The MCU’s level of secrecy regarding new projects is legendary, even to their stars. Captain America 4 was recently confirmed to be in the works from Falcon and the Winter Soldier lead writer Malcolm Spellman scripting, but star Anthony Mackie doesn’t have any details yet. In fact, according to an interview with EW, he learned about the project just like everyone else.
“I literally found out yesterday in a grocery store,” Mackie said. “The checkout guy named Dwayne [was like] ‘Yo, man. Is this real?!’ I’m like, ‘I haven’t heard anything.’ That’s what I love about working for Marvel. They call you, they’re like, ‘Come to L.A. We wanna tell you what’s going on.’ So, I’m excited to see what happens, but I haven’t heard anything.”
The focus on Sam Wilson as the star of Captain America 4 comes from Sam’s official adoption of the Captain America mantle in the finale of Falcon and The Winter Soldier–or, ostensibly, in the final moments of Avengers: Endgame, depending on how you want to count things out. Naturally, it would be hard to have a Captain America movie without Captain America himself, but given the early stages of development being reported, it’s not surprising that Mackie hasn’t gotten the phone call.
Still, he was quick to joke: “What would be really bad is if the movie [Captain America 4] starts and I get blown out of the sky.”
As for actually taking the mantle and donning a new costume, Mackie says it hasn’t actually set in yet–and the moment even felt a little anticlimactic in the show. “I don’t know what I expected, but it’s definitely not what I thought it would be. I guess I foresaw something that was much more celebratory than just being ‘Anthony with a new Twitter account.'”
With any luck, that ‘new Twitter account’ feeling will go away once Captain America 4 starts production in earnest. Until then, Disney’s next major MCU release is the Loki TV show, which will hit Disney+ on June 11. Following Loki is the much delayed Black Widow, which will be hitting theaters and Disney+ (for an extra fee on top of the subscription) on July 9.
Microsoft’s gaming division just had its best Q3 ever, not only thanks to ongoing sales of Xbox Series S and X, but also in no small part due to them basically tacking an entire extra company onto their revenue for the quarter.
In its earnings today, Microsoft reported gaming revenue was up 50% year-over-year, jumping from $2.35 billion for the same period last year up to $3.53 billion this year. It’s not a record quarter overall, as Microsoft’s gaming revenues for October through December of last year spiked past $5 billion for the first time ever during that three-month period thanks to the new console launch. But it is a record for the January through March quarter, which is traditionally more of a quiet one for gaming companies following the busy holiday sales season of big new releases.
Obviously, the Xbox Series S and X still being novel new toys and improved supplies of both after the initial holiday rush was a major factor in the revenue spike. The shift from a quiet quarter in January to March 2020 to now brought the company’s hardware sales up a whopping 232% from this time last year to now. That’s admittedly unsurprising given that probably no one was buying Xbox Ones during the first three months of last year as they waited for the Xbox Series launch, but it’s still a rather impressive-sounding number.
But hardware was far from the only culprit in Microsoft’s excellent gaming quarter. Xbox content and services revenue — aka software, Game Pass, and basically everything that isn’t hardware — rose $739 million or 34%, which Microsoft attributes to… well, everything in that category, both first and third-party software and Game Pass revenue.
Baked into that content and services revenue though is a new factor this quarter: Bethesda and ZeniMax. Microsoft officially completed its acquisition of ZeniMax in March, meaning the company’s revenue is now lumped into everything else Xbox gaming. It’s unfortunately impossible to tell what impact this actually had on Microsoft’s revenue numbers, as ZeniMax was not a publicly-traded company before and did not disclose its actual quarterly or annual revenues prior to the acquisition, but it’s very likely that the rise in content revenue was at least somewhat helped by the company suddenly adding a bunch of extra game sales to its balance sheet. The full impact may end up being more evident in future quarters when major new games launch out of ZeniMax’s portfolio.
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Rebekah Valentine is a news reporter for IGN. You can find her on Twitter @duckvalentine.
Only a few steps inland from the beach where your ship is wrecked at the start of Boomerang X, you realize some great calamity has befallen this strange place. As you make your way into the interior of the island, you find a ravaged village and the bodies of the giant mantis people who once lived there. Whatever happened here, they tried to fight it. They failed.
But then you find one of their artifacts: a strange boomerang, which looks more like a throwing star made out of bone (or more specifically, the Glaive throwing blade thing from the movie Krull). The mantis people, the Yoran, weren’t able to use this boomerang to save themselves, but you sure can. Just seconds after finding it, you’ll whip the blade through strange monster creatures made of goo as easily as if you had invented the weapon.
Things move fast in Boomerang X, as we discovered with a hands-on preview of the game that lasted about an hour. The game is actually a series of wave-based arena fights where several brands of these goo creatures appear, and you need to cut them down to size with the boomerang. You play Boomerang X from a first-person perspective, so these fights have a platforming and shooter feel, with the caveat that you only have this one weapon to defend yourself with. The handy thing about your boomerang is that it always returns to your hand (as you’d expect), but that delay in shots means that every throw is a tactical decision.
The arenas are quickly filled with different brands of monsters, like bugs that crawl on the ground and flies that buzz in the air. Some of them are marked with a yellow icon, and you know ahead of time that you need to kill a certain number of these marked enemies to complete the wave. There are always more monsters than the ones that you must kill, so if you’re strategic, you can just drop the important baddies–the rest vanish as the next wave starts.
The thing is, these fights quickly become overwhelming, and you learn very quickly that mastery of the boomerang goes hand-in-hand with mastery of movement. You can throw the boomerang through enemies at close range or hold the throw button for a second to get much more distance, and if the blade takes too long to bounce back to you, there’s a second button dedicated to recalling it. You can also bound through the air at huge distances. You don’t necessarily get much height, but you do get a ton of distance, so in the first few fights of Boomerang X, you’re constantly repositioning to avoid monsters streaming toward you in order to get better angles and slice down the creatures that need destroying.
Your need to stay mobile and keep slicing only gets more intense as you advance through Boomerang X’s arenas, but you quickly learn that the Yoran civilization had more going on than its destroyed huts and spear-filled armories let on. Soon, you start to add new properties to the boomerang–the coolest being the ability to return yourself to the boomerang, rather than the boomerang to you. That effectively means you can huck the boomerang into the air and then zap yourself to its location, sending you flying and giving you aerial combat capabilities.
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After that, Boomerang X becomes a fast-paced, ludicrously vertical experience, where you’re just whipping around arenas, taking down enemy after enemy with precision glaive throws. Right after getting the ability to use your boomerang to rocket through the air, you also gain the ability to focus and slow down time for short bursts while you’re charging the boomerang’s longer throw. With that, never touching the ground becomes an incredibly viable strategy because you can zero in exactly where you want to go or carefully target the tougher enemies’ red ruby-like weak points.
And the enemies do get quite a bit tougher and more unpredictable. While your first few batches of creatures are usually just slow-moving missiles who charge straight at you and die pretty simply, later creatures are less simple to take down. When you hit the arena called the Poisonous Well, after traveling through the Yoran’s statue-filled gardens and giant colosseum, you encounter what feels like the game’s first boss–a huge, poison-spewing frog that leaps into the air and comes down in an attempt to crush you. The frog monster has its weak points on both its back and belly, so you not only need to shoot up over it to hit your mark, but you also have to brave getting beneath its deadly attack.
Boomerang X does a great job of escalating the situation, though, because the frog is just the first wave. More and more enemies are added to the mix, requiring you to keep your head on a swivel as you try to deal with threats. Every fight in Boomerang X is about positioning and target prioritization. You need to pick the places you want to fly to with your boomerang to get yourself away from things like flying squids and poisonous frog puke, and you need to take out the toughest enemies fast before they overwhelm you. But while it’s a challenging prospect to constantly assess and reassess the battlefield while also flying through the air, Boomerang X makes it pretty intuitive; the time-slowing ability gives you just enough of an edge to let you carefully pick your next spot or make an important throw.
As you move on, you gain additional abilities that are dependent on your boomeranging skills. The Scattershot fires a short-range blast in the area in front of you, allowing you to take out lots of targets at once, but only if you manage to kill two enemies with a single boomerang throw first. The Needle fires off a sniper-like bolt in a straight line, but to access it, you need to drop three enemies at once with one of your special attacks like Scattershot. Both tools keep adding to the things that you need to keep in mind in Boomerang X–every move has to be deliberate if you want to stay alive, and even accessing your tools requires doing the math about what to kill, what to avoid, and where to reposition.
The inventiveness of the enemies helps keep you on your toes and makes those decisions a little easier, though. While at first, it can feel like Boomerang X expects you to think about too much stuff all at once, between enemy locations, your abilities, and your own position on the battlefield, a rhythm develops pretty quickly. And that’s where Boomerang X really gets into the flow and becomes fun and intense.
One early arena, the forest-like Yoranwood, brings in a huge giraffe-like enemy that dominates the battlefield by creating a huge lightning storm around its head. This creature is like 50 feet tall, a giant that just strays around, making huge swathes of the arena extremely dangerous to occupy–if you’re beneath the storm cloud, you’re vulnerable to lightning strikes provided you aren’t moving quickly enough, and passing through it will also damage you. To get all the creature’s weak points, you need to hit its legs beneath the cloud, then travel up and hit the top of its head above it. So most of the fight becomes about staying high over the storm and taking out priority targets, like the demon-like monsters that can generate endless hordes of squids that target you like heat-seeking missiles. Developer DANG! does a great job of marrying your tools with the demands of the battlefield in a way that makes keeping enemy abilities and your own in mind feel natural–reacting to dangers, taking down threats, and traveling around the battlefield gives you lots of opportunities to smartly use everything at your disposal until it quickly becomes second nature.
That fast-paced but brainy take on combat and movement is what makes Boomerang X exciting in fight after fight, while its fascinating level design leaves you with clues about the strange and fascinating world you’re exploring. It seems like an easy game to get lost in, both as you’re uncovering the secrets of the Yoran, and as you enter a flow state of perfectly boomeranging through enemies and around arenas.
Boomerang X is slated to release this spring for PC and Nintendo Switch.
Following the release of Call of Duty’s Season 3, Treyarch released a new update today April 27 in order to iron out some of the bugs and crashes that have popped up. There are also various “stability fixes” to improve the quality of life for Black Ops Cold War.
MULTIPLAYER
Cold War’s new party game mode Sticks and Stones has received a fix for an issue that caused tomahawk kills to incorrectly award 100 points, which is way too many for one kill. Tomahawk kills should now be awarding the proper 50 points per kill. The update also addresses the issue with Finishing Moves not counting as melee kills.
A fix was also issued for Beck’s Season 3 battle pass operator mission. Previously, it was not progressing correctly in the large-scale Fireteam modes. Players should be able to properly advance in his operator mission now.
ZOMBIES
For Zombies, the incoming fixes address issues with the mode’s frustrating scoreboard bugs. This corrects issues with the scoreboard losing functionality or no displaying the proper information.
The patch notes confirm a fix for crashes that occurred in Zombies Outbreak mode, specifically a crash that occurred when migrating hosts during an objective.
And lastly, the Crossroads map has been removed from the PlayStation-exclusive Onslaught mode for maintenance.
Addressed an issue where Tomahawk kills awarded 100 points instead of the 50 points shown on screen.
Addressed an issue where Finishing Moves weren’t being counted as a melee kill.
Snipers Only Moshpit
Restricted Ballistic Knife from use in Snipers Only Moshpit. (April 26)
Operator Missions
ZOMBIES
Scoreboard
Addressed an issue where the scoreboard could lose functionality.
Addressed an issue where players were unable to inspect other players in the scoreboard.
Addressed an issue where the column that would display the amount of “Downs” for players was not shown.
Progression
Addressed a rare display issue that could cause Match Bonus XP to appear as a negative value.
Outbreak
Stability
Fixed a crash that could occur when migrating hosts during an Objective.
Onslaught (PlayStation)
Removed Crossroads from Onslaught map rotation for maintenance.
The Call of Duty blog also detailed what player’s can expect from Black Ops Cold War this week. This includes playlist updates and new cosmetic bundles coming to the shop.
The Nintendo Switch’s Joy-Cons offer a lot of flexibility in how the system can be played, letting you use them while the switch is docked, in handheld mode, or even propped up on a flat surface. They can also function as a pair of controllers in local multiplayer. But since the Switch launched, there’s been one Joy-Con feature that has been a sore point for players, and no, we’re not talking about drift. The Switch’s Joy-Con controller lack a traditional D-pad and instead offer four directional buttons on the left-hand Joy-Con where the D-pad would be.
For those who prefer the feel of a traditional D-pad, which feels like a must for playing some of the classic SNES games on Switch like Super Mario World and Super Metroid, Hori offers a line of D-pad Switch controllers that simply replace the left Joy-Con on your system. Though they’re available in a variety of designs, there’s a rare deal on one particular version right now at Amazon–you can snag the Black & Gold Pikachu design that’s black with yellow lightning bolts for $20 right now, down from $25.
The Black & Gold Pikachu design is the only one discounted, but it comes with free Prime shipping as early as tomorrow.
Unfortunately, the Zelda and Super Mario designs are still full price, and the Mario and alternate Pikachu designs are wildly overpriced and in low stock. It’s been a while since we’ve even seen the Hori D-pad controller in stock, however, so if you’ve been frustrated with the D-pad buttons on your Switch Joy-Cons, snagging the Black & Gold Pikachu option at this price is worth it. Keep in mind this is just one left controller–there’s no matching right one that comes with it.
The Hori D-Pad Switch controller ranks on our list of the best Switch controllers we’ve tried, and it’d also make a great Mother’s Day gift idea if the mom in your life has a Switch and plays often.
Few video game franchises are as revered as BioWare’s Mass Effect. When the first game launched in 2007 for the Xbox 360, players were taken aback by this bold new sci-fi universe, which was filled to the brim with choice and consequence, intriguing characters, intergalactic politics, and of course, romance. Over the years, it’s certainly had its ups and downs, from the iconic Suicide Mission in Mass Effect 2 to the divisive ending of Mass Effect 3.
With the impending launch of the Mass Effect Legendary Edition—a remaster of the original trilogy—we thought it was time to revisit our look back at the franchise, made before the release of Andromeda, and modernize it too. We’ve updated the video to include the fallout from Andromeda, the existence of the Legendary Edition, and the announcement of a brand new Mass Effect, which BioWare is currently working on.
For more Mass Effect, including an in-depth look at the creation of the Suicide Mission from BioWare’s Mac Walters, make sure to like this video and subscribe to GameSpot at youtube.com/gamespot. Mass Effect Legendary Edition launches on May 14 on PS4, Xbox One, and PC.
Indie publisher No More Robots revealed its latest title today, Let’s Build A Zoo. The game, which is being developed by Springloaded, is a pixelated zoo tycoon-esque sim but with a pretty major twist. Players can genetically splice together their animals, resulting in adorable new creatures.
A trailer for the game, as well as a gameplay preview posted on YouTube, show that at first it looks like your average zoo tycoon game. Players can create themed areas representing different environments that animals inhabit, and decorate them to match. For instance, a woods-themed section with panda bears and boars shown in the gameplay trailer is populated with sprigs of bamboo and a lilypad-filled pond. According to Pip, the woman showing off Let’s Build A Zoo, there are “hundreds and hundreds of items to choose from that allow you to decorate your zoo any way that you like.”
As it moves to the Savannah portion of the zoo, the gameplay trailer also shows off the variations of animals players can encounter. Each animal has multiple different coats or pelt colors, so your pens won’t all be filled with the same exact animal.
If you’re not interested in running the perfect zoo, it seems that there are also some shadier ways to stay in business. Pip doesn’t detail these extra money-making methods, but the buildings she shows off paint a fairly clear picture. If players want, they can get into the business of making food — chicken and pork plants are shown specifically — or even fashion accessories out of more leathery or scaly creatures.
But if you want to really set your zoo apart from the rest, you’ll have to splice together animals and make your own. No other zoo has a monkey-tiger hybrid or a monkey-hippo hybrid, but yours can. According to the game’s Steam store page, players can make a total of 300,000 different types of animals using DNA splicing.
Let’s Build a Zoo is coming to PlayStation, Switch, and Xbox sometime this year. However, the game’s PC version has a more specific release window this summer.
After all the excitement of nuking Warzone’s previous Verdansk map and getting new Season 3 content for Black Ops: Cold War, this week is shaping up to be a quieter week for Call of Duty. However there are some new cosmetic bundles coming and changes to the playlists for Black Ops: Cold War on Thursday.
In the weekly briefing yesterday, the Call of Duty blog highlighted changes coming to Cold War’s playlists. Season 3’s new Diesel map will switch from a 3v3 Face Off playlist to 6v6 variant this week. The 6v6 playlist will remain in a moshpit of respawn modes including TDM, Domination, Kill Confirmed, and Hardpoint. In addition, the 3v3 Face Off mode will return to the Featured Playlists, which will include the Diesel map in the rotation.
If you enjoy the competitive fights on a smaller scale, Black Ops: Cold War’s next Gunfight Tournament is set to begin on Thursday. This always offers cool rewards to earn for competing in and winning tournaments.
New bundles are hitting the shop for Cold War. These include an anime-inspired pack and an Operator bundle for Naga, and are detailed below.
The “Anime Pop Stars” bundle, will feature two anime-themed Legendary Weapon Blueprints, an emblem, sticker, and a new weapon charm.
The “Knight Operator” bundle will feature a hefty amount of cosmetics. The bundle includes two Legendary Weapon Blueprints, the “Brute” Operator Skin for Knight, an animated calling card, animated emblem, a weapon charm, and the “Bird of Prey” Finishing Move with Knight’s “Snow Hawk” pet companion.
The “In the Sticks” is a new bundle for the Operator Naga, which includes two Legendary Weapon Blueprints, Naga’s “Tree Python” Operator Skin, a new emblem, and the “Splitting Hairs” Finishing Move.
While this is mostly going to be a laidback week for Call of Duty, there is likely more to come next week, as we delve further into Season 3. As the road map details for Season 3, there are still more maps, weapons and operators yet to come.
With Zack Snyder’s Army of the Dead premiering on Netflix in less than a month, a new interview with star Dave Bautista has arrived. In it, he discusses his acting career and compares it to the world of another former WWE wrestler-turned-movie star, Dwayne “The Rock” Johnson.
When asked by JoBlo if his history in the ring and his massive, muscular frame have been an asset as he forged ahead in his acting career, the Guardians of the Galaxy star said no. “I wanted to go against that grain and make everything much smaller, very subtle,” he explained. “I make a living off of subtlety. I want that to be my strength. I want that to be what separates [Johnson and I]. I don’t want to be that guy who walks in that room, I never wanted to be that guy.”
Of course, that’s not to take anything away from The Rock, who is one of the biggest movie stars on the planet. Instead, Bautista looks at how Johnson has excelled in his career and decided to try a different way.
“I don’t mean that as a dig on him, but you know how he is as a character,” the actor said. “He feels very professional wrestling to me. I don’t want to be that guy. I want to be an actor. I want to act, I want people to judge me for my acting, my subtlety. I want to take roles that require that. I don’t want to be a big action guy who just says cool s*** and kills a lot of people and gets the girl. I don’t want to be that guy. I want to [be the] guy that makes people cry, who makes people think, who inspires people. I want to be a dramatic actor. I just love it. I love acting.”
Clearly, both men have found a way to be incredibly successful, while having very different careers. While Bautista, of course, is best known for his role as Drax the Destroyer in the Marvel Cinematic Universe, he’s also amassed an impressive list of credits that include Blade Runner 2049, the James Bond film Spectre, and the upcoming Dune. Johnson, on the other hand, has roles in the Fast & Furious and Jumanji franchises and is currently working on Black Adam, which will see him enter the DCEU.
As for where you can see each man next, Bautista’s Army of the Dead arrives on Netflix on May 14. Disney’s Jungle Cruise, which stars Johnson, will be in theaters on July 30.
World of Darkness, the series that has spawned tabletop games, video games, and more, is growing its reach with a new movie and TV show. According to The Hollywood Reporter, Paradox Interactive is working with Arrival writer Eric Heisserer–who earned an Oscar nomination for that movie–to create a “shared universe” that will span a movie and TV show. Christine Boylan, who has worked on The Punisher, is also contributing the project, along with The Witcher production company Hivemind.
“The World of Darkness story universe is deliberately and unapologetically inclusive and diverse,” Boylan said. “It has always made a point of including equal gendered characters, protagonists and antagonists of every race, and representation of all creeds–bringing a female and diverse audience to gaming like nothing prior. Its games and fandom are a place where women, POC, and the LGBTQI community feel welcome and we are very proud to bring these stories to life.”
Heisserer added: “The legacy of these stories is way ahead of its time, inviting issues and perspectives other games ignored. This feels like the next step for genre.”
Hivemind’s Jason Brown said in his own statement that Heisserer and Boylan are “gamers” who have played the World of Darkness franchise since it started in the ’90s.
“It’s a rare opportunity when the connection between storyteller and story runs this deep, and that is the alchemy which has led to many of our favorite and most culturally resonant franchises,” Brown said.
It sounds like it’s still very early days for the World of Darkness shared universe, so there is no word yet on casting details for the film and TV show.