The MCU Probably Won’t Go R-Rated Any Time Soon

During a panel interview with the Television Critics Association, Marvel Studios CCO Kevin Feige confirmed that while they have begun “working with Deadpool,” a famously R-rated character they recently acquired during the Disney merger with Fox Studios, other MCU projects will likely stay PG-13. This confirmation came thanks to a question about the future of Marvel’s projects skewing more adult.

This news may put a damper on the buzz surrounding the rights to characters like The Punisher and Jessica Jones returning from Netflix to Disney. The famously ultra violent Netflix Marvel universe has been a point of much speculation and theorization for fans now that the MCU stepped into the streaming TV show arena in earnest.

That doesn’t mean the future of the MCU is PG-13 all the way down, however. Feige explained that Marvel has already begun work with Deadpool which has “already established itself as a certain genre and a certain rating, and we’ve already said we wouldn’t mess with that when we start working with [it].” Feige then teased that they have, in fact, begun work with Deadpool.

But this isn’t a limitation, as far as Feige is concerned. “We have never encountered a story or a storyline, or a character’s journey, that a PG-13, or any of the ratings we’ve been using up to this point, has prevented us [from telling]. We’ve never been held back by it. If we ever are, then certainly there could be a discussion to be had, now that we have other outlets like Hulu and like Star, but that has yet to be the case.”

Disney has recently added parental controls to Disney+ which would allow for more R-rated content to be available on the service without harming Disney’s famously family-friendly brand. However, it sounds like there are no currently announced MCU projects that will need to be met with rating concerns.

Anthem Development Ceases, BioWare to Focus on Dragon Age, Mass Effect

After over a year of internal overhaul on Anthem, EA and BioWare have decided to stop development on the 2019 action-RPG, and move on to other projects.

In an announcement today penned by executive producer Christian Dailey, he explains that the decision to quit work on Anthem was motivated by a mixture of the impacts of COVID-19, and a desire to focus on other BioWare projects, like Dragon Age and Mass Effect.

“2020 was a year unlike any other however and while we continue to make progress against all our game projects at BioWare, working from home during the pandemic has had an impact on our productivity and not everything we had planned as a studio before COVID-19 can be accomplished without putting undue stress on our teams,” he wrote.

“I know this will be disappointing to the community of Anthem players who have been excited to see the improvements we’ve been working on. It’s also disappointing for the team who were doing brilliant work. And for me personally, Anthem is what brought me to BioWare, and the last two years have been some of the most challenging and rewarding experiences of my career.

“Game development is hard. Decisions like these are not easy. Moving forward, we need to laser focus our efforts as a studio and strengthen the next Dragon Age, and Mass Effect titles while continuing to provide quality updates to Star Wars: The Old Republic.”

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Dailey also notes that Anthem’s existing live service will continue running as it is now for the foreseeable future.

Anthem had a rocky launch, plagued with bugs and criticism that while its combat was interesting, its story was a grind and its endgame didn’t have the chops to sustain the game long-term. As the game stumbled through 2019, EA ultimately opted to overhaul Anthem in late 2019, taking over a year to completely change the game’s core loop and systems like loot, quests, and social elements. Earlier this month, EA reportedly reviewed the state of the game and subsequently made the call to cease development at that time.

In an exclusive interview with IGN, EA chief studios officer Laura Miele offered her thoughts on the shuttering of Anthem development, contrasting the decisions EA had made in regards to the game’s overhaul with those it made on Star Wars: Battlefront 2. Battlefront 2 was successfully overhauled post-launch based on community feedback, if not perhaps as dramatically as Anthem was planned to be.

“What’s really important about Battlefront 2 is we said we were going to do something,” Miele explained. “We made a commitment to players and we needed to act on what we said we would do, so our teams are clear, if we publicly say we’re going to do something we must deliver. Creating new content for games can also come to a natural conclusion for various reasons and when that happens we try to be as transparent as we can with the community and explain why.”

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Miele then pointed to Battlefront 2’s community post-launch as an example, saying that even though the game’s community had asked for more post-launch content beyond what DICE was going to deliver, the studios were keeping that feedback in mind for future Star Wars games.

In contrast, while Anthem also had a community interested in its overhaul, Miele says that ultimately the best decision based on the resources BioWare has at their disposal was to focus development on its other games instead.

“We’ve believed in Anthem every step of the way, we’ve invested in this game for close to a decade and we’re proud of the work the team has done,” Miele said. “Starting with the game’s launch two years ago, the team at BioWare has listened to player feedback and brought updates and improvements to the game.

“However, 2020 and 2021 are unprecedented years when it comes to game development, so we must prioritize both the player experience and what’s best for the people working on these games. We want to make sure BioWare is able to focus on making the next Dragon Age and Mass Effect games the best they can be, while also continuing to provide quality updates to [Star Wars: The Old Republic]. That’s ultimately the best way we can be in service to our players, focusing on these fan favorites and delivering on the communities’ expectations.

“Anthem was a creative risk and its challenges have taught us a lot about game design and even how we can improve our development process. This not only benefits developers, but players as well.”

Miele talked at length about EA’s relationship with its game communities and goals to adapt based on fan feedback in the rest of our interview as well, which you can read here.

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Rebekah Valentine is a news reporter for IGN. You can find her on Twitter @duckvalentine.

EA Is Putting the Future of its Franchises, Including Titanfall, into its Studios’ Hands

Laura Miele loves working with people who make games — a love that began to be cultivated around 25 years ago, when she got her start at former EA subsidiary and Command & Conquer creator Westwood Studios.

“Those years working directly with developers forever shaped my understanding of the complexities and sophistication of game development, as well as my appreciation and admiration of game developers,” Miele says.

Now, she’s the chief studios officer for EA, where she works with over 6,000 game developers across the company. Miele tells us she sees EA’s internal studios as the “gravitational center” of the company, with the focus of her job being to empower those developers to make the things they want to make, all the while responding to the wants and needs of EA’s game communities and fans.

“In terms of our game development philosophy, our players are always our north star,” Miele says. “As I started this current role, I wanted to strip away some of the preconceived notions about what games we should be investing in and really start listening to players and incorporating their voice into our development process. Since then, we have announced a slate of games that players asked for: a new Skate, College Football, a Command & Conquer remaster, the Mass Effect Trilogy and we developed free content in Battlefront 2 for several years to turn the perception of that game completely around.”

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Miele repeatedly emphasizes the importance of keeping players involved in the ongoing development processes of all EA’s games, citing as examples EA releasing the Command & Conquer source code, and the recent announcement of a new Skate game by a new EA studio called Full Circle.

“We call it Full Circle for a reason — we want our players’ experience with EA to come full circle. Our players deserve to be part of the process.”

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Miele points out that responding to what players are asking for is very rarely something that can happen instantly, pointing to annual franchises like Madden and FIFA which iterate more slowly over each new installment. Major changes to how games like that work, she says, often don’t happen until a few years after they’re first brought up, simply due to how challenging development of annual installments can be.

“We have recently added advanced innovation teams that are heavily focused on tech development and dedicated to long-term game development,” Miele says of Madden and FIFA. “These teams explore innovation initiatives that players will get to experience in two to three years.”

And Miele also wants to make it clear that being player-focused doesn’t mean “making everyone happy 100% of the time.” Our conversation with her occurred just ahead of the announcement that BioWare would end development on Anthem, a game that BioWare strove to overhaul over the course of a year in response to player feedback. Miele says that ultimately the studio needed to allocate its time and resources to franchises like Mass Effect and Dragon Age, and that the COVID-19 pandemic made it especially difficult to make the game into what players wanted.

In contrast, Miele points to Star Wars: Battlefront 2, where EA DICE was able to take the time to turn the game around from its original form, which players were unhappy with.

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“When I first took this studios leadership role, players were incredibly unhappy with this game,” Miele recalls. “We had made commitments to deliver content to the community, but we didn’t have team members assigned to deliver on these promises. We quickly pulled together a great team of people from our studios in Vancouver, Montreal and Stockholm to immediately get to work on fulfilling our promises. We created free content for players because it was the right thing to do and I felt we owed it to our community of players.

“We didn’t expect any accolades or pats on the back for this work, but we actually saw a significant sentiment turn around from players and the game was re-reviewed at much higher scores. Players still love to play Battlefront 2 and I feel we are moving past its history. To hear fan feedback and see players loving this game is deeply gratifying.”

Another franchise where players may not necessarily feel they’ve gotten everything they wanted lately is Titanfall. Though Titanfall has a dedicated community of fans, right now, developer Respawn currently appears to be focused on the battle royale taking place in that universe, Apex Legends, rather than on a new main series game.

That doesn’t necessarily mean it’s the end of Titanfall proper, though. Miele confirms that Respawn is fully in control of what happens to the franchise in the future, who will make the decision based on, once again, what players want.

“Apex takes place in the Titanfall world and the Respawn team is incredibly proud of that legacy and brand,” she says. “That team will determine what the future holds for Apex and Titanfall. I don’t believe in directing or telling games teams what to create, it has to come from the player community, and the inspiration and motivation of developers.”

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So ultimately, what does it mean when EA and its studios say they will listen to its players? Ultimately, EA proper does have the final say on decisions regarding what games get made or updated or ended, Miele acknowledges — they’re all in business together, after all.

“There is a lot of creative autonomy within Electronic Arts but there are certain values and principles we have as a company that we just couldn’t allow to be compromised.”

But there’s an overarching understanding across the company, she says, that teams should have the creative license to receive, listen to, and accept or reject feedback from players. The studios are, after all, the creators and entertainers making the art in the first place.

As for how the studios actually collect that feedback, Miele points to a number of areas. One of those is social media, which she says played a key role in making Skate 4 happen.

“With Skate for example, we knew that every time we posted on Instagram that the first comment no matter what we posted would be #skate4,” she says. “But we only want to revisit a series if we’re confident we can build an experience that moves the franchise forward in a contemporary way. ”

Other sources of feedback include actual game telemetry that shows the developers how players are interacting with the games and what problems they are having as they play, customer support feedback, and the game’s community teams.

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“One of the things I did in the first 100 days of my role as head of studios was to spend time with our community leaders for some of our biggest franchises,” Miele says. “I asked them to give me their best advice on how we can have a better connection to our players. The biggest theme was – please listen to us about the content players are asking for which resulted in us green lighting Skate, College Football, Command &Conquer and additional content for Battlefront II.

“We take all of these inputs and that gives us a sense of what players are loving and not liking- our studio leaders then work with the game teams to determine how we prioritize and address direct player feedback.”

Ultimately, Miele says, everything is about balance — EA will step in and make decisions as needed, developers are given agency to make the things they want to make, and players — hopefully — eventually feel their needs and wants are met.

“It’s about working to understand what a player’s motivations are and working to meet those,” Miele says. “While at the same time recognizing our game teams are tremendously talented at their craft and will determine where the story and game go.”

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Rebekah Valentine is a news reporter for IGN. You can find her on Twitter @duckvalentine.

NBC’s Debris: Watch the First 15 Minutes of the Series Premiere

If you’ve been trying to fill that X-Files-shaped hole in your life, NBC might just have you covered with their new sci-fi series Debris. And to help you gauge whether this series is right for you, IGN can exclusively debut a lengthy clip from the first episode.

Check out the video player above or embedded below to watch the full first 12 minutes of Debris Episode 1:

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Debris is created, written and co-executive produced by JH Wyman (Fringe) through Legendary Television and Universal Television. The series is set in a world where a mysterious alien spacecraft has exploded in Earth’s atmosphere, showering the world in broken shards of highly advanced technology. Naturally, every government and criminal organization in the world would like a piece of that extraterrestrial pie. That’s where CIA operative Bryan Beneventi (Jonathan Tucker) and MI6 agent Finola Jones (Riann Steele) come in. This unlikely duo have been tasked with working together to safeguard the alien wreckage. But is the debris a boon to mankind or a weapon just waiting to fall into the wrong hands?

Debris also stars Norbert Leo Butz as Beneventi’s CIA handler Craig Maddox, Anjali Jay as Jones’ MI6 handler Priya Ferris, and Scroobius Pip as Anson Ash. The series will premiere on Monday, March 1 at 10pm ET/PT.

Let us know in the comments if you think Debris is shaping up to be the next X-Files or Fringe.

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The X-Files ended its long run on Fox in 2018, with the network reviving the series for two additional seasons after it originally concluded in 2002. Here are IGN’s picks for the best standalone X-Files episodes. There’s no sign of an X-Files reboot yet, but there is an animated comedy spinoff in the works.

Debris may be fictional, but Earth’s atmosphere being clogged with debris is a very real problem. In December we learned the European Space Agency is sending a giant claw into orbit to clean up that mess.

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

World’s End Club: Here’s What Comes in Each Edition

World’s End Club is coming to Nintendo Switch on May 28. Two editions of the game are available for preorder right now from a handful of retailers (see it at Amazon). Read on to find out what the game’s all about, as well as where you can snag a preorder and what comes in each edition.

World’s End Club Deluxe Edition

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Despite being called a “deluxe edition,” this is the entry-level version for those who prefer physical games. (It’s not up for preorder in digital format yet). The deluxe edition comes with the game itself, plus the following extras:

  • “Go-Getters Club Yearbook” mini art book
  • “Anthem of Friendship” digital soundtrack sampler
  • Reversible cover

World’s End Club Limited Edition

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The game is also available in a limited edition that’s exclusive to the NIS America Store. It comes with the game itself, along with the following items:

  • “Anthem of Friendship” Complete Digital Soundtrack
  • “Go-Getters Club Yearbook” Hardcover Art Book
  • “Club Leader’s Badge” Enamel Pin
  • “Endless Carousel” Acrylic Stand

No Preorder Bonus

No preorder bonuses have been announced for World’s End Club the time of this writing. If that changes at any point in the future, this is where we’ll toss that information.

What Is World’s End Club?

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A mix between a visual novel and a platformer, World’s End Club comes from the creators of the cult classics Zero Escape and Danganronpa. It’s about a group of oddball students from all over Japan who call themselves the “Go-Getters Club.” They go on a field trip to an underwater theme park but, due to some unfortunate events, find themselves trapped there. Then a clown appears and informs them that they’ll have to play a “Fate Game” to escape. Sounds dangerous. Once you do escape, you end up going on a cross-country adventure to solve yet another mystery.

The first portion of World’s End Club was originally released last year as an Apple Arcade title. That version of the game should be getting a content update with the ending around the time of the Switch version’s release.

Other Preorder Guides

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Legendary Wrestler The Big Show Swaps WWE for AEW

Wrestling icon Paul Wight AKA The Big Show has signed a new deal that will transition him from the WWE to competitor All Elite Wrestling.

Wight will join AEW both as a wrestler in the ring and a commentator on AEW’s new show AEW Dark: Elevation.

“It’s been amazing to watch what AEW has built in just a couple of years,” Wight said. “AEW Dark is an incredible platform to hone the skills of up-and-coming wrestlers, but I also love that established AEW talent can build out their personalities and showcase themselves in new ways on Dark. It’s no exaggeration when they say that AEW is boundless.”

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Wight’s new role will also focus in some capacity on mentoring young talent at AEW with his years of professional wrestling experience, as well as educating fans with his commentary.

AEW Dark: Elevation, which will focus on both established and rising stars in AEW’s roster, will air on Mondays at 7 PM ET on AEW’s YouTube channel.

Wight began his wrestling career decades ago in 1994, signing with WCW in 1995. In 1999, he signed a multi-year contract with WWF (which of course later became WWE), eventually winning numerous championship events. He’s previously won the WCW World Heavyweight Championship, two WWF/WWE Championship wins, the WWE World Heavyweight Championship twice, and the ECW World Heavyweight Championship, making him the only wrestler to have held all four titles. Wight is also an 11-time World Tag-Team Champion.

Big Show enters the ring during the WWE Raw event at Rose Garden arena in Portland, Ore., Monday February 27th, 2012. (Photo by Chris Ryan/Corbis via Getty Images)
Big Show enters the ring during the WWE Raw event at Rose Garden arena in Portland, Ore., Monday February 27th, 2012. (Photo by Chris Ryan/Corbis via Getty Images)

Wight’s star power also catapulted him into Hollywood, with appearances in films like Jingle All the Way with Arnold Schwarzenegger, shows like Burn Notice, and more recently a starring role in the sitcom The Big Show Show.

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AEW was founded in 2019 by Jacksonville Jaguars co-owner Tony Khan, with former WWE wrestlers headlining, including Cody and Brandi Rhodes, Kenny Omega, the Young Bucks, Chris Jericho, Sting, Hangman Page, and Jon Moxley. Cody Rhodes and Omega also serve as executive producers. Sting signed his deal with AEW as recently as early December last year. AEW has established itself as one of the more serious competitors to WWE’s long standing monopoly on professional wrestling, with financial backing from billionaire Shahid Khan.

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

Mavix M9 Gaming Chair Review: Is This $1,000 Chair Worth The Price?

If you spend a significant portion of your day at a desk, a comfortable, ergonomic chair is one of the most important purchases you should make. Since they tend to focus heavily on ergonomics, gaming chairs are ideal for both work and play. A high-quality gaming chair is an investment that your body will wind up thanking you for, and if you have the cash to spend, the Mavix M9 is about as premium as it gets unless your name is Herman Miller. Mavix jumped into the gaming chair space late last year, and the company currently has three models, each with a similar design. At $1,000, the M9 is Mavix’s most expensive. While that’s a steep price for a chair, the M9 absolutely delivers; it is, bar none, the most comfortable chair my bottom has ever graced.

Design

While many popular gaming chairs look like racing seats, the M9 is understated. Designed to look more like a conventional ergonomic office chair, the M9 has an elegance to it that will likely appeal to those who want something that meshes with their space. It’s not flashy or boisterous, but it still has a quiet style about it.

The M9 has a wide seat cushion with a subtle curvature. The two-piece backrest gets wider as it goes up and is made of soft, multilayered nylon. The ergonomic lumbar support has a pronounced bend, and the upper portion of the backrest is covered with what Mavix calls “M-Breeze Fabric” to match the seat cushion. It has a leathery feel to it but is much softer than most faux leather chairs. The M9 is extremely clean, with few logos strewn about its exterior. The M9 comes with soft rollerblade-style wheels, which gives you a cleaner roll and eliminates scratches on hardwood floors that can be caused by normal casters.

The Mavix M9 has an understated design that's a mix between gaming and office chairs.
The Mavix M9 has an understated design that’s a mix between gaming and office chairs.

The M9 is available in multiple colors, too. Solid black and solid white chairs are available as well as two-tone black/white and black/blue color schemes.

Ergonomics

The simplicity behind the M9’s design is deceptive. It’s easy to look at the M9 and think that it’s a regular, albeit classy, office chair. It doesn’t have the super visible lumbar pillow or neck cushion that a lot of gaming chairs have, and the straightforward color designs don’t accentuate any of its features more than the others. The first time I sat on the M9, though, it was clear that Mavix put a lot of thought into the ergonomics.

Without question, the best feature of the M9 is its seat cushion. The cushion has a gentle inward slope that helps relieve pressure on your legs. It rises in the center, creating a shallow pocket for each leg to nestle into nicely. The M9’s cushion is filled with cool-gel memory foam. Other Mavix chairs–the M5 and M7–have mesh seats, so the cushion really is the standout upgrade–and it’s truly a game-changer. Soft but not too squishy, the cushion is genuinely one of the comfiest seats I’ve ever sat on. For lack of better phrasing, my butt and tailbone tend to get sore from sitting in a chair all day. I’ve been using the M9 for about two weeks now, and I have yet to experience any discomfort–it provides ample support. I now prefer sitting in the M9 when playing games on my TV, rather than lounging in my recliner. It’s simply that comfortable of a cushion.

The Mavix M9's seat is filled with cool-gel memory foam.
The Mavix M9’s seat is filled with cool-gel memory foam.

The backrest and headrest, on the other hand, do more with less. The lumbar support, a curved section covered in soft elastic nylon, is every bit as supportive as the dedicated memory foam pillows I’ve used with other gaming chairs. The backrest is made of the same material but is covered with soft fabric to give it a more premium look. Practically speaking, I’m not sure that the fabric really adds anything comfort-wise, but the mesh foundation is more than enough to support your back. The backrest does its job admirably, as I’ve yet to feel any lower back or shoulder pain while using the M9.

Mavix M9 key specs

Chair height: 47 to 56.75 inches
Seat width: 22 inches
Chair cover material: M-Breeze fabric
Cushion: Cool-gel memory foam
Adjustable back angle: 127 degrees
Armrests: 4D
Recommended weight: Less than 300 pounds
Warranty: 12-year limited warranty

Adjustability

Naturally, everyone needs something different in a gaming chair–no one desires the exact same settings. The M9 is anything but rigid in this department. There are a wealth of adjustability options available at your fingertips.

The Mavix M9 has three levers and two knobs beneath the cushion. One of the knobs activates the recline function, while the other adjusts tilt tension. The M9 reclines to 127 degrees, and while some gaming chairs recline back much further than that, I found that the M9 was still a fitting lounge chair for relaxing. The tilt tension knob helps you find the perfect setting. I prefer a chair that has some resistance when you push back, while others may like it to be easier to rock. There’s also an easily accessible lever that tilts the backrest freely if you want to switch from work to play in a flash.

Almost every aspect of the Mavix M9 is adjustable.

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The other two levers change the seat depth and height. Seat depth customization is particularly helpful, and it’s not possible with a lot of gaming chairs. The M9’s fragmented design lets you find the right positioning for your seat in relation to your legs to reduce strain and help maintain proper posture in your lower body. Since you generally want a couple of inches between the chair and the curve of your knee, this adjustment relies on your own height. The same goes for the chair’s height, which you can adjust freely to find what works best for you and your setup.

While the lumbar support itself isn’t technically adjustable, the backrest’s height can be changed. In effect, this alters the position of the lumbar curve to find the right spot on your spine. Given the ergonomic shape of the lumbar support, the backrest adjustment is all that’s needed to provide superb comfort. To adjust the backrest, you have to stand next to the chair and simply pull up. Once you let go, it will lock into the closest height level. You can pull the backrest all the way up and then let go to return it to its lowest position.

The headrest is an optional component of the build, but it can be tilted up and down to fit your own personal preference. It’s also easy to adjust while sitting in the chair, which certainly helps you find the right angle. The 4D armrests can be moved up and down with the press of a button, and the angle is also customizable by simply twisting inward or outward.

I had never tried a gaming chair with rollerblade-style wheels before. I have to point out that while the wheels offer a ridiculously smooth roll, they move very easily. You can lock them by pushing down a clamp on each wheel. I usually only push down one or two and that does the trick–I almost never have all of the wheels unlocked. It’s much easier to adjust the M9’s settings when you’re not rolling around.

Assembly

I should disclose here that the M9 chair Mavix sent me was pre-assembled, but it normally ships in pieces that you need to assemble. The only thing I had to do was pop off the regular casters and replace them with the rollerblade wheels. That said, Mavix has a handy instructional video on its site for M9 assembly. So I disassembled my chair and put it back together again. The whole process took no more than 15 minutes, as there are only a few main pieces and a handful of screws. Some gaming chair assemblies are difficult to accomplish without an extra pair of hands, but the M9’s simplistic design extends to its build process.

Is the M9 actually worth $1,000?

There’s no way around it: $1,000 is a whole lot of money for a gaming chair, even one as stellar as the Mavix M9. Still, the M9’s superior design and comfort make it a significant step up from some of the most popular gaming chairs on the market–including the ubiquitous Secretlab Omega/Titan Series chairs. At more than double the price of those chairs, you really have to consider how often you will use it. I sit at my desk for at least 10 hours per day, so the M9 is a chair that makes sense for me. The more time you spend at your desk, the more important your chair becomes. The M9 is worth it for those looking for an ultra-premium gaming chair without paying Herman Miller-type prices. Not everyone needs a gaming chair like this, but those who need maximum comfort for all-day use will truly appreciate the Mavix M9. Mavix’s cheaper options, the M5 and M7, have the same ergonomic shape, which would make them good choices as well. But the M9’s seat cushion and more fine-tuned adjustments give it a clear edge over its siblings.

The bottom line

To put it plainly, the Mavix M9 is the most comfortable gaming chair I’ve ever used. Its understated design makes it a winner for those who don’t like the flashy look of many other gaming chair options. Practically every component of the chair is adjustable, making it an incredibly versatile option that focuses on not just ergonomics, but ergonomics that fit you. The cool-gel memory foam seat cushion is a step above the competition and remains as comfortable as a couch even after all-day use. If you can get past the price, the Mavix M9 has everything you need in a gaming chair.

The Good:

  • The cool-gel memory foam seat cushion provides supreme comfort for extended periods of sitting
  • Ergonomic lumbar support isn’t flashy, but it offers all the support you need
  • Nearly every aspect of the M9 is adjustable, letting you find your perfect position for the seat, backrest, armrests, and headrest
  • Rollerblade-style wheels provide an ultra-smooth roll
  • Understated design fits into both professional and game room settings

The Bad:

  • Extremely pricey

About the author: Steven Petite tested the Mavix M9 over a two-week period, spending well over 100 hours sitting in it. The M9 will be a fixture in his office for a long time. Mavix provided a sample of the M9 for the purpose of this review.

Nier Replicant Trailer Completely Revamps Opening Cinematic

Square Enix has shared the opening cinematic for the Nier Replicant remaster, which is scheduled to arrive in just a few months. The trailer is a shot-for-shot remake of the original opening cinematic, complete with newly recorded music and voice acting, and it also points to a slight change in some of the art direction.

In the cinematic, we’re given a cursory overview of some of the game’s characters, including fan-favorites Kaine and Emil–the latter also appeared in Nier: Automata, which is a sequel that largely followed new characters. The whole thing is backed by Keiichi Okabe’s mesmerizing soundtrack. Okabe is a longtime collaborator with series director Yoko Taro, also composing music for Nier Automata, Drakengard 3, and the mobile Nier Reincarnation.

Slightly muted colors seem to suggest an influence from Automata found its way back into the original game, though it isn’t particularly extreme. Automata received much better reviews than its predecessor, but updated combat should lead to some improvements.

Nier Replicant releases for PC, PS4, and Xbox One on April 23. It will be 11 years to the day since the original Nier released in Europe.

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Cyberpunk 2077: Major 1.2 Patch Delayed After Cyber Attack

CD Projekt Red has delayed Cyberpunk 2077’s major 1.2 patch following the cyber attack the studio suffered earlier this month.

CD Projekt Red announced the news on Twitter, also mentioning that this new patch “goes beyond any of our previous updates.”

“While we dearly wanted to deliver Patch 1.2 for Cyberpunk 2077 in the timespan we detailed previously, the recent cyber attack on the studio’s IT infrastructure and extensive scope of the update mean this unfortunately will not happen — we’ll need some additional time,” CD Projekt Red wrote.

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“Our goal for Patch 1.2 goes beyond any of our previous updates. We’ve been working on numerous overall quality improvements and fixes, and we still have work to do to make sure that’s what you get. With that in mind, we’re now aiming for release in the second half of March.

“It’s not the news we enjoy sharing, but we want to make sure we launch this update properly. Stay tuned for more information as the time draws closer. Thank you for your continued patience and support.”

The aforementioned cyber attack against CD Projekt Red compromised the studio’s internal systems and the hackers stole documents and the source code for Cyberpunk 2077, The Witcher 3, and more.

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These stolen files were reportedly sold in a dark web auction that was allegedly set at $7 million.

Patch 1.2 was part of the Cyberpunk 2077 Updates Roadmap that detailed the game’s future after the litany of launch issues. Alongside these updates, there are still free DLCS planned alongside the free next-gen console update that will arrive in the second half of 2021.

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

The Big Show, Paul Wight, Joins AEW

Former WWE superstar and multi-time world champion Paul Wight—aka the Big Show–has signed with AEW as a commentator for its newest YouTube show, AEW Dark: Elevation, which premieres Monday on AEW’s YouTube channel.

“It’s been amazing to watch what AEW has built in just a couple of years,” said Wight in a statement. “AEW Dark is an incredible platform to hone the skills of up-and-coming wrestlers, but I also love that established AEW talent can build out their personalities and showcase themselves in new ways on Dark.”

Wight, a Grand Slam Champion, had been with WWE since February of 1999 and has a storied career with matches up against contemporary legends like Triple H, the Rock, Stone Cold, and Undertaker. He made his debut at the only St. Valentine’s Day Massacre pay-per-view. He soon became a mainstay on WWE television.

AEW Dark: Elevation will be part of AEW’s main continuity and a place to continue storylines as well as “elevate” new independent talent within the industry as well as some of AEW’s more established wrestlers.

“Paul Wight is one of the most recognizable and impressive professional athletes in the world,” said Tony Khan, CEO of AEW. “He wanted to come to AEW because he believes that we’re the best promotion in wrestling, and we believe that he has a lot to offer us.” Khan also mentioned he sees Wight as an ambassador for the company as well.

Wight is just the latest of wrestling legends that has made his way through AEW’s roster with his former WCW tag team partner Sting recently joining late last year.