Game Scoop! 632: PlayStation’s Busy Week of Acquisitions Hints at Next-Gen Strategy

Welcome back to IGN Game Scoop!, the ONLY video game podcast! This week your Omega Cops are helmed by guest host Tina Amini, who is joined by Kat Bailey, Samuel Claiborn, and Justin Davis to discuss Sony’s purchase of Returnal developer Housemarue, Remedy’s announcement of a Control multiplayer spinoff, what Bloober and Konami’s partnership announced this week means for a potential for a Silent Hills return, and more… And as always, we play a rollicking round of Video Game 20 Questions!

Watch the video above or hit the link below to your favorite podcast service.

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Find previous episodes here!

Iceland May Be Connected to a Sunken Continent Named Icelandia, Study Finds

A new scientific report claims that there is a secret sunken continent under Iceland.

This news comes by way of StudyFinds, which reports that the belief that Iceland sits atop a sunken continent has long been held by some in the science community.

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StudyFinds’ report is based off a scientific study published to GeoScienceWorld written by a team that believes Icelandia might be a sunken continent that spans 1 million square kilometers, or 386,102 square miles. Icelandia could stretch from Greenland to Europe and the team’s findings place its size at around 230,000 square miles.

However, it stretches to the 386,102 square mile number when discussing Greater Icelandia, which includes additional underwater land west of Britain, according to the report. While it’s not yet proven — a lot of very expensive tests will need to take place first to confirm initial findings — if the team does go on to prove Icelandia is a sunken continent, it could prove that Pangea, long thought to have been completely broken up, is not actually broken up in full.

The idea of continental crust existing under Iceland, rather than the oceanic crust long believed to have existed there, stems from the makeup of Iceland and the surrounding areas.

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“Until now, Iceland has puzzled geologists as exiting theories that it is built of, and surrounded by, oceanic crust are not supported by multiple geological data,” Durham University Emeritus Professor of Geophysics, Gillian Foulger, told StudyFind. “For example, the crust under Iceland is over 40km thick — seven times thicker than normal oceanic crust.”

“This simply could not be explained. However, when we considered the possibility that this thick crust is continental, our data suddenly all made sense. This led us immediately to realize that the continental region was much bigger than Iceland itself — there is a hidden continent right under the sea.”

If it’s determined that Icelandia is real, it could change country access to minerals and hydrocarbons in the area, according to StudyFinds.

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“Under certain conditions, the United Nations Convention on the Law of the Sea grants coastal states exclusive rights to the non-living resources of their adjacent seabed if scientists can prove that the seabed is a submerged extension of the continental landmass,” StudyFinds writes.

The team behind the science report is working with fellow scientists around the world to test their theory and once COVID-19 restrictions allow for things to resume as normal, the team could run electrical conductivity surveys and collect zircon crystals in Iceland and surrounding areas, according to StudyFinds. Other tests include “seismic profiling and drilling,” which would cost millions in funding, although the team believes that countries this could affect would help cover the cost.

“Countries around the world are spending enormous resources conducting subsea geologic research in order to identify their continental shelves and claim exclusive mineral rights there,” Durham University’s professor, Philip Steinberg, said.

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“Research like Professor Foulger’s, which forces us to rethink the relationship between seabed and continental geology can have far-reaching impact for countries trying to determine what area of the seabed are their exclusive preserve and what areas are to be governed by the International Seabed Authority as the ‘common heritage of humankind.'”

In the meantime, someone should let Lars Eriskssong and Sigrit Ericksdottir of Eurovision fame know that it’s possible they don’t hail from a remote fishing village on Iceland, but possibly a remote fishing village that sits atop a whole secret continent. For more about what may be hiding under the ocean, check out this story about a reef discovered in Australian that’s taller than the Empire State Building.

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Wesley LeBlanc is a freelance news writer and guide maker for IGN. You can follow him on Twitter @LeBlancWes.

Zola Review

You can do one of two things with a crime caper based on a famous string of tweets. The first is a straightforward adaptation; the second and more oblique option is to recreate the feeling of watching a story unfold online. Zola, a darkly comedic romp directed by Janicza Bravo, tries to split the difference, both by fleshing out the 148-part Twitter novella by A’Ziah-Monae King (a.k.a. @_zolarmoon) and by staging a series of zany, disjointed comedic moments that feel like a seedy Florida fairytale. The film is amusing and incredibly sure of its narrative goals, even if the result is less compelling than King’s original thread.

The film, like the Twitter tale, begins with the now-popular refrain: “Y’all wanna hear a story about why me & this bitch here fell out? It’s kind of long but full of suspense.” The description undoubtedly applies to King’s narrative micro-drip, a mostly-true story in which she’s roped into a road trip with a white sex worker named Jessica, her boyfriend Jarrett and her pimp, “Z” — named Stefani, Derek, and “X” in the movie — in a scheme that goes from bad to worse as the group weaves in and out of the orbits of various gun-toting side characters. The film, while less suspenseful, retains the story’s Murphy’s Law conceit by sprinkling surprising oddities throughout its 90-minute runtime. Where it stands out in the comedy landscape, however, is in its mimicry of social media. It isn’t just an adaptation of a story told on Twitter, but an approximation — to a fault — of what it feels like to be terminally online, with all the resulting anxieties.

Zola (Taylour Paige) meets fellow pole dancer Stefani (Riley Keough) while waitressing at a Detroit restaurant, and the two immediately hit it off. Although they return to their normal routines — Zola lives with her boyfriend, while Stefani has a baby at home — they begin texting each other non-stop. The last decade of film and television has depicted online messaging with a focus on the texts themselves, which often pop up on screen, but Bravo’s visual approach is similar to an old epistolary film where dialogue and voiceover narrate written letters, and the focus remains strictly on characters’ close-ups, connecting them across time and space as the film repeatedly cuts between them. The key difference is the way Bravo uses sound to convey instant, constant distraction. The beeps and whistles of messages received and sent pile up with a fury, and draw attention from other tasks. It’s incredibly annoying, though that’s kind of the point, and it doesn’t fade until Zola and Stefani are in each other’s company once again. They’re kindred spirits who offer each other a unique sense of calm, at least at first.

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On their long drive to Tampa, they’re accompanied by Stefani’s timid white boyfriend Derek (Nicholas Braun), and by a mysterious, flashy Nigerian gentleman, “X” (Colman Domingo), who code-switches smoothly between accents, and transitions frighteningly between upbeat and dangerous. En route to their destination, they show each other Vines and take videos and selfies together, and the film’s visual boundaries begin to blur. Not only does the camera hop between the filmmakers’ “objective” vantage and the subjective lens of the characters’ phones, but the screen itself veers between a movie screen as we know it, public and collective, and the more private screen of an iPhone, with times and dates displayed up top, and shots of scenery sliding to a bottom corner with distinct “clicks,” as if the characters were taking not just photographs, but screenshots of the film itself. However, at no point does the film feel like a screen recording or an entry in the “Screen Life” genre, like the 2018 desktop thriller Searching or this year’s Sundance hit R#J, a modern retelling of Romeo & Juliet told across various phone screens. Zola’s gimmick isn’t quite so simple.

When the group arrives at their motel, the film takes a step back and captures them leaving the car and grabbing their bags in a long, languid shot as a couple of kids play basketball in the background — only they aren’t really playing basketball. Rather, they’re repeating the same dribbling motion over and over again, and the sound of the bouncing ball begins to fall into a specific, overpowering rhythm — a background hum that goes on long enough to become hilariously surreal. The film lives and breathes in strange moments like these, in which the mundane begins to feel extraordinary or even dangerous the more you focus on specific details. A similar highlight unfolds when Zola and Stefani join a prayer circle of Tampa strippers about to go out on stage, whose repetitive chants become hypnotic.

Zola interjects with voiceover at key moments, providing adequate context and foreshadowing along the way. She soon discovers that she isn’t just a friend along for a business vacation with some stripping and frolic, but is essentially being pimped out by “X.” Stefani seems resigned to being a pawn in his scheme, though Zola begins turning things around in surprising fashion, providing Stefani with various tips and tricks to attract more clients for a higher fee — and in the process, making Stefani value herself more than “X” does. It’s quite a sweet dynamic, despite Zola growing more fed-up with Stefani’s antics.

Like in the original thread, much of the fun comes from Zola being a (relatively) passive observer roped into idiosyncratic lives and situations. Although, Bravo and co-writer Jeremy O. Harris (of the Broadway hit Slave Play) have a keen understanding of the unique space King’s story occupies as a fixture of Black Twitter, at once a wellspring of new language, memes, and ideas meant for online Black audiences, as well as the beginning of a wider cultural pipeline which spreads, contorts and eventually waters these ideas down as they enter the white “mainstream” (the ultimate fate of words like “woke”). It’s one of the pitfalls of being an online in-group. Even your in-jokes are hyper-visible, and everyone wants in on them — a struggle between the private and public, reflected whenever the film adopts and alternately drops its aforementioned iPhone aesthetics.

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Stefani and Derek, played by Riley Keough and Nicholas Braun, embody at least some elements of this relationship between whiteness and Black culture. Their speech, appearance and mannerisms feel distinctly influenced by Hip Hop, yet their movement through the plot remains free from the judgment and watchful eyes that would likely befall Black characters moving through the world the same way. Derek, for instance, is nonplussed by the presence of police sirens and even police brutality, and no one really objects to the subtle racism hurled at Zola throughout the film (if they notice it at all).

The most interesting question arising from the film’s shifting point-of-view is whose story is being told in the first place. Zola herself is an observer for the most part, but she also silently comments on everything Stefani, Derek, and other white characters get up to and the uncomfortable things they say to her. This commentary often takes the form of precisely timed reaction shots of Taylour Paige, who has the difficult task of guiding the viewer through a hyper-active saga while herself remaining subdued. She more than succeeds.

The way Zola is framed in a given scene centers both the story she’s telling as well as her relationship with it. She’s often a background fixture to some other action or exchange of dialogue, but she’s rarely out of focus. “X” is at his most terrifying not when the camera is focused on him, but when his face envelops half the screen in soft-focus, and Zola is made to look diminutive in the other half, much further away, as if she’s being consumed by his ploy. Ari Wegner’s cinematography is incredibly adept at framing and re-framing perspective in micro ways, which always seem to keep social media in mind; how would one visualize “Zola telling a story,” if not by having her bear witness to these events?

However, the film’s fatal flaw is that it’s almost too dedicated to dramatizing the wider net of social media. King’s thread was a singular story. The film is more of an approximation of scrolling through a jumbled, haphazard timeline with too many conflicting ideas coming at you at once — a feeling recently parodied by comedian Bo Burnham. While the film tries to flesh out the spaces between King’s tweets, often expanding on details and adding bits of backstory (using a Rolling Stone article as an alternate source), the resulting narrative is too discordant and disjointed in the way it moves from scene to scene, and at times, from shot to shot. Its lack of fluidity seems to be part of its point, but its point feels miscalculated, given the way the original story zipped from one intense moment to the next, drawing the reader into its world and keeping them there.

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There’s a rather amusing sex montage where things finally become harmonious — while visually recreating what it feels like to scroll through Instagram — but otherwise, the edit’s jagged edges act as a barrier. The film sucks the viewer into specific, hyper-charged moments, but it rarely holds on to any feeling or emotion for long enough. Even its one potential masterstroke, a late, Rashomon-like POV shift that speaks to the film’s perspective on race, is too short-lived to make an impact beyond its hysterical arrival.

Mica Levi’s melodic, synth-heavy score imbues certain moments with a dreamlike quality, especially the brief interludes in which Zola reflects on her identity and outward persona in front of a series of mirrors (an element that feels like O. Harris’s doing, given his use of mirrors on stage). However, more often than not, the film shakes itself awake from most of its nightmarish scenarios before they reach the peak of their weirdness or intensity. The film is punctuated by performances that feel nuanced and caricatured in equal measure — Domingo and Braun in particular, whose imposing presence and neurotic insecurities, respectively, complement each other well — but it rarely commits to its most interesting visual and narrative ideas. Its loopy character drama, therefore, often falls by the wayside. 

Ultimately, Zola’s flourishes are fleeting, but they’re different enough to stand out from the usual crop of American comedies, even if the film doesn’t live up to its own potential. Gaps between its funny moments are seldom filled with anything imaginative or intriguing, but the moments themselves are still funny enough. Whatever else Zola is or isn’t, it’s rarely boring.

You Don’t Need To Think Of Lego Builds Ever Again With This AI-Powered App

Assembling Legos can be rough, what with the exorbitant amount and often mismatched bricks we have just laying around. However, the process has been simplified by developer Brickit’s app of the same name, which uses AI to scan and offer suggestions on what to build.

Brickit, available now on iOS with an Android version coming this fall, uses your phone’s camera to assess the assortment of Legos you have and then spits out various creations that can be made with step-by-step instructions.

All you need to do is dump your Legos into a pile, point your phone’s camera at it, and let Brickit do the rest. After a brief scanning period, the app then suggests a plethora of constructs while pointing out the bricks you’ll need. It even tells you how many bricks are necessary and which ones are missing.

This app should significantly cut down on the time it takes to think of, assemble, and build an entire Lego project from scratch. And though some Lego packs come with build instructions, Brickit is a digital database. It contains virtual, easy-to-follow guides with illustrations on how to build.

In other Lego news, the company and DC Comics confirmed that a sequel to 2017’s The Lego Batman Movie won’t happen because of licensing issues.

Watch live streams, videos, and more from GameSpot’s summer event. Check it out

WitcherCon Schedule and How to Watch

Netflix and CD Projekt Red announced WitcherCon, a digital celebration where fans of The Witcher can indulge in deep dives into the making of the shows and games, interactive panels featuring the people behind them, discussions about Witcher lore, trivia games, and more. If you’re interested in virtually attending WitcherCon, here’s everything you need to know, from when and where you can watch it to the full schedule.

When is WitcherCon?

WitcherCon takes place on July 9, with the first stream starting at 10am PT/1pm ET/6pm BST. The second stream starts on July 9 at 6pm PT/9pm ET. That’s July 10 at 2am BST, if you’re in the UK.

For our folks watching in Australia, both streams will air on July 10 at 3am and 11am AEST.

How to Watch WitcherCon

WitcherCon will be watchable on YouTube and Twitch on The Witcher/CD Projekt Red and Netflix channels. Here’s the full list of places you can watch WitcherCon.

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WitcherCon Schedule – July 9, 10am PT

WitcherCon consists of two streams: The first featuring all wholly original programming based on the descriptions found on the WitcherCon official site. The second stream has original programming as well, although there appear to be a few repeats sprinkled in. That said, both streams look to have plenty of reasons to tune in. See the full schedule for the first stream below:

The Witcher Season 2: Deck of Destiny Panel

Showrunner Lauren Schmidt Hissrich and cast members Anya Chalotra, Freya Allan, Mimî M. Khayisa, and Paul Bullion answer fan questions and talk about their experiences filming season two of The Witcher.

Welcome to GWENT: The Witcher Card Game

A look at the popular trading card game from The Witcher, Gwent.

Converging Destinies

Anya Chalotra and Freya Allan discuss the journeys of Yennefer and Princess Cirilla throughout season one and offer a look at what’s to come for them in season two.

Memories from the Path: Stories Behind The Witcher Games Panel – Part 1

CD Projekt Red developers talk about what it’s been like bringing the stories of The Witcher to life through video games.

Geralt of T-Rivia Panel

CD Projekt Red’s acting lead quest designers Błażej Augustynek and Philipp Weber and Netflix series showrunners Lauren Schmidt Hissrich and Declan De Barra put their Witcher universe knowledge to the test.

Inside Kaer Morhen

A dive into the lore behind The Witchers’ guild, Kaer Morhen.

Monster Slayer: Live the Life of a Witcher

A look at the upcoming mobile game, The Witcher: Monster Slayer.

The World of The Witcher Figures

A look at Witcher figures and the process behind creating them.

Tales from the White Wolf Panel: A Spotlight Conversation with Henry Cavill

Henry Cavill sits down with panel moderator Josh Horowitz to discuss “fantasy, destiny, and the wider Witcher Universe.” The WitcherCon website hints there may be a “surprise or two” planned for this panel.

WitcherCon Schedule – July 9 at 6pm PT

See the full schedule for the second stream below:

The Witcher Season 2: Deck of Destiny

Showrunner Lauren Schmidt Hissrich and cast members Anya Chalotra, Freya Allan, Mimî M. Khayisa, and Paul Bullion answer fan questions and talk about their experiences filming season two of The Witcher.

Welcome to GWENT: The Witcher Card Game

A look at the popular trading card game from The Witcher, Gwent.

CD PROJEKT RED’s The Witcher: Beyond Video Games Panel

A look at an upcoming board game and comic books inspired by The Witcher.

Memories from the Path: Stories Behind The Witcher Games Panel – Part 2

Studio Mir gives a behind-the-scenes look at the creation of the upcoming Netflix anime film, The Witcher: Nightmare of the Wolf.

Geralt of T-Rivia Panel

CD Projekt Red’s acting lead quest designers Błażej Augustynek and Philipp Weber and Netflix series showrunners Lauren Schmidt Hissrich and Declan De Barra put their Witcher universe knowledge to the test.

Strokes of Genius

Monster Slayer: Live the Life of a Witcher

A look at the upcoming mobile game, The Witcher: Monster Slayer.

The World of The Witcher Figures

A look at Witcher figures and the process behind creating them.

Inside Kaer Morhen

A dive into the lore behind The Witchers’ guild, Kaer Morhen.

We’ll be covering all the news out of WitcherCon so make sure to check back here for the full recap.

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Felicia Miranda is SEO Editor at IGN. You can find her on Twitter at @FeliciaVagabond.

Nintendo Brings Back Its Excellent Developer Interviews Series

Nintendo has launched a new “Ask the Developer” interview series, in which developers share their own thoughts on the products they’ve helped create.

The new series appears to draw from Nintendo’s long-running “Iwata Asks” series of conversations, which were helmed by former Nintendo President Satoru Iwata during his reign at Nintendo. For the series, Iwata conducted behind-the-scenes interviews with key members of Nintendo’s development teams.

Similarly, Nintendo’s “Ask the Developer” series aims to delve into everything about game development, from early ideas and initial concepts to design processes and challenges working towards the creation of the final product, with insight from the developers about their own personal experiences and motivations.

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The first volume in the series focuses on Game Builder Garage, a programming game that lets you “learn to make games from the minds at Nintendo.” The installment features a discussion with the game’s director and programmer Naoki Masuda and subdirector Kosuke Teshima who was in charge of coordinating the “Interactive Lessons” for the game.

Game Builder Garage is designed to teach visual game programming by connecting creatures called “Nodon.” There are dozens of Nodon in Game Builder Garage, each with its own unique function. Lessons teach players the basics of designing games, with Free Programming mode available for those who want to let their imaginations run wild.

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Game Builder Garage was released on the Nintendo Switch, both digitally and physically, on June 11, and arrived on the Switch eShop with a free demo to try out the game. IGN awarded the game an 8 out of 10, calling it a “robust, yet easy to learn, game engine that’s absolutely delightful.” It also earned a spot in June 2021’s Best Reviewed Games.

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Adele Ankers is a freelance writer for IGN. Follow her on Twitter.

Netflix Is Not Your Savior 

Like life, death, and taxes, the announcement of a show cancelation comes with pleas and hashtags on Twitter asking Netflix to “save” the show. 

There’s a reason for this: For a lengthy minute in the mid-2010s, Netflix did seem to become a savior of sorts. Arrested Development was brought back, The Killing and Longmire were given a second shot after their respective networks brought down the hatchet, and Gilmore Girls found a new life with the streamer. 

Lucifer and Designated Survivor were the last major shows that Netflix saved — back in 2018. Three years have gone by, and since then, Netflix has publicly shifted from savior to executioner extraordinaire. Headlines are more likely now to count the number of one-season shows Netflix has canceled and fan fury over their new favorite show being ripped away. 

Most people want to know what happened. How could Netflix go from being the entertainment world’s savior to breaking hearts every other month? 

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Back in 2017, I wrote that Netflix was starting to act more like a network because it was canceling shows. No one can just purchase unlimited series forever and have every show be a hit and become a healthy return on investment. Netflix was also, however, ordering more original series than ever before. Contrary to popular belief, Netflix doesn’t cancel more than anyone else — but Netflix doesn’t have a pilot process, and Netflix also orders more than most networks. Since Sense8’s cancelation, Netflix has increased its number of exclusive TV shows around the world exponentially, seemingly debuting something new every single week.

Within the span of about six years, Netflix went from being a streaming service that needed any show with a built-in fan base, to bring in subscribers and build up its library offering, to creating a plethora of new favorites across several genres. 

Netflix, just like other networks, doesn’t make massive business decisions based on a hashtag campaign from fans. Despite some views, Netflix has never existed to save shows that networks toss, and Netflix certainly isn’t trying to foster what others don’t want. Netflix is trying to move forward, with executives trying to figure out what the next hit is. That means ignoring shows that haven’t worked — even when passionate fan campaigns spring up. Twitter hashtags don’t necessarily translate to good business moves. 

No, Netflix isn’t a savior anymore. It hasn’t been for a while. To understand when and why everything changed, there are three factors we have to consider:

  1. What Netflix needed when it first launched

  2. What Netflix is trying to do next 

  3. The reality of television’s current moment 

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We Need Content 

When Netflix first launched its streaming service option back in 2007, it didn’t have much to claim for its own. Netflix was entirely reliant on carrying library content from its media partners at various networks and studios. It was, at one time, seemingly beneficial for both parties. Netflix was able to give subscribers a truckload of content for a low price and networks started seeing the “Netflix Effect” kick in, building new fans who might turn out for a new season of a show they got the chance to binge on Netflix. 

“We came back so strong that second season, because of the binging that was going on the first,” Pedowitz said of Riverdale’s success back in 2017, as reported by IndieWire. “The key for us, when that happens, is to try to bring them back into the in-season, and remembering that it’s a CW show, and that they’re more than welcome and they can watch all the original episodes throughout the year.”

It’s also a point that Ted Sarandos, Netflix’s then chief content officer and current co-CEO, has pointed out in many interviews going as far back as 2013 when Netflix first got into the originals game. Breaking Bad found its audience thanks to Netflix (or, at least, according to Sarandos and co.), and CW shows like True American potentially hit new levels of awareness because of Netflix’s 200 million subscriber base. 

Not long after Netflix’s success and impact started to grow, executives began to realize those same networks would like to keep things in-house. Why should Netflix get to profit off building a platform with a growing, recurring subscriber base based on their shows? Netflix started getting into more originals, but building up that library of content takes time. Trying to build up a loyal fan base takes even longer. Hence, one of Netflix’s first big “saves”: Arrested Development. 

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Arrested Development developed a cult following when it aired on Fox in the early ‘00s, but its ratings never reached the point for the network to continue carrying it year after year. Three seasons in, Fox canceled the show. This was pre-internet, pre-social media, and pre-streaming. 

It was a comedy that found its success through memes and new technologies — a world that Netflix knew better than almost anyone. Netflix “saved” the show, using the library of episodes to ensure people could return to watch again and again while also waiting for the next season. A new season would get them in the door, old seasons would keep them coming back.

During an earnings call in April 2013, back when Netflix had less than 50 million subscribers, co-CEO Reed Hastings predicted Arrested Development’s arrival on the service would be an “absolutely spectacular phenomenon.” A study from BTIG Research that same year found that 86% of Arrested Development fans surveyed subscribed to Netflix, and “half of the others said they probably would sign up to watch the show,” according to the New York Times

It worked well enough for Netflix (even with the poor reviews) to keep making those bets. The Killing, Gilmore Girls, Longmire, Designated Survivor, and Lucifer all found new blood on Netflix. They were rebranded as Netflix Originals or first-run series, and came up alongside a plethora of new shows that Netflix ordered to make its mark — House of Cards, Orange Is the New Black, Bojack Horseman, Stranger Things, The Witcher, and dozens upon dozens more. 

“The more successful we get, the more anxious I get about the willingness of the networks to license their stuff to us,” Sarandos told Variety in 2017.

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For all the differences that streaming and broadcast or cable television have, the core similarity is that success is still dependent on carrying hit shows that people want to watch. For a long time at Netflix, this meant relying on carrying those shows (Friends, The Office, NCIS) in one place while taking bets on reviving others to claim as Netflix originals. As Netflix has built out its own original programming slate, however, both domestically and internationally, the need to buy others’ content isn’t as necessary. 

Trying to determine what shows to save became a question about what Netflix needed its future to look like, not titles that could help pad out the platform. Netflix no longer has less than 50 million subscribers. It’s about to hit around 210 million. There are shows being licensed in countries around the world, and Netflix didn’t need to save a fantasy epic if it could make The Witcher. 

If Lucifer was the last series Netflix saved, it’s a good place to start to understand how Netflix executives are thinking about what to potentially save and what to pass on going forward. 

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Ownership Everywhere Is Everything

Netflix is a global company. Its originals need to be available in almost every country the company operates in. Its originals need to be exclusive in every country.

“The international audience for the show drove our interest to bring [it] to the world as a Netflix original,” Bajaria told TV Insider when Netflix saved Designated Survivor in 2018.

There are still some issues Netflix faces from time to time, even when looking at shows worth picking up. Lucifer was a Fox show that was canceled after its third season. Netflix picked it up, and produced two subsequent seasons. Despite those seasons being produced by Netflix, the show plays exclusively on Amazon Prime Video in Germany, for example, because of rights issues. That includes the fourth and fifth season wholly created and produced by Netflix. So why did Netflix pick up Lucifer in 2018? 

There’s one key point to keep in mind: Netflix’s team lives and breathes data. Although Lucifer didn’t become a Netflix first run series until 2018, the company carried the show internationally for Fox. It seemingly performed exceptionally well. Netflix could see that, and so could other interested buyers, like Amazon, who carried the show in the UK. After Fox canceled the show, Amazon and Netflix bid on it, seemingly understanding that the show’s built-in fan base, procedural structure, and franchise potential was enough to make a bet. 

But Netflix executives only made the bet after carrying the show for a few years, and seeing how well it played for their subscribers. 

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“With distributors licensing to Netflix internationally less, that could be a key contributor to why they aren’t reviving more shows,” Kasey Moore, editor-in-chief of What’s on Netflix and a key analyst in the space, told IGN. 

The biggest question Netflix executives have to ask their teams is whether or not saving a show will produce a long term return on investment. Take a show like Good Girls, which Netflix helped to produce, effectively helping to offset and lower production costs Universal TV and NBC would have faced. As such, Netflix reserved global distribution and streaming rights. Full control. It’s what Sarandos wants with any show. 

But Netflix didn’t pick up the show for renewal when NBC decided to cancel it (the show’s ratings were never great on broadcast TV). There were reports that Netflix might have had to pick up even more costs if it became a first-run series instead of splitting payments with NBC, and Netflix’s new TV chief, Bela Bajaria, is being more selective with which shows get “saved.”

Even if Good Girls played decently for a minute on Netflix in the US, Bajaria and her team didn’t see enough of a future for the show or a return on investment for what it would cost to save it — despite financing it for several years with NBC. As the Hollywood Reporter noted, Netflix has “continued to be more selective when it comes to reviving canceled broadcast series,” adding that executives passed on “saving” Manifest following its second season airing on TV. 

Netflix needs hits. It needs to own those hits. It needs to own those hits everywhere, forever. And if Netflix needs to focus on building franchises, Netflix doesn’t need the pilots that Fox or NBC passed on originally.

Netflix doesn’t need content anymore; it has more than enough. But Netflix does need shows that will compete with the hundreds of other series popping up on competing streamers. Even from a simple business standpoint, hit shows reduce churn (the number of customers canceling), and reduced churn means price increases are accepted, and that leads to higher revenue for Netflix to buy more potential hits. This requires getting rid of — and not risking buying — duds.

For all the hashtag campaigns trying to get Netflix to save shows, the reality is that Netflix doesn’t need to be home to every orphaned series anymore. It needs to play house to the world’s next big franchise. 

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Everything Is Different

The landscape Netflix exists in right now is different from the one that existed five years ago. 

Various networks and studios Netflix licensed from or worked with on exclusive deals now have their own streaming services. NBCUniversal has Peacock. Warner Bros. has HBO Max. Disney and ABC have Hulu and Disney+. 

This means that more often than not Netflix is left with networks’ drecks. Even the series that executives might want could potentially end up on Peacock or HBO Max after five years as part of a deal.

As Moore pointed out to me, “Will Warner Bros. stipulate that Netflix will only have the show for X-number of years before it definitely comes back to HBO Max?” Another way of putting it: Will Warner Bros. (or whomever) get Netflix to “pay for it all and reap the rewards down the line,” Moore added. 

The answer is Netflix simply won’t. It doesn’t make sense for Netflix to effectively pay for someone else’s show to be a success on another platform down the line. That’s why Netflix is looking into adapting known IP (The Witcher, Resident Evil, Sonic the Hedgehog), global programming opportunities (Money Heist is one of the streaming platform’s most popular shows), and reality programming (Too Hot to Handle, The Circle).

Netflix is still undergoing somewhat of an identity crisis, trying to figure out how to be something for everyone (a move that has led creatives to lambast Netflix’s middle of the road approach as CBS-like) while also still trying to be the HBO of tomorrow. 

“We have returning seasons of big, crowd-pleasing shows,” Bajaria told Variety earlier this year. “Looking at The Witcher coming back and La Casa del Papel, Never Have I Ever, You — we have huge important shows coming back that we’re excited about.”

What Bajaria did not say, or talk about, was trying to save more shows — in fact, it’s something Bajaria seemingly wants to do less of going forward. The television industry’s dynamics have changed so much over the last decade that what happened between 2011 and 2015 was a completely different Netflix than the one heading into 2022 and beyond. Netflix used to be considered a savior because it just needed shows. Sure, Netflix will continue to keep an eye out for series it thinks might work globally on Netflix, based on data it has, that Fox or NBC or ABC don’t want. It will probably still save a show or two in the future.  

But Netflix isn’t your savior anymore. It hasn’t been for a while. That’s not a bad thing. It’s a sign of Netflix’s growth, and executives’ understanding that what they need to succeed and exceed all expectations isn’t someone else’s leftovers. 

Magic The Gathering’s DnD Crossover Set Brings The Rogue Class To New Card

Arriving later in July, Magic The Gathering and Dungeons & Dragons are teaming up. While we’ve seen elements from MTG come to D&D with books like Guildmasters’ Guide to Ravnica, now elements from D&D gameplay will be introduced in the newest MTG set: Adventures in the Forgotten Realms. And we have a look at one of the cards for the upcoming set.

When creating a character for a game of D&D, you have a list of classes to choose from, such as fighter, paladin, wizard, etc. One class many players gravitate towards is the rogue, which you can play a variety of way, with the most common being a crafty thief capable of picking locks, delivering brutal sneak attacks, hiding in the shadows, and talking their way into or out of any situation. Check out the Rogue Class Enchantment card below.

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Much like a D&D character, certain cards can gain levels. The Level 1 ability allows the user to exile a player’s top card of their library is a creature the user controls deals damage to said player. At Level 2, you can pay 1 black, 1 blue, and 1 colorless mana to give creatures you control menace. At Level 3, you can pay 1 black, 1 blue, and 2 colorless mana to play cards exiled by Rogue Class; however, the total mana cost to play it will be colorless for you.

Classes aren’t the only element from D&D coming to the latest MTG set. Make sure you have your D20s handy because you’ll need them for the latest set–spindown dice don’t count. A recently-released video shows a bunch of people being introduced to the new mechanics.

That’s a new random element for MTG, as you’ll be relying on your trusty D20 in order to increase the power of the cards you’re playing. Senior Magic designer and writer at Wizards of the Coast Gavin Verhey recently showed off one of the cards with this new mechanic.

Delina, Wild Mage allows the user to roll every time she attacks. No matter what you roll, you’ll be creating a tapped and attacking token that’s a copy of one of your non-legendary creatures that will be exiles at the end of combat. However, if you roll between 15-20, you’ll get to roll again. Delina is actually a well-known character from Forgotten Realms lore who went on a quest to Baldur’s Gate to find her twin brother.

Adventures in the Forgotten Realms offers up a lot of new mechanics, but they’re all based within the realms of D&D, so MTG players who are well-versed in tabletop roleplaying should feel right at home. The Arena and MTG Online release is on July 8, the prerelease is July 16-22, and the tabletop release is on July 23. You can currently preorder cards online at Amazon, including Magic: The Gathering Adventures in The Forgotten Realms Bundle ($47), Draft Booster Box ($120), Set Booster Box ($121), and Collector Booster Box ($256). You can also use Wizards of the Coast’s store locator finder to find a MTG retailer near you.

Watch live streams, videos, and more from GameSpot’s summer event. Check it out

Chicory: A Colorful Tale Review – Masterful Strokes

There’s a moment late into Chicory where the hero of its tale questions their role in its story. Was it pure chance that they inherited a powerful paintbrush capable of restoring color to a monochromatic world, or did they deserve the responsibility and legacy associated with it? It’s not a surprise that this question comes up at all, but rather when it does. Near its climax, Chicory’s hero isn’t satisfied that all of their actions up to that point have assuaged their underlying insecurity. It’s this moment, along with numerous others surrounding it, that makes Chicory: A Colorful Tale an exceptional story to watch unfold. And it’s a tale made all the more compelling by captivating puzzles and a distinct visual style.

The world of Picnic is one that has become accustomed to expecting a lot from a singular Wielder. These skilled artists are chosen from many to maintain the color in the world using a magical brush, letting their own unique styles literally define the look of a society. It’s a tradition that has continued for generations, but one that ends abruptly when the latest Wielder, Chicory, tosses aside the tool after a cataclysmic event strips the entire land and its inhabitants of their color. My hero, who I unwittingly named Pizza (every other character is fittingly named after food, too), jumps at the chance to take over the mantle and accept the responsibility because of a sheer admiration for those that came before, but soon begins understanding the burden that accompanies the title of Wielder.

With the magical paintbrush in hand, A Colorful Tale invites you to get creative with its world. It’s essentially one big coloring book, letting you decorate it according to how you imagine it might have looked under Chicory’s reign. It’s a literal mechanic built around the Wielder’s duty to the land of Picnic, while also letting you better understand how each Wielder before you might have struggled with the requests of its citizens. Characters will frequently ask you to return their household or favorite coffee shop to its original state, sometimes not coming away satisfied with the results. Other times they’ll drown you in praise for creating the simplest possible logo for a t-shirt, or for a slap-dash recreation of a much better-looking piece of classic art. Both instances instill a sense of imposter syndrome–either you’re not good enough to be the Wielder, or the citizens of Picnic are simply settling because they have no other alternative.

Regardless of your feelings toward the reception of your art, the act of painting in Picnic is delightfully simple. Each named area lets you cycle between a limited number of colors, all complementing each other and the overall theme of the place you can paint. Prominent objects on each screen can be colored in with just a click, while you can use broad strokes to create elegant patterns across the floor or adjacent skylines. As you progress, you’ll find more brush styles and textures that let you put down complex patterns, providing an incentive to revisit areas and give them another pass of polish. Painting in your surroundings is never required, but it’s a cathartic exercise even if you aren’t artistically inclined. Seeing a scene burst to life from the tip of your brush feels rewarding and allows you to create something unique, thus letting you experience the world of Picnic differently compared to every other player of A Colorful Tale.

As you progress, your bond with the brush strengthens, unlocking new abilities that change how you can navigate through the world. One allows your paint to glow in the dark, letting you illuminate previously impassable caves, while another lets you swim Splatoon-style through your paint to reach previously inaccessible areas. Your ability to navigate through Picnic is restricted by what powers you currently have, giving you reasons to return to previously explored areas to scour them for new secrets while also traveling to entirely new settlements. Each ability is easy to understand and works harmoniously with all the ones that came before it, layering your adventure with new wrinkles at an enjoyable pace.

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Puzzles are where your understanding of these new abilities comes into question, and A Colorful Tale is full of fantastic challenges that delicately balance difficulty with satisfaction. Each of the game’s chapters is themed around a new puzzle type that slowly ramps up in complexity, revealing the possibilities of your latest acquired ability and how it cohesively works with your existing ones. Just like the abilities themselves, understanding what is required is mostly straightforward; sometimes you’ll need to color in some fauna to have it shrink or grow, other times you might need to push an explosive gas bubble to a rock formation to create a path, but the puzzles will challenge you through the execution. A Colorful Tale never feels head-scratchingly difficult, but it also evolves its puzzles from their humble beginnings into small, satisfying problems to solve on each new screen.

The puzzles fit well into the areas they’re used to theme, which gives the rather large map of Picnic a lot of depth. Whether you’re exploring the dark caverns of a bug-inhabited city or a solitary mountain peak overlooking the entire land, the ways you move around these areas are intrinsic to their style. It gives the setting a tangible sense of character, letting you fondly recall specific moments and areas not only by their colors and catchy soundtrack, but by the challenges that allowed you to access them.

A Colorful Tale never feels head-scratchingly difficult, but it also evolves its puzzles from their humble beginnings into small, satisfying problems to solve on each new screen.

Each of these areas also hosts numerous characters with their own stories and problems to solve, giving you multiple optional opportunities to hit pause on your main adventure for a detour. While Chicory’s main tale focuses on core themes of depression, impostor syndrome, and more, its side stories give you well-timed reprieves filled with touching conversations, quirky objectives, and consistently humorous moments. One of my favorites allowed me to become a stereotypical TV detective, attempting to solve a crime by finding clues in my immediate surroundings. The short quest is filled with some standout one-liners, comedically dramatic camera cuts, and loads of expressive animations across all its characters that communicate tone perfectly, in lieu of voice acting. It’s a bite-sized nugget that comprises all the best bits scattered across all of A Colorful Tale’s side stories, which give you a great reason to continue exploring Picnic after credits have rolled.

Yet it also serves as a reminder of how A Colorful Tale’s stories, be it the main or side ones, continually subvert expectations. The mystery resolves itself in a surprising way, with the obvious suspect not being guilty. Though that’s not subversive, the way the real culprit is confronted by the victim is, culminating in a touching exchange that reaffirms how the pursuit of perfection can often bring out our worst traits. It’s a message that permeates through A Colorful Tale’s stories where it can, which often forces you to confront what it means to create something for the purpose of being consumed by others. It asks questions about the value of its reception as opposed to the value of the joy it brought you to create, which is relatable irrespective of how you choose to interpret its literal examples. It does so in a way that never comes across as condescending, but rather introspective, and forced me to ask questions of myself while also enticing me to see how its next chapter would unfold.

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Each chapter culminates in increasingly intriguing boss fights that mirror the message of each one almost literally. When confronting Chicory’s insecurities, a mirror image of your idolized mentor manifests and projects her problems onto you, for example, which also informs the design of the puzzle-like battles. These scenes, soaked in dark, negative color filters, contrast the rest of A Colorful Tale’s cheery presentation in a striking way, effectively portraying the severity of the emotional traumas of the characters they represent. They can, at times, also feel significantly more difficult than the rest of Chicory’s gameplay, but that’s thankfully offset by checkpoints that put you right back where you died after a brief pause. The game also includes an option to skip boss fights entirely if you are more interested in the eventual narrative resolution than the fight to get there.

It’s difficult, in fact, to find much friction in the gameplay of A Colorful Tale that prevents you from experiencing its deeply moving tale, and it’s balanced well enough to offer an engrossing adventure with standout puzzle mechanics and satisfying solutions. Chicory: A Colorful Tale is a game about self-exploration, frequently presenting earnest themes that can be challenging to engage with given how relatable they can feel. But it’s also an exercise in confronting these insecurities and barriers that prevent you from enjoying what you put out into the world and rediscovering its importance in the process. It’s an evocative tale that doesn’t rest on its narrative alone, making it one of the best games you can play this year.