Avengers: Endgame Is Going To Be A Very Long Movie

Avengers: Endgame directors Joe and Anthony Russo have reaffirmed that the current cut of the much-anticipated film is three hours long; the editing process isn’t over yet, but it appears Endgame will end up being the longest Marvel movie ever.

Asked by Collider if Marvel and Disney are OK with Endgame running for as long as Titanic, the Russo brothers said Marvel/Disney are “down with what the best story is,” even at three hours.

Endgame is so long because it’s said to wrap up a story that started 22 movies ago. Not only that, but extra time is required for scenes to allow the film to deliver emotional resonance, they said.

“Right now, we think the movie is playing well and we’ve had great responses from our test audiences and we’re feeling very good about where it is,” they said. “We’re still doing work to it. We’re not done with it. Again, this is a culmination film of 22 movies, it’s a lot of storytelling to work into it. Emotion is an intrinsic part of that to us. When you have to tell a really complicated story and you want strong emotional moments with the characters, it just requires a certain amount of real estate. This one, in particular, feels like three hours worth of real estate.”

They added that in the four screenings for test audiences so far, not one person has left their chair to use the bathroom.

For comparison, Avengers: Infinity War was already a long movie, running for two hours and 40 minutes.

Endgame hits theatres in the US on April 26. A new trailer for it was shown during the Super Bowl this weekend; for more, check out GameSpot’s breakdown in the video embed above.

ABC Boss Wants A “Lost” Reboot But It May Never Happen

With this new era of reboot television, some might be wondering if one of the most famous modern TV shows, Lost, might be eyed for a revival someday. It may never return to screens, but ABC Entertainment president Karey Burke hopes it might someday.

Speaking at the Television Critics Association event recently, Burke said she dreams about Lost coming back to TV, but she stressed that no official conversations have taken place about it.

“It’s literally at this point just what I dream about when I go to bed at night,” she told The Hollywood Reporter. “I have not spoken to [executive producers] Carlton [Cuse] or J.J. [Abrams] or ABC Studios about it. But I do often get asked the question what show would I reboot and often my answer is Lost–sometimes Alias. Nothing to report yet. Maybe ever. But it would be a fun thing to have a conversation about.”

If a Lost revival does happen, Cuse may not be a part of it. Cuse told THR last year that he and Lindelof have said for a long time that they wouldn’t work on Lost again because “we told the story that we wanted to tell.” Cuse added that he would personally be OK if ABC brought someone else on to reboot Lost with characters who go to the island at a different period of time.

“I would be less excited if they wanted to use the characters that we had in our show,” he said.

Lost ran for six seasons from 2004 to 2010. One of its other co-creators was JJ Abrams, who would go on to direct Star Wars: The Force Awakens and the new Star Trek.

Would you be interested in a reboot of Lost? Let us know in the comments below!

Sunless Skies Combat & Adventuring Gameplay

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Sunless Skies Review – Text Appeal

Would you like to hear a Tale of Terror or a Sky-Story? Relay some Salon-Stewed Gossip or pass on a Savage Secret? The names given to the various forms of currency exchanged across Sunless Skies give you a good idea of what sort of game it is. This is a world where words flow like water and stories hydrate whole planets. Where a turn of phrase is just as likely to unlock a door as the turn of a key.

Sunless Skies is a narrative-heavy adventure where every dramatic event is conveyed through beautifully written text. A delicate, customizable layer of “rogue-lite” action and survival encases a beating heart of vivid location descriptions, verbal flights of fancy, and giddy, spiraling story paths. Developer Failbetter Games has cleverly built upon the foundation of Sunless Sea, designing a sequel that improves core mechanics and spins its world into imaginative new orbits while easing the avenue of entry for new players. You’re welcome here as long as you love words.

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The British Empire, headed by Empress Victoria, has boarded its steam-powered engines and, improbably, made for the stars. There, amid the floating drifts of rock snaking across the sky, it has founded New Albion and, by remaking the Sun, it hopes to start again. It’s an eccentric vision of outer space as alien territory where polar winds blow through ice-crusted canyons, hive-shaped asteroids drip honey, and myriad fungal spores glitter like stars. You play the captain of Her Majesty’s Locomotive, the Orphean, newly inherited after the untimely death of the previous captain, and your ambition is to travel the stars seeking fame, fortune, or the truth.

Dotted around the New Wilderness, which is composed of four maps you may travel between once you’ve earned the appropriate permits, are dozens of busy ports and isolated homesteads. You pilot the Orphean between them, revealing new points of interest on the top-down 2D map and working to ensure you’ve packed enough fuel and supplies to make it to your destination. While docked you can repair and re-supply your engine, purchase any available upgrades, and visit the bazaar to claim prospects and earn additional revenue through trade.

Once that admin is out of the way, you can take your time to explore. Each port is well-stocked with fascinating locations and idiosyncratic characters. Buy a ticket to Polmear & Plenty’s Circus and enjoy a show where the clowns can’t juggle and the trapeze artist has lost their partner. Encounter an Inadvisably Big Dog at Port Prosper while seeking to aid the establishment Stove-pipes in their civil war against the revolutionary Tacketies. Travel to Hybras in search of a lost filmmaker and discover an entire colony of seniors has mysteriously vanished. There’s a new captivating story to be found every step of the way.

As you follow each new narrative thread you’re called upon to make choices and meet certain requirements. You might find a dying captain whose engine ran aground. Do you: end his suffering, return him home for one last glimpse of London, or escort him and try to complete his final, failed mission? There’s something odd about that Repentant Devil you picked up at the previous port, but you’ll need to track down some tea before he’ll open up to you and reveal his true motivations. The decisions you make can see you gain or lose favor with a host of rival factions as you chart a course through the political struggles of this new frontier.

Every time you are presented with a path of action or choice to make, it’s always clear how you have unlocked it. Some are based on having the correct items, purchased at a port or found in an earlier part of the story, while others provide a percentage chance of success depending on one of your character’s core attributes. Actions you cannot yet take are grayed out but visible, allowing you to note that you need to find another Vision of the Heavens to make that selection or come back later once you’ve increased your Hearts attribute and boosted those odds in your favor. It’s a clever setup in that you always have the information you need about your immediate options and enough of a nudge towards how to open up new sets of paths.

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Between ports, however, things can slow down. Exploring an uncharted region of the map can be tense, especially as you venture into the outskirts and encounter some of the more dangerous enemies. It’s also never less than beautiful to look at. But combat is simplistic and, much of the time, completely avoidable anyway. And while puttering the often long distances between points of interest, there’s not a great deal to do beyond pinging your bat scout to identify random resource deposits and just watching the maze-like scenery wash by.

Popping up from time to time, and helping to enliven long journeys, are incidents involving the various officers you’ve recruited on board and your crew. Like the cast of a Mass Effect, each named officer–and like everyone in this world they all sport wonderfully evocative titles like The Incautious Driver or The Incognito Princess–has their own storyline to follow and they serve up some of the best questlines in the entire game. You’ll want to check in with them whenever you can and prioritize their next steps.

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There’s also the ever-lurking concern of the “Terror” itself. As with Sunless Sea, Sunless Skies leans into elements of horror, in particular a kind of horror that draws on the ineffable mystery of the cosmos. Despite reaching the stars in our iron engines, no matter the expertise of all our Phlegmatic Researchers and Romantic Ornithologists, we don’t have all the answers. So as you explore the darkest corners of space, and run headlong into the inexplicable, the Terror accumulates. Untreated, the Terror will send your crew, and ultimately you, into madness. But not before you’ve wasted supplies in a futile effort to placate their fears or lost crew members to horrific accidents.

You can die, of course, at which point you reroll as a new captain and inherit (most of) what could be salvaged of the Orphean. Certain character traits can be “passed on” as it were, a nod to your predecessors’ achievements, and any banked goods can be retrieved at a major port. However, in what at first feels like a jarring rebuff, all story progress is reset upon death, leading to the retreading of narrative beats and character interactions. But, in combination, the freedom you have to explore the world, the small random elements it throws up, and the sheer speed at which you can breeze through any previously encountered scenario mean such repetition is ultimately only of minor concern.

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There are small flaws, but each is balanced out. Travel can be dull, yet the passing scenery and shifting soundtrack are never so. Combat isn’t interesting, but the decision to fight or flee carries weight, and the choices you make when scavenging through the wreckage can feel momentous. Repeating a quest can feel tedious, but this time you’re wiser and, hopefully, better prepared.

At its best, Sunless Skies is a triumph. Its writers have crafted a world of endless wonder where seemingly anything is possible. At heart, it’s a text adventure that conjures the imagination to send you on a journey as spectacular and memorable as any big-budget graphical blockbuster.

Crash Team Racing Nitro-Fueled Is Shaping Up To Be a Faithful Recreation Of The Original

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Shaggy Will Not Be In Mortal Kombat 11 So You Can Stop Asking, NetherRealm Confirms

In the first Kombat Kast livestream since the reveal of the upcoming fighting game Mortal Kombat 11, the NetherRealm team unveiled that Kabal is returning to the roster. In addition, D’Vorah was announced to be another returning character during the Inside Xbox stream. However, it may come as a disappointment to some that NetherRealm confirmed Shaggy of Scooby Doo fame will not be a guest character, regardless of how loud you scream the memes.

Mortal Kombat creator Ed Boon himself got in on the meme when he tweeted a fan art mock up of “Hack and Slash Shaggy variation” hitting Scorpion with a brutal knee. But today during the Kombat Kast, community manager Tyler Lansdown stated, “Shaggy will not be in the game, ever, sorry, dead meme!” The series has a strong history of bringing in guest characters with the likes of Leatherface and Jason, but Shaggy will not be using any percentage of his power for Mortal Kombat 11.

If you’re not caught up on what’s going on with the latest sequel in the long-running franchise, be sure to check out every character confirmed so far, our compilation of fatalities of the initial seven announced characters, or see all the wild things happening in Mortal Kombat 11’s story mode. We also caught up with Ed Boon during the reveal event to pick his brain about how fatalities are made and what microtransactions will look like for the game.

Props to everyone who tried to let their memes not be dreams. Mortal Kombat 11 is set to launch on April 23 this year for Xbox One, PlayStation 4, PC, and Nintendo Switch.

EA Has “Difficult Quarter,” Stock Price Nosedives

Video game giant Electronic Arts reported earnings today for its fiscal third quarter ended December 31, and it could have gone better during the all-important holiday period. While EA did post gains in revenue and profit, the company said in its official remarks that it was a “difficult quarter” that saw the company fail to meet its commercial expectations.

CFO Blake Jorgensen said in prepared remarks that 2018 was a “tumultuous” year for the gaming industry overall. Though he did not share any specifics, he might have been referring to the way in which the absolute juggernaut Fortnite shook up the industry in the past year. Not only that, but Red Dead Redemption 2‘s release in October might have impacted sales of EA’s games.

While it might not have been the quarter EA wanted, Jorgensen said EA is “making adjustments to improve execution and we’re refocusing on R&D.” EA CEO Andrew Wilson said the company is looking to “sharpen” its execution going forward.

One title that struggled during the period was Battlefield 5. The World War II shooter sold a massive 7.3 million copies, but this was 1 million shy of what EA expected. For more on this underperformance, you can check out this story that explains the downturn.

EA just recently launched the free-to-play Titanfall battle royale game Apex Legends, and it’s off to a fantastic start with 2.5 million players and 600,000 concurrent users after just one day. Beyond that, EA will launch BioWare’s new game, Anthem, later in February, and it’s expected to sell as many as 6 million copies by the end of March. Additionally, EA is working on new Plants vs. Zombies and Need for Speed games, along with Star Wars Jedi: Fallen Order for this year. On top of that, more Titanfall is coming, while all of the usual sports games are expected as well.

This is all to say that while EA’s latest financial quarter might not have been the rosiest, the company is still doing just fine and it has a pipeline of major titles in the works. It made $1.29 billion in revenue over the three-month period and a profit of $262 million; both figures are up year-over-year. Despite those gains, EA’s stock price is free-falling; it’s down more than 15 percent in after-hours trading currently.