Harry Potter: Wizards Unite Wand Guide: How To Make Your Favorite Characters’ Wands

Harry Potter: Wizards Unite, Niantic’s follow-up to Pokemon Go, is now available on iOS and Android. It’s a dense game; Pokemon Go players will notice a number of parallels to Go’s mechanics, for example. One of the most iconic things about the Harry Potter universe is also the trickiest: wands. In Wizards Unite, you customize your own wand (in the books, the wand “chooses the wizard”). You can choose from wood types, pick a core, change the wand’s flexibility, and then select the length. Having so many choices can be intimidating!

If you’ve read the Harry Potter books or watched the movies, you might have a passing understanding of the series’ wand lore. In short, different materials are suited for different types of magic, like charms or defense (among other things), and witches and wizards have a kind of bond with their wands. While your wand in Wizards Unite doesn’t affect anything in the game, it can still be fun to fully immerse yourself in the role of a witch or wizard. In that spirit, we’ve gathered all the details we can about famous Harry Potter characters’ wands so you can match yours to your favorite witch or wizard.

For the purposes of this feature, we’ve referenced Pottermore for each character’s wand materials and length. Some characters have complete wand information, but for those who don’t, usually the flexibility is missing–so have fun with that one and make it your own! There are also some popular characters whose wands we know nothing about, so we’ve included some of them here for your reference.

Harry Potter: holly wood, phoenix feather core, “reasonably supple” flexibility, 11 inches

Ron Weasley’s first wand: ash wood, unicorn hair core, 12 inches

Ron Weasley’s second wand: willow wood, unicorn hair core, 14 inches

Hermione Granger: vine wood, dragon heartstring core, 10 and 3/4 inches

Rubeus Hagrid: oak wood, 16 inches (broken)

Albus Dumbledore/The Elder Wand: elder wood, Thestral tail hair core [not available in Wizards Unite], 15 inches

Minerva McGonagall: fir wood, dragon heartstring core, “rigid” or “solid” flexibility, nine and a half inches

Luna Lovegood: no data

Neville Longbottom: cherry wood, unicorn hair core, 13 inches

Ginny Weasley: no data

Draco Malfoy: hawthorn wood, unicorn hair core, 10 inches

Voldemort: yew wood, phoenix feather core, 13 and a half inches

Severus Snape: no data

Cedric Diggory: ash wood, unicorn hair core, 12 and 1/4 inches

Cho Chang: no data

Viktor Krum: hornbeam wood, dragon heartstring, “rigid” flexibility, 10 and 1/4 inches

Sirius Black: no data

Remus Lupin: cypress wood, unicorn hair core, “pliant” flexibility, 10 and 1/4 inches

Nymphadora Tonks: no data

Bellatrix Lestrange: walnut wood, dragon heartstring core, 12 and 3/4 inches

Dolores Umbridge: birch wood, dragon heartstring core, 8 inches

Newt Scamander: no data

Lily Potter: willow wood, 10 and 1/4 inches

James Potter: mahogany wood, 11 inches

Garrick Ollivander: Hornbeam wood, dragon heartstring core, “unyielding” or “quite bendy” flexibility, 12 and 3/4 inches

For more on Harry Potter: Wizards Unite, you can find all the important details in our roundup article. We have a guide to battles, fortresses, and Wizarding Challenges, a feature on how to get more Spell Energy, and an explainer on Professions–be sure to check them out!

from GameSpot – Game News https://www.gamespot.com/articles/harry-potter-wizards-unite-wand-guide-how-to-make-/1100-6467961/

Pokemon Go: Shiny Spinda And More Legendaries Coming In July’s Field Research

A new month is upon us, which means Pokemon Go players will soon have a new batch of Field Research tasks to complete in the game. Niantic will be rolling out a new set of quests around the world beginning at 1 PM PT / 4 PM ET on July 1, and they’ll give you a chance to encounter more Legendaries, as well as another Shiny Pokemon.

From July through the beginning of September, each Research Breakthrough you achieve will lead to a chance to catch one of the following Legendaries: Latios, Latias, Kyogre (which has briefly returned to Raid Battles), or Groudon. Additionally, Spinda featuring a new spot pattern will be available through new Field Research tasks, and those lucky enough will be able to encounter a Shiny version.

As usual, you can acquire Field Research tasks by spinning the Photo Disc at Poke Stops. The first one you complete each day will reward you with a stamp; if you manage to collect seven stamps, you’ll achieve a Research Breakthrough, which will then lead to an encounter with one of the aforementioned Legendaries. You can read more details on the official Pokemon Go website.

Before the new Field Research tasks arrive, Niantic is bringing a new Pokemon to EX Raids. Beginning June 23, players will be able to encounter the Speed Forme of the Mythical Pokemon Deoxys in EX Raids for the first time. Unlike standard Raid Battles, EX Raids are invite-only; you can only participate in one if you’ve receive an EX Raid Pass, and the only way to do that is if you’ve recently won a Raid at a qualifying Gym.

As previously mentioned, you don’t need to wait for July’s Field Research to find Kyogre. The Legendary Water Pokemon is available in standard Raid Battles again until June 27, when it’ll be replaced by Groudon. Niantic is also bringing the Legendary dog Raikou back to Raids for a limited time. To reward players for completing enough Global Challenges during the recent Pokemon Go Fest event, Niantic is holding a Raikou Raid Day on Saturday, June 29, from 4-7 PM local time.

In other news, Niantic’s Harry Potter mobile game, Harry Potter: Wizards Unite, is now live in the US and UK. The title was slated to launch on June 21, but has arrived in both regions a day early. While its premise is very similar to Pokemon Go’s, Wizards Unite also differs in a few notable ways. You can read more about the game in our hands-on impressions of Harry Potter: Wizards Unite, as well as some Wizards Unite features we think Pokemon Go should take.

from GameSpot – Game News https://www.gamespot.com/articles/pokemon-go-shiny-spinda-and-more-legendaries-comin/1100-6467978/

We Need To Talk About How Bra Sizes Work

As any number of women’s magazines will tell you, 80% of women are wearing the wrong bra size. That’s probably because bra shopping is hell on earth and basically impossible unless you invite a total stranger into the fitting room to help measure you properly, but it might also be a result of our society’s complete misunderstanding of what bra sizes even are. If the video game discourse is any indication, most people seem to think bra sizes stop at DD and that anything smaller than “huge badonkers” is in the A-to-B range.

I’m talking, of course, about Tifa Lockhart, who has been accused of having B-cup breasts–as her character model in the Final Fantasy 7 Remake looks different from her extra-busty appearance in the PS1 era–as well as the entire female cast of Mortal Kombat 11, for that matter. Now, these are fictional women who have top-of-the-line physics engines supporting them, so it’s not like they really need the extra support from an $80 Lululemon sports bra. But if we’re going to use bra sizes as shorthand to talk about fake women’s bodies, we’re going to do it right, goddammit.

No Caption Provided

Lucky for you, I know a thing or two about this. Bra sizes have two main components: the cup size and the band size. The cup size is denoted by letters, like B or DD, and refers to the actual breast part of the bra. The band size is a number based on the size of the person’s ribcage area (right under the actual breasts), and it’s secretly the more important size.

While most people tend to focus on the cup letter, it’s band size that determines cup size. So if you have two people whose actual breasts are exactly the same size, but whose band sizes are different, they’ll wear different cup sizes. A 36DD, for example, is the same as a 34DDD–those two people have the same size breasts, but one has a smaller rib cage, so the cup size scales up a bit. Why does Big Lingerie do this? Because the cup size represents the difference between your band measurement and your breast measurement, with one inch difference being an A, two being a B, and so on. The bigger the difference, the bigger the cup size.

Anyway, back to Tifa. Tifa is a Woman of Small Ribcage, so I’m going to guess and say she’s a 28 band size. If you look at her for even two seconds, you can see that her chest is a lot bigger around than her ribcage. I’d say it’s at least a six- or seven-inch difference, which puts her in the F or G range. Did you know bra sizes go up that far? They sure do!

On top of that, there’s also been some discussion around Remake Tifa’s bra–specifically that she’s wearing a sports bra. Sports bras are generally a bit more constricting in terms of fit, and while some retailers do offer traditional bra sizing options, you’ll often see sports bras sold in dress sizes (2, 4, 6, 8, etc.) or in the small-medium-large metric. Because of the design and further size confusion, sports bras often make chests look “flatter” than they are. In Tifa’s case, however, it looks like she’s wearing a $100-plus designer sports bra that imitates the look of a regular bra. I’d argue the type of bra she’s allegedly wearing has little to no effect on the perceived size of her chest… or how hard she punches the hell out of things.

So while it may be true that Tifa’s chest looks smaller than it used to be (or perhaps how you imagined it), it’s by no means a small chest. Even if you did think she wears a B-cup bra, though, you can still look at her and see that it is not a small chest. Now that you know how bra sizes work, you can go back to the cast of MK 11, too, and observe that they have different bodies and thus fit a variety of bra sizes. And finally, consider that there’s nothing at all wrong with small boobs to begin with.

In conclusion, if you think that video games are being censored because suddenly “every” female character has A- or B-cup boobs, you’re just plain wrong. And if you must complain, you should maybe consider complaining about ribcage size instead.

from GameSpot – Game News https://www.gamespot.com/articles/we-need-to-talk-about-how-bra-sizes-work/1100-6467977/

What Pokemon Go Should Borrow From Harry Potter: Wizards Unite

Niantic’s new Harry Potter game, Harry Potter: Wizards Unite, has officially arrived. Given its pedigree, the title is unsurprisingly very similar to Pokemon Go. Wizards Unite is clearly built around the same style of augmented-reality gameplay (albeit with a Harry Potter twist), and many of the game’s elements even have direct analogs in Pokemon Go: Fortresses are Harry Potter’s equivalent of Gyms, for instance, while Portkeys serve the same function as Eggs, among many other examples.

Despite their similarities, however, Wizards Unite also differs from Pokemon Go in a few notable ways. Not only has the game launched with more content and features than Pokemon Go had at its outset (with the glaring exception of Adventure Sync), Niantic has also incorporated a number of RPG-like mechanics that Go lacks, chief among them the Professions system. Once you reach a certain level in the game, you’re able to select from one of three different classes for your character, each of which boasts its own distinct attributes and comes with a skill tree that can be leveled up to unlock additional skills and perks.

Elements like these help make Wizards Unite a deeper experience than Pokemon Go, and the latter would benefit from pilfering some ideas from its sister title. Of course, no proper Pokemon game has allowed players to pick a class before, so Wizards Unite’s Professions system may not exactly be in keeping with the spirit of the series, but something similar could be implemented. Players have been pit against a wide variety of specialized Pokemon trainer in the mainline games, from Bug Catchers to Bird Keepers to Hikers, and these classes could serve as the basis for a Pokemon Go-style Professions system.

Other elements from Wizards Unite that Pokemon Go would benefit incorporating are daily quests and login bonuses. Pokemon Go does already have its own quest system of sorts in the form of Field Research tasks, but to acquire these missions, you must travel to a Poke Stop, and you can only have a certain number of active tasks at a time, so you can’t stockpile them. Wizards Unite, meanwhile, offers players a list of daily challenges to complete, as well as a little bonus each day they log in. A combination of the two methods would certainly add more incentive to fire up Pokemon Go every day.

Wizards Unite also features a potion-brewing system. As you play, you’ll encounter materials on the overworld that can be used to brew different types of potions. Potion brewing would feel out of place in a Pokemon game, but the series has allowed you to craft certain items in the past; in Pokemon Gold and Silver, for instance, you could collect different kinds of Apricorns and forge them into specialized Poke Balls, such as the Lure Ball, which makes it easier to catch Water Pokemon. A similar kind of crafting system would work very well in Pokemon Go.

Harry Potter: Wizards Unite is available for free on iOS and Android devices. If you’re just getting started in the game, be sure to check out our full Wizards Unite coverage. We’ve put together guides detailing how to get more Spell Energy, as well as breakdowns of how Wizarding Challenges work and how to pick the best Professions for you.

from GameSpot – Game News https://www.gamespot.com/articles/what-pokemon-go-should-borrow-from-harry-potter-wi/1100-6467963/

Star Wars Jedi: Fallen Order’s Exploration Inspired By Metroid

After an impressive showing during EA Play at E3 2019, new details about Star Wars Jedi: Fallen Order have emerged. A Respawn Entertainment developer cites the Metroid series as a prominent influence on how exploration is handled in the upcoming third-person action-adventure game.

Lead level designer Jeff Magers sat down with GameInformer to discuss Jedi: Fallen Order’s exploration. Magers said it’s “an exploration game from the level design perspective, at its core” and that “traversal feels snappy [and] responsive.” But while things like “mixing in [the] wide range of traversal tools [to] make the moment-to-moment feel really good” and “no UI objectives in the world” sound nice, things got interesting when Magers mentioned how Metroid (among other titles like The Legend of Zelda franchise and the Dark Souls games) influenced the hotly-anticipated Star Wars game.

“Metroid absolutely served as an inspiration for us,” Magers told GamerInformer. “What the Metroid-style level design does for us is somewhat [of] a way to give the player guided exploration. A ton of freedom within the world, but at the same time we can deliver really handcrafted moments and really focus on the moment-to-moment.” Magers then described design sensibilities common in Metroidvanias: hidden secrets, backtracking, abilities/weapons that unlock new areas. For Jedi: Fallen Order, “Force powers are lock-and-key mechanisms,” meaning that behind the Force push gate you couldn’t get through earlier, “Maybe there’s a whole other area [or] maybe there’s a little secret.”

Since hidden pathways and secrets to discover abound, Jedi: Fallen Order is not really linear. “We have linear sections of the game,” Magers said. “And each, I’d say 30-minute to one hour section that we call a level… will be somewhat linear, although there [are] different branching options, different choices to make, different secrets to find [and] areas to explore. But when it really opens up is kind of at a macro level. You will be retraversing through these levels that earlier was kind of more of a linear experience… with your new tools and your upgraded hero. It really aligns with kind of the goal of the game, which is to become a Jedi.” It sounds like the Jedi has become the master of Jedivania.

Star Wars Jedi: Fallen Order will launch on November 15 for PC, PlayStation 4, and Xbox One.

from GameSpot – Game News https://www.gamespot.com/articles/star-wars-jedi-fallen-orders-exploration-inspired-/1100-6467974/

Dark Souls Creator Explains How Elden Ring Is The Next Step For The Genre

From Software’s new game Elden Ring boasts a high-profile partnership with fantasy author George RR Martin, but it’s shaping up to be more than a Souls game infused with Martin’s lore. The transition to an open world game, and some of the world-building from Martin, are making it into what Dark Souls creator Hidetaka Miyazaki feels is the next logical step for the genre he helped to create.

“With a larger world, new systems and action mechanics inevitably become necessary,” Miyazaki told IGN. “In that sense, I think that Elden Ring is a more natural evolution of Dark Souls.”

For example, the protagonist of Elden Ring can travel the world on horseback, and even fight enemies while mounted. Miyazaki says this leads to more diverse combat situations, rather than restricting players to combat within tightly confined spaces. The addition of horseback also means that spaces can be set further apart, including villages. But unlike many RPGs, these villages won’t be safe havens full of NPCs and happy shopkeepers.

“Villages will be the dark dungeon-like ruins that you have come to expect from us,” Miyazaki said. “Creating a more open game is a big challenge for us. If we were to add towns on top of that, it would become a bit too much, so we decided to create an open-world-style game focused on what we are best at.”

Miyazaki also says the division of labor with Martin has resulted in an interesting process developing the lore. Your character is created and so the protagonist of the story has no fixed identity. Martin’s work has been to lay the groundwork with the lore and history of the world, while Miyazaki’s team has been developing the events within the timeframe of the game. Both worked independently, but their work would impact each other.

“Storytelling in video games–at least the way we do it at From Software–comes with a lot of restrictions for the writer,” he said. “I didn’t think it was a good idea to have Martin write within those restrictions. By having him write about a time the player isn’t directly involved in, he is free to unleash his creativity in the way he likes. Furthermore, as FromSoftware we didn’t want to create a more linear and storydriven experience for Elden Ring. Both issues could be solved by having Martin write about the world’s history instead.”

Elden Ring is coming to PC, Xbox One, and PS4. For more on Elden Ring, check out our pre-order guide.

from GameSpot – Game News https://www.gamespot.com/articles/dark-souls-creator-explains-how-elden-ring-is-the-/1100-6467971/

Fire Emblem: Three Houses latest information confirms Scouting characters and Repairing weapons

Fire Emblem: Three Houses latest information confirms Scouting characters and Repairing weapons

Some of the characters from outside the chosen house can be scouted and they can join again after the time skip.

source /news/8659-fire-emblem-three-houses-latest-information-confirms-scouting-characters-and-repairing-weapons

John Wick Hex Is Turn Based, But That Won’t Hold Keanu Reeves Back

John Wick films are riveting to watch because of how fluid and precise all of Keanu Reeves‘ moves are. You get a sense that he’s always one step ahead, able to predict the next movements of his foes and adjust accordingly. It’s not always perfect though; John gets battered and bruised when he makes an error, reminding him that death is just a second away should he not maintain a death-dealing rhythm. With Bithell Games’ interpretation of this action franchise, all these pillars of John Wick’s combat are upheld, which is surprising given the turn-based nature of John Wick Hex.

John Wick Hex puts you in control of the titular assassin during his lucrative time as an assassin before any of the films, when John’s skills were at their sharpest. You overlook the action from above, moving John around the linear stages by clicking on points for him to move to. Each action takes up time, represented by a bar on top of the screen that lets you easily see what commands you’ve enacted, and how long they will take to execute down to the second.

No Caption ProvidedGallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

Directly underneath this is another timeline for enemy actions, letting you compare how long their moves will take in comparison with yours. While time is paused between your turns, you can cycle through each of your available moves and get an idea of how long it will take to execute in the timelines above. This lets you make the best decision possible for the scenario, calculating your actions so that you can pull off a headshot on an enemy before they get to return fire, or just as quickly duck behind cover before poking out on the other side to return a shot.

Despite being turn-based, John Wick Hex lets you take turns so quickly that it’s easy to string multiple actions together fluidly once you feel more comfortable with the repertoire of offensive actions open to you. It felt great to throw my handgun across a small courtyard to stagger an enemy about to fire at me, then use the afforded time to take down another enemy close by before picking up their handgun and finishing off the previous one. When strung together Hex flows by much faster than you might expect for a strategy game, while still pushing clever decision making to the forefront of its gameplay.

John Wick Hex aims to make you feel like your scripting one of the many action sequences in one of the films. Each small decision you make influences the full symphony of death that John orchestrates, with a feature at the end of each level letting you see your actions unfold in real-time. Bithell Games co-founder, Mike Bithell, explained that they were also careful to ensure this approach made logical sense. Games like XCOM will often introduce randomization in what should be a certain situation, which is one example where Hex makes some changes based on their title character.

“It’s the logic of the fight that when you’re watching as a viewer, you think, yeah, that seems how you would fight, and that’s the driving principle of every choice we’re making is, does this feel like it’s sensible?” explained Bithell. “Like you say, if I’m directly in front of a guy, the chance of me hitting him is 100% every time. Because it is. If I’m John Wick, he would not miss at this range. One of our starting assumptions with the game was that we thought that John Wick never misses. You go back, watch the movie, he totally does, but he misses in places where that feels logical.”

So far Hex feels incredibly faithful to its source material, while also being a tactically satisfying turn-based strategy game too.

Bithell was coy regarding just what story Hex was going to tell, given that it is detached from the trilogy of films out now. But he did say that Lionsgate has given him and his team a lot of freedom to experiment with both their own story and its effect on the series’ mythos, allowing them to tell a tale that Bithell says will be surprising to fans.

John Wick Hex excels so far at making you feel like the ultra-instinctive and clinical assassin that Wick is. It will be crucial to see how its enemy variety and level-design both test your strategies as you become more comfortable with your abilities. But so far Hex feels incredibly faithful to its source material, while also being a tactically satisfying turn-based strategy game too.

from GameSpot – Game News https://www.gamespot.com/articles/john-wick-hex-is-turn-based-but-that-wont-hold-kea/1100-6467959/

New Star Wars Battlefront 2 Content On The Way

While everyone’s looking ahead to upcoming Star Wars releases such as Star Wars Jedi: Fallen Order (November 15) and Star Wars: Episode 9 – The Rise of Skywalker (December 20), video game publisher Electronic Arts announced some new content for the not-yet-forgotten Star Wars Battlefront 2.

Dennis Brännvall, franchise design director for Star Wars Battlefront, took to Twitter to outline the new content in a community update video. The update, set to launch sometime this month, introduces new characters and firepower. Droidekas and the Galactic Republic TX-130 tank from the Clone Wars will finally roll out, alongside a new set of digs for Anakin Skywalker and the 212th Recon Division and 41st Scout Battalion troopers. Check out the announcement below.

We also got a sneak peek at what’s to come. A new planet called Felucia is in the works, as well as “new ways to play the game.” Brännvall didn’t specify when Felucia will be available nor did he clarify what “new ways to play” means.

EA CEO Andrew Wilson said Star Wars Battlefront 2 is “a great game” in a May 2019 earnings call. Wilson was keenly aware of what microtransactions did to the game’s reception, noting that they “clouded what was otherwise a really great game.” However, he called attention to developer DICE’s continued effort to support and improve the title, stating the shooter is now “a really strong game with really strong player sentiment.”

In our Star Wars Battlefront 2 review, we gave it a 6/10 at launch, saying, “While its main narrative feels unresolved, and the general loop of the multiplayer carries a number of issues, Battlefront II still manages to evoke that same sense of joy and excitement found in the core of what the series is all about.”

from GameSpot – Game News https://www.gamespot.com/articles/new-star-wars-battlefront-2-content-on-the-way/1100-6467968/