How to complete Aspects of Interference in Destiny 2: Season of the Splicer
Before embarking on this quest, you need to have acquired all other Stasis Aspects.
You will also need the Salvation’s Grip exotic grenade launcher.
To begin this quest, talk to the Exo Stranger, who will task you with finding and destroying Entropic Shards around Kell’s Rising on Europa. There are six of these shards to find in total, but fortunately they all lie along an easy-to-follow path. A waypoint marker should point you in the direction of the next one if you get lost.
Destroy each Shard with the Salvation’s Grip as you find them.
The sixth and final Shard turns up in a suspiciously arena-like area. Sure enough, destroying it summons a wave of Vex enemies for you to fight off before you can progress.
Once they’re dispatched, your next objective is to complete a Heroic Exo Challenge. The nature of the challenge will depend on when in the season you play this quest, but naturally you’ll want to pack all your best gear to attempt this one.
After clearing the challenge, head to the Ziggurat to collect the Aspect of Interference.
Known bugs in the Aspects of Interference quest
Since Season of the Splicer launched yesterday, there have been numerous reports of players unable to complete the Aspects of Interference quest due to suspected bugs.
One bug occurs when new Entropic Shards fail to spawn after the player destroys earlier ones.
Thanks to Reddit user u/TechSwag, we’ve been able to identify a potential work-around. Keep the Salvation’s Grip equipped, and even if they waypoint markers fail to spawn, the shards should appear if you continue to follow the path.
Furthermore, some players reported waypoint markers for Entropic Shards spawning in late or only when they approached the shard’s location, so keep an eye out for that.
Other reported glitches fail to trigger the next stage of the mission after the first objective is completed, or prevent you from picking the quest back up if you attempt to restart it at the kiosk. Unfortunately we haven’t learned of any work-arounds for these issues yet, but we’ll update you if we do.
Rewards for completing Aspects of Interference in Destiny 2: Season of the Splicer
The exact Stasis Aspect reward you receive is based on your character’s class:
Titans receive the Diamond Lance: Shatter or defeat targets with Stasis abilities to create a Stasis Lance. Throw the lance to freeze targets on impact or slam the lance to the ground to freeze targets in a small area.
Warlocks receive Glacial Harvest: Freezing targets creates Glacial Shards around the frozen targets. Higher tier combatants create more shards.
Hunters receive Touch of Winter: Your Glacier, Duskfield, and Coldsnap grenades have enhanced functionality. Glacier adds a Stasis crystal and changes the formation; Duskfield increases slow-field size and creates a small Stasis crystal on impact; Coldsnap Seeker travels further, faster, and chains one additional time.
Once collected, they can be viewed and equipped under the Stasis sub-class menu.
Note that you only need to complete the full quest with one class. You should be able to visit the Ziggurat with other classes and pick up the variant Aspects straight away.
In his first Overwatch developer update as director, Keller dropped the news that we’ll be getting an extensive look at Blizzard’s upcoming hero shooter during a livestream that will take place on May 20.
Keller will be joined by lead designer Geoff Goodman, art director Dion Rogers, and other members of the development team as they take a tour through the game, showing off new maps and diving into the design choices that are shaping the follow-up to the 2016 hero shooter.
“Just to set expectations, everything that we’ll be showing is under development and still a work in progress,” Keller added near the end of his update. “And we will be talking more about Overwatch 2’s PvP later in the year, so there’s still more to come.”
It’s likely, then, that we aren’t going to get a release date here. Or anything more about the game’s mysterious PvE mode. Still, Keller notes the studio is “dedicated to sharing more information on the development of Overwatch 2 with all of you” in the coming weeks and months, so hopefully, we learn more about the title that was announced back at BlizzCon 2019 soon.
On the sacred sizing chart of videogame DLC, Assassin's Creed Valhalla: Wrath of the Druids sits just a few notches shy of Big Chungus. It's an impressively large expansion—which maybe isn't all that surprising considering Valhalla itself is a titanic RPG—that expands on nearly every aspect of the core game. You want a big, new story? It's up to you to reunite all of Ireland. You want more regions to explore? Wrath of the Druids has four of them, and they're each stunning. You want new enemies? Armor and weapons? Mythological creatures? Skills? Abilities? Cultists to hunt? Wrath of the Druids has all of that too. Aside from some frustrations (most of which are the same complaints I had with Valhalla's main campaign), Wrath of the Druids is a no-brainer for anyone who wants a little more Eivor in their life.
What's great is that even if you're still chewing through Valhalla's 60-hour main story, you can make the trip over 9th century Ireland whenever you want. Wrath of the Druids is available after completing one of the two initial quest arcs introduced after arriving in England and has a base power level of 55 (that scales upward so even veteran players will still be challenged). So it's basically available once players have completed Valhalla's hours-long prologue.
Valhalla's main story is great, so I wouldn't urge anyone to drop that in favor of exploring Ireland straight away. But Ireland is absolutely a destination worth seeing. It's subtle, but Ubisoft has done a brilliant job recreating Ireland's velvety green dales and craggy mountains, and I'm having a fun time scouring pagan ruins and ramshackle villages built around enormous wicker men effigies. If you liked the Glowecestrescire story arc in Valhalla, which explores England's pagan past, Wrath of the Druids is basically a lot more of that.
Old gods and new
The story starts with Eivor discovering that her cousin is now the Viking king of Dublin and is desperate to earn the favor of the new High King of Ireland in order to cement his legacy. It plays out like a standard quest arc from the base game—a self-contained story with its own twists and turns that sees High King Flann Sinna trying to reunite all of Ireland under his name.
What gives the story a lot of heft is how it explores the changing tides of Ireland's culture during this pivotal time in its history. Christians have mostly stamped out and erased Ireland's pagan heritage, but Flann is trying to find a balance between the old world and the new. As the title implies, a cult of druids sees Flann and his fellow Christians as oppressors and is plotting to assassinate him and sow enough chaos to shatter Ireland's fragile Christian rule.
It's an exciting backdrop to roleplay a Viking like Eivor. Her kingly cousin, Barid, isn't much of a Viking, for example. Instead of ruling Dublin with an iron fist, he's gentle, forgiving, and much too interested in expanding his influence through trade and diplomacy rather than war. That attitude doesn't mesh well with Flann's thirst to rule all of Ireland at any cost. Though I haven't fully completed the story, I can already predict what tough decisions possibly lay ahead. And like any good RPG, I'm starting to dread having to choose sides.
The story whisked me off to the far corners of the four new regions available in Ireland, but I was repeatedly traveling back to Dublin. One of the biggest new features in this expansion is its trade missions, which lightly repurpose the building and village management system from Valhalla's story campaign. One of a dozen new characters is Azar, a gender-fluid Persian trader who is helping Barid turn Dublin into a global merchant power.
Scattered across Ireland are new trading posts that can be captured and upgraded using trading supplies pillaged from monasteries. Each one produces a unique resource that is automatically transported to Dublin while I'm off doing other things. Those goods can be collected and used to complete various trading assignments with far-off nations, unlocking new armors, cosmetics, and a bunch of other nice-to-have goods. The more I trade, the more Dublin grows, expanding and changing just like my village did during the main campaign.
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It's a relatively lightweight system that slides into Valhalla's usual loop of exploration and combat with ease, but I do wish it had more depth to it. Instead of bartering or manipulating some kind of simulated economy, the system is largely just finding the trading posts, spending the necessary resources to upgrade them, and then handing their products over to Azar in exchange for rewards. I like that Assassin's Creed Valhalla emphasizes the action over its RPGness, but damn I wish it wasn't so afraid of nitty-gritty number-crunching. Make me do math, you cowards!
It's a missed opportunity, but one that's easy to forgive considering Wrath of the Druids has so much else going on. There's a ton of new environmental puzzles to solve and loot to find, and some tough optional bosses like some more Lost Drengr and even some mythological animals to fight. Similar to both Valhalla and Odyssey, there's also whole new gang of cultists to track, identify, and assassinate. They're called the Children of Danu, and they're basically a druidic death cult hellbent on ridding Ireland of Christian influence and restoring its pagan traditions. So far there's not much nuance to them, though. They're murderous, vicious, and very clearly evil—a big difference from some of the other druids I've met in the story who are more keen on finding a peaceful way to preserve their traditions.
This new batch of cultists are functionally no different from those that appeared in Valhalla, but that's not a bad thing. It's still just as fun finding vague clues hinting at their location, scouring the map to pinpoint where they are, and then using my faculties to plot their assassination. It's a template that just doesn't get old for me.
Most of these cultists will go down without a fight since they're hidden in plain sight and will never see me coming, while others are holed up tight and surrounded by druid warriors. There are several new enemy types to battle against, and I really enjoy how different they are from England's rank-and-file soldiers.
Druid, where's my cairn?
The caves and pagan ritual sites these druids occupy are often submerged in a toxic fog that causes Eivor to hallucinate if she gets too close. Most of the seven new enemy types all gain enhanced powers while in the fog, like Venomous Druids being able to magically teleport around the battlefield, while Fire Druids burst into flames that hurt you if you get too close. This sudden injection of fantasy is all explained away as Eivor tripping balls due to the fog. But it's such a silly way for Ubisoft to still cling to some semblance of historical realism that I can't help but respect it.
These new enemy types are fun to battle and surprisingly competent fighters. Instead of taking me head-on, they use guerilla warfare tactics to whittle my defenses down bit by bit. Head Hunters will strafe me from behind, using their scythes to sweep my legs out from under me. Others will nick me with poison daggers or climb up high and pelt me with firebombs. I just wish I had more strategic options for fighting the fog. As far as I could tell, it is basically a permanent fixture of a specific battlefield. There's a way to make Eivor immune to the fog entirely if you complete some exploration objectives, but I wish it was more of a dynamic feature that I could influence by killing certain enemies or avoiding certain attacks.
I gotta be honest, though: It feels like I'm nitpicking here. My only other complaints with Wrath of the Druids are the same complaints I've had since Valhalla was first released. Pillaging monasteries, for example, still feels like a pointless minigame due to how it tries to gingerly sidestep the horrific reality of an actual Viking raid. It also continues to make zero sense in the wider story. During one major quest, Barid's tenuous alliance with High King Flann was jeopardized because a group of troublesome Danes under Barid's control sacked a monastery and stole a priceless relic. Yet no one had anything to say about the monastery I burnt to the ground 15 minutes before starting that quest. It's a weird double standard that yanks me out of Valhalla's otherwise great storytelling every single time.
That complaint basically exemplifies Wrath of the Druids as an expansion: It doesn't reinvent or improve Valhalla in any significant way, instead expanding what was already there, good and bad. Everything I loved about Valhalla—the political intrigue, stunning scenery, and absorbing list of side activities—is all present with Irish twists. And everything I didn't like about Valhalla is there, too. Just like in Valhalla, those little irritants have been pretty easy to ignore. I'm still working through it, but Ubisoft suggests that the whole thing will take around 20 hours to complete. That estimate seems conservative to me. Wrath of the Druids is a big, meaty expansion and a must for anyone who enjoyed Valhalla.
Far Cry 6, Rainbow Six Quarantine/Parasite, Riders Republic, The Division Heartland, the remake of Prince of Persia: The Sands of Time, and Roller Champions are all set to launch by March 31, 2022 (the end of the current financial year for Ubisoft).
Eagle-eyed readers may have noticed that there’s one upcoming game missing from that list; once again, open-world pirate game Skull and Bones has been knocked back, and will now launch ‘next fiscal year’. Read: after April 2022, if it doesn’t get delayed again.
Looking further, Ubisoft noted it has no triple-A titles scheduled to launch in the second half of the 2022 fiscal year. This means that its Holiday slate for 2022 is probably going to be fairly bare… unless of course its newly-reenergized free-to-play campaign kicks in by then.
Ubisoft’s chief financial officer, Frederick Duguet noted during the call that releasing three or four premium “triple-A” games per year “is no longer a proper indication of [the publisher’s] value creation dynamics” – that’s why we see such a sharp drop-off after April 2022.
If you want an early look at what Ubisoft’s future pipeline is likely to look like, we suggest keeping a close on what Ubisoft is doing with The Division: Heartland. It’s a free-to-play survival shooter, coming to PC and consoles in 2021-2022, apparently looking to Warzone and Apex Legends for inspiration. You can sign up for early tests at the link.
HTC has announced the Vive Pro 2, a new virtual reality headset offering a 5K resolution display with a 120-degree field of view and a maximum refresh rate of 120Hz. This isn't a standalone unit like the Oculus Quest 2 and instead is designed to be plumbed into your PC from the outset. You'll need a beefy PC to be able to drive that 4096 x 2448 screen, too, especially if you're aiming at that smooth high refresh.
The high-resolution screen means there's almost no screen-door effect, something that is aided by the fact the new display uses proper RGB sub-pixels. The double-lens design, with two lenses for each eye, stacked on top of each other, is behind the upgrade in the Field of View and also helps ensure there is no blurring towards the edges.
HTC Vive Pro Specs
HTC Vive Pro 2
HTC Vive Pro
2048 x 2448 per eye
1440 x 1600 per eye
Field of View
SteamVR 2.0 Lighthouse
SteamVR 2.0 Lighthouse
HTC Vive Pro Controllers
HTC Vive Pro Controllers
HTC has worked with Nvidia and AMD to optimize Display Stream Compression, which is apparently a first for a VR headset, to ensure that image quality is maintained while still offering backward compatibility with DisplayPort 1.2.
HTC is keen to point out that it doesn't want to lose its existing loyal PC user base, and so will be offering the head-mounted display (HMD) as an upgrade path on its own for those that already have base stations and controllers, saving a fair chunk of cash in the process.
Now for the deep breath moment, the pricing: HTC has a promotion for pre-orders that sees the headset-only version for $749 (£659, AU$1,229) on its own. If you need the full starter pack which includes the headset, a pair of second-generation base stations, and Vive controllers, then you're looking at $1,399 (£1,299, AU$2,199).
That's a lot of money however you slice it. Especially in a world where our pick for the best VR headset, the Oculus Quest 2, can be had for $299 (£299, AU$479). And even though that's a different kind of headset, its success isn't something that can be easily ignored. Or its ease of use to be honest. Let's see if high-end PC-tethered VR can keep on fighting.
The Vive Pro 2 will more so be squaring up with the Valve Index at that price, which is yet another mammoth undertaking. The Index is the definition of high-end VR today.
The headset-only version of the HTC Vive Pro 2 is available for pre-order as of later today, with the full package available from June 4.
Adopt Me! is by leaps and bounds the most popular Roblox game, with the kind of player engagement that would put a lot of big standalone games to shame. In February the game had amassed 20 billion visits, which is pretty damn impressive for a game within a game.
So it's no surprise that the talent behind Adopt Me! has founded its own company called Uplift Games. Previously, the game's development talent were collectively known as Team Adopt Me and Dreamcraft, but Uplift Games is a full-blown company employing 40 staff with an intent to grow.
While Uplift Games will continue to support Adopt Me!, it's also focused on developing "future unannounced projects," though it's unclear whether these projects will be Roblox games or standalone titles. The default revenue split for Roblox is 30 percent to Roblox Corp, and 70 percent to the developer.
“While we’ve been developing Adopt Me as a team for almost four years now, Uplift Games is a huge step forward in bringing our vision to the games industry,” said Josh Ling, Director of Business Operations. “Our diverse team combines the best people from the worlds of Roblox and traditional game development, and we are so excited to continue building top Metaverse experiences in flexible and sustainable ways.”
According to Uplift Games' own stats, Adopt Me! enjoys 60 million monthly players. The gist of the actual game is this: You roam a whimsical online world collecting and nurturing the 150 pets on offer. You can also decorate houses and "use in-game tools to create [your] own emergent fun with friends." The game's profit comes from in-game transactions: the platform's Robux currency can either be earned in-game, or purchased with real cash.
As Fable and Gears of War’s next-gen tech is revealed, we discuss what their new engines mean for the future of those franchises – and the franchises around them. Plus: our impressions of Resident Evil Village, 12 Minutes, what we want from the new list of publishers who’ve confirmed they’ll attend E3 2021, and more! Subscribe on any of your favorite podcast feeds, to our new YouTube channel, or grab an MP3 download of this week’s episode. For more awesome content, check out the latest episode of IGN Unfiltered, featuring an interview with noted game industry investigative reporter Jason Schreier about the unfortunate nomadic lifestyle that many developers must live, crunch culture, unionization, and much more: [ignvideo url=”https://www.ign.com/videos/2021/05/11/jason-schreier-discusses-why-he-thinks-the-video-game-industry-needs-to-press-reset-ign-unfiltered-58″] Oh, and feel free to leave us a video Loot Box question on Twitter by tagging Ryan at the handle below! For more next-gen coverage, make sure to check out our Xbox Series X review, our Xbox Series S review, and our PS5 review. [poilib element=”accentDivider”] Ryan McCaffrey is IGN’s Executive Editor of Previews. Follow him on Twitter at @DMC_Ryan, catch him on Unlocked, and drop-ship him Taylor Ham sandwiches from New Jersey whenever possible.
Microsoft is rolling out the May update for the Xbox Series X|S and users can now select the original Xbox dashboard animation as a dynamic background. As reported by Tom Warren of The Verge, Microsoft rolled out new dynamic backgrounds today for the Xbox Series X and Series S. One of them is called “The Original” and it is the glowy green orb made famous by the original Xbox back in 2001. You can check out Warren’s preview of the dynamic background below.
Xbox insiders can now access the original Xbox dashboard animation as a dynamic background called “The Original” pic.twitter.com/Nvh6D8iw2X
There has been growing nostalgia for Microsoft’s first game console since it was first released in 2001. The original “Duke” controller, for example, was comically large when it first came out but now is a cherished bit of gaming memorabilia. Hyperkin recently re-released the Duke controller and IGN spoke with Seamus Blackley, who was one of the original members of the Xbox team, to talk about it. [widget path=”global/article/imagegallery” parameters=”albumSlug=confirmed-xbox-series-x-games&captions=true”] Something else about the original Xbox that you might not know is that the boot screen, the one where a neon green blob is generated by some machines, has been lost forever. But that’s because there is no original “video,” the boot screen and logo are all generated algorithmically in real-time. Other improvements to the Xbox Series X|S coming in May’s update include even faster Quick Resume times, passthrough audio options, and even stronger family controls for gamers with kids. [poilib element=”accentDivider”] Matt T.M. Kim is IGN’s News Editor.Blogroll image: Xbox.
Maybe I’m just old, but horror games aren’t as scary as they used to be: photorealism isn’t as discomforting as chunky polygons, eerily static facial expressions, and environments that constantly judder with their own putrid early-3D lifeblood. This Resident Evil Village PS1 demake by YouTuber Hoolopee almost looks too good for the original console, but it definitely captures the weirdness of uncanny valley, back before they’d started to fill it in.
The video isn’t long, but it does feature Lady Dimitrescu, whose 1990s manifestation benefits from its lack of facial movement: just look at those permanently raised brows and that cemented-in smile. The werewolves are pretty creepy too, because they don’t even look like werewolves, more like scribbly polygonal figures that scream and murder you. Make sure you stick around for the end of the video.
PS1 demakes are all the rage, because it’s fun to imagine what Geralt taking a bath would have looked like in the ‘90s, and everyone wants to know how Cyberpunk 2077’s launch bugs would have played out in a pre-patch world. But if you’re an actual enthusiast for the early 3D style, the Haunted PS1 Demo Discs are a brilliant source of weird indie horrors.
As for Resident Evil Village itself, our reviewer Andy loved it—just don’t expect 13 hours of pure unadulterated Lady Dimitrescu, sadly.