San Diego Comic-Con 2019 is here with another year of panels, announcements, and more. This year’s convention runs from Thursday, July 18 to Monday, July 22 and will feature several panels from Marvel, Funimation, Netflix, Hulu, Adult Swim, and more.
We’ll be there every step of the way to deliver the latest updates on panel coverage, announcements, trailers, release dates, and more. Follow our stream below for all the news coming out of San Diego Comic-Con 2019.
As first showcased after a leak earlier this week, Activision has officially announced a new pre-order bonus for Call of Duty: Modern Warfare today.
Pre-order Call of Duty: Modern Warfare digitally or physically on PlayStation 4, Xbox One, and PC will receive classic Captain Price character to use in Call of Duty: Black Ops 4’s Blackout mode.
‘Playable Blackout Character Classic Captain Price” is how the stores are describing the new bonus. Digital pre-orders also include a Prestige Token to use in Black Ops 4.
Pre-order any version of Call of Duty®: Modern Warfare® and immediately unlock the classic version of Captain Price as a playable character in Blackout! The character is now playable on all platforms.
This is the very first Modern Warfare character to become available in Black Ops 4’s Blackout mode, which thus far has been limited to Treyarch-related characters and themes. It’s not clear if there’s any more MW characters planned for Blackout as of now.
FAQ: How to Redeem Classic Price
Here’s how to claim Classic Price in Call of Duty: Black Op 4 Blackout:
Already Preordered a Digital Edition? If you already pre-ordered any of the digital versions of Call of Duty: Modern Warfare, you will be retroactively granted Classic Price.
Already Preordered a Physical Edition? If you already pre-ordered any of the physical versions of Call of Duty: Modern Warfare from a participating retailer, simply contact the retailer from which you purchased, with your receipt or proof of purchase, and request a redeem code to unlock Classic Price. Then log in via your Network or Activision account and redeem the code.
About to Preorder a Digital or Physical Edition? If you haven’t yet pre-ordered a digital or physical version of Call of Duty: Modern Warfare, simply go to any participating retailer (or you can go here, for example), and redeem Classic Price with your purchase now!
Unfortunately, I find myself disappointed. Godhood fails to make me feel particularly powerful. It’s more like the sort of repetitive drudgery experienced by, say, a medieval acolyte, endlessly passing their fingers over a set of holy beads, one after the other.
In the beginning, I choose the name of my religion, and its general direction; pacifistic, hedonistic, whatever. I get to dictate how I am referred to by my followers, so I choose “Oh Mighty One.” The religion that I gift to the world is “Total Obedience.” So far, I’m having fun and the game seems to have a good sense of humor. It’s time for me to attract my first followers.
This is a world of little people in simple villages, nestled among simple, cartoon lands. It harks back to the great god games of the past, such as Populous. I call unto a random little person milling around beneath me. She becomes my prophet. She sets up a base, attracts a few disciples, and we’re off and proselytizing.
Each turn, I direct three minions to perform “rituals,” which are thinly disguised resource-collection activities. These resources — fanatical followers, holy artifacts, and such — allow me to collect boosts and combat-move cards through a system called miracle working. This quasi-mystical mechanic is a matter of turning over cards.
I send three of my disciples off, each turn, to do battle with a nearby pagan village. This takes the form of a 3v3, turn-based grid battle that plays out automatically. Attacks and boosts are generated in the manner of random attack/defense/special move generators. If I win, I gain more followers, which allow me to level up. And so it goes on.
The main point of the game is to boost my team of characters to the point where they can win more fights than they lose. Individual disciples belong to certain classes, so the lottery of upgrades is important and briefly diverting. It’s good to attain a boost that fits well with a fighter’s class and personality.
As the game progresses, the number of resources increases, as do the ways I can win fights, but this feels less like an expansion of horizons than an accumulation of gameplay baggage.
I work my way through clickable tasks, before hitting the “next turn” button. Each cycle soon begins to feel like a chore. Godhood fails to generate the throbbing beat of a bad-assed strategy game feedback loop, attaining only a distant tremor of progression desire.
Resource collection, stats management, and geographic expansion are the core activities of strategy games. But Godhood doesn’t give me the sense that I’m in control of events. It adds activities such as relic collection, buildings with upgrade paths and personalization, but it plays out more like a toy, or a simple mobile game, in which my interactions are sorely limited.
My desire to stick with the game until the end is finally undone by an erratic difficulty curve, in which I’m either engaged in fights that are way too easy, or far too difficult. I have no desire to work at improving my performance.
Early access games sometimes launch poorly, and improve drastically over time. I hope this is the case with Godhood, which offers a strong premise. I enjoy the idea of managing a worldwide religion. As it stands, it feels like a promising but underdeveloped idea.
Super Mega Baseball 2is launching on Nintendo Switch on July 25 as Super Mega Baseball 2: Ultimate Edition, developer Metalhead Software announced Thursday. The arcade-ish, unlicensed but very entertaining sports series has been a favorite of Polygon’s sports writers since the first game debuted in 2014.
Super Mega Baseball 2: Ultimate Edition, which bundles two more ballparks and five post-launch cosmetic packs, will also launch for PlayStation 4, Windows PC (via Steam), and Xbox One for the same price, $29.99. (The original game will see a price cut, as will its à la carte DLC.)
On the Switch, Super Mega Baseball 2 will support single Joy-Con controller play for head-to-head (on a shared screen) and cooperative multiplayer. The Switch version will run at 60 frames per second in both docked and handheld modes, and at 900p resolution in docked mode, 630p in handheld. Super Mega Baseball 2 on the Switch will also feature online multiplayer. Metalhead Software itself developed the port.
“We’ve thought for a long time that Super Mega Baseball 2 would be a fantastic fit for the Switch and our community has told us the same,” Scott Drader, Metalhead’s co-founder, said in a statement. “We’re hyped to finally reveal that Nintendo users will soon have their hands on it.”
When we reviewed Super Mega Baseball 2at its launch last year, we found a solid sequel that improved on the 2014 original with a leaner design and more focused gameplay. A new injury and fitness system provides the ongoing management challenge for the game’s long-term season mode. Super Mega Baseball 2’s visuals are still stylish but a departure from the cartoony look of the original, which belied the smart and true-to-life baseball represented in the gameplay. In any event, it’s well worth recommending to baseball fans with a Switch.
The black-and-white 2D side-scroller utilizes classic platformer mechanics, but the visuals and sounds are haunting, and deaths (which come often) are gruesome. Limbo follows a young boy searching for his sister in a mysterious forest full of traps and monsters, including the creepiest spider I’ve ever seen in a video game.
Developer Playdead released Limbo in 2010 for Xbox Live Arcade and has since been ported it to multiple systems, including PlayStation 4, Nintendo Switch, Windows PC, iOS, and PlayStation Vita (RIP).
This isn’t the first time a company has used Limbo as an incentive to try its platform; Microsoft offered a free download of the game to early Xbox One adopters.
Bethesda is introducing a new summer event to Fallout 76 that’s all about collecting meat for one of the game’s few non-robot NPCs and helping him grill it up. It sounds like some lighthearted fun, even though the excitement to hang out with a Super Mutant and cook meat is tempered by a series of bugs introduced by the most recent patch. Bethesda’s latest Inside the Vault announcement goes into both of these issues, and gives some details on how players can earn cookout-themed cosmetics.
Patch 11 was one of the regular content rollouts that have started since Wild Appalachia, the first Fallout 76 content update. However, this new patch ended up causing issues, including power armor bugs and a lack of legendary drops. A hotfix is being released that prevents the lack of legendary drops, and a further fix will be instituted to ensure that the correct creatures are marked as legendary.
Bethesda is also addressing “reports from some players who stated that they’re missing Power Armor pieces following Patch 11, as well as issues like some events and daily quests that aren’t completing correctly, stability issues, and more.”
While Bethesda doesn’t have a solid ETA on these fixes, they’re not the only thing on the studio’s agenda. Fallout 76 will be updated to include “Meat Week”, a celebration based around the roaming supermutant vendor Grahm and his friendly cow. (Don’t worry, we’re not eating his cow friend.)
Meat Week will be made up of two events. Primal Cuts, the first step, will introduce Prime Beasts, which can be hunted down for their good, good meat. Primal Cuts will trigger on the map in three separate locations, with each Prime Beast ranging in level and difficulty, so the event can be accessible to new players (but appropriately challenging for those who are level 50 or higher and decked out in legendary gear). Primal Cuts will reward experience and caps, as well as prime meat.
A second event, Meat Cook, will begin every hour. Players will help Grahm cook the prime meat they’ve collected. This includes a variety of non-combat activities, like feeding Grahm’s pet Chally or extinguishing fires. If the party is a hit, attendees get barbeque-themed loot that scale with the level of success. Meat Cook can be completed as many times as a player wants until the end of the event. In short, this sounds like a great way for players to get rewards while also starting up a social hub on maps.
Marvel’s Agents of SHIELD will end with its upcoming seventh season, Deadline reports.
The Marvel Cinematic Universe-adjacent show will host its annual Hall H panel at San Diego Comic-Con this year, where cast members Clark Gregg, Ming-Na Wen, and Chloe Bennet will make appearances.
The show premiered on ABC in 2013, a year after the first Avengers movie. Though Agent Phil Coulson apparently died in The Avengers, Agents of SHIELD follows the newly resurrected agent as he leads a team. Coulson does eventually (spoilers!) kick the bucket for real in season five, and Gregg assumed a new role as an alien who resembles Phil Coulson.
Of the show’s ending, Marvel TV head Jeph Loeb said, “When you know that’s what you’re doing, you can take greater risks, of life and death. Those kinds of decisions suddenly now are real on the table because you’re not playing how do we undo this when we get to the next season. You’re playing that this is going to be the end of the story.”
Agents of SHIELD is currently in its sixth season. Season 7 is set to debut sometime later this year.
Veteran id Software developer Tim Willits is leaving the studio after 24 years. Willits made the announcement on Twitter, saying that he’ll depart id Software, known for its groundbreaking work on first-person shooters like Quake and Doom, after this year’s QuakeCon in July.
“After 24 years, I’ve decided to leave id Software after QuakeCon,” Willits said. “I’ve been extremely lucky to work with the best people in the industry on truly amazing games. QuakeCon has been an unbelievable part of my journey and I look forward to seeing everyone at the Gaylord Texan.
“All of the games currently in development are in very good hands, my departure will not affect any planned releases. id Software is packed full of amazing talent that will continue to develop (long into the future) some of the best shooters in the world.”
Willits said he would announce his future plans after QuakeCon 2019, which concludes on July 28.
Willits joined id Software as a designer in 1995 after playing the original Doom. His credits include design work on Quake, Quake 2, Quake 3: Arena, and Doom 3. He also served as studio director on more recent id Software games, including Rage, 2016’s Doom reboot, and the recently released Rage 2.
Beware: The new trailer for It Chapter Two, which debuted late on Wednesday as part of New Line Cinema’s Comic-Con-adjacent “ScareDiego” in anticipation of today’s launch, gets gory. Really gory. According to actress Jessica Chastain and director Andy Muschietti, who both spoke at the event, the horror sequel may just set a record in the end for the most on-screen blood used in a single film. Chastain pegged the number around 4500 gallons. A good deal of that spouts out into the new trailer.
The It 2 teaser opened with an extended scene of grown-up Beverly returning to Derry, Maine to have tea with one terrifying (and naked) old lady. The remaining 40 seconds or so of the trailer gave glimpses of the grown-up Loser’s Club.
This new trailer shows off the full grown-up cast even more, and a look at some of Pennywies’s reality-bending antics. Running in terror are James McAvoy as Bill, Jessica Chastain as Beverley, Jay Ryan as Ben, Bill Hader as Richie, Isaiah Mustafa as Mike, James Ransone as Eddie, and Andy Bean as Stan. Bill Skarsgård returns as Pennywise the Clown (who, evidently, can do that whole wandering eye movie for real, saving Muschietti on precious CG dollars).
Stephen King’s original It novel took place in 1957 and 1985, while the miniseries took place in 1960 and 1990. Chapter Two takes place 27 years after the events of the first chapter, which took place in 1989.
“The movie is about trauma,” Muschietti, who added that audiences will learn new details about the Loser’s Club and the events of ’89 that we didn’t see in the first movie because “they don’t remember them” in the present. Spooky!
The modern setting isn’t expected to affect the adaptation too much: additional scenes shown to audiences at ScareDiego included the big Jade of the Orient Reunion Scene — shot with saturated colors, anxiety-inducing camera moves, and an exceeding level of cast chemistry (Hader is absolutely hilarious as the grown up Richie) — and a return to the Neibolt house. Muschietti summons the spirit of John Carpenter’s The Thing in a few of the most gruesome parts.