Star Wars Prequel Novel Guardians Of The Whills Re-Imagined As Manga This Summer

American manga publisher and anime distributor Viz Media has announced, and also recently opened pre-orders for, Star Wars: Guardians of the Whills. The manga is expected to be released on August 10, and runs 196 pages.

The manga’s synopsis reads as follows: “Presiding over the Kyber Temple on Jedha, the Guardians of the Whills, Baze Malbus and Chirrut Îmwe, had hoped to maintain a peaceful balance despite the growing presence of the Empire in their Holy City. They struggle to maintain their beliefs as stormtroopers threaten to take over, when Saw Gerrera appears offering them a chance to help Jedha. How far are Baze and Chirrut willing to compromise for peace, or will Saw’s plan be too dangerous to risk?”

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Set before and also directly tied into the events of Rogue One: A Star Wars Story, the Guardians of the Whills manga is both an adaptation and re-interpretation of the 2017 novel of the same name written by Gary Rucka and illustrated by Diogo Saito. It “revisits Baze and Chirrut before they meet the rebellion members who turn the tide in the fight against the Empire.”

Earlier this year, Viz Media also announced it will this fall release a new book of essays from enigmatic video-game creative Hideo Kojima, whose fans were likely not shocked to learn its full title was The Creative Gene: How Books, Movies, and Music Inspired The Creator of Death Stranding and Metal Gear Solid. Kojima’s book is due out on October 12.

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

New to HBO Max in July 2021: Space Jam: A New Legacy, Gossip Girl, and More

July 2021 will see the arrival of Space Jam: A New Legacy to HBO Max, which stars LeBron James, Bugs Bunny, and the rest of the Tune Squad. While it is only available for those with the $14.99/month Ad-Free HBO Max plan, it gives fans a chance to see it if they aren’t ready to go back to theaters.

July will also see the premiere of No Sudden Move, a new crime thriller film starring Don Cheadle, Benicio del Torro, David Harbour, Jon Hamm, Kieran Culkin, Brendan Fraser, and Ray Liotta.

Check out the official trailer for Space Jam: A New Legacy in the video player below:

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On the TV front, a new Gossip Girl series is set to debut on July 8, which is a extension of the show that aired from 2007-2012. July will also see the season one part two finale of Genera+ion, the season two finale of Full Bloom, and the season two finale of Betty.

Some other film highlights include Judas and the Black Messiah, Tom & Jerry, The Texas Chainsaw Massacre, Eve’s Bayou, Freaky, and more.

Check out the slideshow gallery below for the highlights of HBO Max’s June 2021 offerings, followed by the full list:

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July 1

  • ¡Come! (aka Eat!), 2020
  • 8 Mile, 2002 (HBO)
  • All Dogs Go to Heaven 2, 1996 (HBO)
  • All Dogs Go to Heaven, 1989 (HBO)
  • Behind Enemy Lines, 1997 (HBO)
  • Beneath the Planet of the Apes, 1970 (HBO)
  • Bio-Dome, 1996 (HBO)
  • Black Panthers, 1968
  • Blackhat, 2015 (HBO)
  • Brubaker, 1980 (HBO)
  • Cantinflas (HBO)
  • Conquest of the Planet of the Apes, 1972 (Extended Version) (HBO)
  • Cousins, 1989 (HBO)
  • Dark Water, 2005 (HBO)
  • Darkness Falls, 2003 (HBO)
  • Demolition Man, 1993
  • Dirty Work, 1998 (HBO)
  • Disturbia, 2007 (HBO)
  • Doctor Who Holiday 2020 Special: Revolution of the Daleks, 2020
  • Duplex, 2003 (HBO)
  • Escape from the Planet of the Apes, 1971 (HBO)
  • Eve’s Bayou, 1997
  • Firestarter, 1984 (HBO)
  • First, 2012
  • For Colored Girls, 2010 (HBO)
  • For Greater Glory: The True Story of Cristiada, 2012 (HBO)
  • Full Bloom, Max Original Season 2 Finale
  • Gandhi, 1982
  • Ghost in the Machine, 1993 (HBO)
  • The Good Lie, 2014 (HBO)
  • Gun Crazy, 1950
  • House on Haunted Hill, 1999
  • Identity Thief, 2013 (Extended Version) (HBO)
  • Ira & Abby, 2007 (HBO)
  • Joe Versus the Volcano, 1990
  • Judas and the Black Messiah, 2021 (HBO)
  • Laws Of Attraction, 2004 (HBO)
  • Lucky, 2017 (HBO)
  • Maid in Manhattan, 2002
  • Married to the Mob, 1988 (HBO)
  • Midnight in the Garden of Good and Evil, 1997
  • Mississippi Burning, 1988 (HBO)
  • Monster-In-Law, 2005
  • Mousehunt, 1997 (HBO)
  • My Brother Luca (HBO)
  • No Sudden Move, Warner Bros. Film Premiere, 2021
  • Planet of the Apes, 1968 (HBO)
  • Pleasantville, 1998
  • The Prince of Tides, 1991
  • Project X, 1987 (HBO)
  • The Punisher, 2017 (HBO)
  • Punisher: War Zone, 2008 (HBO)
  • Rambo, 2008 (Director’s Cut) (HBO)
  • Reds, 1981 (HBO)
  • Reservoir Dogs, 1992 (HBO)
  • The Return of the Living Dead, 1985 (HBO)
  • Return of the Living Dead III, 1993 (Extended Version) (HBO)
  • Rounders, 1998 (HBO)
  • Saturday Night Fever, 1977 (Director’s Cut) (HBO)
  • Scream, 1996
  • Scream 2, 1997
  • Scream 3, 2000
  • Semi-Tough, 1977 (HBO)
  • The Sessions, 2012 (HBO)
  • Set Up, 2012 (HBO)
  • Snake Eyes, 1998 (HBO)
  • Staying Alive, 1983 (HBO)
  • Stuart Little, 1999
  • The Texas Chainsaw Massacre, 2003
  • Tom and Jerry in New York, Max Original Series Premiere
  • Trick ‘R Treat, 2009 (HBO)
  • Tyler Perry’s Daddy’s Little Girls, 2007 (HBO)
  • Tyler Perry’s Diary of a Mad Black Woman, 2005 (HBO)
  • Tyler Perry’s I Can Do Bad All by Myself, 2009 (HBO)
  • Tyler Perry’s Madea Goes To Jail, 2009 (HBO)
  • Tyler Perry’s Madea’s Big Happy Family, 2011 (HBO)
  • Tyler Perry’s Madea’s Family Reunion, 2006 (HBO)
  • Tyler Perry’s Why Did I Get Married Too, 2010 (HBO)
  • The Watcher, 2016 (HBO)
  • The Water Horse: Legend of the Deep, 2007 (HBO)
  • Westworld (Movie), 1973
  • White Chicks (Unrated & Uncut Version), 2004
  • The White Stadium, 1928
  • Won’t Back Down, 2012 (HBO)
  • Zero Days, 2016 (HBO)

July 2

  • Lo Que Siento por Ti (aka What I Feel for You) (HBO)

July 3

  • Let Him Go, 2020 (HBO)
  • Nancy Drew, Season 2

July 7

  • Dr. STONE, Seasons 1 and 2 (Subtitled) (Crunchyroll Collection)
  • Shiva Baby, 2021 (HBO)

July 8

  • The Dog House: UK, Max Original Season 2 Premiere
  • Genera+ion, Max Original Season 1 Finale
  • Gossip Girl, Max Original Series Premiere
  • Human Capital, 2020 (HBO)
  • The Hunt, 2020 (HBO)
  • Looney Tunes Cartoons, Max Original Season 2 Premiere

July 9

  • Frankie Quinones: Superhomies (HBO)

July 11

  • The White Lotus, Limited Series Premiere (HBO)

July 12

  • Catch and Kill: The Podcast Tapes, Documentary Series Premiere (HBO)
  • Wellington Paranormal, Season 1

July 15

  • Tom & Jerry, 2021 (HBO)

July 16

  • Betty, Season 2 Finale (HBO)
  • Space Jam: A New Legacy, Warner Bros. Film Premiere, 2021 (Only available on the $14.99/month Ad-Free plan. Streaming in the US only for a limited time.)
  • Un Disfraz Para Nicolas (aka A Costume for Nicolas) (HBO)

July 17

  • The Empty Man, 2020 (HBO)

July 18

  • 100 Foot Wave, Documentary Series Premiere (HBO)

July 22

  • Through Our Eyes, Max Original Documentary Series Premiere

July 23

  • Corazon De Mezquite (aka Mezquite’s Heart) (HBO)

July 24

  • Freaky, 2020 (HBO)

July 26

  • Catch and Kill: The Podcast Tapes, Documentary Series Finale (HBO)

July 27

  • Batwoman, Season 2
  • Real Sports with Bryant Gumbel (HBO)

July 30

  • Uno Para Todos (aka One for All) (HBO)

Dates TBD

  • FBOY Island, Max Original Season 1 Premiere
  • The Immortal (Gomorrah Film), Max Original Film Premiere
  • Romeo Santos: King of Bachata, 2021 (HBO)
  • Romeo Santos Utopia Live from MetLife Stadium, 2021 (HBO)

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

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

Why Indie Publishers Are Fed Up With PlayStation

After a console generation in which it seemingly abandoned indies in the face of the overwhelming success of the PS4, it appears that Sony’s struggle to court small developers is far from over. A group of indie publishers have taken to Twitter this week to express their frustrations with the console giant, pointing out issues like its lack of communication, frustrating bureaucracy, issues with discoverability, and severe limitations on when and how games can be put on sale.

The conversation was kicked off by Neon Doctrine co-founder Iain Garner, who wrote a Twitter thread criticizing “Platform X,” which he said was “a very successful console and does not have Game Pass.” Garner’s thread, which has been quote-tweeted by several indie publishers at the time of publication affirming many of the issues he lists, criticizes the so-called Platform X’s tools, communications, and interest in supporting indies. He calls out a lack of transparent processes, poor communication, an extremely limited ability to discount games, and an inability to get games promoted on the store without either obscure or expensive methods.

“Platform X gives developers no ability to manage their games. In order to get promotion you must jump through hoops, beg and plead for any level of promotion. And a blog is not as good as they think it is,” he wrote. “If Platform X doesn’t like your game, no fanfare no feature no love.”

The conversation sparked by the thread comes at a time when Sony seems to be trying, in small ways, to nudge the narrative around its indie support in a more positive direction. Last year, it launched a $10 million fund to support indie developers during COVID-19, and it recently appointed Shuhei Yoshida to lead a new initiative to support indie studios. This is following a PS4 console generation during which Sony seemed largely uninterested in such support, letting its efforts lapse and be largely outshone by its competitor’s programs in ID@Xbox and Nintendo’s Nindies (later Nintendo Indie World), which have historically included in-person showcases, numerous digital showcases, blogs, tweets, behind-the-scenes support, and just a whole lot of games.

Following Garner’s thread, I spoke to four other indie publishers and two indie developers (one who self-published) about its contents, all of whom named Sony as the platform they specifically were criticizing, though they could not speak for Garner. Those I spoke to expressed frustration with various aspects of Sony’s internal processes, communications, and restrictions that they said made it more challenging to release games on its platforms, especially smaller games. They also lamented the challenges of getting indie games seen anywhere, but many pointed out that Sony actively hampered or was at least indifferent to these struggles, making PlayStation an extremely challenging platform for indie game sales compared to its competitors.

In all subsequent communications, Garner declined to identify which console he was speaking of, but context clues from the thread (such as the mention of official blog posts and certain pricing details) can be used to tie his narrative in with the stories of others who spoke up.

A one-way partnership

In our follow-up conversation, Garner acknowledged that at least some of the issues he brings up are common across multiple platforms, not just “Platform X.” For instance, he remarked in his Twitter thread that wishlists have “no effect,” but he and others later told me that this is largely true on all console platforms — it’s really only Steam where wishlists are critical to indie games’ success. Similarly, those I spoke to confirmed “lot checks” (a term specifically used by Nintendo, but which was used referring to compliance checks across all three platforms) are frustrating everywhere, though two people pointed out to me that PlayStation’s compliance checks were by far the most complex in terms of process, communication, and user feedback.

But Garner is adamant that what he calls Platform X is especially bad for indies, for a couple of reasons. The first, he said, is a challenging, frustrating amount of paperwork and bureaucracy involved with getting a game published on the platform. Multiple people I spoke to mentioned having to fill out numerous forms or go through various backend softwares to find the thing they were looking for, often without much help or support. Two said it was extremely challenging or even expensive to get a single dev kit, pointing out that Xbox had provided dev kits to either themselves or colleagues easily, and for free.

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David Logan, CEO at Akupara Games, offered an explanation for at least some of the frustrating processes those I spoke to mentioned. He told me that the main reason Sony’s processes for game submissions were more involved than others had to do with submitting products based on region, something the company had done throughout the PS4 era. So for worldwide launches, games had to go through separate submission processes for Sony America, Europe, Japan, and Asia, with Japan and Asia having their own portals and processes that required translation from Japanese to move through.

In 2020, he continued, Sony had begun working toward streamlining all this. But movement has been slow, and documentation is often an update or two behind.

“Parts of the process change on an almost weekly basis and it oftentimes needs to involve multiple reps, support tickets and parts of the backend (which is still split into two different pipelines) to make movement on specific issues,” Logan said. “We’ve been blocked by Sony directly on things like updating ratings, terminology usage, trophy visibility and patch review all within the last few months. However, my team does recognize the active changes and streamlining Sony is heading towards. Though there are instances where we wish it was similar to the pipeline we had grown accustomed to over the past few years.”

Slow or annoying paperwork is one thing, but the publishers I spoke with all confirmed that these issues were made worse for small companies working with Sony due to slow or non-existent communications processes. Logan said he’d had a support ticket open with Sony for nine months, which his company pings monthly trying to get assistance. Cristian Botea, project manager at Some Awesome Guys, said that while sometimes you might get a fast reply from Sony to help resolve an issue, “sometimes you might be waiting a month for a reply to something simple.”

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“A lot of the time, that reply feels like something that could’ve been somehow integrated in the documentation in a better way or better integrated and streamlined in the publishing process,” Botea said.

All of these process and communication pain points can be made a little more manageable, I was told by multiple people, with an account manager — basically a contact person for a publisher at the company who can help answer questions — getting their game in front of the right people and making sure the right paperwork is filled out. But as Garner pointed out in his thread, there was never a clear process for how to get an account manager assigned to him, adding that publishers without account managers have to go through a ticketing system. “We’ve all used one of those before, so you know what that’s like.”

Other publishers I spoke to confirmed similar difficulties. Sherveen Uduwana, who’s currently working on Midautumn and previously designed We Are The Caretakers, told me about his experience with this process from several years ago, acknowledging it may have changed since that time. His account lined up with Garner’s, with Uduwana pointing out that processing times for game submissions were often extremely long. And without an account manager to contact, there’s often no one at all to check in with about where your game is at in the process.

“At a lot of larger or more established studios, they just have contacts at all the storefronts that they can reach out to with questions, or to ask for an update or to help troubleshoot things,” he said. “But a lot of those are actually pretty informal and built through past relationships in my experience. So when you’re just starting out, the process is super opaque, even in our case we leveraged an existing relationship to start up a convo.”

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One developer who self-publishes and wishes to remain anonymous said that in multiple years of working with Sony, their relationship had always felt like a “one-way partnership.”

“I felt like if you weren’t the big names, you were just there, plugging away with minimal support until you eventually shipped your title,” they said. “Best way I can put it is that I was thrown to the wolves… and told ‘survive.’ Which I did, by trial and error. Everyday.”

Somewhat related to communications problems is the separate issue of discounts. As Garner pointed out in his thread, discounts on Platform X are “invite-only and also ‘very limited.'” Other publishers I spoke to, again referring specifically to Sony, confirmed that Sony is notoriously stingy with who it allows to hold discounts on its platform and when. Multiple people I spoke to confirmed this to be the case, saying that publishers can only run discounts when explicitly invited by Sony. Matthew White, CEO of Whitethorn Digital, told me that PlayStation sets the discount, with publishers able to agree or make a counteroffer, but timing and rate are ultimately dictated by the platform.

“You almost never get invited,” he said. “Say two in a year.”

White and others confirmed to me as well that no other platform runs its discounts like this, with most other storefronts allowing publishers to discount their games when and how they like with a handful of exceptions. It’s a move they say not only frustrates consumers, but also harms small developers who frequently use sales as an easy way to get their games noticed and talked about more broadly.

The unachievable front page

The other reason why Garner said Platform X is so much worse for indies has to do with discoverability. Garner told me his game, Vigil, initially had interest from “a higher-up,” but that didn’t matter once his game started going through the company’s processes.

“We were basically told that unless we had games that would push [next-gen] (super pretty) then they weren’t interested in providing promotion,” he said.

The final straw, Garner said, was a talk he attended recently where the company gave him and others a presentation about marketing. It was during this meeting that he was told the company could promote his game on its storefront  — if he paid $25,000 on top of the cut he already pays the platform for being on it at all.

“Honestly felt like a F2P tactic,” Garner said. “We slow you down and you can pay to speed up.”

The $25,000 offer Garner received resulted in some head-scratching from the other publishers I spoke to. Many hadn’t heard of it before the Twitter thread, though all of them confirmed it was too rich for their companies to manage. Logan suggested that for smaller developers, that price point could “amount to the entire lifetime sales of the title.”

“This is an amount greater than or equal to some indie developers’ entire marketing budget,” he continued. “That price tag definitely excludes most smaller and mid-size developers and publishers from consideration.”

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A Kotaku report verified the figures Garner is referring to, saying that pricing for even more visibility on PlayStation can go as high as $200,000, though it’s unclear how much visibility that gets a company. Kotaku also said that Microsoft “runs similar payment schemes for the Xbox store.”

The anonymous developer I spoke to had heard of the $25,000, saying they could understand asking for payment for such a spot to a degree — it is, after all, advertising. But they added that such a high number for a small spot effectively guaranteed small games would never be seen.

“It’s unreasonable, because you have no idea if that $25,000 advertisement will make you that money back,” they said. “$25,000 was mentioned and talked about but […]there are spots well over $100k for features. No smaller indie or small game is ever seeing that front page. So that’s why you will always see five to six major game studios on that front page. If an indie was to ever feature up there it would be monumental and celebrated to say the least.”

Two publishers pointed out to me that Sony will sometimes feature games on its storefront of its own accord, based on an internal analysis of how well they think the game will do. However, both said the process was obscure and largely out of developer and publisher hands.

Aside from the storefront issues, those I spoke to expressed exasperation that there really weren’t any other meaningful avenues to promote their games through PlayStation. When I asked publishers about the blog posts mentioned in the original thread and whether they were any help, Botea noted that his team had to proactively ask about it, and when they did, the deadlines made it unworkable. Logan said the blog process was “definitely one of the easiest processes among the partners” but also indicated that issues with deadlines and approvals for blogs could be challenging for developers on already-tight game release timelines. White told me that the blog was offered by Sony as “marketing support,” but then said it was “an awful joke that does not convert to sales in ANY way.” 

White had his own set of frustrations, which he laid out in his own Twitter thread opening with a “totally hypothetical definitely not real” breakdown of Whitethorn Digital’s revenues by platform. The pie chart doesn’t have percentages, but “Nolan North” is the smallest slice of the pie, only slightly outmatched by “Gabe” while “Proficient Sergeant” and “Plumber without a Wrench” take up most of the chart. He wrote that less than three percent of Whitethorn’s sales are on Platform X (which he confirmed separately to me to indeed be PlayStation).

Why might that be?

“It took us more than eight months to get kits for PXs hardware, despite having numerous confirmed IPs on the title,” he wrote. “We have a full-time employee who spends more than half of his time digging through sales reports for PX, as they are sent in excel-driven invoices that require manual invoicing like it’s 1928. There is internal chaos with messages coming from random teams at random times.

“It’s impossible to plan launch support, vouchers for Kickstarter backers take months to generate, nobody will answer support emails. We get no store ops opportunities, PS5 featuring and placement is a giant mystery.

“I know it seems like I’m jumping on a dogpile, but it’s been really difficult to work with our developers telling them straight up not to expect sales on PX. I’d love to see that change.”

The future of indies on PlayStation

I asked Garner if there was anything he thought that Platform X could do to better support indies, but his response was not an optimistic one. “Honestly, I don’t know. They need to redo their whole system. It’s so broken in so many ways and they’ve been slapping band-aids on it for years. If they don’t fix it, by the end of the generation, [they] will be a rich boi toy with only the big boi titles and exclusives, everyone else will be elsewhere.”

Garner’s analysis lines up somewhat with past observations of the ways in which all three console platforms’ interest in indies have waxed and waned with their success. Not that long ago, after all, it was Xbox that was struggling with indie support, and as Uduwana pointed out to me, even Nintendo’s lauded indie support on Switch dried up somewhat in recent years once it became apparent that the Switch was performing well and no longer needed to court indies to fill its library.

As multiple publishers and developers pointed out in a 2020 interview with GamesIndustry.biz on this very subject, indie support tends to shift across all three platforms, depending on whichever one is “winning” or “losing” at the time. 

“History tends to repeat itself in video games, and we’re definitely seeing that again now,” said No More Robots founder Mike Rose in that interview. “Whenever a platform holder has arguably ‘lost’ a console cycle, they tend to then lean more heavily on indie developers for the next cycle.”

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And Sony is, at least on some level, trying. There’s the aforementioned $10 million fund for indie developers that it announced last year, as well as Yoshida’s initiative. And White made a point to tell me that head of PlayStation Creators and Double Fine veteran Greg Rice had been especially supportive and helpful behind the scenes in getting questions answered and games noticed. The anonymous developer I spoke to also affirmed that the recent indie push had made things a bit better for first-time developers. But it’s clear from the discussion this week that these moves either aren’t enough, or aren’t being felt by a meaningful chunk of the indie scene. We reached out to Sony for comment for this article, but the company has not responded.

Ultimately, the publishers and developers I spoke to aren’t asking for piles of free marketing, or instant approval for all their games. What they are looking for is a chance for their games to be seen in an overwhelming gaming ecosystem. When I asked what platform-holders could do to improve the ability of publishers and developers to get visibility for smaller games, Logan had a few suggestions:

“Being more transparent about the process to be considered for opportunities and what thresholds need to be reached, creating more opportunities for smaller titles to be featured in (right now many initiatives exist only for AAA titles), creating a more indie-focused branch of their platform, more financing for porting, and generally cleaner, better-documented pipelines.”

In a separate response in which he talked about the efforts made by distributors to promote indies, Logan also pointed out that the best features, sales, promotions, and other opportunities are largely for games that are already successful.

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“It often feels like the rich are getting richer, while the smaller titles struggle to survive,” he said. “Distributors will say they’re supporting indie games, but what they often do is promote the successful indie games. 99.9% of indie games are not Hollow Knight or Binding of Isaac, and those games really are in their own tier. I feel we need to continue advocating for supporting indie games, and not just any indie games, but the low and mid-tier indie games that can benefit from the money the most.”

There’s no easy solution to the problem of discoverability industry-wide. But those I spoke to pointed out that some platforms certainly manage discoverability better than others, or at least don’t directly interfere with indies giving themselves a boost with something as innocuous as a sale.

“We, the indies, ultimately just want PlayStation to be a more welcoming platform for us, listen to our concerns and feedback and allow for indies to thrive as well on the platform,”  Botea said. “Hoping that this grabs their attention in all the right ways and we can start on a constructive path to fixing this.”

The anonymous developer I spoke to was less optimistic, pointing out that the struggles indies go through on one platform or another is a topic that comes up repeatedly, but never results in meaningful industry change.

“We have these same conversations every year around indies, when a developer gets fed up and can’t keep it in anymore,” they said. “It gets talked about, improved just a bit, then thrown back into the same hole. I am not asking for us to be saved, just heard. Most devs already feel like they are fighting everyone including themselves, we aren’t looking for another enemy.”

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

All 32 Madden NFL 22 Home Field Advantages Revealed

EA has announced that in Madden NFL 22, all 32 teams will have unique home field advantage bonuses, giving the home team a slight boost. EA shared all of the bonuses on Twitter, detailing the wide variety of advantages, ranging from increased momentum gain to opponents having a shorter punt distance.

The home field advantages are part of the new Dynamic Gameday features, available only on the Xbox Series X|S and PlayStation 5 versions of Madden NFL 22. There are three new features that make up the Dynamic Gameday: gameday atmosphere, gameday momentum, and Next Gen Stats Star Driven AI. The home field advantages fall under gameday momentum, which can give either team special perks depending on how the game is going. The home field advantage makes it harder for the away team to gain momentum.

Each teams’ home field advantage perk is inspired by real-life factors from the real stadiums, like away teams’ fatiguing faster in the cold climate of Green Bay.

All 32 home field advantage perks:

  • Tampa Bay Buccaneers – Fire The Cannons: home team players have their fatigue temporarily replenished while in the red zone.
  • New Orleans Saints – Who Dat: on away team 3rd/4th down conversion attempts, a random receiver will have an incorrect route when he lines up in preplay.
  • Carolina Panthers – Keep Pounding: the home team has more stamina during plays.
  • Atlanta Falcons – Rise Up: the home team gains a flat amount of momentum on every offensive play.
  • Dallas Cowboys – Deflected: away team punt distance is shortened when kicking across the 50-yard line.
  • Philadelphia Eagles – Linc’d In: while winning, the home team gains more momentum and the away team gains less.
  • New York Giants – Turf War: away team players fatigue faster
  • Washington Football Team – Unstable Ground: away team has an increasingly hard time changing directions
  • Green Bay Packers – Go Pack Go! The Frozen Tundra: home team gains more momentum and away team gains less. Away team fatigues faster and has a harder time changing direction.
  • Minnesota Vikings – Skol!: the home team gains a small amount of speed rating when in the red zone.
  • Detroit Lions – Motor City: home team accelerates slightly faster.
  • Chicago Bears – Bear Down: the away team’s kick meter moves slightly faster.
  • Arizona Cardinals – Rise Up Red Sea: home team gains momentum faster.
  • Los Angeles Rams – Rams House: home team gains bonus momentum for defensive stops.
  • San Francisco 49ers – Unstable Ground: away team has an increasingly hard time changing directions.
  • Seattle Seahawks – The 12’s: random portions of the play art for the away team offense will be squiggly and hard to read.
  • Kansas City Chiefs – Home of the Chiefs: Offensive audibles made by the away team have a chance to fail.
  • Los Angeles Chargers – Bolt Up: home team gains bonus momentum for yardage gains.
  • Las Vegas Raiders – Just Win, Baby!: home team gains momentum faster and has increased fatigue recovery while winning.
  • Denver Broncos – Mile High: away team players have less stamina during plays.
  • Cleveland Browns – Dawg Pound: away team hot routes have a chance to fail in the red zone, requiring them to be made again. Receivers who are hot routed will temporarily receive a “?” indicator bubble at the time of the hot route to signify they may be unsure of their route.
  • Baltimore Ravens – Truzz The System: home team gains momentum on every running play while winning.
  • Pittsburgh Steelers – Terribly Distracting: away team hot routes have a chance to fail on 3rd/4th down, requiring them to be made again. Receivers who are hot routed will temporarily receive a “?” indicator bubble at the time of the hot route to signify they may be unsure of their route.
  • Cincinnati Bengals – Who Dey: no huddle results in reduced clock runoff.
  • Buffalo Bills – Downwind: the away team kicking arc is harder to control.
  • Miami Dolphins – Made in the Shade: the home team fatigues slower.
  • New York Jets – Turf War: away team players fatigue faster.
  • New England Patriots – Our House: home team gains bonus momentum on touchdowns and third-down stops.
  • Jacksonville Jaguars – Duuuval: home team gains bonus momentum on touchdowns.
  • Indianapolis Colts – Hat Count: the home team defense can see the hat count on plays via coach cam.
  • Houston Texans – The Bullpen: away team gains less momentum for touchdowns.
  • Tennessee Titans – Titan Up: Home team will avoid committing holding penalties.

Madden NFL 22 releases on August 20, 2021, for the Xbox One, Xbox Series X|S, PS4, PS5, and PC. If you purchase the Madden NFL 22 MVP Edition it comes will three days of early access starting on August 17. EA Play Live is happening on July 22, showing off upcoming games, but EA has also announced a series of panels prior to the main showcase, including one focused on how the community is shaping Madden NFL 22 on July 19 at 1 PM ET/4 PM PT.

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

Streets of Rage 4’s Mr. X Nightmare DLC Gets July 15 Release Date, Survival Mode

Streets of Rage 4’s upcoming DLC Mr. X Nightmare will bring a lot of new content to the game, and now it finally has a release date of July 15. As revealed in a post on the PlayStation Blog, the DLC will add three new characters to the mix, as well as a survival mode that’s designed to push players to their limit.

The survival mode injects some RPG elements into the game’s beat-’em-up formula, allowing players to choose perks in order to customize their character build. Obviously, some perks are more useful than others with certain characters, so it’s up to players to figure out what build works best for them. Players will have to see how long they can last against hordes of enemies.

Now Playing: Streets of Rage 4 – 8 Minutes Of Mr. X Nightmare DLC Gameplay

The new characters include Estel, a police officer that you fight as a boss as part of the core Streets of Rage 4 campaign, as well as returning grappler Max and martial artist Shiva. As players last longer in survival mode, they’ll also unlock new moves for familiar characters like Axel and Cherry, which gives the game a whole new layer of depth.

In GameSpot’s Streets of Rage 4 review, critic Heidi Kemps praised the game as a retro throwback that celebrates the best qualities of its series while still pushing it forward.

“All in all, though, Streets of Rage 4 is an admirable comeback for this long-dormant series,” she wrote. “It looks great, sounds great, and plays very well. Even if the experience is relatively short, it’s the sort of game you and your buddies can easily enjoy playing and re-playing. If you’re craving some classic brawling action with a modern edge, these rage-filled streets are calling your name.”

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

New Alien TV Series is ‘Not a Ripley Story,’ Will Begin Filming Next Year

Fargo TV series showrunner Noah Hawley is working on an Alien TV series for FX, and according to him, the show will not be a Ripley story.

In an interview with Vanity Fair, Hawley was able to talk in-depth about the upcoming Alien TV series he is developing for FX, including a rough outline of the setting and theme. According to Hawley, the Alien series will be set on Earth and explore the poor grunts who end up getting killed in all the other Alien stories.

“On some level it’s also a story about inequality. You know, one of the things that I love about the first movie is how ‘70s a movie it is, and how it’s really this blue-collar space-trucker world in which Yaphet Kotto and Harry Dean Stanton are basically Waiting for Godot.”

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Hawley also revealed that it will not be a story about Ripley, the protagonist for much of the original Alien films and played by Sigourney Weaver.

“It’s not a Ripley story. She’s one of the great characters of all time, and I think the story has been told pretty perfectly, and I don’t want to mess with it.”

Instead, going back to Hawley’s theme about inequality, the FX series will be set on Earth and what happens when the systems in place fail to contain the ultimate killing machine.

“The alien stories are always trapped… Trapped in a prison, trapped in a space ship. I thought it would be interesting to open it up a little so that the stakes of ‘What happens if you can’t contain it?’ are more immediate.”

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The Alien saga is a long-running franchise about a race of deadly aliens and the poor souls who cross their paths. Ridley Scott directed the first Alien movie starring Weaver in 1979 and it was followed by several sequels directed by different directors like James Cameron, David Fincher, and Jean-Pierre Jeunet.

In 2012 Scott returned to the Alien franchise with his prequel Prometheus, which didn’t include Weaver as it was set before the events of Alien. A sequel, Alien: Covenant was released in 2017 and a third film in the prequel trilogy has been announced.

Hawley says he’s written two scripts so far for his FX series with plans to begin production next spring. There is also a new co-op PvE game called Alien: Fireteam Elite coming out later this year.

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Matt T.M. Kim is IGN’s News Editor.

Kevin Feige Pushed Black Widow to Be “More Truthful, More Visceral” In Its Action

Kevin Feige pushed for Black Widow’s action to be “more truthful” and “more visceral,” according to the movie’s director.

This news comes by way of Variety, who spoke to Black Widow director, Cate Shortland, about the movie and especially the action contained within. She said as soon as Feige saw what she was doing with Black Widow, he pushed her to go even further.

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“Kevin said, ‘Make it more truthful, make it more visceral,'” Shortland told Variety. “As soon as they saw what I was doing, they pushed me to go further. And I think that’s why Kevin is an amazing producer. Because he sees what you try to create, and he encourages you to do it more honestly, I suppose.”

Variety’s report says Shortland pushed for the action in Black Widow “to reinforce the visceral nature of Natasha’s world.” Marvel was unsure of Shortland’s approach at first, though, according to the director.

“It’s a fine line, because you want people to have fun and enjoy it,” Shortland said. “But also, you don’t want people to go and put the kettle on when the fight sequence happens because they know what to expect. So I had to fight to make things a little bit uglier.”

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Black Widow is the first-ever standalone movie for Scarlett Johansson’s Natasha Romanoff, aka Black Widow, in the MCU and it’s a bit of a prequel that takes place before the events of Avengers: Endgame. It will theaters and Disney Plus as a $30 Premier Access title on July 9.

Read our thoughts on the movie in IGN’s Black Widow review and then check out this story about how Feige says more MCU prequels are possible for other characters after Black Widow. Read about IGN’s visit to the Black Widow set after that and then watch this new action-packed Black Widow featurette.

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

How To Watch Space Jam: A New Legacy On HBO Max: Release Date, Subscription Cost, And More

Seven years after it was announced, Space Jam: A New Legacy is finally releasing in theaters on July 16. But you won’t have to head to your local theater to watch A New Legacy on release day. The film will also be available to stream on HBO Max as part of HBO’s commitment to offer Warner Bros. movies to subscribers the same day they hit theaters this year.

How to watch Space Jam: A New Legacy on HBO Max

Space Jam: A New Legacy will be available to all HBO Max subscribers. HBO Max now has two different subscription tiers: standard and ad-supported. The standard HBO Max subscription costs $15 per month or $150 per year ($30 savings overall). The ads-supported subscription plan is only $10 per month or $100 per year ($20 savings overall).

HBO Max does not have a free trial, so you won’t be able to subscribe to the service simply to watch Space Jam: A New Legacy and then cancel before you’re charged. You’ll have to commit to at least one month of the service, but chances are it will cost you less than a ticket to see the film at your local theater.

If you plan on seeing Space Jam: A New Legacy in theaters, presale tickets are available now at Fandango and Atom Tickets.

Space Jam: A New Legacy release date

Space Jam: A New Legacy releases July 16 in theaters and on HBO Max. As part of HBO’s release structure for Warner Bros. movies, Space Jam: A New Legacy will only be available to stream on the service until August 16, so make sure you watch it while you can.

What’s Space Jam: A New Legacy about?

Like its predecessor, Space Jam: A New Legacy sees an NBA superstar joining up with Looney Tunes characters to take on a group of villains in basketball. While the first movie featured Michael Jordan, A New Legacy stars LeBron James.

LeBron and his son Dom get trapped inside the Warner 3000, a virtual entertainment server ruled by a rogue AI played by Don Cheadle. In order to save him, LeBron and the Looney Tunes characters must take on the Goon Squad, super-powered digital avatars led by Cheadle’s character.

How to watch the original Space Jam

Though Space Jam: A New Legacy is a standalone sequel, you still may want to revisit the 1996 original before it releases. Space Jam is streaming on HBO Max right now, so you have a couple of weeks to watch it on the service before A New Legacy arrives. Alternatively, you can rent it from Amazon Prime Video for $4.

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

James Franco Agrees to $2.2 Million Settlement Over Sexual Misconduct Suit

Actor James Franco has agreed to pay more than $2 million to settle a sexual misconduct lawsuit filed by several former students of his acting school, NBC News reports.

Franco will pay $2.2 million, while the settlement will release claims by all parties, though Franco and other defendants involved continue to deny the allegations. A Los Angeles judge must now approve the settlement.

The lawsuit was filed in 2019 by two former students of Franco’s Studio 4 acting school, which ran from 2014 to 2017. The two former students alleged that Franco and his business partners coerced actors into filming sexual acts.

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The lawsuit alleged that Franco and business partners attempted to “sexualize their power and fame by dangling the opportunity to aspiring actors of employment in film and television in exchange for explicit nudity, sex,” and as Franco put it, the “pushing of boundaries.’”

A joint statement made on behalf of the students and Franco was released on Wednesday.

“While Defendants continue to deny the allegations in the complaint, they acknowledge that Plaintiffs have raised important issues; and all parties strongly believe that now is a critical time to focus on address the mistreatment of women in Hollywood,” the statement reads. “All agree on the need to make sure that no one in the entertainment industry — regardless of sex, race, religion, disability, ethnicity, background, gender or sexual orientation — faces discrimination, harassment or prejudice of any kind.”

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One million dollars from the settlement will go to the two named plaintiffs, while slightly more than $1 million will go to a fund meant for settling additional claims made by members of the class action lawsuit.

Franco has been accused of sexual misconduct in the past. He was alleged to have propositioned a 17-year-old girl on Instagram in 2014, an action he said was a case of “bad judgement.” In 2018, five women accused Franco of sexually inappropriate or sexually exploitative behavior.

The allegations resulted in the fraying of his relationship with longtime collaborator Seth Rogen, who said this year that he no longer plans on working with Franco.

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Joseph Knoop is a writer/producer for IGN.

The GMMK Pro Is A Custom Keyboard Kit For The Mainstream, And It’s On Sale Soon

PC peripherals brand Glorious has been around for a while, launching numerous great mice, keyboards, wrist rests, and more. But none of its products have been as eye-catching as its GMMK Pro keyboard–a new product that aims to make getting your hands on a custom keyboard kit easier while also opening the hobby to a much larger audience.

Custom keyboards have been an expensive and relatively small hobby for a while, but recently the scene has seen an explosion of interest. This doesn’t mean many of the components you need to make your own board are easy to get. Many kits, like the one Glorious is selling with the GMMK Pro, can usually only be purchased through extended group buys or in limited-quantity sales, meaning you’re either going to need to get lucky or have a lot of patience to get one.

The GMMK Pro aims to change that while also being a compelling option at its price point. Glorious ran its own pre-sale period for this keyboard earlier this year, but starting July 6 you’ll be able to get it from its website without needing to register for a chance to purchase it. Glorious says that stock will likely be limited from the outset, but that it plans to always have the GMMK Pro as a standard item on sale, eventually allowing you to grab one whenever you want.

As a barebones kit, you will need more items to really bring it all together, which Glorious streamlines with its suite of accessories. If you need keys, Glorious offers its own version of tactile Panda switches as well as a range of colorful options for PBT keycaps, coiled USB-C cables, and more. You can even grab additional plates for the GMMK Pro (in polycarbonate or brass), a lube station if you plan to add some to all your switches, and smaller items like switch pullers, cleaning kits, and the company’s own G-Lube.

If building your own keyboard sounds like too much work, there’s still plenty of great options that you can get going with right out of the box. Check out our guide for the best gaming keyboards on the market right now.

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