Thor: Ragnarok Finally Solves Marvel’s Biggest Plothole

Thor: Ragnarok Finally Solves Marvel’s Biggest Plothole

You know the Infinity Gauntlet? That big glove in the Marvel Cinematic Universe specifically designed to hold all six infinity stones and turn the wearer into basically a God? Well, eagle eyed Marvel fans have been confused by something about it for a while now and Thor: Ragnarok finally clears all that up.

Odin's Vault (Thor, 2011).

Odin’s Vault (Thor, 2011).

We first saw the Infinity Gauntlet in the background of Odin’s Trophy Room in the first Thor film when The Destroyer was popping off against the Frost Giants. Notice this one is a right handed gauntlet. Why is this important? Well, the next time we see the gauntlet in the MCU was in the Avengers: Age of Ultron mid credits scene.

Thanks puts on his gauntlet (Avengers: Age of Ultron, 2015).

Thanos puts on his gauntlet (Avengers: Age of Ultron, 2015).

In that scene we saw chirpy purple fella Thanos reach into a vault and put on the Infinity Gauntlet. Thanos is going to be a big deal in the upcoming Avengers: Infinity War films because he’s really into Infinity Stones. So, in this scene we see that Thanos already has an Infinity Gauntlet BUT how can that be when we saw the Infinity Gauntlet in Odin’s Trophy Room?

Marvel’s Kevin Feige had previously said that were two Infinity Gauntlets in the MCU but didn’t say why.

Cate Blanchett as Hela (Thor: Ragnarok, 2017).

Cate Blanchett as Hela (Thor: Ragnarok, 2017).

Fast forward to Thor: Ragnarok and we see Hela strutting around Odin’s Trophy Room and revealing that a lot of the trophies are actually fake – especially the Infinity Gauntlet which she knocks over. This probably explains why it has replica Infinity Stones inside of it and why it’s a right handed glove when we see Thanos picking up a left handed glove.

Way back when they were making the first Thor, Marvel probably couldn’t have known that this little easter egg would end up being a bit of an annoying plot hole but now that’s all been cleared up so you can stop writing to Kevin Feige about it.

Thor: Ragnarok Finally Solves Marvel’s Biggest Plothole

10 Nintendo Innovations That Flopped

10 Nintendo Innovations That Flopped

Nintendo is about to release its latest console, the Switch$299.99 at Amazon. It’s unlike anything we’ve seen before—a hybrid portable and home machine that can be docked to a TV to play on the big screen or clipped into controllers to enjoy on the go. The initial software lineup is quirky, the hardware design is unique, and there’s a solid amount of hype for release day.

Here’s the rub, though: when Nintendo innovates, things don’t always go well. While we’re always supportive of companies trying to break out of the mold and do it differently, people don’t really love the big N for pushing the envelope. They love the familiar characters and adventures they grew up with.

So what’s driven Nintendo to be so relentlessly experimental? It’s hard to say. The surprise success of the Wii might be one reason, as well as a corporate philosophy that has long prioritized low cost and low-powered hardware over the latest and greatest. Sometimes that pays off, but sometimes it doesn’t. Here are 10 times Nintendo stepped outside of the box and paid the price.

  • R.O.B.

    1R.O.B.

    It’s easy to forget that when Nintendo released the original NES here in the States, video games were coming off an Atari-driven market crash that made them deeply unpopular to retailers. The company took serious measures to sell the console as a toy, and part of that was the inclusion of the Robotic Operating Buddy in with the package. The plastic R.O.B. was only used for two games—Gyromite and Stack-Up. One could argue that this “trojan horse” technique was smart for Nintendo, letting them fool their way onto store shelves, but the research and development that went into the weird little robot was almost entirely wasted.
  • 64DD

    264DD

    The Nintendo 64 was a decent entry into the modern era of gaming for the company. Super Mario 64 did a great job at transplanting Mario to the 3D world. But there was one issue: it still took cartridges while rival consoles had moved on to far more spacious CD-ROMs. Nintendo’s solution involved a piece of hardware that nobody wanted. The 64DD was a detachable disk drive that played its own games, but instead of using optical discs it used magnetic ones that only held 64MB of data. It came with a variety of creativity software, and you could take it online through a service called Randnet. Unfortunately, the promised software never materialized, with just 10 games being made for the 64DD before it was discontinued.
  • Nintendo 2DS

    3Nintendo 2DS

    It’s inarguable that the DS has been one of Nintendo’s most dependable products over the last decade or so. The two-screen portable has a deep library of software with some truly inventive titles. But when the company started releasing multiple iterations of the console, things got weird. We were fine with the 3DS, which added stereoscopic 3D and more processing power. The bigger-screen 3DS XL was also cool. But then the company released the 2DS and left us wondering who lost a bet. Eliminating the hinge that let you close the unit to protect the screens, it also removed the 3D functionality. Allegedly, this was to appeal to younger gamers, but it mostly just pissed people off.
  • N64 Transfer Pack

    4N64 Transfer Pack

    For a while, Nintendo was really into making its portable systems and home consoles talk to each other. It’s possible this philosophy is finding its final outlet in the Switch, but Nintendo bungled it hard with the N64 Transfer Pack. This clunky bit of hardware plugged into the console and let you insert Game Boy cartridges. It didn’t let you play them on your TV or anything, though—just transmit data back and forth from the system. It was sold with Pokemon Stadium and used to bring Pokemon from the cartridge into the game, but fewer than a dozen other games ended up using it, most for gimmicky purposes.
  • GameBoy Advance e-Reader

    5GameBoy Advance e-Reader

    The Game Boy line of portables was Nintendo’s cash cow for decades, so it was always trying to find new ways to cash in on it. With the collectible card market on fire during the early 2000s, the foundation was laid for one of the most annoying peripherals ever released. The e-Reader plugged into the cartridge slot of the Game Boy Advance and let you scan special cards (sold seperately) that would add things to your games—new levels, power-ups, etc. The process of scanning cards required each one to be scanned twice on each side to read, and they came in random packs so you could waste tons of money trying to get the cards you wanted. Nintendo only supported the device for a few years in America. (Image)

  • Virtual Boy

    6Virtual Boy

    When you look at the Nintendo staff who seem most interested in pushing the medium of games forward, one name that comes up over and over is Gunpei Yokoi. His hits are plentiful—the cross-shaped Control Pad and the original Game Boy, just to name a few. But his biggest miss stands as one of the company’s worst ideas—the Virtual Boy. On paper, it’s an amazing device: the first true 3D stereoscopic video game console. But in practice it was a bizarre, ungainly machine. It looked portable, but had to be rested on a table to work. And the single-color graphics were primitive even in 3D. Throw in serious eyestrain if you played too long and this experiment was dead right after it hit store shelves. Nintendo stopped selling it after less than a year.
  • GameCube - Game Boy Advance Link Cable

    7GameCube – Game Boy Advance Link Cable

    The Wii U wasn’t Nintendo’s first experiment with dual-screen gaming. Hell, the DS wasn’t either. In 2001, it released a cable that let you plug your Game Boy Advance into a GameCube and use it as a second controller with a screen. Most games that worked with it just used it to transfer content between console and portable versions of the game. A few used it to display maps. And then there was Final Fantasy: Crystal Chronicles, a multiplayer game that required you to have a cable and a GBA for each person playing. Needless to say, this wasn’t a popular decision for people who just wanted to play the first new Final Fantasy on a Nintendo console in 10 years without buying a ton of crap. (Image)
  • GameCube Broadband Adapter

    8GameCube Broadband Adapter

    Nintendo’s ineptitude with online gaming has been well noted, but nothing beats how badly they blew it on the GameCube. The system didn’t come with any network capability, so they had to sell a peripheral to do it. That was the Broadband Adapter, which was released to coincide with Sega’s Phantasy Star Online. This wasn’t innovative in the greater console space—Microsoft and Sony had gamers online for years prior—but for Nintendo it was a big deal. Only one problem, though: it didn’t make any other games for it. Only three non-Phantasy Star titles were ever released. Even worse, hackers found a security code in PSO that let them connect to PCs and upload copied games and homebrew titles.
  • Wii Vitality Sensor

    9Wii Vitality Sensor

    The Wii was a trash pile of peripherals, with tons of weird useless plastic add-ons to make your Wiimote look like a fishing pole or a steering wheel or whatever. But one of the weirdest came from Nintendo itself. The Vitality Sensor was introduced at the 2009 E3 show, with promises that it would monitor your pulse while you played games and they would react accordingly. It wasn’t the only Wii-related fitness gizmo—the balance board that came with Wii Fit paved the way—but it was significantly weirder than anything else the company had announced. It promised to show games for it in 2010, but never did and eventually announced that the project was cancelled in 2013 due to technical issues.
  • Wii U

    10Wii U

    It’s inarguable that the Wii was a game-changer in the console space, proving that casual players wanted a seat at the table. But it also set Nintendo on the path it’s on now, prioritizing gimmicks over substance. When it came time to roll out the next generation of hardware, the company didn’t want to just do “more motion control.” So it went in a totally different direction, creating a controller with a tablet built in so you could play games on two screens. A similar experiment with the portable DS had been a huge success, but here’s the deal: those screens were right next to each other. Looking back and forth from your hands to the TV unsurprisingly didn’t catch on, and the console never found a market. The Wii U sold fewer than 15 million units worldwide over the course of five years—less than the PlayStation 4 sells in a single year.

10 Nintendo Innovations That Flopped

The 5 Best Video Game Prologues

The 5 Best Video Game Prologues

Writers often harp on about the importance of the first ten pages of a book or screenplay. You only have ten pages to hook people, to reel them in and keep them stuck on the story you’re trying to tell. First impressions are the most important impressions.

 

Games are the same way. Some games just start off strong. They paint the perfect picture of the adventure ahead, while luring you in with the right kind of visual and narrative hooks. They set their grand stories up in unique and fascinating ways that, often times, outshine the rest of the game. These are 5 of the best prologues in games.

 

 

5. Wild ARMs 3

 

The Wild ARMs series has a bit of a pattern for its prologues. The beginning of each game is spent being introduced to the party of characters individually and watching the turn of events that unite them as a group for the first time. It’s fairly formulaic, but an easy to follow and reliable way to tell a good story. Wild ARMs 3 did this the best.

 

The four main characters – Clive, Gallows, Jet, and Virginia – all come from different corners of the dusty, decaying world of Filgaia. They all end up on a train for different reasons. Virginia and Gallows are simple passengers, Clive is hired to protect its mysterious cargo, and Jet looks to rob it. Another group of bandits stick the train up, and once they learn that its cargo isn’t simply money and valuables, the four band together to retrieve it and eventually save the world.

 

4. Metal Gear Solid 2: Sons of Liberty

 

The demo for Metal Gear Solid 2 is one of the most memorable demos of all time. There was a great deal of replayability and it was a chock full of stealth action goodness. It also served as a half hour prologue to the Big Shell Incident and the only time you play Solid Snake in the title – a twist no one knew about until the game finally hit shelves.

 

When infiltrating a giant oil tanker in the Hudson River to check for signs of general nefarity, you get exactly what you were looking for: A giant, aquatic Metal Gear seemingly funded by the USMC. While exploring the tanker, you realize that it is also under attack by Russians, lead in part by Ocelot, who turns on his other conspirators promptly. He steals the Metal Gear himself and leaves the ship to sink in the river. Big Shell is built 2 years later to clean up the mess and cover for even bigger evil master plans.

 

3. Vagrant Story

 

This RPG was one of the last made by the old Squaresoft (before becoming Square Enix) and is often overlooked because of how late in the Playstation’s lifecycle it released. To miss this game is to deprive yourself of one of the best RPGs of the era. It had a highly Shakespearean script and a fast, film-inspired cinematography that is an early victory in the quest for making games more like movies.

 

Its prologue is short and completely skippable, but it’s not wise to ignore it. Important story details, like why protagonist Ashley Riot is on his mission in the first place, are revealed in it. After the Duke’s mansion is attacked, the VKP are one of the many agencies called to the scene to stop the madness. The Duke’s son is kidnapped by Sydney Losstarot, cult leader and terrorist, and your job is to chase him down and get the child back. Not so easy, since the villain leaves a giant wyvern behind to keep you busy.

 

2. The Witcher 2: Assassins of Kings

 

Geralt’s adventures have brought put him into pretty tight spots before, but the beginning of the Witcher 2 might have been the closest he’s come of outright death by political agendas and being in the wrong place at the wrong time.

 

You begin the game imprisoned, being interrogated by Vernon Roache about their king’s last moments, ones he had in Geralt’s company. As told in a set of flashbacks, the story of King Foltest’s death and the moments leading up to it are told with with a great deal of murder mystery TV show flair. An uncommon trope to call on for a fantasy game, but one that makes this opening stand out above many others.

 

1. Lufia & the Fortress of Doom

 

Lufia often gets overlooked, it being a JRPG not called Final Fantasy, but it’s a fate that isn’t quite fair for the series. Lufia had many qualities that have inspired many RPG’s since, like its sometimes devilishly difficult puzzles and blending platforming and action RPG elements to its tradition turn based gameplay elements. Though, the most stand out moment of the original Lufia is the first 20 minutes.

 

You take the role of Maxim, hero of heroes and his friends, as they storm the floating castle of a group of super evil demon lords called the Sinstrals. After exploring the dark fortification, you come across the even group and challenge them in combat. You manage to slay them after a series of arduous battles, but two of your party, including the leader Maxim, don’t make it out of the castle before it crumbles and falls back to Earth. You eventually take the role of a descendant of Maxim for the rest of the game, retracing his footsteps in order to stop history from repeating itself.

 

Being able to play the game’s most significant historical moment is a great way to get players invested in the task of stopping it from happening again. Maxim and his friends was such a compelling way to open the game, that their story became the focus of the sequel.


What other video game prologues were memorable? Leave them in the comments, or tweet @CurseGamepedia with your picks.

The 5 Best Video Game Prologues

Minecraft Update 1.62 Out Now for PS4 and PS3

Minecraft Update 1.62 Out Now for PS4 and PS3

Not one, but two new patches are now available to download for Minecraft on PlayStation 4 and 3. Minecraft update 1.62 and 1.61 were released to fix issues, and add support for the “Minecon Earth 2017 Skin Pack.” For more, check out the full patch notes.

Check out the full Minecraft update 1.62 and 1.61 patch notes below:

Minecraft update 1.62 patch notes

  • Addressed an issue that prevented invited friends from joining.

Minecraft update 1.61 patch notes

  • Added support for the Minecon Earth 2017 Skin Pack.
  • Minor bug fixes and improvements.

The last major Minecraft update was update 1.57, which added a ton of custom game types. You can view all of them below:

  • Added the “Custom” game type to the Battle Mini Game with a huge variety of new settings, including:
    • Enable choosing the number of lives per round that each player gets.
    • Now you can choose the number of rounds to play before the winner is selected.
    • Enable forcing map size.
    • A variety of different options to manage how players heal, and how quickly they get hungry.
    • Added the No Armor item set to Custom Battle games, an item set designed to keep the combat fast-paced and exciting.
    • Added the High Power item set to Custom Battle games, allowing you to play Battle with some of the most powerful items in Minecraft!
    • Decayed item set to Custom Battle games; every item breaks after a few uses, so you’ll need to keep moving.
    • Added the Food Central item set to Custom Battle games. Food is only found in the centre chests, and equipment only in the outer chests.
  • Added the “Custom” game type to Tumble Mini Game with a huge variety of new settings, including:
    • Enable choosing the number of lives per round that each player gets.
    • Enable choosing the number of layers and controlling the size of the layers.
    • Fireworks as a usable weapon in Custom Tumble games is now added to the game.
    • Splash Potions of Levitation as a usable weapon in Custom Tumble games is now added to the game.
    • Added Spectator Participation to Custom Tumble games

Minecraft update 1.62 is available now on PlayStation 4 and 3.

Minecraft Update 1.62 Out Now for PS4 and PS3

Doctor Minecraft

Doctor Minecraft

Or, how I learned to stop worrying and love the cube.

I’ve recently become addicted to Minecraft, like seemingly every small child I know. I’m surprised it didn’t happen sooner; I’ve played similar games – like Terraria and so on – and I always enjoyed playing with LEGO as a kid, but I just never managed to get hooked by Minecraft.

Maybe it was the terrifying number of crafting recipes that (until recently) you either had to memorise or Google; maybe it was my frustration at the less-than-ideal (to put it lightly) behaviour of the game’s creator; or maybe it was my lack of friends who wanted to hang out in a server with me. Whatever it was, I successfully avoided a Minecraft addition… until now.

Recently in Melbourne I visited ACMI, where one room boasts an impressive collection of films and videogames – and artefacts related to their creation. The room was overflowing with school children when I wandered through, and many of them were drawn to Minecraft. In fact, while I was watching, a group of students were busily modifying texture packs, of all things.

I understand now why so many children have been captured by this world: it seems to have something for everyone. It allows people to understand as much or as little of the system as they like, and still enjoy themselves within the space. Children who want to modify textures or create their own mods are welcomed, but those who want to explore, or fight, or create, or mine to bedrock are welcomed too.

This is epitomised by the group I play Minecraft with, each of whom have different approaches to play. Some enjoy action shooters, and find joy in playing Minecraft in survival mode, struggling through nights of killing (or avoiding) the various hostile creatures that roam the world. Others enjoy building new structures, so spend their time in creative mode, floating around and constructing impressive homes and monuments.

And just as Minecraft offers my friendship group an array of options, it offers them to me as well. It’s a space for me to go on (slightly scary) adventures with my friends, laughing with one another via voicechat, just as it’s a place for me to lose myself in methodical tasks while I’m the only one online. It’s a place to perfect my mining style, burrowing underground while watching television shows on my second monitor. It’s a complex fidget toy, giving me something to do with my hands and head that isn’t particularly strenuous. It’s a jigsaw puzzle, where the image I’m putting together is of my own creation.

Minecraft has become a sort of self-care for me. I often struggle to incorporate social interactions into my hectic schedule, but Minecraft has given me a way to spend time with people I care about inbetween commitments. Similarly, methodical and repetitive tasks are a coping mechanism for keeping my anxiety in check, and Minecraft offers a more interesting alternative to sitting with a bunch of grapes and pulling them, one-by-one, from their stems.

It’s also surprisingly accessible. It’s the little things: depending on the day, I might want challenging adventures or relaxing exploration, and the mode I choose can account for that. And as somebody who struggles with auditory processing, being able to adjust every part of the music and sound effects using separate sliders makes it so much easier to hear what I want or need to, without it being lost in a cacophony of other sounds. Minecraft may be an obsession for a lot of kids, but I can’t see why – it’s clever.

I understand Minecraft, and the people who play it, better now. The children playing this game have found a respite from their anxious minds, an adventure through which to socialise with their friends, and a platform for exercising their curiosity and practising all sorts of skills, and I’m honestly sad it took me this long to join the party.

Doctor Minecraft

Rocket League: Collector’s Edition Features Bonus DC Comics-Inspired Goods

Rocket League: Collector’s Edition Features Bonus DC Comics-Inspired Goods

For those that still haven’t picked up the game yet, Rocket League will see another retail release next month, with a Collector’s Edition that’s being distributed by Warner Bros. Interactive Entertainment. This is a pretty big deal, and with what’s just been announced in the package, fans may find some tremendous value in picking it up.

In a new blog post, the developers at Psyonix confirmed some special bonus goodies for the Collector’s Edition of the game when it releases on December 7th, and they’ll be worthwhile ones for DC Comics fans. That’s because the package features exclusive wheels based on the Flash. As you can see in the screenshots above and below, the wheels look distinctively like Flash logos. In addition, there will also be special Player Banners available, including ones featuring the DC Comics logo, as well as the Flash. (And you can name your vehicle “B. Allen” if you feel up to it.)

Rocket 2

The Collector’s Edition of the game will also come with plenty of great downloadable content on the disc as well, including DLC like Supersonic Fury, Revenge of the Battle-Cars and Chaos Run, as well as premium DLC battle-cars like the Aftershock, Marauder, Esper and Masamune. You’ll also find a cool limited Art Print created by Psyonix concept artist Jay Zhang.

Now for those that don’t wish to invest in a physical copy of the game – you probably already own it – there’s no need to fret. Psyonix has made it clear that owners will be able to purchase The Flash and DC Comics content in 2018, with a “future opportunity.” A date wasn’t given yet, but it shouldn’t be too far off. So, yes, you’ll get you crack at these goods as well, as they won’t be limited to this retail release.

The retail version of the game is set to sell for $29.99, which isn’t too bad at all considering what’s all included. It’s just for Xbox One and PlayStation 4, though – the Nintendo Switch version, which launches this Tuesday, will already have its fair share of exclusive content, including the Mario, Luigi and Metroid cars. There’s a possibility it could get the Flash goodies down the line, though. We’ll see what Psyonix has planned.

Rocket League is available now for Xbox One, PlayStation 4 and PC, and releases this Tuesday for Nintendo Switch.

Rocket League: Collector’s Edition Features Bonus DC Comics-Inspired Goods