenseless campers must work together to activate a series of electric generators, creating a path to escape. This is all while the killer searches the grounds in an attempt to incapacitate the other players and hang their bodies on hooks. Whichever side achieves their goal first ends the bloody night victorious.

These goals aren’t as easy to accomplish as they seem, especially for the campers. Activating generators takes a long time alone, meaning it’s more efficient to tackle them alongside a partner. The thing is that these generators make noise, alerting the killer of their location. On the flip side, when encountering the killer or mortally wounded, teammates can call for help. This may allow the team to overwhelm the killer and revive their fallen partner, but with the imminent danger of losing more teammates in the process. The campers can also set traps and obstacles designed to slow the killer down, but these are all just temporary. It’s all like a gory version of PAC-Man.

Dead By Daylight on the Switch is shaping up well. Maintaining its visual and technical performance while playing locally among five consoles is no easy feat, so I left the demo impressed. Oh, and it manages to stay pretty creepy to boot. Be ready to grab some friends and slash them up when the game releases for Switch in September.

When a game becomes a runaway success, it’s expected to see large and small developers alike try to build on that momentum in their own way. Capcom’s Monster Hunter series is no exception, leading to a variety of offshoots that feature demons, robots and the like. Then you have games like Dauntless, which takes a more straightforward approach. By trying to be a faster, more challenging version of the game its emulating, the Switch E3 demo showed that there’s room for more hunters on the platform.

Teams of up to four can get together and fight giant monsters by using a variety of classes and items. Sword and club users are expected, but some surprising weaponry such as pistols help Dauntless stand out. Once on the field, it doesn’t take much time for combat to take over since the map is much smaller, giving the monster fewer places to hide. All of this is displayed with a simplistic visual style that makes it look almost like it takes place in a neon wilderness. 

If players feel familiar with how Dauntless works however, they could be in for a wake-up call when up against some of its most imposing beasts.  The player does have many advantages compared to their Monster Hunter counterparts, such as faster item use, the limited ability to revive downed teammates and greater mobility. However, the monsters have nearly the same improvements, making it so they can leap right on you despite their massive size. Aside from their movement, the monster we fought had such long reach that it almost seemed unfair when being constantly pummeled. Needless to say, the enemy got the best of us, but for all its similarities, it was clear that Dauntless needs to be approached differently compared to other games in the genre.

With new monsters constantly being added to the existing versions of the game, the Switch version is expected to receive the same support after it launches this year. Those who want that portable hunting fix would do well to check this one out.

When one of the better collect-a-thon platformers akin to classics like Super Mario 64 and Banjo-Kazooie released a few years ago, it was peculiar when it was made an Xbox console exclusive. Games like this would feel right at home on the Switch, the platform made by the developers who put the genre on the map. With New Super Lucky’s Tale, the young fox is claiming his spot on Nintendo’s hybrid console. Based on the E3 demo, he doesn’t miss a beat in the transition.

Lucky takes his cues from many of the tropes we’d expect from the games its emulating. A group of evil ninja cats have stolen valuables, leaving it up to Lucky to defeat them and recover the goods. This means exploring large, obstacle filled stages loaded with things to collect. Throughout the demo, accomplishing certain objectives would lead to stage transitions where a straightforward exploration level would turn into running from a living statue that you just woke up, combining what would usually be a separate objective into one big stage. 

From initial impressions alone, New Super Lucky’s Tale feels like a classic Nintendo 64 game with the refinements we’d come to expect in 2019. What was most noticeable was that the camera, an issue that has plagued even the best games of this kind, never became problematic. Lucky was responsive and easy to control, while the game popped with vibrant colors that gave the world so much personality. Overall, it’s a strong representation of what these types of platformers can be with enough care.

Xbox One owners can play Super Lucky’s Tale now through Game Pass, but Switch owners won’t have to wait too much longer. With extra content in tow, nostalgic gamers can look forward to New Super Lucky’s Tale this fall.

Earlier this year, Elder Scrolls went the free-to-play route by releasing a  mobile beta for Blades, a first person spinoff and the microtransactions that come with the genre. Surprisingly, the game was announced for the Nintendo Switch and featured as playable during E3, highlighted by Bethesda’s keynote speech. We checked the game out on the show floor to see how the transition from mobile to console fared.

Much like Wii games like Dragon Quest Swords, The Elder Scrolls: Blades takes up a first person viewpoint as the player slashes through enemies while traveling along a set path. Using both a sword and shield, timing attacks to both avoid damage while delivering blows of your own felt like a rock-paper-scissors combat system. Encountering foes ranging from feral wolves to hostile soldiers, controlling your warrior was intuitive, if not a little slow to respond.

What wasn’t seen in the demo was how much of its mobile roots would surface in this console release. The ability to play this game on a big screen should be cool if the solid visuals of the handheld mode are anything to go by, but since Blades will also be free on the Switch, it’s hard to tell if mobile strategies like restricting play time without paying money will work out well on a platform typically free of such barriers. This game is already facing an uphill battle since games like the aforementioned Dragon Quest Swords didn’t exactly set the world on fire.

If nothing else, The Elder Scrolls: Blades could be a fun distraction as we wait on news regarding Elder Scrolls 6. Keep an eye out on the eShop for the full game later this year.

Hollow Knight quickly developed a reputation among gamers as a beautiful, modern take on 2D action platformers. Oh, and it was excruciatingly hard. It’s only natural that fans of the first game would want to be punished even more, so Team Cherry obliged with Silksong, the upcoming sequel to the cult hit. The new game was on display at Nintendo’s booth at E3, so we jumped on the chance to check it out.

Emulating games in the “Metroidvania” sub-genre, Silksong shares many of the hallmarks that made the first game so memorable. The visuals have a dark, creepy vibe to them while being simultaneously vibrant. Each section of the grid based map confronts the player with various challenges. Be it hard to reach platforms, deadly enemies or hidden objects, searching thoroughly will always be beneficial towards advancing.

Armed with only a needle, controlling Hornet is fast and responsive. This is especially noticeable when up against the game’s deadly bosses. Using dodge rolls, slashes and air dives, Silksong follows the tried and true formula of memorizing boss patterns and attacking when it’s safe. Charging in head-first will lead to death and the frustration that comes with it, but coming out victorious is a rewarding feeling.

So far, Hollow Knight: Silksong is picking up where the first game left off and is delivering excellent platforming combat in the process. Its unique style and noticeable challenge are intact, all with new environments to explore. Check back for future updates as the game approaches release on PC and Switch.

Continuing their partnership with Nintendo, Bethesda is releasing Wolfenstein: Youngblood, the follow-up to the acclaimed Wolfenstein 2: The New Colossus, day and date with the other versions. Their previous shooters sacrificed visuals for performance on Nintendo’s platform, but with the cooperative aspect of the game being introduced this time around, would it still be able to hold up? This was the question I was hoping to answer walking into the E3 demo of the Switch version.

Playing as the daughters of BJ Blazkowicz, the Nazi fighting protagonist of the previous games, the pair are seeking out clues to the whereabouts of their missing father. Continuing the family tradition, they accomplish this by gunning down as many Nazis as possible, only this time with a wider range of technology thanks to advancements made in the 20 years or so between games. Each girl gets their own customizable loadout that can be tailored towards stealth or direct combat, and a second player can jump in and out at any point during he mission locally. When playing solo, the CPU did a good job of performing as a competent partner.

Once in a mission, the team can decide to take on challenges together or work towards separate goals. For example, one can solve puzzles or look for items while the other clears the way by taking down enemies. Larger environment led to greater freedom, but the team had to reunite when either advancing the story or moving to a new section of the map. Using an RPG-like health system, each weapon did a certain amount of damage to enemies and their HP determined whether or not they would go down. In other words, a headshot wouldn’t necessarily mean the bad guy was going depending on the situation. Still, it’s little to worry about when you’ve got a partner at your side.

Regarding the Switch version, despite the larger rooms and two-player format, it performed about as well as the previous Bethesda shooters on the platform. Up close, the character models and environments looked rough, and the frame rate looked below the usual 30 FPS, but the game stayed consistent with no noticeable performance dips in handheld mode. While the concessions made are obvious, they didn’t get in the way of delivering an action packed shooter experience on a handheld.

Grab a friend and go Nazi hunting! Nintendo owners will have what’s shaping up to be a strong co-op FPS to look forward to this summer when Wolfenstein: Youngblood releases on July 26. 

While games like Pokemon and The Legend of Zelda may have been getting most of the attention at Nintendo’s E3 booth, I had high expectations for Luigi’s Mansion 3. The original was a fun, if not basic take on family friendly survival horror, but it was the second game that blew the lid off of the concept with an array of new features. With a much more powerful system to work with and a few years between games to reignite that creative spark, adding a little goo to the formula seems to be doing wonders for Luigi’s next adventure.

In a suspicious fortunate show of good faith, Luigi and his friends are invited to a new multi-story hotel. For whatever reason, it seems like Mario characters can’t help but be kidnapped. While Mario’s weakness seems to be haunted mansions, the entire Mushroom Kingdom entourage gets captured this time around aside from Luigi, including Mario, Princess Peach and her army of Toads. As the guy who’s deathly terrified of ghosts who coincidentally is never captured by them, Luigi is once again armed with the newest E. Gadd technology as he traverses the hotel and rescues his friends. Only this time, things are poised to get a bit more sticky.

At first glance, Luigi’s Mansion 3 follows many of the same beats as its predecessors. Returning to the roots of the original, this game focuses on one large environment rather than multiple smaller ones like in the 3DS sequel. Focusing as much on exploration as it does on fighting ghosts, Luigi will have to search every nook and cranny of the hotel to find switches, keys and lots of money that will surely play into the rewards at the end of the game. Using his flashlight and vacuum as his primary tools, they can be used for everything ranging from flipping money out of buckets to defeating an army of ghosts. This has been made even more fun by allowing Luigi to get more aggressive with his foes by allowing him to slam them on the ground to drain their health faster. In the past, ghosts were sucked in by stunning them with the flashlight, then holding the suction button while moving the stick away from the frantic ghost. If their health persists even with some expert suction, that slam can give the boost needed to finish off stubborn ghosts for good.

What made Luigi’s Mansion 2: Dark Moon such a great sequel is that it took everything that worked in the GameCube original and improved on it. New attacks, abilities and environments more completely realized the potential that the first game introduced, all with memorable enemies that made sure we used those techniques to the fullest. Luigi’s Mansion 3 is looking to take the puzzle heavy pseudo-survival horror franchise even further thanks to Luigi’s expanded move set. First, a plunger can be attached to his ghost sucking vacuum and used as a grappling hook. Often needed to grab hard-to-reach switches, pull down weakened structures or lower enemy defenses, this quickly became an essential tool in our ghost busting arsenal. If Luigi becomes too overwhelmed by enemies, he can put his cowardice to good use and let out a yell that repels surrounding ghosts. Who knew you could use a ghost’s greatest tool against them?

However, we can’t talk about this third game without touching on Gooigi, the highly promoted companion that Luigi can summon at will. Using a special fluid held in this new Poltergust G-00 model, it can craft a fully controllable copy of our hero, except much more permeable. This allows our goo copy to slide through obstacles such as spikes completely unharmed, which can either be controlled directly by the player or by a second player in co-op mode. Perhaps more important is the fact that Gooigi allows for multiple solutions to the puzzles presented. For example, during the demo, I had the option to either use the wind generated by my vacuum to turn a gear or have Gooigi stay behind and turn it while Luigi proceeded below. If the full game continuously provides options such as this, then the sometimes restrictive linearity of the previous games might be a thing of the past.

Once we reached the boss, an armor clad ghost in a gladiator type setting, it was time to put each of our new tricks to use. Using the plunger to remove his armor, charging up our flashlight to stun him once he was unable to reflect our light and slamming him to make his final defeat come faster, Luigi’s limited movement speed was made up for by the amount of tools he has at his disposal. It’s looking like we’ll have to use each one to their fullest if we want to survive this latest haunt.

As someone who has loved the previous games, Luigi’s Mansion 3 might be the game I was most impressed by at Nintendo’s booth. With so many improvements and additions on top of the amount of personality these games display, the demo shows that we’re on track to have a sleeper candidate for one of 2019’s best games. Let’s just hope this trend continues with the full campaign, the co-op mode and the online multiplayer modes that have been promised. Can Luigi overtake his brother as the dominant Mario Bro? Probably not, but at least we’ll have a good game to look forward to when Luigi takes the spotlight back this holiday season.

It’s become commonplace for games to get remade or remastered within only a few years after its initial release. Part of the reason why Nintendo’s announcement that The Legend of Zelda: Link’s Awakening was getting a full remake for the Switch was so surprising was that we rarely get updated versions of games that could actually use it. As the second remake of the game following 1998’s Link’s Awakening DX for the Game Boy Color, this version would have to stand out even further. Seeing the carefree, cartoony art style in a trailer was a step in the right direction, but being able to experience it first hand at E3 showed that sometimes, you don’t need to fix what was never broken.

Allowing for 15 minutes of unrestricted game play from the start of the adventure, this remake stays true to its original concept. Link is shipwrecked and washes up on an unknown island. After being rescued by Marin, a young girl who happened across the shoreline when Link washed up, the Hero of Time gets swept up in the mysteries of the island as he searches for a way home. That’s about all the structure the player gets, since the game throws you into the adventure headfirst and expects you to find your way through exploration.

Link has lost all of his equipment in the ocean, so it takes some time to find his sword and shield. Once he does though, it becomes the classic Zelda experience we’ve come to love for decades. Attacking enemies, cutting grass and experimenting with new equipment leads to a sometimes frustrating, but always rewarding process of finding ways to progress towards your next destination. When it’s time for a break from all the combat, the village hosts some mini games that reward Link with valuable items, some of which are necessary to advance the plot. And if you’re like me and suck at the games, leading to dozens of lost rupees as you try and fail to win one of these games, more money is only a few grass patches away.

New to this version of Link’s Awakening is a constantly scrolling camera. Past Zelda games operated on a grid based system, where the camera would move in sections as Link moved from one end of the screen to another. Now, much like Animal Crossing started doing with Wild World, the perspective stays on Link regardless of where he is on the map. While it wasn’t featured in the demo, Nintendo also showed off another new feature in the form of the map creator. This gives adventurers a chance to build their own challenges to take on themselves or to share with friends, creating numerous possibilities for when the main game is completed.

For fans of the original, rest assured that this new take on Link’s Awakening is on the right track. Acting as an updated, yet faithful recreation of the handheld classic with vibrant visuals and new surprises, this game is sure to be close to the top of any retro fan’s list for 2019. Get reacquainted with Koholint Island on September 20.

During Nintendo’s Pokemon focused Direct presentation the week prior to E3, the developers went into detail about the new Dynamax mechanic debuting in Pokemon Sword and Shield. Replacing Mega Evolutions and Z-Moves from previous generations, this serves to mimic the Raid Battles in Pokemon Go by allowing trainers to team up against a single giant Pokemon in the hopes of catching it. During traditional battles, Dynamax gives a single Pokemon on your team the chance to receive a temporary power boost to go with their significant increase in size, a mechanic that gym battles are centered around this time. Giving us the chance to explore a new gym before coming face to face with Nessa, the new water leader, we were able to experience the ins and outs of Dynamaxing first hand.

First off, despite the gym following a similar structure to the games before it, the environments and characters look so much more grand compared to the previous games, Sun and Moon. The environment was brighter, the trainer animations had more life to them and the overall flow of the game seemed to come together much more seamlessly. Before we could encounter Nessa, we had to solve some basic switch puzzles, (no pun intended), to turn off waterfalls blocking our path. In between puzzles stood opposing trainers who would approach for a battle, which gave me the chance to try out some of the Galar Region’s new Pokemon.

Using level 50 versions of Pokemon we’ve seen before like Grookey, Sobble, Scorbunny, Corviknight and Wooloo, the debuting Yamper rounded out the party, (the electric corgi with a heart of gold… On its butt.) The typical battles then ensued, with each Pokemon having a list of four moves to choose from in turn-based combat. Sadly, none of the moves used by the party were anything new. Purists might not like that the guy who gives you advice at the front of the gym can fully heal you, but there’s nothing stopping training from ignoring him either if they choose to do so. To me, it saves me a trip to the Pokemon Center if nothing else!

When it was finally time to face off with Nessa, it should have been an easy battle. Grookey and Yamper both had type advantages against water, and I had four other monsters on standby just in case. Yet, that’s when her Dynamax kicked in when she was down to her last Pokemon, Drednaw. The rock / water type should have gone down easy, especially when matching her play with a Dynamax’d Yamper. Almost as if turning its entire move set into Z-moves, each of Yamper’s attacks were replaced with powered up versions of the move’s attributes. This meant that both of its electric attacks were changed to the same Dynamax move, each of which would also electrify the field when used. Shockingly, Drednaw’s rain effect allowed it to withstand Yamper’s best shot, it took down the corgi quickly with a powerful water attack. Since Dynamax lasts for three turns, the rest of the team would have to ride out a kaiju sized onslaught before they would have a chance to win. Even Grookey’s double type advantage was no use against Drednaw’s newly found might.

Next, Corviknight tried to use Drednaw’s strength against it by using Swagger, (a move that raises the opponent’s attack power further, but confuses it in the hopes of it knocking itself out). In typical Pokemon fashion, the opponent proceeded to land every shot and never hurt itself. It wasn’t until Dynamax wore off and I was able to get a lucky hit in with Sobble, a fellow water type, that we were able to take Nessa down.

Walking away from the demo, I realized that Dynamax is going to be a much bigger factor than I anticipated going in. Essentially marrying the concepts of Mega Evolution and Z-Moves while applying them to the entire roster, making sure your usage of the mechanic is well timed will be essential for victory. Putting up regular Pokemon up against a Dynamax opponent is almost surely a recipe for a clean sweep, so using status and weather effects to both help the team and hurt the opponents will be essential to set up a comeback. As someone who was a big fan of Megas but largely disliked Z-Moves, I’m interested to see how much farther this new concept will be taken once the full game releases.

Pokemon Sword and Shield are scheduled for a worldwide launch on November 15 exclusively for Nintendo Switch.

Growing up in the 90’s, kids around the world dreamed of a day where Mario and Sonic would square off for platformer supremacy. However, none of us would have expected this dream team to come together to compete for Olympic gold medals, especially for as many years as this odd franchise has gone on for. Nonetheless, the Mario and Sonic Olympic series has continuously met this strange balance of simulating Olympic sports while delivering the personality of the two casts in a fun collection of mini-games. The upcoming version introduces three new sports; skateboarding, surfing and karate. We got a chance to try out each one to find out who’s going for the gold.

In each sport, the characters will all have certain attributes that give them particular advantages. For example, Mario is typically an all-around athlete while Sonic is fast and Bowser is powerful. This changes up a little with a sport like skateboarding, shifting their attributes to stats like technique or jump height. Almost like a simplified version of the Tony Hawk series, the player has a certain amount of time to accumulate points by stringing together tricks. These include grinding and air tricks, which are accomplished by jumping on or at the right times. Like all the mini games, this can be played either with traditional controls or with motion sensing, hearkening back to the franchise’s Wii roots. Playing simultaneously against an opponent made the game even more tense as you see their score climbing, creating a fun mode that reminds us of the skating battles of yesterday… When the motion controls wanted to register our jumps at least.

Surfing was next on the list, where each character would ride horizontally along a large wave. Weaving in and out of the peak in order to achieve maximum air allows for more tricks, and as they are consecutively pulled off, a meter fills up that will allow the player to perform a high scoring special move. Eventually, the wave will close in around the character, giving them the chance to ride through the tunnel for even more points and style. Unlike skateboarding, these games are done in sets rather than one continuous run. This made keeping track of the time of each run vital for maximizing your last few seconds of each trial.

Lastly, karate makes its way into this version of the Olympic games. While not quite Smash Bros, watching these characters fight with hand-to-hand combat was one of the more bizarrely satisfying sights I saw at the show. Almost like a rock-paper-scissors combat style, each fighter could use punches, kicks, throws and counters, each of which are strong and weak against one of the other attack types. Following a score system, a point is awarded when one player can take the other player down. Throwing seemed to be the easiest way to accomplish that, but why would you when watching tall, lanky Eggman push kick Mario right in the face is so much more funny?

While what we played won’t exactly change anyone’s mind about the series, Mario and Sonic at the Olympic Games: Tokyo 2020 continues to feel more polished and varied as it goes on. Plus, if you ever wanted to see Bowser ride a tiny skateboard, now’s your chance! Fight for the gold this November!

At this point, there might be more Resident Evil re-releases than there are Resident Evil games. Ten years after Resident Evil 5 released, the well received has created a divide among its fans as the game that took both the game play and the story in a much more action focused direction. Nonetheless, it remains very popular, which is why the game is creeping its way to the Switch. As a large, fairly demanding co-op game, we were curious about how Nintendo’s handheld hybrid would be able to handle this classic from the previous generation.

Playing through the opening moments of the game up until the defeat of the first chainsaw enemy, longtime protagonist, Chris Redfield, and his partner, Sheva, fight their way through a shanty town full of infected villagers. The over-the-shoulder perspective works great with the third person gunplay, forcing players to rely on shooting vital points like their heads or knees to set them up for crowd controlling melee attacks. Both teammates must share ammo, healing items and weapons to survive, all while making sure neither one is killed. Whether controlled by the CPU or another player, if either person can’t be rescued when in danger, it’s game over for both.

While we can’t speak on what the performance will be like in docked mode, playing it as a handheld felt just as good as it did on the Xbox 360 so may years ago. The graphics still hold up today, as the gritty environments fit the diseased tone of a town overridden by a deadly virus. The character models were completely uncompromising while the frame rate stayed steady, even when facing down a large amount of enemies. Towards the end of the demo when squaring off against the aforementioned chainsaw killer, projectiles, explosions, new enemies and environmental destruction all went off without a hiccup. Needless to say, this is a great sign for players who want the authentic RE5 experience on the road.

Sure, Resident Evil 5 has been re-released ad-nauseam at this point, but for those who want a portable version of the shooter, this Switch version is delivering in all aspects so far. With faithful visuals and stable performance accompanying the frantic game play, it’s easy to see why Nintendo’s latest console would be the latest platform to house the title. Let’s hope that the rest of the game is as impressive when it launches this fall.

Ever since X-Men Legends surprised gamers 15 years ago, we’ve known that multiplayer superhero action RPG’s can be amazing. And yet, as Marvel has progressively permeated the worldwide public consciousness with phenomenons like Avengers: Endgame, we haven’t seen a new game since the original Iron Man film released. With Activision losing the license years ago and Square Enix’s Avengers game seemingly in limbo until recently, imagine how surprising it was to see that a third Marvel Ultimate Alliance was on its way. Not only that, but it was being published by Nintendo and developed by Team Ninja (of Ninja Gaiden and Dead or Alive fame) exclusively for the Switch! But the developer and platform was not the only thing that’s changed in the last decade, with a roster of characters who have since risen to prominence. But most importantly… is Jessica Jones in the game!?

The answer is yes… in a way. Like the past games, Marvel Ultimate Alliance 3 allows players to put together a dream team of four. With over 30 Marvel heroes and villains to choose from, the roster features mainstays like Wolverine, Captain America and Thor joining up with newly prominent heroes like Miles Morales, Spider-Gwen and the Guardians of the Galaxy. Even Elsa Bloodstone made the cut! But unfortunately, while Jessica is technically in the game, it was only as an NPC, directing the playable characters towards their fight against The Hand. It’s better than nothing, but with Iron Fist, Luke Cage and Daredevil all playable, it would have been great to get the old Netflix team back together. Designing Jessica based on Kristen Ritter’s portrayal just feels like teasing at this point.

Each character has unique sets of skills, like the ability to fly, shoot or swing depending on the hero. As they progress, each earns experience through combat that leads to developing unique combat skills that can damage large waves of enemies or concentrate large attacks into a single strike. As a top-down brawler, the team can’t get too far from each other. The lack of freedom is made up for by filling the environments with plenty of enemies to defeat, which can be done in increasingly flashy ways thanks to the team up attacks. Once enough enemies are defeated, players can trigger an ultimate screen clearing attack, which can be amplified by having their partners activate it at the same time. With that said, while Ultimate Alliance 2 had some really cool specialized team attacks like Captain America reflecting Iron Man’s energy blasts towards enemies, the third game’s moves seemed more generic. Here’s to hoping that the final version will have more specialized attacks. Oh, and if you happen to be short on friends, you’ll be able to swap between CPU controlled heroes on the fly.

Overall, despite the change in developer and the 10 year layoff, Marvel Ultimate Alliance 3 seems to be in good hands. There are some concerns with the visual quality of some of the characters that the cell shaded look can’t mask, while crowded areas did lead to some slight slowdown, but the time until the final release might be enough to put down that extra layer of polish. Be ready to assemble when the game launches exclusively for Nintendo Switch on July 19.

Ryo Ga Gotoku Studio has taken us through the ins and outs of Japan’s criminal underground for years with the Yakuza series. But seven games, a few remakes and a zombie spinoff was what it finally took for the team to step away from a life of crime and approach things from a different perspective. During the E3 demo of Judgment, it was clear that this was still a Yakuza game at its core. Yet, now in the shoes of a detective fighting a city wide criminal conspiracy, we got to test our investigative chops in between the giant brawls.

As Takayuki Yagami, a private eye in the familiar town of Kamurocho, the detective employs two fighting styles that he can switch to on the fly when facing off against Tokyo’s underbelly. Using the Tiger Style for one-on-one encounters and the Crane Style to keep mobs at bay, anyone who’s played a recent game from the studio will feel right at home. Using various punch and kick combos to beat down waves of thugs feels as satisfying as ever with the over-the-top combat animations. This is all while filling up your tension meter leads to some brutal close-up attacks that will hurt your jaw from watching them. As if bringing 2D brawlers of old back in a 3D environment, almost anything can be picked up and used as a weapon when your martial arts aren’t getting the job done. Even if this is your first time playing a game like this, it’s easy enough to pick up and play.

Judgment felt familiar up to this point, but it wasn’t until the combat stopped and Yagami had to put his detective skills to work that it began to stand out on its own. Using a composite sketch to pick a suspect out of a crowd, the detective will have to compare facial features to pick out his perp. Once found, it was time to tail him to get deeper into his operation. Typical of many follow mission found in other open world games, Yagami then had to stay close enough to the target without being spotted until their destination was reached. Using signs, walls and even idling by on your cell phone as cover help Yagami stay inconspicuous as the nervous criminal constantly scans his environment before moving on. Once the end of the line was reached, the private eye was confronted with an even bigger threat… Which will have to be confronted in the full version of the game!

Promising a variety of side missions, mini-games and some odd uses of a drone, Judgment is looking to scratch that itch Yakuza fans have been left with in a new way. With the full game right around the corner, it won’t be long until we can dive back into this fictionalized version of Japan. We’ll be taking down criminals and answering strange requests all over again come June 25.

Eight years after release, Catherine is still one of the most unique, captivating and creative games you can find on the Xbox 360 and PS3. Part visual novel, part puzzle game and part cheating simulator, filling the boxers of Vincent was an unforgettable ride. But if playing as a man who unknowingly cheated on his long term girlfriend just as she begins pressuring him to get married wasn’t bad enough, what happens when you throw a third love interest into the mix? Catherine: Full Body will answer that question with new stages, modes, an expanded story to flesh out the cast and a remixed mode that alters the stages of the original campaign. Diving back into the nightmare world that is rumored to claim the lives of cheating men, we briefly took control of Vincent once more to escape his fate.

When meeting the new neighbor and a handshake won’t do.

The core game play of both versions of the game involves climbing a tower made of blocks. A puzzle game at its core, Vincent must arrange the blocks while avoiding traps and competing victims to reach the top and ensure that he’ll wake up to see another day. This is easier said than done since the layers beneath you collapse as the clock ticks down. In some cases like in the demo, this is made even more difficult thanks to bosses, such as the giant demonic baby that’s trying to drag Vincent into the world of fatherhood. Using quick thinking, your wits and a few glasses of booze, reaching the top proves to be pretty challenging.

Remix Mode makes the climb even more difficult to complete thanks to some new blocks that make their debut in Full Body. Large segments resembling Tetris pieces occupy a large section of the tower, meaning that pushing or pulling them can disrupt potential routes. Other blocks with beams on the sides of them will push Vincent off if he hangs on them for too long, denying him the safety usually associated with ledges. Items that once provided new blocks to climb are now replaced with ones that transform surrounding blocks into a specific type, making them less of a crutch compared to their original purpose. Even more trick blocks will be present in the full version, so even veterans of the original game will find new ways to challenge themselves as they reacquaint themselves with this bizarre world.

Thankfully, some of the new features are here to help us survive the night. Unlike the other love interests, Rin can follow Vincent into the nightmares. By playing her piano as the collapsing tower is about to catch up to the player, her song temporarily freezes time. This pulls the player out of panic mode and gives them some time to re-think their strategy when they would have otherwise plummeted. If they do end up dying and forgot how they progressed up to that point, (a problem I ran into many times in the original game), Full Body also provides the option to take Vincent from the most recent checkpoint to the point where he screwed up thanks to a fast-forward auto play mechanic. Purists can turn it off or stop it mid-run, but for those who had a winning strategy that they couldn’t remember, the game gives the choice of allowing you to retrace your steps.

Once the goal was reached, the demo closed out by giving us a new cutscene that showed how much Vincent had admired his girlfriend, Katherine, back when they were in high school. In addition to quizzing the player on their personal views on relationships, (which affects Vincent’s morality and helps determine which of the 13 endings he ends up with, five of which are unique to Full Body), the narrator laments on how love tends to fade over time. It’s moments like these that made Catherine such a memorable game, and Full Body is taking that narrative even further.

Launching with two editions exclusively on PS4 on September 3, it looks like this remixed edition will offer plenty of reasons to dive back into our nightmares. For those who missed out the first time around, it’s never too late to discover paradise. Katherine? Catherine? Rin? We’ll have to answer for our decisions as the release date approaches. And I for one couldn’t be more excited!

Last year’s Monster Hunter World went on to become Capcom’s best selling game of all time. It was such a massive hit partially due to the company’s continued support of the game long after release. However, after over a year of free updates that added new monsters, weapons, armor and missions, a full fledged expansion was announced last month. Titled Monster Hunter World: Iceborne, the reveal detailed how new abilities for old weapons, some brand new weapons, an uncharted arctic environment and some debuting monsters would breathe new life into the game. A playable demo was available on the E3 show floor, so we took the chance to try out some new techniques against the giant horned beast, Banbaro.

Hunters who have taken a break from their adventures will find that the game is easy to jump back into. Given the cold environment, hot drinks are a must before setting off to fight in order to stabilize one’s stamina for executing special moves. This is especially important since the new grappling hook will make use of the stamina meter much more frequently compared to the base game. Previously, the only way to get above a monster was to jump from above it or to vault yourself upwards using the Insect Glaive. For bow users like myself, that wasn’t a possibility, so the grappling hook is a much welcomed addition for increased mobility and combat options.

Fighting in a full team of four, we used familiar strategies to track down the moose-like monster, exploring the snow capped map that serves as a stark contrast to the volcanic and forest inspired environments of the main game. Once combat started, it was easy to be caught off guard by Banbaro’s long range thanks to its massive horns. Even when at a safe distance, the monster could pick up boulders with its horns and hit us from afar with the resulting debris coming from its smash. This only became more frequent as it became more aggressive, which was a good time to try out Thousand Dragons, the new bow technique introduced in Iceborne.

In the main game, your Slinger is like a sub-weapon that can shoot various projectiles that are found in the environment. Thousand Dragons acts as a powerful arrow that uses up all of the hunter’s Slinger ammo to deal maximum damage to the target. This gambit can be a risky one, since missing could mean using up useful materials for your fight. On the flip side, it’s a great way to dump useless ammo that you may have picked up by accident. Either way, while I clearly need more time to get used to the new mechanics since 15 minutes isn’t nearly enough time to master them, I have trouble seeing how they will be as effective as the skills from the base game. Once I went back to those, the fight became much easier to manage, even with partners who had never played before.

Once the demo was over, I felt confident that Iceborne will be the shot in the arm that the game needs to continue to grow for another year and beyond. With new monsters, weapons and abilities, we’ll all have the chance to step back into this world with renewed vigor for that next piece of powerful gear. Until then, we still have the main game to sharpen our skills with as we prepare for the tundra that awaits us on September 6.

Do you want to feel old? It’s been 22 years since the original Men in Black became a nationwide phenomenon, helping solidify Will Smith as a certified superstar while bringing some top of the line special effects to the big screen. With the franchise going quiet since its last release in 2012, the organization is going worldwide with Men in Black: International. Forgoing its established characters to introduce new agents plucked straight from Marvel to fight the scum of the universe, the new film manages to be enjoyable enough without ever reaching the heights established by its iconic predecessor.

Thompson and Hemsworth shine… Most of the time.

The latest MIB story is centered around Molly, a young woman who has been obsessed with the secret agency since she witnessed her parents having their memories wiped with the iconic neuralizers, (and managed to avoid the same fate somehow). After proving her worth, the American branch decides to give her an audition of sorts by pairing her up with Agent H, a legendary London agent who has never quite been the same since returning from a traumatic mission years prior. As a new threat surfaces with the ability to infiltrate the MIB from the inside, the eager, serious Molly and the apathetic H must find a way to work together and uncover this threat before it destroys the organization from the inside.

The film doesn’t take long to reintroduce us to the world of MIB, throwing us right into the inside of the organization rather quickly. Assuming viewers would know about its background established in the previous films, it sacrifices exposition for developing its new cast. Tessa Thompson and Chris Hemsworth reunite after Thor: Ragnarok and Avengers: Endgame paired the couple up a few times and their chemistry still shines through when they’re allowed to have fun. During the action sequences, comedic banter and a few dramatic scenes, its clear why these two were chosen to carry the franchise the fourth time around. Yet, I’m not sure if it’s the nature of H’s devil-may-care attitude or just tone problems with the script, but during much of the standard dialogue, it feels like they’re going through the motions a bit. In other words, when they’re having fun, it shines through. During the more mundane parts however, and M and H feel like they’d rather be anywhere else. It’s a drastic shift between the two dynamics, but when they’re on, they’re really good in their roles.

Aside from the two leads, Pawny, the animated mascot alien that’s sure to sell lots of toys once the kids catch wind of the movie, manages to be humorous without being overbearing despite first impressions. Kumail Nanjiani bounces off his co-stars well while having his moments as a sympathetic hero as opposed to being tied down as strictly comic relief. Perhaps more impressive are Laurent and Larry Bourgeois’ portrayal of The Twins, a pair of shape shifting aliens that serve as the primary antagonists for most of the film. The effects surrounding their powers are some of the most impressive visuals the movie has to offer, with their only downside being that their scenes are few and far between.

The Twins steal every scene they’re in.

The lack of dialogue and screen time for The Twins is likely due to the mystery of the “mole” who has seemingly infiltrated the agency taking up most of the attention of the plot. This may have been more effective if the mystery was greater than the appeal of its other antagonists, but despite the film’s attempts to throw in a red herring here and there, the ultimate reveal will likely come as no surprise to anyone in the theater. This is part of the reason why the film ends up falling flat at the end from a narrative perspective, leaving me wanting more both because I like the foundation that this reboot has established while wanting a more exciting story deserving of the setup.

Seeing aliens on screen never gets old.

As alluded to above, Thompson and Hemsworth shine during the action scenes, but due to the mystery nature of the plot, it’s rare that the pair get to show off their futuristic guns and vehicles. Considering the most iconic shot of the original film was a giant alien spacecraft crashing into a field and barreling towards the heroes with all the visual splendor 1997 could produce, it’s strange that there would be so little alien technology this time around. There are callbacks here and there to the tech in the original films, (mostly surrounding the car and a certain button), but it just leaves you wanting more of what isn’t there. Thankfully, this is where experiencing the movie in 4DX was a huge benefit, with the effects kicking in during the most exciting parts of the movie. In the driving scenes especially, the lights, motion and rumble effects made it feel like you were in the backseat while all this insanity was happening around you. Thankfully, the effect was used sparingly, only when it was appropriate given the scene. This makes it feel more special and important when it goes into effect, so its tempered use during its most action packed scenes is a huge plus for me.

The action scenes are a highlight, but they’re few and far between.

Ultimately, Men In Black: International is a fun film that had the potential to be so much better. Expanding the world established in the 1997 original while giving the reigns to the talented Hemsworth and Thompson was a great move, and the special effects of 2019 really make this world of aliens even more immersive. However, due to a predictable plot, few scenes to show off the special effects and some points where the energy feels drained from the actors, and we get a solid, yet uneven reboot. Regardless, the future of the franchise is bright and I’m excited to see how M and H can carry the films going forward.

Final Score: 3.5 / 5

Alongside as many features and reveals as one could fit in 15 minutes, the Pokemon Sword and Shield Nintendo Direct showed off a surprisingly large amount of Pokemon spanning the entire series. In addition to 10 new Pokemon, about 46 returning favorites could be seen throughout the presentation. Some of them were easy to miss while others were only revealed in screenshots released after the presentation ended, but we’ve got you covered! Below are the Pokemon confirmed to come back so far.

Returning Pokemon:

  • Throh
  • Bewear
  • Wobbufett
  • Hippopotus
  • Snover
  • Rhydon
  • Golurk
  • Duskull
  • Gyarados
  • Frillish
  • Butterfree
  • Bounsweet
  • Mudsdale
  • Seismitoad
  • Tyranitar
  • Avalugg
  • Hawlucha
  • Milotic
  • Mantyke
  • Stufful
  • Raichu
  • Flygon
  • Meowstic
  • Charizard
  • Diglett (statue)
  • Budew
  • Steenee
  • Wynaut
  • Pancham
  • Grubbin
  • Growlithe
  • Inkay
  • Axew
  • Snorlax
  • Wingull
  • Steelix
  • Braviary
  • Weaville
  • Clefable
  • Dugtrio
  • Quagsire
  • Fletchling (sign)
  • Rotom (in-game phone)
  • Pikachu (screenshot)
  • Bronzor (screenshot)
  • Lanturn (screenshot)
  • Pangoro (screenshot)

Naturally, the most exciting part of exploring a new region is the new Pokemon waiting to be discovered. Check out the 10 new species highlighted throughout the Direct, everything we know about them so far and screenshots that give us a closer look at our debuting partners.

New Pokemon:

  • Grookey (grass starter)

Category: Chimp Pokémon
Type: Grass
Height: 1′
Weight: 11 lbs.
Ability: Overgrow

The stick that Grookey holds, originally from the forest where groups of Grookey live, is imbued with special powers after being exposed to the energy within Grookey’s body. Its green fur creates energy from sunlight. When Grookey drums with its stick near wilted flowers and leaves, they regain their color.

  • Scorbunny (fire starter)

Category: Rabbit Pokémon
Type: Fire
Height: 1′
Weight: 9.9 lbs.
Ability: Blaze

Scorbunny uses its powerful legs to confuse and disorient its opponents by running and jumping around them. Because the soles of its feet can become very hot, Scorbunny’s kick can burn and damage opponents, too. With a sac in its chest containing viscous fire energy, Scorbunny can increase its heart rate and body temperature by running around. This awakens the true power of its fire energy and greatly increases its physical abilities.

  • Sobble (water starter)

Category: Water Lizard Pokémon
Type: Water
Height: 1′
Weight: 8.8 lbs.
Ability: Torrent

When Sobble touches water, its body changes its pattern and color, allowing it to blend into its surroundings. A rather timid Pokémon, Sobble will secrete the water within its body like sweat and disappear into its surroundings when nervous or embarrassed. With tears that are as potent as a hundred onions, Sobble will start to bawl if it feels threatened, spreading its tears around the area and causing everyone around it to start crying uncontrollably. Sobble will then use this distraction as a chance to escape.

  • Wooloo

Category: Sheep Pokémon
Type: Normal
Height: 2′
Weight: 13.2 lbs.
Ability: Fluffy / Run Away

The white fur that covers Wooloo’s body grows throughout its life and will fully grow back in three months even if it has been completely shorn. The fur is used for clothing, carpets, and other goods and is very popular as a specialty product of the Galar region. Wooloo live as a herd and mimic the actions of their Trainer or herd leader. They dislike conflict, and if they need to escape from enemies, they will simply roll away.

  • Gossifleur

Category: Flowering Pokémon
Type: Grass
Height: 1′4″
Weight: 4.9 lbs.
Ability: Cotton Down / Regenerator

Gossifleur prefers land with clear water and air. Its pollen has a healing effect and is commonly used as a folk medicine remedy and made into a tea given to children in the Galar region when they are ill. Gossifleur travels over long distances by getting blown along by the wind. It controls the direction of its travels by twisting its body and petals.

  • Eldegoss (Gossifleur’s evolution)

Category: Cotton Bloom Pokémon
Type: Grass
Height: 1′8″
Weight: 5.5 lbs.
Ability: Cotton Down / Regenerator

When Gossifleur evolves into Eldegoss, its head becomes covered in thick cotton fluff. This cotton fluff serves as a cushion that helps to protect Eldegoss’s head from damage. The tiny seeds attached to the cotton fluff are said to be highly nutritious and beneficial to both people and Pokémon. Eldegoss spreads these seeds throughout the region, making the soil of the Galar region rich in nutrients.

  • Drednaw

Category: Bite Pokémon
Type: Water/Rock
Height: 3′3″
Weight: 254.6 lbs.
Ability: Strong Jaw / Shell Armor

The jagged fangs of the Bite Pokémon Drednaw are strong and sharp enough to bite through rock and iron. Though it has a heavy shell, its well-developed muscles allow it to move quickly. Drednaw is known to be extremely aggressive, so it takes a skilled Trainer to tame and handle this Pokémon. It seems that some Trainers will release Drednaw back into the wild once they discover they can’t handle it.

  • Corviknight

Category: Raven Pokémon
Type: Flying/Steel
Height: 7′3″
Weight: 165.3 lbs.
Ability: Pressure / Unnerve

It is said that Corviknight is the strongest Pokémon living in the skies of the Galar region. It can often be seen fearlessly soaring through the air. Many say that any Pokémon foolish enough to challenge Corviknight are sent running with just a sharp glare and cry from this fearsome Pokémon. Because Corviknight possess superb flying skills and high intelligence, many of them work for the company called Galar Taxi and help transport people from town to town.

  • Zacian (Pokemon Sword legendary)

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Zacian’s attacks are so graceful that its movements captivate opponents. Holding what appears to be a sword in its mouth, Zacian’s shining blade can cut through anything.

  • Zamazenta (Pokemon Shield legendary)

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With majestic movements and what appears to be a shield covering its body, Zamazenta can turn back any attack and overwhelm any opponents that dare face it.

If we consider that the new starters will have three forms and that the missing forms of the returning Pokemon will make appearances, we’re already slightly over 100 different species of Pokemon confirmed in less than 20 minutes! Considering Sun and Moon ended up at about 800 Pokemon in total, it’s looking like trainers are going to have more than enough to discover when Sword and Shield release for the Nintendo Switch on November 15. What are the standouts so far, which returning Pokemon were you happy to see and which ones do you hope make it into the base regions? Let us know in the comments!

America has struggled for years to get Godzilla right. From cartoons to movies, adapting Japan’s most famous giant monster has consistently been a challenge, with 2014’s reboot managing to be non-offensive, if not a bit dull. Serving as the launching point of a new cinematic universe, (which I hear are all the rage these days), Godzilla: King of the Monsters looks to build on the framework set by its predecessor and Kong: Skull Island by pitting the titular lizard against some of its biggest foes. Unfortunately, for the roughly 60% of the two hours that Godzilla and pals aren’t on screen, we’re forced to plod through one of the most horribly written stories I’ve seen this year. Even the thrilling and immersive 4DX experience couldn’t save the human storyline, serving as a much needed distraction from how actively bad it is.

The film has some breathtaking visual effects.

Now that the monsters are known worldwide after the events of 2014’s Godzilla and the 2017 Kong movie, governments struggle with how to deal with the presumed threat. One family in particular, made up of a husband and wife who worked for Monarch, (the organization tasked with tracking the monsters), is torn apart after Godzilla’s initial attack led to the death of their son. Five years later, Mark and Emma, (played passably by Kyle Chandler and Vera Farmiga), are divorced and dealing with the trauma through their work as their surviving daughter Madison, (Millie Bobby Brown in the only good performance of the film), is caught in the middle. After Emma develops technology that makes it possible to quell the monsters, her and Madison are taken hostage by an eco-terrorist group to help them awaken the recently discovered Ghidorah. Monarch then tracks down Mark to help find their whereabouts, all while trying to find Godzilla to protect them from the incoming threat.

Look, I get it. Almost everyone who’s buying a ticket to this film is there to see giant monsters fight, backed by 2019 special effects that will surely blow you away. If that’s all you want from your time watching Godzilla, then know that it delivers in spades. Every scene that the monsters occupy is a marvel, especially when they’re fighting. Ghidorah’s awakening, Rodan’s debut, Mothra’s birth and arrival on the battlefield and every time Godzilla is going toe-to-toe with its nemesis are pure, 100% escapism in the best way possible. Every blast, blow and step feels as powerful as it should, and the tense feeling around how they would interact with the world around them helped captivate for every moment they were in-focus. In that regard, King of the Monsters is everything it should be and then some.

For all of its flaws, the action scenes really deliver.

Seeing it in 4DX only amplified these qualities, serving as a near-perfect movie to showcase the evolving theater technology. For those unfamiliar, 4DX is a premium immersive experience, with flashing lights, water effects, mist, fog and moving seats matching up with the big screen action. Think Star Tours, Transformers: The Ride, or any other motion simulated theme park ride where the seats move to alongside a film projection. For King of the Monsters, the effect was turned up to the maximum and used only when appropriate. The seats made jump scares more powerful, the fights feel like they were happening around you and the collateral damage around the human characters feel like it was surrounding the audience too. At a few points, I felt like I was going to fly out of my seat with how strong the effect was. And you know what? It was awesome!

Sadly, the entire film couldn’t be monsters fighting. We need a story to justify these characters meeting up and throwing down. Sadly, if the monster scenes are almost as good as they can get, then the plot goes in the opposite direction. The biggest consistent complaint about the 2014 film was that the humans were boring and that there was too much of them. It’s not ideal, but if the human plot can’t be good, the least it can do is get out of the way of the rest of the film and serve as exposition to get us from fight to fight. Instead what we get in King of the Monsters is a human plot so actively bad that I found myself getting actively frustrated with how slowly their stories progressed, how nonsensical their decision making was and how unlikable nearly every character was. At best, most of the cast served a singular function, whether it was to constantly sympathize with Godzilla for reasons unexplained, to rattle off horribly unfunny one-liners or to be the target of unearned aggression. At worst, these are bad, unsympathetic people that are impossible to care about. Some scenes dragged for so long that I wanted to yell out to the screen to hurry it up. Thankfully, the groans during monologues, laughter in the middle of serious scenes and silence greeting the comic relief reassured me that I was not the only one feeling this way during the screening.

Who knew all we needed to take down giant monsters was an elevator full of badly written characters?

The characters and story are done no favors by the script, which went as far as to cause second-hand embarrassment at points. We’ve all heard the “God… Zilla” line from the trailers that comes off just as bad as one would think, but wait until Bradley Whitford’s Dr. Rick Stanton mistakes Ghidorah for gonorrhea. In fact, the entire film would be better off without Whitford’s quips, who took the share of bad lines in a script full of them.

King “Gonorrhea” in all its glory.

As we build towards an epic showdown between two iconic movie monsters, Godzilla: King of the Monsters should have been a visual, action packed ride that would leave viewers wanting more. In many ways, it succeeds, with unforgettable visual effects that are matched by some of the best giant monster fights you’ll see on the big screen. Amplified by the 4DX effect, the level of immersion was unbelievable, making it feel like these monsters were surrounding the theater at points. Sadly, what’s even more memorable is how awful the plot around the action is, with writing, characters and motivations that will actively annoy viewers in-between visual spectacle. If the human plot in a movie like this can’t be good, than the least it can do is get out of the way. Instead, it blocks the enjoyment every chance it gets, which drags down the film considerably.

If only the run time could have been cut down by 30 minutes, Godzilla: King of the Monsters would be seen much more favorably. Instead, we have so much wasted time with such unsavory characters that they’re impossible to ignore. Let’s hope next year’s showdown with Kong takes a more basic approach.

Final Score: 2.5/5

In a sea of sequels, shared universes and decades old franchises often dominating the box office, the original ‘John Wick’ seemingly came out of nowhere to become a surprising success. Focusing on an over the top approach to the action genre that relied on creative fight choreography and unapologetic brutality rather than an overabundance of special effects, its charm was in its simplicity. Building on its predecessor, ‘John Wick 2’ exchanged some of the basics for a wealth of world building that broadened the scope of this world of assassins. Picking up immediately after the conclusion of the second film, ‘John Wick 3- Parabellum’ sees the legendary hitman in a state of vulnerability. With only an hour until a massive bounty is placed on his head, John sets to dig deep into his history in order to find a way to undo the hit on him before someone cashes in on his misfortune. Of course, he does this in some of the most violent and exciting ways possible.

Death by horse is just one of many ways Wick fights off his assailants.

Oftentimes, sequels do their best to get the audience caught up on the events of the previous films in case this is the first time experiencing the series. ‘John Wick Chapter 3’ is not one of them. Literally beginning immediately after John broke a cardinal rule among assassins for the sake of revenge at the conclusion of the second movie, it might be hard for new viewers to become fully involved in the events of the third considering how very few of the previously established details of this world are explained. With that said, if you’re fully caught up, (as you should be), what we get is the third chapter of what feels like one extended movie.

If I had one criticism about the second film, it was that it focused so much on exposition that the simplistic charm of the action from the first ‘John Wick’ was not as present. ‘John Wick 3′ finds a happy medium between the two, spending time expanding on John’s past through old associates played by Halle Berry and Anjelica Huston while finding a perfect balance between story and action in between. The film’s pacing is one of its strong points, never focusing on one aspect of the film for too long while keeping the audience on its toes. In that respect, it was fun to see the reprecussions that John’s actions have had not only on himself, but on the associates that helped him along the way. Returning characters played by Laurence Fishburne, Ian McShane and Lance Reddick all have expanded roles this time around, interacting with the world of assassins and the ruling High Table in ways we haven’t seen before. Yet, it’s Mark Dakascos’ as John’s main rival, Zero, who steals the show as the leader of a ninja clan who can be menacing in one scene, then laugh out loud hilarious in the next.

No action franchise is complete without a hall of mirrors fight.

More so than any one actor, the action scenes are still the star of the show. Just when you think these fights can’t get any more over the top, ‘John Wick Chapter 3′ consistently finds new ways to deliver. If the delivery of the promised pencil scene in the second film seemed incredible, John has so many more tricks up his sleeve. A horse, a book and a ball biting dog are just some of the creative ways that the hundreds of enemy assassins are taken down throughout the movie, with plenty of Wick’s trademark head shots to go around. Paying homage to Keanu Reeves’ past films, there are also plenty of winks and nods to his most popular work, showing how the fan service goes beyond the violence.

With a film that’s executed as well as this one was, it’s hard to find any glaring complaints. If there was one that I could find however, it’s how much time this movie spends setting up future events that are left as dangling threads by the time the credits roll. Much like the second film, an even wider scope is teased in terms of how much influence these assassins have on the world. For example, Said Taghmaoui’s Elder is shown briefly as someone of great influence, but that influence is hardly felt as he ultimately has no strong effect on the plot. Will we see him and the ever present High Table in future installments? Naturally, especially since the High Table’s presence has been so strong without ever being seen for two movies now. Yet, so much of the payoff isn’t resolved, making parts of the film feel inconsequential for the story being told in this particular chapter. Let’s hope the eventual delivery is worth the wait.

John Wick and dogs. Name a more iconic duo.

Experiencing John Wick is enough of a ride in and of itself, but watching it in 4DX promised to add to that. For those who are unfamiliar, 4DX is a film format, sometimes in 3D, where the theater itself moves and responds to the action on screen. Much like an interactive video ride like ‘Star Tours’ or ‘Transformers: The Ride’, each bump, gunshot, sharp turn and punch John takes is felt in the theater via rocking and moving seats. Hits in the back meant the seat would respond in kind, and scenes with water had light mist and rain coming down on the audience. This made for an even more exciting time, making it feel like the audience was in the movie at points. One problem though, is that the rides mentioned are about three to five minutes long. Will this experience hold up for a two hour film? That idea was exemplified by when the immersion was broken when the seats would sway when nothing was happening. The opening scenes when the camera would pan around landmarks or buildings, resulting in the seats rocking, was a glaring example. As the saying goes, less is more. With that said, 4DX was a great way to watch ‘John Wick’, but with the premium price tag and the chance that all the movement could distract from the film for the amount of time it’s active, this format feels more like an acquired taste. However, if you’re like me and love interactive rides, it’s definitely worth checking out. With a movie like ‘John Wick’ where there’s no shortage on action, you’ll be sure to get the most out of the experience.

On paper, ‘John Wick’ is a really basic concept. What makes the series so memorable however, is its complete willingness to lean into how over the top action movies can be and getting the most out of it. ‘John Wick Chapter 3’ knows exactly what it is and never tries to be anything more than an insane action movie. Yet, it manages to get more and more ambitious as the film progresses with its trademark violence and nearly mute hero. With plenty of setup to steer us towards the already announced fourth chapter, all of the beats it hits throughout are an absolute blast to watch. If you want to shut your brain off for two hours and watch an all-star cast fight off hundreds of goons in some of the most creative and violent ways possible, then there’s no better theater ticket to buy than one for this third film. At this point, it’s hard to imagine how much farther the envelope can be pushed. If ‘Chapter 3’ is anything to go by, it’ll be a high bar to clear.

FINAL SCORE: 4/5

Since the post credit scene of Avengers: Infinity War came and went, fans of the Marvel Cinematic Universe have been eagerly waiting for the arrival of Captain Marvel, (trolls notwithstanding). As one of the strongest beings in the universe, it’s clear that she’s going to be a centerpiece heading into the final battle against Thanos, but after more than a decade of origin stories, is this latest film one too many so late into the game? Thankfully, due to the chemistry between Brie Larson and Samuel L Jackson, the trademark MCU humor, and some genuinely surprising twists, Captain Marvel ends up being one of the better “first” films of the bunch. But is it better with the ScreenX format?

Rather than starting from the beginning and showing us how our hero got her powers, the film kicks off with the titular character having her abilities from the start. As part of an elite Kree squad caught in the middle of an intergalactic war with the shape-shifting Skrulls, Vers (Brie Larson), struggles with flashbacks of what appears to be another life. With the inability to control her powers due to her distress, her commander, Yon-Rogg (Jude Law), trains her to keep her emotions under control. However, when a mission goes awry and Vers is kidnapped by a Skrull militia, (led by the scene stealing Ben Mendelsohn), a rushed escape leads to Vers crash landing on Earth in 1995. After a run-in with S.H.I.E.L.D., Vers and Nick Fury are tasked with finding secret technology before the Skrulls do, which may hold the key to Vers’ missing memories as the former Carol Danvers.

Approaching the character’s origins in this way was a bold way to write the film. The audience is used to a certain formula, so placing Carol Danvers’ origin throughout the middle of the film was a slight subversion to the norm. Unfortunately, it doesn’t work as well as it could due to the first act of the film being dragged down by exposition and confusion. Ultimately, it was hard to care about Vers’ squad, or even Vers herself when we knew nothing about them. This lessened the tension of the attack that led to her capture and arrival on Earth. Thankfully, that completely turns around once the focus shifts to S.H.I.E.L.D., specifically Samuel L Jackson and his take on a younger, happier, far less cynical Nick Fury. Once him and Brie are onscreen together, the film flies by due to how much fun it is. Some of the 90’s call backs and “girl power” scenes are way too heavy handed, (a “smile” scene has no narrative importance other than an excuse for Carol to embarrass a sexist biker comes to mind,) but other than that, it comes into its own as a true crowd pleaser from beginning to end.

Speaking of relationships, these are the true backbone of Captain Marvel. Fury and Carol’s chemistry is the star of the show, but that doesn’t discount the relationships between Carol and her squad, with her former mentor in flashbacks, (brought to life by Annette Bening), or Maria, her best friend that she came up through the Air Force with, (played by Lashana Lynch). Especially on Earth, the movie takes the “show, not tell” approach to revealing Carol’s backstory. This makes the closing moments of the film feel earned as we slowly learn about who Vers really is as she does, creating a closeness with the character that we wouldn’t normally get if we were just watching her story as it happened. But most surprising was Talos, the leader of the Skrulls that are chasing Carol and Earth’s secret technology. Managing to be threatening, sympathetic and laugh-out-loud funny all within minutes, if there’s one thing to remember when walking out of the movie, it will be Mendelsohn’s performance.

We can’t talk about a big superhero blockbuster without talking about the fights and special effects. Unfortunately, these were some of the weaker areas of the film, with many of the hand-to-hand fights moving, shaking, and camera switching so much that it was hard to tell what was going on. Once Carol’s powers fully manifest and the special effects are on display, some of the initial shots of her glowing and ablaze are amazing to see in action. When she starts flying as she fights against air crafts, and the difference is jarring. CGI Carol looks out of place in these scenes to the point where they looked like a video screen at an amusement part more so than a film over a decade into a multi-billion dollar cinematic universe. In a movie that leans heavily on the cosmic aspect of the Marvel Universe, these sections in particular should have been jaw dropping. Instead, they were one of the films’ weakest areas.

Watching the film in ScreenX didn’t do much to alleviate these issues. As a newer type of screen technology, this format looks to further immerse the audience by having projections at the sides of the theater to create a feeling that the movie is happening around you. At the start, it really felt like we were on an unfamiliar world with the characters on screen. Then… nothing. For large chunks of the movie, the side projections would go completely blank, only firing back up during some of the more elaborate fight scenes, or in a large file room. Considering that most of the side projections were made up of the sides of the screen stretched out across the walls, it made the scenes where it was turned off feel particularly small when only the center of a scene was visible. When it comes to ScreenX in particular, it’s a good start to what can be a great way to immerse audiences in films more than they ever have been before, but it was clear that Captain Marvel wasn’t made with this format in mind. I can see it taking off if filmmakers would embrace the medium as they do with IMAX or 3D, but a half-hearted effort makes its shortcomings even more glaring.

Overall, Captain Marvel is one of the better “origin” films that Marvel Studios has produced. Fun, charming, and thrilling throughout, poor CGI and the slow opening act aren’t enough to detract from what ultimately amounts to a strong introduction that subverts expectations. Brie Larson and Samuel L. Jackson are fantastic together, which is a quality shared by most of the supporting cast. My only concern going forward is that with the 20 year gap between Endgame and this story, that we won’t be able to see these characters interact in the same way. Nevertheless, Captain Marvel is a worthy addition to the MCU as we assemble for the final page of a 10-plus year story arc.

This is part five of our ‘Dragon Ball Super: Broly’ interview series.

Click here for our interview with Monica Rial, the voice of Bulma.

Click here for our interview with Jason Douglas, the voice of Beerus.

Click here for our interview with Ian Sinclair, the voice of Whis.

Click here for our interview with Sonny Strait, the voice of Bardock.

Dragon Ball Super: Broly, the continuation of the DBS anime that re-imagines the fan-favorite villain from the perspective of series creator Akira Toriyama, will be releasing in theaters nationwide on January 16. To count down to the release of the film, we will be posting a round table interview conducted alongside Sean at VRV, with voice actors from the movie each day leading up to the release date, culminating with a full review of DBS: Broly itself!

Next up is the titular character himself! Vic Mignogna has voiced Broly since the Funimation dub of the original Legendary Super Saiyan film in 2004. Perhaps best known as the voice of Edward Elric in Fullmetal Alchemist, Vic has also played Junpei Iori in Persona 3 and its various films and spinoffs. Other well known series he’s featured in include Attack on Titan and One-Punch Man, and lesser known shows like Madlax, a personal favorite of mine. Chances are if you play games or watch anime, you’ve heard Vic’s voice. Now with Broly being reimagined, we talked to him about what it was like to play two different versions of the hulking berserker.

Josh- This is essentially the second time audiences are being introduced to Broly. His portrayal based on everything we know so far seems to be a little bit different from his past versions.

Vic- Different in a very good way! A very good way. I love Broly! I love that character, I have for many, many years. If there was one thing that I would have changed, and I think most fans agree, it would have been to give him a more significant backstory. Give him some kind of foundation or background that he didn’t have, and this movie certainly does that. And it does it very effectively.

Sean- From what we can gather, this version of Broly doesn’t really like to fight like the original version. Yet, we know we know he will actually be doing a lot of fighting. What were your thoughts on this kind of split and dichotomy?

Vic- I love it! You know, I think one of the things that Dragon Ball is known for is fighting, battling, tournaments and competition… So you expect that. And the action in this film is certainly worthy of Dragon Ball. But what you don’t always expect is a deeper story, is a sympathetic story for a character that on the surface may seem pretty menacing. But when you find out more about his background, you actually develop a… I don’t want to say sympathy, but your heart goes out a little bit to him, I think. And that just makes it more powerful.

Josh- Was that challenging at all to take this character that you played years ago in a different form and having to approach it in a different way?

Vic- Not at all! In fact, I welcome it! Because as an actor, you always love the opportunity to play a deeper character, right? I mean, anybody that screams loud can play a character that only screams loud, right? But if suddenly you’ve got a character that’s got variations on his personality and what makes him who he is, that makes him more fun to play! Which is always a welcomed thing.

Sean- If you had to choose between the two versions of the character, which one is more fun to play and which [would you choose] as a fan?

Vic- Both of them! Excuse me… I mean the second one for both reasons! (Laughs) The Broly we’re about to be introduced to is definitely my favorite for both reasons! I think the fans are really going to enjoy it more because there’s more to connect with, and I had fun playing a character that had more dimensions than just, “Oh! There was a baby crying next to him when he was born and he freaked out.” Ehh… That’s a little thin! (Laughs)

Sean- There is such great animation in this movie. Was there any point where it was too hard to record because you were just too taken aback by the images?

Vic- Well, I will tell you what! I will tell you that Justin Cook over there, (voice actor and producer on Dragon Ball and other Funimation projects), who worked on directing my stuff, he has as much better eye for it than I do! He has…

*Justin Cook shouts at Vic in the distance*

Vic- (Laughs) No! I’m just telling them! They were asking me about, you know, with the action and the fighting being so fast moving, it is easy to get pulled in! Like, “Wait a minute! I was supposed to do something and I don’t know what…” But Justin has a great eye for it, and he literally would say, “Okay, right here, you’ve got this, this, this, and it all happens in like half a second.” So I depended a great deal on him to keep me focused on what I was doing.

Justin- I depend on Vic! Let’s get that clear.

Vic- Right! He’s smirking when he says that! (Laughs)

Sean- Another question about recording. What is the key to recording the perfect battle scream?

Vic- Oof… You know what? Voice actors have told me for years that there is a way that you can yell without hurting your voice… I don’t but it! (Laughs) I don’t think that’s true. I think that if you fake it, you can tell. Does that make sense? So, umm… One of the reasons Broly is such a challenging character to play is because you can’t hold back! You can’t fake it. It has got to be full on, everything you’ve got, and so I don’t think there’s a way of cheating the yelling and the screaming. The key is, let it rip! Let it rip. Because the last thing you want to hear is the director go, “Could you uhh… Give me a little more?” I mean, oh god, really? So just let it go!

Josh- With this version of Broly, did you get somewhat of a break from the screaming? Is it as much?

Vic- No [break]! (Laughs) Umm… But I will tell you that our approach to the recording process was that we would record for like two hours a day, because you don’t want to do it much longer than that. Because you’ll actually stress your voice out and then you won’t be recovered for the next day. So we took a week to record this role for a couple of hours a day. Maybe some days we would do maybe three hours, but you don’t want to scream bloody murder for five or six hours a day cause then you’ll go home and you’ll wake the next morning and your voice will not have recovered. So then you’ll be out of commission for a few days. So our strategy was a couple hours each day, and then I would go home and drink tea with honey and sit quietly… (Laughs) And let it reocover!

Josh- The way that Broly is being portrayed in this version of the film kind of makes him seem like a missing link between Goku and Vegeta. What role do you think he plays in their rivalry and friendship as a Saiyan?

Vic- That’s an interesting question! That’s a very interesting question! And I hope based on the way that the story unfolds and the way the movie ends, I’m hoping sincerely that we’re going to see more of Broly. I think he’s a much more compelling character. He’s just as badass as he ever was, but now there’s more dimension to him. And I think it leaves it wide open for him to show up again and play a more pivotal role between Goku and Vegeta. I hope that happens! I sincerely hope it happens.

Sean- Do you think that Broly is kind of this product of Saiyan culture because of King Vegeta’s corruption, and because they are meant to be angry and fighting even when they don’t want to?

Vic- No! No, I think he’s a product of his father. I mean, you know. If Broly’s father is his singular main influance, just like you or me. Your dad has a great deal to do with the person you are by the time you’re 12 or 13 years old, right? And some of those habits are hard to break because they’re so deeply ingrained. I think that it’s Broly’s dad that is largely responsible for who he is.

Josh- That brings up an interesting point that I didn’t think of before. But since Broly was kind of isolated while Goku and Vegeta had their own thing, and he was kind of separate from the conflict with Frieza and everything… And this is just from what I know from the trailers, so I could be wrong, but do you think that Goku and Vegeta had that time to grow and develop and move on past Frieza’s influence on Planet Vegeta, do you think that Broly is kind of a way to pull them back towards their Saiyan heritage that has kind of taken more of a backseat after the Frieza Saga ended?

Vic- Possibly! Possibly so, but as you even pointed out, Broly is kind of a reluctant warrior. He’s not fighting because he even really believes in it himself. And you sense the turmoil in him, which is much more interesting than it’s ever been. It makes the character more interesting. And I’m not really sure how his presence will influence Vegeta or Goku, or like you said, “Pull them back.” Hopefully that’s something that will be explored either in the series to come or even another movie possibly. But they’ve certainly left it wide open for that!

Tomorrow, we sit with the Prince himself, as Chris Sabat talks to us about the process of recording the film both behind the mic and in the director’s chair!

This is part four of our ‘Dragon Ball Super: Broly’ interview series.

Click here for our interview with Jason Douglas, the voice of Beerus.

Click here for our interview with Ian Sinclair, the voice of Whis.

Click here for our interview with Sonny Strait, the voice of Bardock.

Dragon Ball Super: Broly, the continuation of the DBS anime that re-imagines the fan-favorite villain from the perspective of series creator Akira Toriyama, will be releasing in theaters nationwide on January 16. To count down to the release of the film, we will be posting a round table interview conducted alongside Sean at VRV, with voice actors from the movie each day leading up to the release date, culminating with a full review of DBS: Broly itself!

Today’s interview is with Monica Rial, who has voiced Bulma since the remade Dragon Ball Z: Kai was dubbed in 2010. As the one character who has been part of the series as long as Goku has, Bulma is perhaps the character that has changed the most throughout the series. Starting off as a shallow teenager who wanted to use the wish making powers of the Dragon Balls to wish for a boyfriend, fans have watched her grow into the brains behind the brawn of Goku and his friends, oftentimes serving as the motherly figure to the rest of the group as well as the only person that can keep her husband, Vegeta, in check. Outside of Dragon Ball, Monica has had lead roles in series’ such as Panty and Stocking with Garderbelt, Senran Kagura, and recently began voicing Sakura Kinomoto in Cardcaptor Sakura: Clear Card.

Josh- So Monica! With the Broly movie approaching, what can you tell us about Bulma’s role in the film?

Monica- Bulma’s role is in the film is she KICKS BROLY’S A… No, I’m kidding, I wish! (Laughs) I’m still waiting for the day that she to fight! But I’d say Bulma’s role in this film is supporting her friends, but also comedy. She’s got a lot of comedy in this one. And I think it’s just that it’s such an action packed, hardcore film. There’s a lot of drama, there’s a lot of action, so I feel like they needed some comic relief and they were like, “Bulma!” So that’s kind of my role in this one. Which I’m not gonna complain about. I love comedy, so I’m all about it!

Josh- Bulma has the habit of bossing around some of the strongest beings in the universe, so are we going to come to the point in the film or beyond the film where she’s going to be pulling Broly by the ear and telling him what to do?

Monica- I hope so! I really, really hope that will be the case because at this point, I’ve done it to all of them. Calling Frieza ugly to his face and slapping Beerus… if she didn’t die then, then surely she can handle Broly or at least put him in his place.

Sean- Is she going to be the one that actually forces Vegeta to fuse?

Monica- Oh… I can’t tell you that! (Laughs) But that’s got to be weird! You know, the more I think about the fusion, it’s like your best friend and your husband… Do you really want them turning into one person? Probably not.

Sean- Yeah, what would Bulma say to that?

Monica- I think she’d be a little weirded out. At the same time, I think she’s one of those people who’ll do whatever you got to do to get the job done. But at the same time, yeah… It would be a little strange.

Josh- She’s been around from the very beginning, so she’s seen her fair share of strange things already.

Monica- Right! I think she’s just jaded at this point. She’s like, “Whatever, that’s weird but oh well, it’s just another Tuesday!”

Sean- Was there any point where the animation was just so breathtaking that it stopped you in your tracks while you were recording?

Monica- Yeah! In fact, I got to watch it before we recorded it. Jason Douglas and I actually sat down in Colleen Clinkenbeard’s office, (longtime voice actor and director at Funimation who currently plays Mai and the entire young Goku family tree in Dragon Ball), and sat with the script because they were very cautious about it not leaking or anything. So we had to go into her office and watch it on her little Mac with our little scripts… And I will say that there were several times where we looked at each other and were like, “Oh! Yes! That’s intense!” And we weren’t even looking at the final version, we were looking at a version that was still in progress, so you had a lot of storyboards and still animation, which was so cool for us because we never get to see that behind the scenes kind of stuff. So it was really neat to kind of see. There was a point where Bulma’s space ship takes off and it’s like, a picture… a picture… a picture… a picture, before they had the motion put in. It was really, really cool! But yeah, it’s absolutely gorgeous, and I can’t WAIT for everybody to see it! I feel like I’ve got the biggest secret in the world and I can’t tell anybody and I can’t wait for you all to see it so I can finally talk about it! (Laughs)

Josh- I know, the wait’s been killer!

Monica- Yeah, it’s the worst! It’s absolutely the worst. And people keep asking, “Why are the trailers giving away so much information?” And I’m like, “Nah you’re good. There’s still a whole lot more!”

Josh- Okay, good!

Sean- It’s not quite 100% certain that we’ll get that we’ll get more Dragon Ball animation beyond this. If it does keep going, are you absolutely down for more and where do you think it will go?

Monica- 100 percent! In fact, I would be very unhappy and very sad if we DON’T have more! I would hope that would be the case! I think that a lot of people have speculated [and] Akira Toriyama has said that if this film does well, that he would consider the possibility of doing more. So I’m like, “Everybody go see this movie! Go! Now!” (Laughs) But yeah, I would love for there to be more, and if I were going to guess as to where I would like the show to go, I would love for either Vegeta or Goku to become a Destroyer. I kind of see that whole aspect of it, and people always ask, “Well then, what’s going to happen to Beerus?” And I’m like, “I think Beerus is going to be the new Piccolo!” As much as he hates it, I think he’s gonna be the dude that sits around and eats food and hangs out with Bulla! And that’s how it’s gonna be!

Josh- And he raises other people’s kids!

Monica- Right, exactly! We all know Piccolo is the best dad in Dragon Ball! Well… Vegeta is catching up because of what he’s done recently, but not in the beginning.

Josh- Yeah! Him and Piccolo are fighting for a close first and second right now. (Laughs)

Sean- Kind of a silly question, but do you think if Broly is the one Bulma encountered, would they be together too?

Monica- Oh gosh! I don’t think so! I don’t know… No! No, not THIS Broly. This Broly… I think that that she would be like… She’s become much more maternal as the show has gone on I think, especially in Super. She’s kind of the mom of the group. She’s like telling people what to do and making sure she’s on every mission because she’s like, “You can’t go by yourself, I have to be there!” She’d probably just mom Broly. Broly would be like her kid where she’s like, “Now shush, drink your milk! Okay, you have to finish your homework before you go to bed!” Like I really think that would be her take on Broly.

Josh- On the subject of Bulma’s role shifting over the years, it’s somewhat understated, but next to Goku, she’s the character who has been there the longest and gone through the most growth and change throughout. So going from the selfish teenager up to the mom role, where would you like to see Bulma go past this movie?

Monica- Oh goodness… I would love to see her take a more commanding position. Like maybe… Become the mayor of the town or do something that’s more involved with what’s happening in their world. Either that or I would like to see her fight! (Laughs) I’d love to see her come out with an outfit… Not and outfit, but like a suit. Like an Iron Man type suit where she can actually go out there and help them more than just by flying the spacecraft, you know what I mean? I think that would be kind of fun to see. She might like… Scream and run away! But you know, it would be worth a shot! Just to see!

Josh- That doesn’t sound too hard compared to building a time machine a couple of times.

Monica- If she could do that, she can surely build an Iron Man suit!

Sean- Robotics suits used to be a big part of Dragon Ball.

Monica- Right!? Yeah! And then it’s been gone, so it’s like, “Bring them back!” (Laughs) That would be fun! So who knows? But yeah, I think she’ll continue to mom everybody, that’s for sure.

Monica- I was just talking to the other gentleman who was hosting [the interviews]. He was saying that, “You know, a lot of Japanese people watch the dub,” and I’m like, “… They do?” I guess we just assume that you know… You guys watch the dub, everybody in the US watches the dub, but nobody else anywhere… Ever watches the dub!

Sean- I interviewed Sean [Schemmel] at Comic Con and he said they heard back that you guys got the seal of approval from the Japanese crew.

Monica- That was recent! That wasn’t that long ago. So it was kind of interesting to see how it’s kind of changing over the years. But yeah! To think that people are watching internationally that don’t even speak English as a first language, that’s really impressive! That’s really, really cool! And kind of intimidating and scary all at the same time! (Laughs)

Josh- But I think that’s just a testament to how great of a job you all do because for me at least, it’s really hard to even watch it in any other version. You guys are the voices that I’ve been listening to for so long.

Monica- Thank you! Well, we love it. I mean like… That’s the thing. We’ve kind of become a little family. Like, anywhere we go, I look forward to seeing [everyone]. I just put a picture up and tagged it as, “Doing press with my boys!” Because it’s literally how it feels! You’re just like a little happy family!

Sean- Chris [Sabat’s] work wife?

Monica- Yes! Oh my gosh! My birthday dinner was with my fiance and Chris! So both of my husbands!

We’re in Saiyan territory now! Check back tomorrow for our interview with Vic Mignogna, the voice of Broly!