samedi 30 septembre 2017

Injustice 2 Patch Fixes Issues Caused by Prior Patch


But doesn't restore items that were previously lost.

NetherRealm has released a new patch for Injustice 2 that fixes the issues introduced by the recently released version 1.10 update.

In a post on Twitter, NetherRealm confirmed "a patch is now available for both PlayStation and Xbox users to address the deletion of Gear."

Many users who updated to the 1.10 patch a few days ago discovered missing items from their save files. NetherRealm acknowledged the issue several days ago, in a post on the WB Games support website, recommending those who experienced the issue try and reboot the game to recover any Gear earned before September 25.

As noted by Game Informer, while this new patch appears to resolve the issue of gear being deleted, it doesn't restore items that were previously lost.

Injustice 2's second character pack features three new additions to NetherRealm's popular fighter, including Black Manta, Hellboy and Raiden. Head over to IGN's Injustice 2 wiki for more on the game, including tips on how to level up fast.

Alex Osborn is a freelance writer for IGN. Find him on Twitter at @alexcosborn.

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Every Safe Combination in Dishonored: Death of the Outsider


You can find a number of safes with various kinds of loot within each mission. Its a good idea to unlock any safes you come across since you can find incredibly valuable items most of the time.

When opening safes, keep in mind that many combinations you find in both in writings (like documents) and some written in the world are randomized. This means they will be different each time you play through the mission and try to open the safe associated with it. Safes are only found in the first three missions of the game.

For this reason, we have written where to obtain these combinations in place of an actual static 3-digit number in the article below.

Below is a list of known safes in each mission, as well as the combinations to open them.

After taking out the first group of guards, look up above the train tracks for a balcony to a residence, and use the pipes up on the left side to enter the home. Inside, you can find a safe against the wall by the door - but no apparent clues for the combination are nearby.

Once you are in the Albarca Baths fight club, look for the Bookkeeper by the restricted area and pickpocket him to get a note with a clue about the safe: there are stacks of books that reveal the clue.

Now that you have the note about the safe, head to the main desk and look above the Champion Challenge board for stacks of books divided into three piles. The number of books in each pile is the combination to the safe (which, if static, is 451), which holds a ton of goods - a 395 coin value, and a health potion!

There are three safes with combinations in Mission 2

There's a safe in the office of the journalist who lives across the plaza from the bank. In order to get the combination, you need to help him implicate Ivan Jacobi in the murder of Cienfuegos.

Once you have the key from Ivan, enter his office and look for a painting of an owl, and move it aside to find a vial of Cienfuegos blood. Give it to the journalist and he'll give you the combination.

While not technically a safe, the door to the Black market is locked with a three digit code. To get the code, look for a hole in a grate behind a sign, and use Foresight to travel through the grate to get into the black market shop. Look at the door from behind to find the code to get in.

The final safe is in the home of Shan Yun, in his study on the third floor. However, his safe does not have a combination, but can only be accessed by using his voice singing the correct song.

In order to find the correct song, head to the private gallery on the second floor, and steal the gold audiograph and play it on the audiograph player next to the safe.

There are four Safes in Mission 3 with combination locks

The first of three sealed lockboxes in the Archives area, located in the sub-basement of the Inner Atrium, can be found in a small room with the other lockboxes.

This lockbox belongs to Christopher Jeorge, the journalist. You can find the code for this lockbox by searching the office of the Operations Manager back on the third floor of the Lobby, and look for a crumpled note by the desk.

The second of three sealed lockboxes in the Archives area, this safe belongs to Morgan Yu. It is part of the Rags to Riches to Rags Contract, and checking the contract, the person states they told everyone how much money they had when they first arrived at Karnaca, which is the code to the lockbox.

The third sealed lockbox in the Archive area belongs to Dr. Galvani, the unfortunate soul you've been robbing for the better part of two games now.

 

A note in the Office of the Financial Controller, located on the back part of the Inner Atrium first floor, states that Galvani won't shut up about his code being the most important date in his life. As it happens, you can read his memoir in the sleeping area on the other side of the Archives Room, which mentions a date and month.

Use the calendar outside the room with the memoir to match the month, and use its place on the chart for the last number in the combination to open the lockbox.

The last safe, which is in fact five safes all tied to one giant combination, can be found in the Main Vault.

When you first enter the bank, on the third floor stairwell, be sure to check the side door to find a storage room with a chalkboard full of numbers. The note on the board is about the Vault Safe Code, and states that there are a sequence of numbers, and each number is generated by the number before it - but the method they are generated is unknown.

Those familiar with math will recognize the drawings as the Fibonacci sequence - the sequence of numbers where the next number in the sequence can be found by adding the current and previous numbers.

Once you unlock the Main Vault, you'll find 6 safe boxes - one of which needs two keys, while the rest have 3-digit codes. The numbers on the blackboard are the first half of the sequence, which translates to the first three combinations - but you'll need all of them to open all of the safes at once.

Use the guide below to input each code in the correct order - making sure to skip over the numbers that would have been used in vault 4, where the keyholes are.

Vault Number
Combination Sequence
Vault 1
011
Vault 2
235
Vault 3
813
Vault 4
213 (SKIP)
Vault 5
455
Vault 6
891

Entering every combination will open all vaults - excluding the one that holds the twin-bladed knife, and has a variety of goods to steal.

There are no safes or locks that require combination in Mission 4.

There are two locks that require combinations in Mission 5.

The first lock you find is attached to a door leading to the Shindaery North Mining Quarry, past two Cultists in the midst of killing a third.

To find the combination, head into the building to the side of the gate, and look for stairs going up to the top floor. Move through the room and look up left for a bit of red cloth hanging from a crawlspace. Crawl through to the other side of the factory to another office, where you can find a Supervisor’s Note with the key to the gate outside.

The second lock is found on a chest in the room of Malchiodi, the cultist who was researching the Outsider and the ancient language of runes used by him. In order to get inside, find his body in the Void and get his key, then return to his room.

Note that the man has drawn the Mark of the Outsider everywhere, especially next to all the smaller runes and tagged them with numbers. Upon close inspection, the Mark of the Outsider is a combination of three runes: the upper left portion, the middle portion, and the right portion.

Find the corresponding runes and numbers, and enter them in left to right on the nearby safe to open it and find a Corrupt Bonecharm - as well as Malchiodi’s Diary.

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How The Gifted Changes the Look of the X-Men


We take a look at how Fox's new X-Men series changes the appearance of several iconic mutant heroes.

Fox is about to introduce a new live-action X-Men universe with The Gifted. This new TV series will focus on a ragtag band of mutant heroes as they band together and try to survive in a world where the X-Men have seemingly vanished. The series will feature an eclectic cast of mutants, some of whom have appeared in the X-Men movies, others who have yet to make their live-action debut and others still who don't directly correspond to any existing X-Men characters.

As we wait for the series to debut, we thought it would be fun to take a look at the preexisting characters and how their respective looks have evolved over the years as they've made the transition from comics to film and TV. Check out our visual comparisons of Blink, Polaris, Thunderbird, Shatter, Dreamer and Ahab below...

The Gifted will premiere on Fox on Monday, October 2. For more on what to expect from the new series, here's the show's producers talking about The Gifted's ties to the X-Men films.

Jesse is a mild-mannered writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on Twitter, or Kicksplode on MyIGN.

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My Hero Academia Episode 38 Review


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Season 3 can't come soon enough.

Warning: Full spoilers for the episode below.

The second season of My Hero Academia comes to a tense and forward-looking close, as "Encounter" succinctly wraps up Deku's first semester at U.A. High in favor of spending a significant amount of time setting the stage for what's to come in the forthcoming third season.

This is by no means a complaint, as the introduction to Toga and Dabi, as well as Deku's surprise encounter with Shigaraki, provides an exciting sense of progression. I love how Stain's legacy lives on through the profound impact it's had on Toga and Dabi, and how their admiration for the Hero Killer is such a point of frustration for Shigaraki. Their character designs are also fantastic, perfectly representing the two's contrasting personalities. The maniacal and bubbly Toga has appropriately wild hair and always has a smile plastered across her face. Conversely, the gloomy and pessimistic Dabi whose face is seemingly stitched together, nearly always has a scowl.

Shigaraki's less than warm greeting and reluctance to bring them aboard the League of Villains was an exciting and intense way to begin the episode. The moment they all lunged at one another and Kurogiri diverted all their attacks beautifully illustrates this discordant dynamic, and I can't wait to see how it plays out in the future.

I’m still struggling to find Shigaraki’s motivations as a villain all that compelling. He’s an immature and ill-tempered man-child, so I suppose it fits his character, but the "conviction" he discovers during his conversation with Deku isn't any different than what prompted him to launch attack the USJ in Season 1. He's been fueled by a desire to destroy All Might since the beginning, and this "newfound" realization that this is still what he must do fails to develop his character in any meaningful capacity. I'm curious to see how All For One's fatherly influence, which is hauntingly teased at the very end of the episode, plays out as he grooms Shigaraki to be his successor.

Still, Shigaraki has an unsettling presence that really adds a weight of tension and unpredictability to My Hero Academia. Seeing his hand wrapped around Deku’s throat, one finger away from killing him, was exciting to watch. Thanks to excellent writing, their conversation was equally intriguing. Deku, rendered physically helpless in the situation, jabs at Shigaraki’s ego by explaining why he at least understands Stain's ideals even if he doesn’t agree with his actions. The expressive detail on the faces of Deku and Shigaraki do a remarkable job at conveying Shigaraki's insanity and Deku's desperation.

Amongst all the tension and drama, "Encounter" features plenty of fun and lighthearted moments, elevated by the well-executed integration of MHA's upbeat ending theme song. Ashido shedding tears of joy when she learns that even those who didn't pass the final exam will be able to take part in the training camp was adorable, and the way Aizawa presents the news as a last minute twist is a moment of self-aware silliness I really appreciated. While the revelation that the teachers weren't actually trying to crush the students in the practical exam isn't all that shocking, it does serve as a nice reminder and put into perspective the incredible power of these pro heroes.

Iida's overly conscientious remarks, as well as Deku's analytical muttering that prompts Tokoyami to inform him he's frightening the children, are wonderful points of levity that highlight the fun eccentricities that make this lovable cast of characters so endearing and unique. Seeing Uraraka struggle to make sense of her feelings for Deku was also very charming. Meanwhile, I was disappointed, though not surprised, to find Mineta back to being his perverted self, with lockpicks and small drills at the top of his training camp supplies list.

The Verdict

Season 2 of My Hero Academia concludes with a tense finale that succinctly wraps up Deku's first semester at U.A. High and sets the stage for an exciting future. With the introduction of Toga and Dabi, "Encounter" does a great job at teasing the new villainous threat, and while Shigaraki's motivations aren't especially compelling, his unpredictability and frustration with everyone's admiration for Stain make him an exciting antagonist nonetheless. Additionally, some well-integrated, lighthearted moments add some levity to the episode, highlighting the eccentricities that make MHA's lovable cast so endearing. If the primary goal of "Encounter" was to get me excited for Season 3, it absolutely accomplished its mission.

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From Han Solo to Bond to the Terminator - 20 Revived Iconic Roles


After extended absences, these stars came back to portray the characters that helped make them famous.

With news breaking about Linda Hamilton returning to the Terminator franchise after almost 30 years and Jamie Lee Curtis coming back for a final Halloween flick -- oh, and Harrison Ford starring in Blade Runner 20149 this October 6th -- it's a good time to look at other actors who, after long breaks, made their way back to old properties and characters that helped put them on the map.

Whether they needed the cash, needed closure, or someone just talked them into it, here are 20 stars who decided, years later, to return to the landmark roles that made them famous. We're talking iconic parts and gaps that lasted more than five years, just to be clear! So check out the slideshow below for a look at a few actors who circled back to the start (and how many of them are Harrison Ford).

Years-later sequels are rarely satisfying, but sometimes lighting strikes just right and you get something special. What are some of your favorite returns from big Hollywood stars? Let's discuss in the comments.

Matt Fowler is a writer for IGN and a member of the Television Critics Association (TCA). Follow him on Twitter at @TheMattFowler and Facebook at http://ift.tt/2aJ67FB.

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Destiny 2: Spoiler Free Leviathan Raid Walkthrough


This page contains a spoiler-free guide to completing the Leviathan raid in Destiny 2. It's designed to point guardians in the right direction while still letting them experience the excitement of solving each raid's challenge.

Click on the red Spoiler text to see a hint. If you'd rather see the full step-by-step guide, check out our full Leviathan Raid walkthrough instead!

Even without getting into specifics, there are a few things to keep in mind while attempting to complete the Leviathan raid.

A.B.C.: Always Be Communicating with the rest of your fireteam. Even the slightest detail could be an important part of solving a puzzle or completing a challenge, so stay in constant contact with the other players around you.

Consider Every Angle. If you feel like you're moving in the wrong direction, but the only other way to go is backwards, you may be thinking about the problem the wrong way. Take a moment to consider everything in your surroundings and see if there's anything nearby that might prove useful.

Explore Every Nook & Cranny. There are tons of secrets to find throughout the raid, so don't hesitate to take the time to do a thorough examination of each area you encounter.

Coordinate Weapon & Subclass Loadouts. Maintaining combat efficiency is a huge part of successfully completing each section of the raid. Make sure you and your fireteam have complimentary abilities and gear equipped to maximize not only the damage you do, but also how well you can aid your fellow guardians.

Below you'll find a series of hints designed to help nudge you and your fireteam in the right direction throughout the Leviathan raid. For a full walkthrough, click here.

While you may find a larger welcoming committee than you expected, you need not fear - these enemies are on their best behavior... for now. Unless provoked, they'll leave you alone as you make your way upwards.Spoiler - Click to see/hide

This is the first area where you encounter openly hostile enemies.

Find the Sun and rally it's banners. You will face many champions who wish to reclaim their glory.Spoiler - Click to see/hide

Look to the ground to fulfill the Sun's desire.Spoiler - Click to see/hide

You'd be wise to leave some friends at home, unless you want to retake this test.Spoiler - Click to see/hide

See our full Castellum encounter walkthrough for more details!

The Sun seal near the door, directly ahead of you when you first enter the Castellum, will display 3 symbols when stood upon. These correspond to three other seals around the area - kill enemies in these locations until you can collect the banner, then return it to the Sun seal. Make sure at least two guardians remain on the seal to prevent Cabal soldiers from reclaiming the banner and restarting the challenge!Spoiler - Click to see/hide

After you complete the Castellum encounter, your next endeavor will be surviving a visit to the Royal Pools.

You and your guardians will need to spend time in the bath to light the way.Spoiler - Click to see/hide

There are five ways to remain clean in the dirty bath, but four of them require constant attention.Spoiler - Click to see/hide

When the time is right, destroy the central mystic and his dark light to move forward. You may need to take another bath to fully cleanse this area.Spoiler - Click to see/hide

See our full Royal Pools walkthrough for more details!

Using the Psionic Protection orb buffs, stand on each of the four platforms in the corners of the pools and kill enemies. Guardians will need to rotate with one another to refresh their buffs and maintain pressure on the platforms. Once they've been stood on for enough time, kill the Psion that appears on the central platform and destroy the void-filled lanterns that have descended from the ceiling. Repeat this process until all nine lanterns are gone.Spoiler - Click to see/hide

You'll need to revisit the Castellum to reach this next challenge (or will you?), but once you make your way into this third area you'll find a lush garden to explore.

Collecting these two sparkling treasures will make your life much harder.Spoiler - Click to see/hide

Be vewwy vewwy quiet - it's ''you'' season... but not for long.Spoiler - Click to see/hide

You may take shelter from the beasts beneath the Crystal spawns - but not forever.Spoiler - Click to see/hide

Sneak the pollen to the plant and destroy the spore using a lighted crystal to earn a damage boost Spoiler - Click to see/hide

You'd be wise to only wound these beasts at first, as killing one will cut your time in the gardens short. Go in for the kill when they've all been sufficiently weakened.Spoiler - Click to see/hide

See our full Pleasure Gardens walkthrough for more details!

Defeat the six Royal Beasts before time runs out - remain unnoticed and place four pollen balls into a spore, then destroy it with a crystal from a pillar of light to gain damage bonuses. Wound but don't kill the Beasts at first - killing one drastically reduces your available time to complete the challenge. Finish them off once all of them are near death.Spoiler - Click to see/hide

After completing the Gardens and fighting through the Castellum once more, you and your fireteam will move on to The Gauntlet.

Four guardians should guard a marked columns while the other two take the Centurion's rewards for a run.Spoiler - Click to see/hide

Talking to your friends is fun. Why not do it while jogging around? Tell them what gates you see so they know which ones not to shoot.
Spoiler - Click to see/hide

When a runner passes through your gate, a new friend will appear. Kill them.Spoiler - Click to see/hide

Once you've gone around twice, everybody will want to leave. Pick up your shiny souvenirs and go for a group run... before you get yourselves killed.Spoiler - Click to see/hide

See our full Gauntlet walkthrough for more details!

After the initial wave of enemies has been dispatched, ending with a Imperial Centurion, two Psionic Charges will appear in the chamber. Four guardians should take position on each of the four pillars (marked with the double axes), while the remaining two collect the charges.

Those two will be teleported to the outer ring of the arena, and must run clockwise around the ring. As they approach each wall of holes they need to pass through, they'll notice one of them is lit up. They should call that out to their teammates, who must then shoot the two rows without the lit circle. When they pass through a gate, a Counselor will appear - melee them to kill them quickly, then repeat this pattern one more time after both runners have returned to the center.

After completing both circles, all Guardians should take a Psionic Charge from the center and run the outer ring of the gauntlet to complete the challenge.Spoiler - Click to see/hide

After surviving the Gauntlet, your next and final challenge will be to confront whatever lies behind the doors of the palatial throne room.

To begin, interrupt the fat man's bacchanal.Spoiler - Click to see/hide

When experimenting with a new point of view, consider that three of you might be better at skills in the physical realm than othersSpoiler - Click to see/hide

While three of you share a dark frame of mind, you may not all see things the same way.Spoiler - Click to see/hide

If there are four men, but only three have names, then one of them must not belong.Spoiler - Click to see/hide

When all are reunited, stand atop the light to end the reign of darkness.Spoiler - Click to see/hide

See our full Throne Room walkthrough for more details!

After the first wave of enemies has been defeated, four Councilors will spawn, each with a symbol above their head. Calus will then teleport six of you into another plane, where you must choose three Guardians to remain and three to return to the throne room. Send at least two of your more powerful team members back to the throne room.

In the "Astral Plane", the three players will see different symbols appear above the giant floating head of Calus. They symbols will appear differently for each Guardian, but all three must relay which ones they see to the three who returned to the throne room. The ones in the throne room must then kill the Councillor whose sigil was not seen (while also defeating additional enemies and avoiding Calus.

Repeat this process four times to allow the Guardians in the Astral Plane to advance on the floating Calus head. When they reach it, it will belch forth skulls - shoot them to avoid damage and gain stacks of Force of Will, which will improve your damage against Calus when you return to the throne room.

When back in the throne room, stand on the pillars of light to do damage to Calus. Be warned, he has a solar attack that can cause your whole team to wipe, so pay attention to his arms - when he raises one, he's about to detonate his solar blast. Continue to deal DPS and avoid these attacks until the Emperor falls.Spoiler - Click to see/hide

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Code Vein: All Our Newest Info – IGN First


Bookmark this page!

Our IGN First game for September is Code Vein, the anime-kissed hardcore action game in the Dark Souls vein from the creator of God Eater. We'll be updating this page all September long with new Code Vein content. Keep coming back for more Souls-y goodness!

Here's everything we have so far:

17 Minutes of New Code Vein Gameplay
Why Code Vein Is More Than Just an 'Anime Dark Souls'
Click the image above for our hands-on impressions of Code Vein.

Click the image above for our hands-on impressions of Code Vein.

How Code Vein Is Dark Souls Done Differently
The Benefits of Being a Bloodsucker in Code Vein
Character Customization
Boss Battle
Exploring the Deadly Landscapes of Code Vein
Meet Mia, Your AI Partner

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How Marvel's Inhumans Connects to Agents of SHIELD


This article contains full spoilers for Marvel's Inhumans. Make sure to read IGN's review of Marvel's Inhumans: The First Chapter.

Marvel's Inhumans: Season 1 might not be leading up to a point where Black Bolt faces down with Daisy Johnson, but ABC's other TV series featuring a cast of Inhumans, Marvel's Agents of SHIELD, has a very important impact on this new series.

Agents of SHIELD introduced the concept of Inhumans into the MCU when Skye unwittingly underwent a Terrigenesis transformation back in Season 2. The season ended with a box of Terrigen crystals falling into the ocean, infecting Earth's water supply and fish population and then setting off a string of Terrigenesis transformations across the globe, spawning a whole bunch more Inhumans.

If you were to think, "That's exactly the right sort of event to trigger the Royal Family's interest in Earth," then you'd be right. As revealed in the first two episodes of Marvel's Inhumans, Black Bolt had been sending Triton down to Earth on secret missions to try to rescue these hunted Inhumans and bring them safely back to Attilan. The problem that proved to be an inciting incident on the show is that Attilan was already overpopulated and forced into a strict caste system, and this revelation helped Maximus execute his plan to overthrow the government and institute himself as king.

When asked about connecting Marvel's Inhumans back to Agents of SHIELD through this story thread, showrunner Scott Buck told IGN, "In a way it made it more fun. It was almost like there was a bit of a tease of the bigger Inhumans is going to come out eventually. Inhumans is a comic that’s been around from the mid sixties. It’s a world that’s already been created. We approached it more form that way, building up from the comic book. We don’t see ourselves as an offshoot of SHIELD in any way. We’re just all part of the same family."

If the events of Agents of SHIELD were what helped trigger this Inhumans storyline, the bigger question is how the events of Inhumans won't impact SHIELD's storylines. Considering the cliffhanger that ended SHIELD: Season 4, it makes sense that these characters won't cross paths. Marvel TV head Jeph Loeb explained to IGN that setting Marvel's Inhumans on Hawaii was a way to minimize its impact on the rest of the MCU.

"The first eight episodes, it’s more about the world of Attilan. It’s much more, to use a phrase we all know of, a civil war than one that is going to break out into humanity," said Loeb. "Part of the reason why we picked Hawaii is we did want it to be a contained area that we could go 'OK, that’s what happened on an island that doesn’t have a lot of communication in the places that they’re in and some people are going to know and some people aren’t going to know.' But all I can tell you is that where the story ends, I absolutely guarantee, it is not at all what people think after they’ve watched the first two hours."

Loeb added of future SHIELD/Inhumans connections, "Do I look forward to the day where Daisy Johnson stands in front of Black Bolt and says, 'You aren’t the king of me?' Sure. We should be so lucky that both shows get to that day where we’re going to see those characters interact. But there’s no plan for that to happen right now other than the fact that we know they’re in the same world and characters bump into each other. That’s what happens. That’s the Marvel Universe."

Marvel's Inhumans is currently in IMAX theaters, and will premiere on ABC on September 29th. For more on Marvel's Inhumans, make sure to read how the series brought to life the 2,000 pound CGI dog Lockjaw, as well how the EPs created a way for Black Bolt to speak.

Terri Schwartz is Editorial Manager of Entertainment at IGN. Talk to her on Twitter at @Terri_Schwartz.

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History of X-Men's Sentinels Explained


As the Marvel characters head to TV with The Gifted, we look back at the legacy of the mutant hunting robots.

Maybe you see the spotlight first as it shines down into the cavernous city below, seeking out its prey. But it’s when you look up that your heart races and you break out into a sweat; there they are, those enormous robotic forms flying in the night sky, grotesque parodies of humanity devised to hunt down those that are different. As their chest beams arc toward you, the only question now is: Are you a human, or are you a mutant?

These are the Sentinels, and with the new X-Men series The Gifted hitting FOX, it’s time to take a closer look at how their nightmarish war against mutantkind began!

Sentinel-X-Men
The Basics

Debuting in X-Men #14 in November 1965, the Sentinels are the ultimate final solution to the mutant problem, serving as emotionless automaton hunters that are directed to corral and even destroy mutant captives. Since their original appearance, the Sentinels have gone through a constant evolution, both in design and allegiance. As mostly robotic entities, they’re the perfect controllable henchmen for whatever X-foe might be trying to defeat the mutant team and their ilk.

Over the years, they’ve served their creator Bolivar Trask and his son Larry as well as other members of the Trask family, Stephen Lang, Sebastian Shaw of the Hellfire Club, Reverend Stryker, the mummudrai Cassandra Nova, and even… Tony Stark! The Master Mold – a sort of Sentinel-creating hub – often appears as a giant Sentinel on a throne. Then there’s Nimrod, am advanced evolution of the Sentinels from the future that makes him a far more capable, singular threat. Perhaps most creepy of all, the sleeper agents known as Prime Sentinels combine human and technological components into a cyborg form.

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The Sentinels' first appearance

Powers and Abilities

Most of the time, the Sentinels are massively built, towering several stories above the average human (or mutant), and therefore capable of performing various extraordinary physical feats purely due to their size and metallic, mechanical bulk. But in addition to their advantages in size, strength and endurance, they also have computer brains that drive their inner workings and enable them to fly with the help of boot jets, project beams of light and energy via a chest-mounted unit, and detect mutant prey based on a wide array of pre-programmed characteristics. There are even Sentinel models that possess Transformer-like ability to modify their structure or rebuild and rise again after an apparent defeat. Still others accrue knowledge and experience and improve their abilities based on that data.

A collective, Borg-like Sentinel power hierarchy has been observed through the leadership of the Master Mold. The future Sentinel known as Nimrod can cloak himself in a human appearance and maintain his consciousness outside his physical form for an indeterminate amount of time; he can also teleport and manipulate metal objects. Prime Sentinels can even affect mutants by suppressing their natural abilities or inject nano-devices that mimic the functionality of the Borg from film-era Star Trek; that is, they can create new Prime Sentinels by assimilating human hosts.

uncanny-x-men-142-wolverine-storm
Origin and Background

Although the Sentinels were created by Stan Lee and Jack Kirby in the classic X-Men #14 (with able assists from additional artists Jay Gavin, Vince Colletta, Wally Wood, and Sam Rosen), most people remember the Sentinels best from arguably their most important and surely most impactful appearance in the X-mythos: the “Days of Future Past” story arc. The Uncanny X-Men #141-142 (January-February 1981) featured the story by Chris Claremont and John Byrne, with art by Byrne and Terry Austin; the cover of #142 featured a Sentinel blasting Wolverine with the cheerful blurb: “This Issue: Everybody Dies!” The epic tale of time travel and tragedy followed an adult Kitty Pryde coming back in time to prevent a horrific, Holocaust-like event in the future that leads to massive mutant internment camps. So indelible was this story, it has inspired a number of media adaptations, including X-Men: Days of Future Past (2014), a feature film version that switched Pryde for Wolverine and made some other alterations to suit the movie universe.

seninels-comic

By the way, that far-flung dystopian future in which the Sentinels rule the world and hunt down the last of the mutants? It was set in 2013! The basic premise has since been retold via television, print, video game, and a number of comic-based sequels that revisited or made use of characters and settings first introduced or implied in the original “Days of Future Past” story. Even other fictional realities have taken a page or two from the X-epic, including the TV show Heroes.

Beyond the Comics

Many folks remember the Sentinels from the 1990s animated television series that ran from 1992-1997 as well as appearances in various X-films (again, many of these derive from adaptations of “Days of Future Past”). They’ve also put in a heck of a lot of time as video game antagonists, usually mixing it up with their mutant foes as normal-sized characters and not as the cold colossi familiar from the comics.

x-men-days-of-future-past-sentinel-image

A future Sentinel from the movie X-Men: Days of Future Past

Time will tell how the Sentinels will be portrayed in The Gifted, or if they'll show up in any of the various upcoming X-Men movies like Dark Phoenix, New Mutants, Deadpool 2, or X-Force. But no matter where they show up, one thing is certain: If you’re a mutant, you’re not going to have a good day!

Find Arnold T. Blumberg on Twitter at @DoctoroftheDead.

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