Avengers Directors Brings On Tom Holland For New Movie About Drugs And Bank Heists

Avengers directors Joe and Anthony Russo have announced the first details on their first non-MCU film. According to Variety, Spider-Man actor Tom Holland is in discussions to have a starring role in the new Russo brothers movie, Cherry.

The brothers are directing the movie, with Jessica Goldberg (Hulu’s The Path) serving as the writer.

The movie is based on the 2018 book “Cherry” by Nico Walker; it tells the story of a former Army medic who comes home addicted to opiates and starts robbing banks to help pay for his habit. The book is based on Walker’s real life but it contains many fictional elements. In real life, Walker was captured after executing multiple heists, and is currently serving 11 years in federal prison; he’s scheduled to get out in November 2020. Walker wrote the book on a typewriter in prison. Holland is presumably being eyed to play him.

This Rolling Stone story has lots more intriguing details about Walker’s life and story.

Holland will be seen next as Spider-Man in April’s Avengers: Endgame. He’s also coming back to play Spider-Man again in this year’s Spider-Man: Far From Home. Outside of superhero films, Holland will play a young Nathan Drake in the Uncharted movie.

As for Avengers: Endgame, the Russo brothers recently finished editing the film, which is one of the final stages of production. The movie hits theatres on April 26.

New Xbox Studio Releases Hype Video

The new Microsoft game development studio, The Initiative, has released a hype video that begins to explain what the company is all about. Based in Santa Monica, the studio aims to bring in talent from other nearby industries like TV, film, and music, according to studio head Darrell Gallagher, who himself is a veteran of Square Enix and Activision.

As you’ll see in the video, The Initiative really is a new studio that only just recently moved into an office. People often talk about joining a company at the ground floor, and it appears that’s where The Initiative’s at right now. The video also clarifies some of the positions its employees hold. God of War veteran Brian Westergaard is the director of production, Drew Murray (Sunset Overdrive, Resistance 3) is a lead designer, William Archbell (343 Industries) is the technical director, and Blake Fischer (Xbox) is director of world and narrative. Daniel Neuburger, who worked on Rise of the Tomb Raider, is The Initiative’s game director. He says in the video that The Initiative plans to stay “small,” but it remains to be seen what that means in practice. Others developers in the video talk about how The Initiative plans to “push boundaries,” “challenge convention,” and take risks as they make something “spectacular and unique.”

Though they are not in the video, The Initiative also hired Rockstar Games veteran Tom Shepherd, while among the other high-profile hirings include Red Dead Redemption 1 writer/designer Christian Cantamessa.

The Initiative’s website shows the company has more than a dozen open positions across a number of disciplines including art, designer, engineering, production, and operations.

The Initiative was announced at E3 2018 as part of Microsoft’s wider announcement of new studios and acquisitions. The company, which is based in Santa Monica, says its ambition is “about craft, creating story, innovating, and looking ahead to the next big thing.” While the company is owned by Microsoft, it claims to operate independently.

The Initiative is just one of seven studios that Microsoft either set up or acquired in the past year. At E3, Microsoft announced that it acquired Playground Games (Forza Horizon), Compulsion Games (We Happy Few), Ninja Theory (Hellblade), and Undead Labs (State of Decay). At Microsoft’s X018 event in Mexico City, Microsoft announced the acquisition of Obsidian Entertainment (Fallout: New Vegas) and inXile Entertainment (Wasteland 3).

Arrow’s Squanders a Promising Conflict

Warning: Full spoilers for the episode below.

Team Arrow’s new status quo raises plenty of interesting questions. What does it truly mean for Oliver Queen and his team to be on the right side of the law? How does that impact their day-to-day activities as vigilantes? How will they be held accountable for their actions? What sort of relationship will they have with their fellow SCPD officers? These questions were at the heart of tonight’s episode. The problem is that it didn’t really answer them in a satisfying way.

Obviously there was going to be friction between Team Arrow and the ordinary men and women of the SCPD. You don’t immediately start playing nice with the people who decided they can do your job better than you and have spent years refusing to play by the rules or answer to a higher authority. And from Team Arrow’s perspective, this is a police force that has consistently failed to live up to its responsibility year after year. If the SCPD was capable of pulling its weight, Star City wouldn’t need the Green Arrow in the first place.

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Division 2 – Watch The First 8 Minutes Of Cutscenes And Story Missions

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Division 2 – We Create Our Own Custom Agent With Character Creator

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Fortnite Dance Lawsuits Dropped Temporarily – GS News Update

Fortnite is incredibly popular on PC, PS4, Xbox One, Nintendo Switch and mobile devices. Currently, developer Epic Games is facing lawsuits from people who believe their signature dance moves have been stolen but at the moment, those lawsuits have been dropped temporarily. Regardless, Epic is continuing to release new content for its latest season. March 12’s update will introduce a new vehicle for Season 8 that looks like a hamster ball. Along with these updates, a new week of challenges is now available, with more to come on Thursday.

Why Neil Gaiman’s Good Omens Series Looks Awesome!

On Friday, May 31, Neil Gaiman’s highly-anticipated adaptation of Good Omens will finally drop on Amazon Prime Video. The six-episode limited series features a “devilishly good cast,” including David Tennant, Michael Sheen, Jon Hamm, and Benedict Cumberbatch, to name a few. At the SXSW festival in Austin, fans were given an exclusive sneak peek, and IGN was there to see it.

The new footage gave us a glimpse into the show’s playful tone, sharp writing, and captivating visuals.

Warning! Some SPOILERS follow for what we saw during the presentation.

Continue reading…

Objects In Space Review – Adrift

Space, as I’m sure we’re all aware, is incomprehensibly vast. It can be difficult to fathom the scope of large nations in earnest, to say nothing of the endless expanse of the universe. While the vastness of space and its inherent loneliness has been explored time and again in fiction, Objects in Space contributes to that conversation by capturing the beauty of the mundane as you helm a solitary freighter drifting to and fro in a desolate void. Moreover, it positions itself as a rework of ’90s adventure games, but with the added draw of real-time combat and problem solving as you and your hauler make your way.

Objects in Space immediately taps your imagination of a grand adventure to the stars. You are one of the first truly interstellar explorers, launched aboard the mighty Cassandra–a colony-spawning vessel with nearly a million inhabitants. Alongside dozens of support craft, the mission of this mega-ship was to create a jumpgate, allowing instant transit back to Earth. Unfortunately, your destination, the Apollo Cluster, was all but barren, putting a major kink in the plan. Even worse, due to some unexpected anomalies, a few of the accompanying ships in Cassandra’s support fleet arrived decades later than intended–including yours.

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When you finally arrive, your ship is spinning out of control thanks to damage sustained on the trip. A friendly passerby quickly offers their assistance, guiding you through the repairs and introducing you to the basics of your ship. Life in Apollo Cluster is surprisingly low-tech, despite its interstellar nature. As a result, you’ll be listening the telltale squeal of metal scraping rock or the klaxon warning of an inbound projectile.

Flight is a decidedly sensory experience in Objects in Space. You’re planted at the center of an array of controls, dials, knobs, and monitors. Important data is often split across multiple screens (which is to say both in-game view screens and your own real-world vantage point), with engineering info being kept to a seperate station than the helm or comms. with the constant feed of environmental information, you’re always juggling a few different streams of information and responsibilities at any given point.

It’s common to set off in a direction and accidentally end up in a pirate-packed nebula or anomaly. These threats require hands-on scanning, and rapid course adjustments. If you don’t have enough speed, you can flip off nonessential systems and give the engines a full burn. The sum of these small decisions about piloting, maneuvering and maintenance are often quite impressive, and leave you with the distinct sensation that your experience and your knowledge of your ship get you out of trouble. It’s quite a bit to manage, but your trek through the stars gets its texture from the emergent narrative of your choices.

The set-up and execution both work together to set the stage for a great bit of speculative fiction and an excuse to dump you into sociological crucible with only your ship as a trusty companion. In many respects, how you play and what happens along your journey is a vital component of the experience. And by simulating all the mundane bits of space travel, it asks you to fully inhabit the role of space captain at the edge of the cosmos. What you encounter and how you grapple with it becomes an intrinsic part of not just the story, but the story you compose hand-in-hand with the game.

The granularity of the simulation helps build a relationship between you and your ship. Drifting in the black, your ship is your companion. It’s the only thing protecting your flesh and bone from the utter lethality of radiation, micro-meteorites, and, of course, that lung-rending vacuum. You’d expect it, then, to be a tough machine–and many ships are, to a point–but they’re also vulnerable. When you jump, every system needs to reboot, selling the idea that this is a tremendous feat–one that not even this rugged, mechanical beast can handle.

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Your ship can hide secrets and quirks, too. You may or may not discover window shutters, posters, or the like on your particular model. The layout of each ship and system is markedly different. Parts can be swapped out, but only at dock. Changes to your companion are thus a big deal, requiring you to plot a course and go through all the standard docking procedures, and then recruit the help of the station’s robotic arms to rearrange things. When it breaks down or gets hit by just about anything, you feel it. Objects in Space uses its aesthetics–both visual and ludic–to craft an enchanting atmosphere.

Objects in Space is committed to its own brand of realism, fashioned from the experience of inhabiting a place. As such, your ship’s status is linked to your capabilities; as your ship takes damage, systems will work sporadically before finally giving out. This creates a bit of a moving target–your goal is always to survive, but the challenge grows when you’re carrying battle damage from a prior encounter or your sensors are spotty. As a point of contrast, though, you’ll also have plenty time to simply “live” in your ship, as it were.

Because this is space, when you are ready to dart off, your course will usually take several minutes or longer. Most of that is downtime, though, unless some obstacle or scenario arises. And it’s here that you get quiet moments with little but the hum of your drives and the synth music from your ship’s radio to keep you company. These segments of peace do a lot to punctuate the frantic crisis management that permeates many missions.

The obstacles of your journey are somewhat predictable. Pirates, asteroids, and so on are all pretty standard fare, though how you grapple with and overcome them is always unique. With such a broad array of options and tactics to use–dumping cargo, creative flying, etc.–you’re mostly limited by your imagination and cleverness. Some strategies, like flipping your ship into a weird position, drawing others into a fight, or nixing non-essential systems to save up power for a massive engine burn, when executed well, give you the feeling of being not just a brilliant captain, but the entire crew of a much larger spacecraft. There’s a raw, almost space cowboy feeling that emerges after a few encounters that permeates the game. And, provided that you keep flying, you’ll feel like a hotshot scoundrel in no time.

Those with affinity for the kind of nuanced technical challenges of running a space freight business will be enraptured, but such players will be far from the only ones. In its best moments, Objects in Space can work a unique kind of magic. Few other games pull away the barriers between ship and captain so completely, and yet lean so hard on the mundane. Pulling yourself away from the real world and allowing the mysteries and adventure soak in can take a bit, but once you’re settled into your chair and piloting, you’ll find there you’ll find there’s no place quite like it anywhere–be it our world or its own.

A Dragon’s Dogma Anime Series Is Coming To Netflix

Out of nowhere, Netflix today announced a number of new anime series–and one of them is a show based on Capcom’s Dragon’s Dogma franchise. Here is the official synopsis for the Dragon’s Dogma anime series, which is being produced by animation studio Sublimation:

“Based on a world-famous action RPG set in an open world, Dragon’s Dogma from Capcom will be brought to life as a Netflix original anime series. The story follows a man’s journey seeking revenge on a dragon who stole his heart. On his way, the man is brought back to life as an ‘Arisen.’ An action adventure about a man challenged by demons who represent the seven deadly sins of humans.”

Sublimation representative director Atsushi Koishikawa said in a statement that the studio has for a long time dreamed about working on its own project, and now it’s finally happening.

“We have oftentimes worked with partner studios to create partial CGI portions within a given title, so we feel very fortunate to work with Netflix through this production line deal,” Koishikawa said. “We’re excited to bring our unique cel shaded animation that carries hand-drawn textures to anime fans around the world.”

One of the other anime series announced by Netflix is one based on the network’s sci-fi series, Altered Carbon, called Altered Carbon: Resleeved. The other new one is Spriggan, which is based on the manga series. These shows join the previously announced new Netflix anime series including Ghost in the Shell: SAC_2045 and Vampire in the Garden.

“Netflix aims to be the most compelling and attractive home for anime fans, creators, and production studios,” Netflix’s director of content for Japan, John Derderian, said in a statement. “We are creating an environment where production houses can do their best work, and deliver their shows on a service where we connect anime fans from over 190 countries to content they love.”