Untitled Resident Evil Origin Movie Will Release This Summer

Sony’s next installment in the Resident Evil franchise finally has a release date. The untitled origin film will arrive on September 3, 2021–just seven months from now.

Written and directed by Johannes Roberts (47 Meters Down), the story takes place in 1998 in Racoon City, following the events of what can be described as “one fateful night.” That really only means one thing: the escape of the T-Virus which turns a bunch of people into zombies.

Production wrapped on the film back in December, as the official Resident Evil Twitter sent out an ominous image featuring white noise on a TV screen.

There are plenty of familiar names in the movie if you’re a longtime fan of the video game series. Kaya Scodelario (The Maze Runner) will play Claire Redfield, Hannah John-Kamen (Ant-Man and the Wasp) plays Jill Valentine, Robbie Amell (Upload) as Chris Redfield, Tom Hopper (The Umbrella Academy) as Albert Wesker, Avan Jogia (Zombieland: Double Tap) as Leon S. Kennedy, and Neal McDonough (Yellowstone) as William Birkin.

Sony Pictures’ Screen Gems will be distributing the movie domestically, so as of this writing, it will be in theaters. There have been six movies in the previous Resident Evil franchise, all written and directed by Paul W.S. Anderson and starring Milla Jonovich.

However, this upcoming untitled movie isn’t the only Resident Evil content coming your way. Netflix is developing two TV shows: one live-action and one animated. There’s also a demo available on PS4 and PS5 for the upcoming game Resident Evil: Village, which contains sexy vampires.

Call Of Duty Had Its Biggest Year Ever In 2020: Full-Game, Microtransaction Sales Booming

Activision announced as part of its earnings report that 2020 was the biggest year for Call of Duty in the franchise’s history, thanks in part to the free-to-play games Call of Duty: Warzone and Call of Duty Mobile, as well as Call of Duty: Black Ops Cold War.

The CoD franchise had more than 100 million monthly active players during 2020, and this helped drive new records for revenue. For the year, net bookings across the entire CoD franchise amounted to nearly double that of 2019. During an earnings call, CEO Bobby Kotick said Call of Duty had 250 million players in 2020.

Activision also revealed that the Call of Duty franchise has now generated an incredible $27 billion since it started in 2003 across all platforms and entries to become one of the most successful franchises across all of media.

Call of Duty premium sales–that is, non-free-to-play games–grew by 40% year-over-year for unit sales. Additionally, Activision reported a “further strong shift” away from physical and toward digital sales.

For Q4 (October-December), Activision–across all of its franchises–had 128 million monthly active users, while net bookings for the CoD franchise jumped by double-digits compared to Q4 of 2019.

Black Ops Cold War’s release in November helped grow the franchise, too, with monthly active users growing by 70% and time spent in CoD more than doubling. The game sustained its momentum, too, as Activision said unit sales “grew sharply” in December and January thanks to the launch of the Season 1 update.

Microtransaction sales on console and PC are booming, too, growing by more than 50% in the fourth quarter alone. The Season 1 content for Black Ops Cold War and Warzone led to the highest number of battle passes “consumed” since Activision launched the mechanic in 2019.

Call of Duty Mobile also had a big Q4, achieving double-digit growth for microtransaction sales, while monthly player numbers in Western regions reached their highest numbers yet. The average amount of money spent per player also grew year-over-year.

Shifting to Blizzard, World of Warcraft had “strong engagement” for its Classic and modern modes in 2020, Activision Blizzard said. Net bookings from the WoW series jumped by 40% to reach their highest level in almost a decade.

WoW monthly active users jumped year-over-year, helping push total Blizzard monthly active users across all games to 29 million in Q4 alone.

Sales of the Shadowlands expansion, along with more subscribers, helped push WoW revenue in Q4 to growth year-over-year.

Blizzard also said the Diablo Immortal beta test in December and January was “met with very positive feedback and strong engagement metrics.” Additional beta tests are scheduled for later this year. In other Blizzard news, the first BlizzConline event will take place February 19 and 20, where Blizzard will share updates on its franchises.

Activision Blizzard’s King division also posted strong results, hitting its highest-full year financial performance since Activision Blizzard bought the company in 2016. King reached an astonishing 240 million monthly active users, while microtransaction sales grew by double-digits.

In total, Activision Blizzard made $2.4 billion in revenue for Q4, which compares to $1.9 billion for the same period last year.

For the full year, Activision made $8.09 billion in revenue, up from $6.49 billion last year. Revenue from digital channels reached $6.66 billion. This was Activision Blizzard’s biggest year in its 30-year history.

In terms of microtransactions alone, Activision Blizzard made $1.3 billion from microtransactions in Q4 and $4.85 billion from microtransactions in 2020 overall.

It’s a big week for Call of Duty, as Black Ops Cold War’s Zombies mode grows with its new Firebase Z map. Check out the video above and the stories linked below to learn more.

Now Playing: Call of Duty Firebase Z New Zombie Map

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WWE’s 1995 In Review, From Shawn Michaels To King Mabel | Wrestle Buddies Episode 40

This week on Wrestle Buddies, GameSpot’s professional wrestling podcast, our homework is due. For months, Mat Elfring has been watching every episode of WWE Monday Night Raw and every pay-per-view from 1995, and now it’s time to look back at WWE’s weirdest–and perhaps worst–year of programming.

Chris and Mat review the highs and lows from 1995, including the rise of Shawn Michaels to main event superstar, Papa Shango being repackaged as a biker and wannabe ultimate fighter, and the time WWE gave a house to a child–yes, that actually happened. Also, did you know the secret inspiration for Bray Wyatt’s WWE character was introduced in 1995? Get ready to meet Waylon Mercy.

This is a year that doesn’t get talked about much. After all, it’s post-Hulkamania running wild, but WWE had yet to launch the Attitude Era. Instead, the “New Generation” as they termed it, is a time where WWE got experimental with its characters and storylines. A lot of them were bad, yes, but it’s interesting to look back on a time when the company wasn’t afraid to get weird and over-the-top with its product to see what gained traction with the audience. This is definitely a journey you want to join us on.

Plus we answer your questions! New episodes of Wrestle Buddies are released every Thursday on the podcast platform or app of your choice, including Spotify, Stitcher, and Apple Podcasts. You can also keep up to date with the podcast by following it on Twitter.

How Monster Hunter Rise Appeals to Newcomers

When you release a game like Monster Hunter: World, it’s hard to go back. While Monster Hunter has always been a massive success in Japan, it was originally a more niche series in the West. But now that World has officially become Capcom’s best selling game of all time, with more than 16 million copies sold as of September 2020 (and we’re not even counting Monster Hunter World: Iceborne’s additional 7.2 million units), it’s safe to say that Monster Hunter has become a worldwide phenomenon. Back in 2017, after the success of The Legend of Zelda: Breath of the Wild, Nintendo’s Eiji Aonuma suggested that Breath of the Wild might become “the basis” for future entries in the series, and it seems that Capcom is taking a similar approach with World for Monster Hunter’s foreseeable future.

It’s no coincidence that Monster Hunter Rise, Capcom’s newest installment in the series developed exclusively for the Nintendo Switch, is a seamless hunting experience with maps of approximately the same size as World’s vast environments. That’s impressive to say the least, especially when you take in account that it runs on a hybrid home-handheld console significantly less powerful than the dedicated home consoles.

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A Monstrous Standard to Live Up to

Interestingly, Rise’s development started long before the release of World under an entirely different team. Director Yasunori Ichinose tells IGN in an exclusive interview that the team originally planned areas separated by loading screens, as was standard for Monster Hunter games before World.

“On the Nintendo Switch, we thought it would be difficult to preserve visual quality and detail in a sandbox environment. However, as development progressed we started realizing that open environments had become more and more the norm for blockbuster titles, and the success of World inspired us to take on the challenge,” Ichinose recalls.

Shrine Ruins, the area showcased in the demo that launched on the Nintendo eShop back in January, is a testament to the efforts of Ichinose and his team. Not only did they manage to fully realize a seamless hunting experience on a similar scale as World (though with slightly less detailed environments), the game looks stunning on the Switch.

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Watch the newest exclusive gameplay footage of Monster Hunter Rise above.

Open environments are not the only idea Rise borrows from World. With a more user-friendly design overall, World successfully introduced the series to a new audience. Quality of life improvements like wishlists that make it easy to keep track of the material necessary for weapon and armor upgrades, the ability to return to the camp from wherever you are on the map, allowing players to change equipment without having to go back to the hub, weapon trees that provide information you previously would have had to look up in walkthroughs before – the list goes on. “In this regard, there are certainly a lot of changes that we have adapted from World,” Ichinose says.

A More Action-Oriented Beast

But Rise isn’t a title that simply leans on World’s success to play things safe. It utilizes World’s foundations to deliver a whole new vision for what a Monster Hunter title can be. The moment you hop into a mission, it becomes apparent that Rise is a much more action-oriented beast, literally speaking. With Palamutes (a new dog-like Buddy) that you can mount and Wirebugs you can utilize to swing through air and run up walls, the help of these creatures makes exploring the environments a breeze. While World showed you its detailed environments by having you examine footprints and other clues that would slowly lead you to your target, in Rise you will be swinging your way to the monsters in no time.

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The Scoutflies that guided you to the next track in World are gone too, and instead the locations of monsters are indicated on the map from the start. While you don’t know the identity of the monster until you encounter it, and the details of each area until you actually explore it, it remains obvious that Rise aims for a much more fast-paced flow of exploration. For players who were put off by the time-consuming search for monsters in previous entries, Rise lowers the bar significantly by allowing players to enjoy its exploration and combat more like a pure action game.

Whereas up until now preparing for the hunt was a big part of Monster Hunter’s identity, Rise allows players to prepare entirely on the way. Various types of Endemic Life are scattered throughout Rise’s areas, and by collecting these creatures on the way your stats will increase until the end of the quest. The Endemic Life you encounter depends on which route you take, and heading for your target in a straight line will make the hunt significantly more challenging.

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While it’s still possible to eat meals before heading into a quest, Endemic Life alone offers plenty of stat-boosting for players to head straight into the action without having to regret doing so later on. Similar to World, items like Whetstones, fishing rods and capture nets are all fixed items, and while maintaining weapon sharpness with Whetsones is still a thing, you can do so while riding your Palamute on your way to the monster’s whereabouts, so you don’t need to stop – like with Iceborne’s Raider Ride. Furthermore, while in previous entries you would be in trouble if you forgot to prepare a Hot Drink when heading into a cold area like Frost Islands, Ichinose has announced that this item won’t be making a comeback. For players that enjoyed Monster Hunter’s action but were overwhelmed by its layers of preparation, Rise seems to be a much more forgiving experience.

More Accessible, Still Challenging

That doesn’t mean that the action itself has become a piece of cake. As the demo’s Intermediate Quest indicates, slaughtering a monster can still be as exhausting and nerve-racking as ever, providing a good challenge even for the more seasoned player. But here, too, Capcom has found a way to make it more accessible. By eating meals before heading into the quest and catching as many Endemic Life creatures as possible to max out their stats before heading into battle, players can take on the challenge with more advantages than ever before. The beauty lies in that while Capcom still chooses not to implement difficulty settings, you can balance the difficulty for each individual quest yourself by choosing how many stat boosts you pick up on the way. If you want the hardcore experience, ignore both meals and Endemic Life entirely.

“I think that the more experienced hunter doesn’t need to make detours before heading into a fight, but if you want a well-balanced challenge you probably want to at least pick up the Endemic Life you come across while going after your target,” Ichinose advises.

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Still, the nature of Monster Hunter’s challenging and ultimately rewarding battles remains intact. If you’re new to the series, expect to get your ass kicked several times on the more difficult quests, even with your stats maxed out. To make the learning curve a bit more approachable, Ichinose advises beginning players to start with the Village Quests. In previous Monster Hunter games, Village Quests are the single-player only story quests.

“We have scaled down the difficulty for Village Quests, so they should function as a good entry point for new players,” Ichinose tells us.

Stronger Together

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As in previous entries, Buddies will be there to aid you on your quest. Palicoes, the series’ beloved feline critters, can support the player in various ways, ranging from offensive Palicoes that will charge at monsters together with the hunter, to Palicoes that will heal you when you need it most. But the aforementioned Palamute hounds create an entirely new layer of support and comfort. Not only do they make exploration much faster-paced, but you can also perform synchronized attacks together as well, making it possible to quickly head into close combat for a surprise attack.

“You can choose up to two Buddies. Of course, the most basic and balanced combination is to take along one Palico and Palamute each. But if you’re a gunner, for example, choosing two Palicoes instead can be an effective strategy as well,” Ichinose explains.

If even with your Buddies the hunt is too intense, there’s always the option to switch to multiplayer. Ichinose tells us that connecting with other players has become streamlined as well. Whereas in World your friends would only appear in the Gathering Hub on the fourth floor of the village, in Rise the entirety of Kamura Village can be explored together with other players, making gathering a lot less confusing.

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You can even head into the Training Area together to test your teamwork without any threat before heading into actual quests. And while there are separate tutorials for mastering the wire-jumping action, Wirebugs can be used within the village as well. You can always fast-travel to any facility in the village, but swinging your way around can function as a way to get used to the game’s new mobility in a safe environment. Ichinose proudly tells us that he himself has become able to swing around and land exactly in front of the village’s facilities and NPCs.

The Training Area has evolved as well, as players can adjust the attack patterns and position of the head of the giant mechanized Tetranadon in the center of the area. This allows players to practice for different situations with their weapon of choice.

Weapons Are Still Hard to Master, Easier to Upgrade

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Speaking of weapons, Ichinose hopes that players will switch weapons more frequently than before. While he understands the fun of becoming an expert in one specific weapon, with 14 vastly different weapons available, such players will only experience one fraction of Monster Hunter’s diversity.

“One reason for players to stick with the same weapon was always the fact that it takes so much time to upgrade weapons, which is why we decided to significantly reduce the amount of materials necessary to upgrade weapons for Rise,” Ichinose tells us.

Considering that grinding for materials in previous titles could easily take hours, this tweak sounds like another huge step forward in welcoming more casual players.

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Mastering weapons itself is as challenging as ever, and tutorials still only scratch the surface of the many combos each weapon has. Ichinose tells us that the team did consider teaching the player more combos, but they ultimately came to the conclusion that this would be more confusing and overwhelming than helpful for most players.

When asked the best weapon to start with, Ichinose says that the Sword & Shield used to be his standard answer, but the weapon has evolved so much that it has become difficult to recommend as a starter option.

“I think that the Long Sword may have become the best weapon for beginners, as you can easily deliver a good flow of attacks by simply pressing the buttons while not having to master how to block,” Ichinose says.

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With sword-drawing techniques based on katana swords, the Long Sword should be a great match with Rise’s Japan-inspired setting, too!

Monster Hunter Rise is due for release on Nintendo Switch on March 26.

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Esra Krabbe is an editor at IGN JAPAN. When he’s not out hunting, you can usually find him on TwitterIGN sits down with Monster Hunter Rise Director Yasunori Ichinose to learn what the team has done to make the series more accessible than ever before..

Marvel’s Eternals Director Chloe Zhao to Direct a Sci-Fi, Western Dracula

Chloé Zhao, the director of Nomadland and the upcoming Marvel’s Eternal, is teaming up with Universal Pictures to write, direct, and produce a project based on the iconic vampire Dracula.

As reported by THR, this Dracula project will be developed through her production company, Highwayman, and is said to be “described as an original, futuristic, sci-fi western.”

“I’ve always been fascinated by vampires and the concept of the Other they embody. I’m very excited to work with Donna, Peter and the team at Universal to reimagine such a beloved character.” Zhao said.

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Count Dracula first appeared in Bram Stoker’s 1897 gotchic horror novel Dracula, and Universal is celebrating the 90th anniversary of its Dracula film that debuted in 1931 and starred Bela Lugosi.

There were reports of a Dracula film being in the works in 2020, following the success of The Invisible Man, and is just one of the many Monster movie projects underway at Universal alongside those from Phil Lord and Chris Miller, James Wan, Paul Feig, Elizabeth Banks, and Dexter Fletcher.

Nomadland received four Golden Globe nominations, including Best Motion Picture (Drama), Best Screeplay, and Best Director. The best director nomination was the first for an Asian woman.

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In our Nomadland review, we said it is “a radiant celebration of humanity and community. Chloé Zhao takes the seeds of real stories and nurtures them with location settings, real people, and a non-judgmental eye at a misunderstood American subculture. Watching this film, I was swept away from my comfy but small apartment to the sprawling but intimidating expanses of the American West made a silent sidekick to a rebel riding a rickety van instead of a trusty steed.”

Marvel’s Eternals, which is set to be released in theaters on November 5, 2021, had the best pitch Marvel Studios president Kevin Feige had ever heard.

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Have a tip for us? Want to discuss a possible story? Please send an email to [email protected].

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Destiny 2 Harbinger Bird Of Prey Quest – How To Get Radiant Accipiter

Completing the Harbinger mission in Destiny 2 gets more than different versions of the Exotic hand cannon Hawkmoon. It can also earn you a special Exotic ship called Radiant Accipiter–but only if you put in the time for multiple runs of the mission. To get the ship, which doesn’t show up anywhere else in the game, you need to complete a special quest from The Crow called Bird of Prey. Finishing it requires you to search through the Harbinger mission each week to find special collectibles called Paracausal Feathers.

Once you’ve earned 100 feathers by defeating bosses in Harbinger and finding feathers hidden in the mission, you’ll complete the Bird of Prey mission. But you don’t get Radiant Accipiter automatically–you have to head back out into the EDZ and find it, hidden inside the dam where Harbinger takes place. It’s a confusing path, but we’re here to help.

Here’s how to navigate the dam and unlock the Radiant Accipiter.

Complete Bird Of Prey

You’ll need to run Harbinger probably three times, across three separate weeks, to earn enough feathers to complete Bird of Prey. Each week, the mission changes slightly, with Paracausal Feathers appearing in different locations. There are five feathers to find in the mission, and you’ll earn more for completing a big fight in the middle of the mission and for beating the end boss.

Check out our guide for finding this week’s Paracausal Feathers.

Head Back To The EDZ

With 100 feathers, Bird of Prey will be completed, but you’ll need to seek out the hawk made of Light from the Harbinger mission in order to proceed. Return to the EDZ and spawn in at Trostland. You want to head to the same building on the east side of the map where you first entered Harbinger through the broken fireplace. Look for the golden hawk, perched on a piece of debris, on its facade.

Look for the building where you found the Harbinger quest, but climb to the floor above the fireplace where you normally start.
Look for the building where you found the Harbinger quest, but climb to the floor above the fireplace where you normally start.

Take The Path At The Top Of The Building

The good news is that you don’t have to take the tight platforming pathway from Harbinger to return to the reservoir. Instead, climb to the top of the building where you see the hawk and push to the back of the building, where you’ll find an open door. Follow that path, which will take you to the start of the jumping portion to reach the dam in Harbinger. From here, you can now enter the rusted pipe just ahead, which during Harbinger is normally sealed.

You can shortcut the jumping portion of Harbinger by taking this pipe, which is usually shut.
You can shortcut the jumping portion of Harbinger by taking this pipe, which is usually shut.

Through The Reservoir

The pipe will eventually lead you into the reservoir. From here, the path is fairly straight, although expect to fight some Taken enemies along the way. Proceed until you hit the room with the fence in the middle and hang a right, then follow the hallway. You’ll cross a few more rooms, including a cylindrical one with catwalks, but the only path is pretty straight. Exit into a big room with an A on the wall; fight through and drop down to exit through a doorway that’s normally blocked, which will take you to the arena room where you usually fight the Harbinger mid-boss.

This is the only major fight on the way to the Radiant Accipiter, but you'll need to clear several tough Taken enemies to proceed.

Fight Ishrasek, Lightbinder of Savathun

In the arena room, you’ll face a boss Taken character who sports a white shield. This guy is immune to damage until you take the shield down, but this is a mechanic you’ve seen before. Ishrasek is ringed by minions called Lightseeker Taken Acolytes, and if you kill them, they drop orbs (or “relics”) you can throw at the boss.

Clean out the Lightseekers and huck the orbs at the boss until its shield drops. With everyone else dead, you should be able to just pour on damage with whatever weapons you like. Once it takes enough hits, Ishrasek will disappear, summoning a bunch more enemies to fight you, including new Taken Knight bosses named Teorax, Lightseeker of Savathun and Velox, Lightseeker of Savathun. No special mechanics here, you just need to kill everything in the room, including those two bosses.

The tough part of this fight is really just how many enemies you have to deal with, so keep moving. Eliminating the Taken Wizards will help your survivability significantly, but really, this isn’t too hard a fight, especially if you’re quick about knocking out targets.

When everything is dead, jump up to the doorway on the third floor of this room, where the golden hawk will be waiting. You’ll get a prompt that says “Commune with the Traveler,” which will open the door to leave the room.

Head to the left side and use the prompt to

Find The Ship

Follow the hallway until you can make a right turn to enter the hangar where the Radiant Accipiter is parked. You’ll unlock it when you approach its left wing and, again, Commune with the Traveler.

With that done, you no longer need to worry about finding Paracausal Feathers, but you can continue to replay Harbinger each week for additional Hawkmoon rolls.

You'll get the Radiant Accipiter in your inventory once you've interacted with that last prompt.

GameSpot may get a commission from retail offers.

Donald Trump Resigns From The Screen Actors Guild

The Hollywood Reporter is reporting that former president Donald Trump has resigned from the Screen Actors Guild as the union moved through a disciplinary procedure that could have resulted in ousting him. Basically, he quit before they could toss him out.

Trump sent a letter to union president Gabrielle Carteris announcing his resignation as a pre-emptive move Wednesday afternoon. The letter exclaimed that he no longer cared to be a part of the guild, which would give him residuals from movies and television shows he’s been a part of.

“I write to you today regarding the so-called Disciplinary Committee hearing aimed at revoking my union membership. Who cares!” Trump went on to say that he wasn’t familiar with Carteris’ work, but is still proud of his television and film roles from Home Alone 2 to Fresh Prince of Bel-Air.

“I no longer wish to be associated with your union,” he continued. “As such, this letter is to inform you of my immediate resigning from SAG-AFTRA.”

In reply to Trump’s letter, SAG-AFTRA simply said a cordial, and curt, “Thank you.”

“Donald Trump attacked the values that this union holds most sacred – democracy, truth, respect for our fellow Americans of all races and faiths, and the sanctity of the free press,” Carteris said back in January. “There’s a straight line from his wanton disregard for the truth to the attacks on journalists perpetrated by his followers.”

SAG rules state that a member can be “reprimanded, censured, fined, suspended or expelled for violating its rules or regulations” or “engaging in actions antagonistic to the interests or integrity of the Union, any of its affiliated Locals or its membership.”

Brandy’s ’90s Cinderella Streaming on Disney Plus From February

1997’s film adaptation of Rodgers and Hammerstein’s Cinderella, starring Whitney Houston, Brandy, Whoopi Goldberg, and more is coming to Disney+ on February 12.

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The film originally debuted on ABC in November 1997 and earned seven Emmy Award nominations. It received praise for its diverse cast, starring a young Brandy Norwood as Cinderella and Whitney Houston as the Fairy Godmother.

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The film is based on Rodgers and Hammerstein’s theatrical musical, which was originally broadcast in 1957 with Julie Andrews starring. The 1997 film features songs from Rodgers and Hammerstein, including “Impossible,” “In My Own Little Corner,” “Ten Minutes Ago” and others. It also featured choreography from Broadway director Rob Marshall.

Don’t forget to check out every new movie and show hitting Disney+ in February. Every season of the original Muppet Show are also hitting the streaming service a week later.

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Joseph Knoop is a writer/producer/stepsister for IGN.

Snyder Cut: Director Reveals New Image Of Batman From The HBO Max Film

Director Zack Snyder has shared a new image from the upcoming extended edition of Justice League, known colloquially as “The Snyder Cut.”

The black-and-white images show Batman with his back to the camera, wearing a jacket in a dark hallway. This is part of a social media campaign, as the image is branded with #ZackSnyderJusticeLeague and #SnyderCut. You can see the original image on Vero and a re-post of it below.

Snyder left Justice League during production to deal with a sudden family tragedy. Avengers director Joss Whedon came in to finish the film, but that version wasn’t exactly what Snyder might have aimed for. Snyder is now working on a new edition of the movie with additional scenes, including sequences with Jared Leto as the Joker. Snyder also recently showed off an image of Joker’s new look in the film.

The Snyder Cut releases on March 18 through HBO Max as a four-hour film. It also stars Ben Affleck as Batman, Henry Cavill as Superman, Amy Adams as Lois Lane, Gal Gadot as Wonder Woman, and Jason Momoa as Aquaman. Ezra Miller returns to play The Flash, while Ray Fisher plays Cyborg. Jesse Eisenberg portrays Lex Luthor, J.K. Simmons plays Gordon, Jeremy Irons appears as Alfred Pennyworth, and Diane Lane plays Martha Kent.

The “Release The Snyder Cut” social media movement fired up in recent years, especially after WB initially had said they were never going to release it.

Tom Holland Calls Next Spider-Man ‘Most Ambitious Standalone Superhero Movie Ever Made”

Actor Tom Holland says that the currently untitled third Spider-Man MCU film is “the most ambitious standalone superhero movie ever made” in an interview with Variety.

“I can say that it’s the most ambitious standalone superhero movie ever made,” Holland said on Variety’s Awards Circuit podcast. “You sit down, read the script, and see what they’re trying to do, and they’re succeeding. It’s really impressive. I’ve never seen a standalone superhero movie quite like it. And I’m just, you know… that lucky little shit who happens to be Spider-Man in it. We got a lot more shooting to do. We started before Christmas and shot for like seven weeks. We stopped for the Christmas break, and then we’re starting again. I’m just as excited as everyone else to see it, let alone be a part of it.”

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Holland’s comment would seem to bolster theories that Spider-Man 3 is whipping up some sort of multi-verse (Spider-verse?) storyline featuring actors from different film incarnations of the franchise. Tobey Maguire and Andrew Garfield, the previous two Spider-Man actors, are rumored to appear, along with Kirsten Dunst’s Mary-Jane, although Disney and Marvel have declined to confirm the rumors of their casting. The sequel is also confirmed to star Doctor Strange actor Benedict Cumberbatch, with Alfred Molina expected to reprise his Spider-Man 2 (2004) role as Doctor Octopus, and Jamie Foxx returning as Electro (from Amazing Spider-Man 2).

Daredevil’s Charlie Cox is also rumored to have joined the Spider-Man 3 cast, having reportedly been spotted on set, but the news remains unconfirmed.

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Holland says that filming for Spider-Man 3 took a break over the winter holidays, but will resume in the near future.

You can check out everything else we know about the next Spider-Man movie here.

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Joseph Knoop is a writer/producer for IGN.