A new promotional video for upcoming indie boxing game Esports Boxing Club shows that the game is very much trying to pick up the mantle of EA’s Fight Night series. The lengthy video demonstrates several of the game’s key aspects, including its fluid animations, detailed fight mechanics, and in-depth career mode.
Though the game is still in alpha, it certainly has the visual fidelity that fans of simulation boxing games like Fight Night have come to expect, with believable animations. In the video, various members of developer Steel City Interactive explain how they hope to bring additional layers of depth to the genre by including the ability to feint and giving certain stances the ability to automatically block certain punches.
Boxing fans have been ill-served by big video game studios in the past decade or so. The last game in the Fight Night series, Champion, came out in 2011, and we haven’t seen a major boxing game since then. The studio behind Fight Night, EA Canada, has transitioned to making the official UFC games in the intervening years. While Esports Boxing Club doesn’t yet have a release date, Steel City indicates that it will be released in Early Access on PC and consoles in the coming months.
Re-Logic’s action-adventure sandbox game Terraria is getting a massive update on PC that adds the ability for players to create, download, play, and share levels through Steam Workshop. The full patch notes for Update 1.4.2 are outlined below.
The Steam Workshop support in Terraria transforms the game into Mario Maker of sorts. Players can build their own game using a plethora of modifications, ranging from altering Terraria’s world to tweaking the in-game soundtrack. These features are not specific to Steam players, though the Workshop is only available on PC.
Any Terraria content created can be uploaded to Steam Workshop. This hub serves as a mod browser, where players can peruse what’s available to download. It’s located under the Community Hub on the Terraria page in your game library.
In addition to adding Steam Workshop support, developer Re-Logic dropped Update 1.4.2, which addresses an assortment of bugs. Some fixes include seeds not generating in identical worlds, character models not behaving properly, enemies spawning behind safe walls, and item tooltips only displaying the item’s name.
Terraria Update 1.4.2 Patch Notes
Other New Features
Added Steam Workshop Integration to Terraria, allowing the downloading and sharing of World Files and Resource Packs.
Expanded Resource Pack Functionality to include Language Replacement and Music Replacement.
Added a button to the Research and Bestiary Menus that lets you delete all current search text.
Enemy Banners now also give increased player protection against enemy projectiles (previously they only applied to contact damage).
Added an option to change the name of characters and worlds.
Bugfix Changelog
Fixed a recurring issue with Rolling Cacti spawning on Demon Altars and causing crashes.
Fixed an issue where seeds would not always generate identical worlds, depending on how many worlds had been generated in that play session.
Fixed an issue where some falling tiles would fall through platforms instead of landing on them.
Fixed an issue where Paper Airplanes did not drop in the quantities that the Bestiary said they should be dropping at.
Fixed an issue where falling coins were no longer able to land on top of other coins.
Fixed an issue where Trap Doors would not properly sync in multiplayer, allowing enemies to move through them.
Fixed an issue where sitting players wearing the Gi outfit would be in a “jumping” pose.
Fixed an issue where spreading Moss would not always use the proper frame when on servers.
Fixed an issue where Smooth Marble Blocks would merge with Echo Blocks.
Fixed an issue where Ale Tosser did not properly receive Frostburn effects from Frost Armor.
Fixed an issue where Smoke Blocks did not stay hammered between gameplay sessions.
Fixed an issue where some Ocean enemies could spawn even behind safe walls.
Twinkle Popper’s Twinkles no longer pick up money, as they would delete it forever during their explosion attack.
Fixed an issue where Fossil Pickaxe, Tree Globe, and World Globe would fall through blocks forever when dropped.
Fixed an issue where the Wall of Flesh can drop below the world’s boundary.
Fixed an issue where Sergeant United Shield was accidentally showing accessory dyes under some specific circumstances, even though it is a weapon.
Fixed an issue where Resonance Scepter and Life Drain could only knockback enemies to the right.
Fixed an issue where High Velocity Bullets could sometimes hit particularly large targets twice (does not apply to multi-segment enemies, this should still allow multiple hits).
Fixed an issue where Pupfish were sometimes spawning in the Ocean.
Fixed an issue where Wand of Sparking’s projectile was using Melee damage modifiers, not Magic.
Fixed a rare issue where the game could freeze if it was literally impossible to spawn a meteorite.
Fixed an issue where Wasp Gun had a tooltip that just said “Wasp Gun.”
Fixed an issue where players who died, or Hardcore player ghosts, would interfere with Player Logic Sensors.
Fixed an issue where Star Cannon’s projectile could not land critical hits, and wouldn’t always receive proper stat bonuses from player equipment.
Fixed an issue where Star Cannon’s projectile could not be fired through platforms.
Fixed a certain duplication exploit.
Fixed an issue where Spikes would not hurt the player from some angles at certain elevations.
Fixed an issue where World Globe would skip some forest backgrounds.
Fixed an issue where Amphibian Boots stacked with other Frog Leg variants, even though Frog Leg variants do not otherwise stack.
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A new trailer for the Guy Ritchie action movie Wrath of Man has arrived, and it shows Jason Statham shooting Post Malone in the leg and then finishing him off in a brutal way.
The movie follows a cash truck security guard (Statham) who reveals himself to be more than he originally presented himself as. Statham is on the warpath and is out for revenge, as he takes “dramatic and irrevocable steps to settle a score,” according to the movie’s description.
Rapper Post Malone has a small role in the movie, and it doesn’t go well. In the early part of the trailer, Statham’s character shoots Malone in the leg and then finishes him home execution style. This is just the latest movie appearance for Post Malone, as he also had a role in the Netflix movie Spenser Confidential.
Wrath of Man’s screenplay was written by Ritcher and Ivan Atkinson. It also stars Holt McCallany, Jeffrey Donovan, Josh Hartnett, Laz Alonzo, Raúl Castillo, and Deobia Oparei. Eddie Marsan and Scott Eastwood also appear in the rated-R film.
Ritchie and Statham have been working together for a long time, as Statham had major roles in some of Ritchie’s previous movies like Lock, Stock, and Two Smoking Barrels, Snatch, and Revolver. Wrath of Man is scheduled to release in theaters on May 7.
Ritchie directed Disney’s live-action Aladdin movie, which made over $1 billion at the box office. He’s coming back to direct the sequel as well.
Russell Crowe has joined the cast of Taika Waititi’s upcoming Marvel movie Thor: Love And Thunder. The news comes via Deadline, which states that his role will be a “fun cameo.”
No further details of about Crowe’s character have been revealed yet. However, Waititi’s previous Marvel movie, Thor: Ragnarok, also continued numerous amusing cameos, including Sam Neill and Matt Damon. According to Deadline, Damon will reprise his role as an Asgardian actor in Thor: Love And Thunder.
Thor: Love And Thunder stars Chris Hemsworth as Thor, with Natalie Portman returning as Jane Foster. Christian Bale is set to make his MCU debut as the villain, Gorr the God Butcher, and Tessa Thompson also returns as Valkyrie. The movie is currently scheduled for a February 2022 release.
In February, a series of behind-he-scenes images leaked from the Australian set of the movie. They showed Hemsworth with Guardians of the Galaxy actors Chris Pratt, Sean Gunn, and Karen Gillan, all of whom are set to appear in the film.
In terms of the films’ plot, Waititi previously teased that it might be based on Jason Aaron’s 2012 run of Marvel comic books. “When we were shooting Ragnarok, I was reading one storyline by Jason Aaron, called The Mighty Thor,” he said. “And for those of you that don’t know that storyline, it’s incredible and full of emotion and love and thunder. And it introduces, for the first time, a female Thor.”
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Recent social media posts have highlighted a life-size cardboard standee of Resident Evil Village’s tall vampire Lady Dimitrescu, and fans are enthusiastic about it. As we approach Resident Evil Village’s release date of May 7, Capcom has begun a marketing blitz to get the word out about the game.
According to a few tweets posted by fans, that campaign includes cardboard standees of the game’s vampire matriarch Lady Dimitrescu, and they’re true to her stated height of 9’6″. Fans have uploaded pictures of themselves standing beside the model for effect, and she looks just as intimidating in person as she does in the game.
Hey @CapcomUSA_ so uh…..how would one go about obtaining one of these? 👀
This has led at least one fan to ask Capcom for one of those standees on social media. Lady Dimitrescu made quite a splash when she was revealed as part of a promotional trailer for Village, and the memes were given a major shot in the arm when Capcom revealed her official height in a tweet. Village, which is sometimes referred to as Resident Evil 8, is the official sequel to Resident Evil 7, and it’s one of the most-anticipated games of the year. Still, since the game comes out in May, you won’t have to wait long to get devoured by the tall vampire lady or her many henchmen.
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Hearthstone‘s next expansion, Forged in the Barrens, mostly represents what fans have come to expect from the game’s thrice-yearly expansions: more than 100 new cards, new keywords, and a meta shakeup. But this one is coming alongside a much bigger change, thanks to the advent of the Core Set. The Basic and Classic sets are being retired, making way for a new curated set of cards that will serve as the foundation for Hearthstone.
And in this new Core Set, the six legendary dragons–Alexstraza, Deathwing, Malygos, Nozdormu, Onyxia, and Ysera–are being revamped for a new era. Some, like Onyxia, are remaining essentially intact with a welcome upgrade. Others, like Malygos, are being rethought entirely. I spoke with Hearthstone senior game designer Alec Dawson and VFX artist Dominic Camuglia about how they reimagined these iconic cards.
The Core Set may be the biggest foundational change to Hearthstone that we’ve seen in its history. As a starting point, did you want to redesign the dragons, and the Core Set launch was the right time to do it, or did the Core Set prompt the redesign?
Dawson: That’s a good question. I think the one that we always talked about for a few years whenever Hall of Fame discussions came up was Malygos. Malygos is always like, “How long can this stick around? How much does it limit design space?” So we knew Malygos’ time was coming eventually.
In the Core Set, there was an opportunity where we looked at the dragons, and we want them to be these big, marvelous things that you’re really excited to put in your deck. And I don’t think all of them hit on that. I don’t think Deathwing was hitting on that. I don’t think Onyxia was hitting on that. We had a few that we knew from the very beginning that we wanted to just make better, repurpose for what modern Hearthstone is. You look at Deathwing, and it’s like, this is just better than the old Deathwing. Now, this is a card you can play and not be as punished for it as you used to be. And same for Onyxia. You just get more whelps. Great. That’s really good for you.
So that’s where we started on a number of them, and I think some of the other ones fell into different buckets. Alexstrasza and Nozdormu are some that probably took a little bit more time to figure out what exactly was right, because those were designs that we were pretty comfortable with from the get-go.
Malygos’ huge spell damage boost was a design hurdle; the new Malygos still fuels spell decks, but in a different way.
You reimagined a lot of the classic dragons in Descent of Dragons. So what was it like thinking of new ideas for dragons–new ways to fit the same flavor–while also not stepping on the Descent of Dragon’s designs or the original designs?
Dawson: We really wanted, in this particular instance, to look at the original designs and what they embodied. So Malygos’ character is about spells, and we want to make sure that stays intact. I think, for a number of them, it was a bit easier to hit on those. You look at Ysera, and, okay, Dream Cards are still the main part of the flavor. The two that I think were the hardest for us were probably Alexstrasza and Nozdormu.
The original Alexstrasza is one of my favorite cards; I think it’s one of the favorite cards for a lot of people on the team. It’s just the versatility that it has. So we wanted to make sure that you still had that two-sided nature to it. One of our biggest questions: How do you necessarily balance that and make it really effective?
And then Nozdormu, for us, was one of those cards where it had given us a ton of trouble on the programming side and also in some client things with how it would interrupt games and make some turns end. And we were like, “If you do some stuff with time again, what’s it going to be?” We tried a few designs. We tried some stuff where you’d fast forward in time during your turn. We even talked about one design where you would go back in time to a different point in the game, and Nozdormu would be in play. And how does that work if the opponent plays Nozdormu? There were a lot of questions about that one. I think now that it’s a buy-in, that allows some of that more crazy stuff to happen because both players are saying, “We agree to play this wacky game of Hearthstone now.”
So those ones were probably the toughest to get, but I’m really happy with where stuff like Nozdormu ended up. Players seem to be super-excited about participating in that design.
Nozdormu was famous for causing bugs, while new Nozdormu lets players agree to alter the rules together.
The Descent of Dragons’ reimagined dragons will cycle out of Standard, while these new dragons are the new normal going forward, in perpetuity. What’s the different philosophy when you’re approaching these designs for those goals?
Dawson: One thing that we think about when it’s an expansion card versus a Core card, a lot of times it’s the specificity of the language. With the other Ysera, there are Dream Portals that you’re shuffling into your deck. With Malygos, you’re discovering an upgraded spell. You’re doing these things that are outside of what normal Hearthstone rules teach you at the beginning. They do things that we probably wouldn’t always have in the game. We probably want to try different variations of what that is. And even if you look at Alexstrasza, it calls back to a mechanic that’s specific to that year with being a Highlander card.
So [the new dragons] don’t necessarily drill down into the specificity of having a ton of tokens or a ton of rules behind that. You understand what they do, these big effects. Like, “Whoa, if I need something that’s going to draw eight spells in my hand, Malygos is the card that can get me there.” Or, “If I need some burn damage at the end of the game and deal 8 damage to face, Alexstraza is the card that’s going to be able to get you there.”
So the replacement cards, the Core cards, are broader so that they’re more flexible going forward.
Dawson: Yes, totally.
So visually, Hearthstone card effects have gotten more complex since the game launched seven years ago. What does the increased freedom allow you to play with? And is the baseline hardware you can expect people to have more advanced now?
Camuglia: A lot of it is the result of the size of our effects team expanding a lot since the game launched. It went from maybe one or two people to, right now, I think we have probably five to seven, counting our lead. So we have a lot more bandwidth to just spend more time on each individual effect. And especially for things like the Core rework, it’s nice to go back and see what card effects are the most difficult to communicate without visuals and then add visuals to those specifically.
Alexstrasza’s design change is subtle, retaining its healing/damage duality with the added ability to target minions.
And like Alec was talking about, Nozdormu and Alexstrasza were the hardest to design on their end; they had the most distinct abilities for the classic dragons when they were reworked. So I think it was really nice to go back and really boil down what differentiates damage versus healing effects and make it feel distinct when you see it during gameplay and get that quick read. And similar with Nozdormu, you really want to see an indication at the very beginning of the game that this card is triggered, and it was cool to explore this really, really unique effect that we’ve never really done before. Nozdormu’s magical and bright sand ribbons mimic the unfurling of the rope timer, and so their design uses that as a key visual.
When Hearthstone first launched, the dragons stood out–the Deathwing visual effect was obviously much more splashy than the average card effect. But nowadays, it seems a lot of cards get unique visual flourishes. So how do you make them stand out, and how much more work is it to do something that’s that big and showy?
Camuglia: It definitely varies depending on the scale of the effect. Something like C’Thun the Shattered from the Madness at the Darkmoon Faire expansion is a good example. You want it to steal the show for a bit because it’s something that’s changing the nature of the game when it starts. Compare that to a much more minor card, like Shadowjeweler Hanar, with an initially light trigger that then triggers multiple times. So you can take less time with that. Just make it feel really quick and elegant; do not have it detract from the game for as much time. It varies.
Can you talk about the challenges the old dragons have presented over the years as you’ve been designing expansions and why that necessitated this change?
Dawson: With Malygos, in particular, it’s a lot simpler if they can go face when we’re making new spell cards. Because they can target wherever. I think that just opens up a lot of possibilities when we want to make a deck like Shaman, and make them a bit more aggressive, and also deal spell damage. It’s like, “Okay, wait a second, we’re doing zero Mana spells, keep Malygos in mind.”
And so every time you die to Malygos, you’re going to remember that moment. I think we’ve gotten to a point where, seven years in, you’ve seen that play pattern happen quite a few times.
Deathwing’s hand-emptying drawback was too extreme, so the new version allows for more finesse.
Yeah, like “This Druid is drawing a lot–I wonder what’s going to happen?”
Dawson: Exactly. So it’s really about switching that up a little bit. I imagine we’ll make some spell damage cards in neutral that will have similar effects, but just have a different take on it. I think that’s one of our pretty broad philosophies too. And looking at Core, we want these things in building blocks and expansions because you’re going to see new versions of these cards–in some fashion, they are going to feel slightly different from what they used to feel like. That’s the thing we’re thinking about when we think about these endgame finishers, and Malygos was one of those cards. So we want to be able to vary what those options are for you over time.
It seems like the Hearthstone team is not entirely opposed to OTK combo decks, but it’s not something that you want to be too easy or too heavy in the meta. So it seems like the Malygos change, along with spell schools, are aiming to impact that a little bit.
Dawson: For OTK combos, one thing we’re always thinking about is that there’s a player subset that loves playing that way. At the same time, we look at the health of that deck type in the meta. We usually look for those decks to not be the overwhelming force in the meta. You get up to 20% of the meta and above 50% win rate. We have a little bit of caution there.
OTK is usually the answer to control decks, in the rock-paper-scissors sense. But now it seems like you’re approaching more of a disruption mechanic. So is that a conscious choice that you’re looking for disruptive effects more than OTK effects to serve as the answer to control?
Dawson: In general, if you look at just all of our inclusions, not just anti-control cards or anti-combo cards or anti-aggro cards–we just want you to have options for all of those things in neutral. I think one thing we’ve been a bit shy about in the past is providing some of those neutral healing cards because too many and too strong can really lead to a point in the game where, I think, every class starts to look the same. So this is still something that we’re careful about, but at the same time, you’ll be seeing anti-aggro cards in neutral that will represent that option for you if that’s something you’re seeing a lot of–same thing with some control or combo disruption pieces. We’ll see those in neutral. If that’s the deck you’re going up against and you want to somehow improve your win rate against it, or you want to somehow, like, “Here’s my trump card against you,” that’s what you’re going to be able to find in neutral. We want to just provide those options for you.
Onyxia went unused because its ability was too weak; the new version keeps providing more value as it stays on-board.
Was Alexstrasza also considered problematic? Best case scenario, it could knock out 15 health.
Dawson: I don’t think we considered Alexstrasza a problem. It’s like, “Okay, I’m going to set this up, and now you have a turn. What can you do here? Now you can play some of your healing cards. Now you can play some of your things that may prevent me from killing you next turn.” That’s the type of design that we love because it’s very telegraphed to what the opponent’s going to do next turn. And then you actually get your full turn to then calculate, “Okay, I’m now in this puzzle that’s a little dangerous. What do I use here?”
It was one of those things where it was probably the last design still in the sheet, like, “Are we going to change this one?” And we’d already gone through all the dragons, and they were all getting their changes. And we were like, “We can take some time away from the old design and find something new that’s going to still talk about the old design but just in a breath of fresh air.”
Nozdormu has caused a lot of bugs, and the community noticed as well. What was it like on the developer end as those things came up?
Dawson: It was something we were always talking about on the team. We’re like, “We can’t just let this exist as long as it has and let it keep creating problems.” It’s one of those things, though, where it breaks that mold of what you thought about when it comes to card games. I think the new design does that in a great way too, it talks a lot about that in the same fashion, but now it creates this contract between both players that’s really interesting.
I heard it proposed that if you’re just friends with somebody and you guys just want to play “Nozdormu Mode,” or speed Hearthstone, you can do that now.
Dawson: Yeah. For us, it was about retaining that magic. What are the cards that really tell you that you’re playing something that’s different from any other card game that you’ve experienced before? And that’s what Nozdormu still does.
Onyxia and Ysera were both really big value cards that have just fallen out of use as they’ve gotten out-valued. So can you talk about those, as a pair or separately?
Dawson: At the beginning of Hearthstone, you would see them more frequently, and then over time, less and less. With Ysera in particular, we still wanted to have that feel. When you think about the old Ysera, what decks could you include it in? Control Priest or some other deck was looking for that. You out-value your opponent and how they’re going to win the game. Now it still does that. You don’t have a lot of card draw in your class, perhaps, so you just need some at the end of games. “Okay, I’m going to win this game through attrition, somehow.” Ysera’s going to be able to help you get there and accomplish that.
And Onyxia, if your deck is positioned to win through minions and minion combat and buffs, perhaps that’s your late-game option. Perhaps that’s the thing you’re looking for. “I want to make sure that I can fill the board and then perhaps buff all my minions and kill my opponent that way.” That’s the end-game piece, and Onyxia fills that role.
Ysera still gives powerful Dream Cards, but you get all five at once.
Back in the days of really heavy late-game, deep fatigue games, you could get theoretically infinite cards off Ysera, or you could get one. Now you always get five, so it’s a guaranteed effect.
Dawson: And the opponent gets to play around it. They understand what’s going to be in your hand so that they can play around those cards as well.
Deathwing is, I think, the biggest one that went unused in recent years. There weren’t as many ways to deal with big minions back in the day, and now there are. So you put down your Deathwing, and then they just kill it. It does feel like this one is much more useful and situational.
Dawson: Deathwing’s effect is one of the coolest things in all of Hearthstone. We want to make sure that we’re celebrating those moments and make those cards more playable because we want you to see those cool effects. We want you to see the big flashy things that we put a lot of our own time and love into. And I think, with Deathwing, it was really about, “Okay, this is one of the most iconic characters in WoW. How can we just make this better, more usable, and something that you still look at as a force in the late game.” But it’s, as you said, not going to dump your entire hand away and then lose you the game.
Speaking of being able to witness those cool effects, have you reused the old effects?
Camuglia: Alexstrasza and Nozdormu were the biggest changes. The rest of them had effects that were similar enough that we could keep the classic version. Like Ysera, for example, still putting cards in your hand, so we could use the same effect for that. For Malygos, the effect is a bit different. So we put like an arcane burst of smoke on your deck to show like all the spells coming out. But other than that, we were able to keep a lot of them pretty similar to the original.
And in Wild, you’ll be able to play three versions of Deathwing if you really want to.
Dawson: Well, it’s four, right? I think it’s four.
Oh yeah, four! I don’t know why you would want to do that, but I suppose you could. But they’ll all be playable side-by-side if you wanted to do that. You could play old Ysera and new Ysera and Descent of Dragons Ysera. The one isn’t replacing the other.
Dawson: Yes, that’s correct. The old versions will be playable in Wild. They have different art and different mechanics. We want to make sure that you could play those old versions if you still were really attached to them. Those were some of our most iconic cards. We want to make those available for players.
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The promise inherent to the movie title “Godzilla vs. Kong” is that you will witness a large ape and a large lizard fighting each other, and the poster tagline “One will fall” implies that fight might even be to the death. On that initial promise, Godzilla vs. Kong delivers: The titular monsters battle spectacularly across sea and land, and if that’s all you’re hoping for when you press play on HBO Max or (gasp) head to the theater, your appetite will likely be sated.
On the other hand, if you’re also expecting a halfway-intelligent script or a set of human characters who act like thinking beings with discernible motivations beyond “be in X spot so Y plot event can occur,” you’ll be massively disappointed.
That shouldn’t come as a surprise. Godzilla vs. Kong suffers from the same core issue as so many other wayward kaiju films: The human side of the story verges on nonsense. It’s populated by talented, well-liked actors, like Kyle Chandler and Stranger Things’ Millie Bobby Brown (reprising their roles from 2019’s Godzilla: King of the Monsters), as well as Alexander Skarsgård, Rebecca Hall, Brian Tyree Henry, Lance Reddick, Hunt for the Wilderpeople’s Julian Dennison, and more. But those actors are given nothing intelligent to work with, and the film spirals into head-scratching gobbledigook any time they’re onscreen.
Hall plays a scientist in charge of studying King Kong, with Kaylee Hottle’s mute orphan girl Jia at her side. These two form what passes for an emotional core in this movie; Jia, in particular, fulfills the old trope of the singular human female with which the giant ape forms a bond (though the movie never fully explains how that bond was formed, or why a little girl is given free reign to wander around this research facility and pal around with a dangerous monster).
Throughout these movies, Godzilla has oscillated on a sliding scale between protector and destroyer of humanity; predictably, he’s further toward the latter in this one. Naturally, his antagonistic state is due entirely to “humans toying with forces they can’t possibly comprehend,” although in this case, nobody can comprehend said forces because they don’t make sense. To reveal more would verge on spoilers, but it should suffice to say there’s a human faction developing a weapon the very source of which will likely make you say “Wait, what? How would that even work?” when it’s finally revealed.
Anyway, Godzilla’s attacks prompt Hall and the other researchers to attempt to transport King Kong to his theoretical home in order to tap into the energy there. Godzilla, sensing another alpha out in the world (apparently Skull Island was a safe zone), attacks. The fights between these two are explosively creative and undeniably impressive–it’s an absolute joy to watch Godzilla and King Kong exchange blows like seasoned combatants, using battleships as stepping stones and flattening entire cities around them. The undeniable, masterful craft that goes into making these gargantuan monsters look cool and awe-inspiring as they try to tear each other apart is almost unfathomable.
That makes it easier to understand why the rest of the movie is so dumb–who has time for piddling concerns like “characters” and “dialogue” when there’s a $100 million CGI fight to animate?–although not to excuse it.
The final piece of the ill-fitting narrative puzzle involves Millie Bobby Brown’s character Madison and her friend Josh (Dennison) hunting down a conspiracy-minded podcast host (Brian Tyree Henry’s Bernie Hayes). Hayes works at the evil research corporation Monarch and hosts an infamous podcast about exposing their secrets from the inside. Even if you’re able to overlook the irresponsibility of glorifying QAnon-like conspiracy nutjobs right now, this entire storyline makes little sense, as Hayes makes literally no effort to disguise his identity, and yet nobody at Monarch has seemingly put any effort into finding him and stopping him from leaking their secrets. The podcast host is so easy to find that two children arrive at his house after a single afternoon of lackadaisical hunting. That is not how real life works.
Every single narrative thread ends in a cliché or trope as old as time–the conspiracy theorist who was right all along, the sole human female who can calm the savage beast, the greedy corporate executives who exploit dangerous new discoveries that then very predictably explode in their faces. At one point, a high-tech digital security system is bypassed by literally pouring a can of soda into a keyboard. It doesn’t get any stupider than that.
And yet, Godzilla and King Kong fight. They do so spectacularly, and at length, and if that’s what you’re hoping to see, you’re going to get your money’s worth. A movie in which kaiju fight each other, and the rest of the script isn’t as brainless as your average garden lizard, remains as rare a discovery as Kong himself.
The guest stars for the upcoming Marvel show MODOK have been revealed. Jon Hamm, Whoopi Goldberg, Bill Hader, and Nathan Fillion will appear on the stop-motion animated comedy series.
The stars were revealed during a virtual panel at WonderCon this weekend, hosted by the show’s writers and showrunners, Patton Oswalt and Jordan Blum. Hamm is set to play Iron Man, which was announced when Hamm himself called in to ask who was playing the character. “Does he know it’s him?” Oswalt responded jokingly. “He recorded it!”
As for the other MODOK guests stars, Hader will play two roles–The Leader and Angar the Screamer–while Goldberg will voice the villainous Poundcakes and Fillion plays Wonder Man.
MODOK
All 10 episodes of MODOK hit Hulu on May 21. Oswalt voices the title character, the egomaniacal, murderous leader of the crime organization A.I.M. (Advanced Idea Mechanics). Check out the first MODOK trailer here.
The show also stars Melissa Fumero (Brooklyn Nine-Nine), Aimee Garcia (Lucifer), Wendi McLendon-Covey (The Goldbergs), Ben Schwartz (Sonic The Hedgehog), and Beck Bennett (Bill & Ted Face The Music.
The latest Marvel series to hit Disney+, is Falcon and Winter Soldier–check out our guide to the latest episode. Following that, Loki will be released in June.
Legacy Of Kain: Soul Reaver was temporarily scrubbed from Steam a few days ago, raising eyebrows across the Web. Some hopeful fans speculated on social media that the cult classic was removed from the store as part of a lead-up to a remake or remaster announcement. However, several threads in the game’s Steam forum by a notable fan developer suggest that Soul Reaver was removed from sale due to license issues with the legacy Bink video format, as well as other issues with running the game on modern operating systems.
As of this writing, the game’s store page has a notice that reads: “Square Enix has temporarily removed this title from sale to work on some important updates. Please check back soon!” According to Legacy of Kain fan developer “wrace,” the author of a popular fan-patch that fixes several critical issues with the Soul Reaver PC port, a team at online storefront GOG are currently working to release a version of the game that will include lower-quality versions of the game’s cutscenes. This is apparently because the existing Steam version uses the proprietary Bink video format without a license. It will also supposedly include a wrapper to improve Windows 10 support.
For what it’s worth, we don’t have official word from Square Enix or GOG on any of this, so we should definitely take those claims with a grain of salt. However, wrace did provide a purported transcript of their communications with GOG, and they’re generally respected in the Legacy of Kain fan community. GOG has previously included unofficial fan patches in their versions of games like Deus Ex and Vampire The Masquerade: Bloodlines before. What’s more, the GOG version of Soul Reaver remains up for the moment, so if you absolutely have to play it on PC, that’s your best option. Fans generally consider the Dreamcast version of the game to be the best way to play it.
Legacy Of Kain fans have hoped for a new entry in the series for almost two decades at this point. Recently, Square Enix announced that it’s working on multiple remakes with Forever Entertainment, the developer behind the 2020 Panzer Dragoon. Fans hope one of those might be a Legacy Of Kain game, but we have to wait and see. In other LOK news, a beta version of Soul Reaver 2 was unearthed as part of a large trove of unfinished game builds called Project Deluge.
Director Peter Berg has signed a deal with Netflix for new live-action movies and TV shows. This is a “first-look” deal, which means Netflix gets first right of refusal for new projects.
As part of the deal, Berg will direct and produce these new projects, whatever they turn out to be, according to The Hollywood Reporter.
It’s no surprise that Netflix made a deal with Berg, as his Netflix movie Spenser Confidential starring Mark Wahlberg was among the most successful original movies for Netflix in history, with 85 million views over its first four weeks, according to Netflix’s accounting. Berg’s production company Film 44 is included with the new Netflix deal.
“Pete makes movies that captivate and thrill us,” Netflix executive Tendo Nagenda said. “He can put a fresh spin on classic and beloved characters like he did with Spenser Confidential, as well as find and tell original stories that entertain the world. We’re thrilled to have him and Film 44 officially at Netflix.”
Berg himself added: “For me, in this moment, Netflix is the perfect creative fit. I could not be more excited to get to work!”
Berg is a veteran of Hollywood. He directed episodes of Trauma and Friday Night Lights before directing the Mark Wahlberg movies Lone Survivor, Deepwater Horizon, Patriots Day, and Mile 22.