Death’s Door Review – A Murder Of Crows

After each of the challenging, climatic boss fights in Death’s Door, you’re forced to sit through a brief eulogy for the foe you’ve just slain. Sombre music plays as a gravedigger arrives to fulfill his duty, summerizing your enemy’s actions–good and bad–while also throwing in a joke or two for levity. Death’s Door doesn’t take itself too seriously, but it always finds interesting ways to make a point about the unending cycle of life and death, the pursuit of a means to unbalance that cycle, and ultimately the consequences of those actions. It’s a consistently entertaining action-adventure game with an eye-catching art style and engrossing combat, all which elevate its distinct setting into something special.

Playing as a fledgling of a commission of crows, you’re duty-bound to reclaiming the souls of those that are meant to pass onto the next life. Aided by doors that can transport you to lands near and far, you can hop between locales rapidly as you reap souls. The catch is that every crow needs to complete its task in order to halt the flow of their own life, with incomplete missions forcing you to experience that natural flow of time. When one such assignment goes poorly and your target’s soul is stolen, you’ll need to aid an old crow into opening a large, ominous door to reclaim your lost soul and, in turn, continue to live indefinitely.

Now Playing: Death’s Door Video Review

Death’s Door starts strong with its introduction to the commissions, with its bleak black-and-white presentation fitting in with a strong noir theme. Colors stand out in these bureaucratic offices, with the warm glow of your weapons and the searing brightness of sparse neon signs creating a striking contrast. The rest of Death’s Door’s worlds are far more colorful but all distinct in their own ways–the dreary, muted colors of the game’s opening cemetery transform into a lush, green forest with a damp and dark temple, while the snowy white peaks of the northern mountain regions offer another opportunity for piercing bright colors from your attacks to shine through. The isometric angle of the game’s camera doesn’t limit your ability to soak in the artistic beauty of Death’s Door, which consistently had me stopping to take in the atmosphere of each new area.

Enemies are peppered throughout each of these worlds, giving you numerous opportunities to engage with Death’s Door’s simple-yet satisfying combat. You only have access to a single weapon at a time, with each one you find offering its own range, combo count, damage, and unique ability. Your starting sword is great for whacking out short three-hit combos, while lighter daggers offer less damage output but a better chance to get more hits in without needing to take a break. Attacks aren’t limited by stamina, instead simply taking a different amount of time to execute depending on their animation. It can take some time to get used to the pauses you have to take after each attack, and the lengthier ones after each combo will punish you for overextending yourself. However, these demands make combat feel purposeful–each hit you initiate needs to finish, and enemies are designed with this in mind. They routinely take one more hit to kill than you might expect, encouraging you to play around with spacing offered by your dodge. Death’s Door doesn’t feel punishing by any stretch, but it’s also a game that plays by a set of rules that don’t always allow you to feel invincible.

Death’s Door is a fairly linear adventure game, limiting your movement through its handful of hubs by the current abilities you have. Each new boss requires a new ability to reach, corresponding with the mechanics you’ll need to overcome in the eventual fight. These abilities are regularly fun to use, too, starting with a simple bow and arrow and eventually giving way to a fireball spell (which is fired with a very hadoken-looking animation), extremely useful bombs, and a satisfying hookshot that can reel you into new areas and enemies alike. Each of these abilities can be upgraded, too, should you find each of the associated challenges out in the world. They’re not required, but they can radically alter how you use each one in combat. The hookshot, for example, can be upgraded to include a deadly attack when used against enemies, letting you reel yourself in and fire off a powerful strike as soon as you connect.

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These abilities are mostly used to give you access to new areas (bombs let you blow up cracked walls, and the hookshot gives you access to new platforms as examples) but learning to combine them into your repertoire of standard attacks makes combat exhilarating. This is especially true when you’re consistently faced by a growing roster of enemies, each of which changes the ways in which you need to engage them. Some are incredibly agile, such as hunched-over beasts that can jump around you while throwing boomerangs in your direction. Others are slower but tougher to take down, such as armored knights with shields that take a couple of solid hits to finally beat. Death’s Door is at its best when it’s throwing you into combat arenas that pull from the entire roster, challenging you to get hits in where you can while also keenly identifying which enemies to take out first. It plays out like a deadly dance of dexterous dodges and opportunistic swings of the sword, giving skirmishes an elegant rhythm that’s consistently fun to fight in tune with.

Each of the hubs that you visit in Death’s Door is visually distinct and eye-catching, but its layouts are just as engaging to uncover as you explore. Each one is segmented into small sections that eventually lead to shortcuts that loop back around to the start, acting as ways to quickly get back to where you were after an untimely death. There’s a tangible feeling of relief each time you open a gate or generate a ladder that lets you cut out a challenging section, coupled with the intriguing discovery of how the entire hub you’re in folds in on itself in a clever way.

Death’s Door doesn’t feel punishing by any stretch, but it’s also a game that plays by a set of rules that don’t always allow you to feel invincible.

Understanding the layout of each level also lets you tactically plant seeds in special pots laid around, which offer the only way to regain health. Since the seeds for these are limited (and sometimes hard to find) laying out your own route for healing and identifying which sections you can risk it blends in well with how hubs have intricate layouts for you to learn, making your understanding of each route as crucial as your ability to deal with the enemies contained within them.

Although there is a very clear main path, all of Death’s Door’s hubs have numerous optional secrets for you to uncover, especially during return visits with new abilities. The standard types are there–for example, shrines that you can pray to to increase your health and magic pools, the latter of which you pull from to use your abilities–while others are optional boss fights that will upgrade your abilities. Some weapons are also only found outside of the main path, which can drastically affect your overall playstyle should you choose to seek them out or not.

Death’s Door can be challenging if you don’t take a break from its main path, especially if you find yourself struggling with the initial health pool you have. Without revisiting areas or going out of your way to look for obscure paths hidden by the game’s fixed camera view, you can quickly find yourself wishing for the ability to take one more hit during hard fights. It’s not impossible to complete the main story without this, but the adventure certainly feels tuned towards these small breaks, which can slow down the pacing in an irritating manner.

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All these secrets are still present once credits have rolled, as well as an entirely new one that lets you explore all the game’s hubs at a new time of day. This opens previously inaccessible areas and presents new combat challenges for you to undertake, giving Death’s Door a long tail after its main narrative is complete. There are areas and doors that cannot be opened without a thorough comb through of areas you might already be familiar with, revealing some hidden depth to each area that lets you appreciate its design in a new way. It can be frustrating to have to relearn the structures of some dungeons again after some time away, and the omission of an in-game map doesn’t let you quickly brush up on these areas. Despite that, if you’ve found yourself enamored with the game’s balance of exploration and combat, the additional content and draw of uncovering all that is there is a welcome addition.

With an engaging world to explore and consistently satisfying combat to keep things entertaining, it’s easy to fall in love with Death’s Door. Its premise hooks you immediately, and it has the style and the substance to maintain the captivating allure of its opening. Perhaps most importantly, it’s just consistently fun to play, with sharp enemy designs that keep you on your feet to challenging boss fights that test your skills in satisfying ways. There’s a lot of death to deal and souls to reap, but Death’s Door makes it a delight every step of the way.

Alicia Vikander Hasn’t Read A Tomb Raider 2 Script Yet, But Wants To Play Lara Croft Again

In 2018, Alicia Vikander became the second actor to take up the mantle of Lara Croft in a reboot of the Tomb Raider film franchise, and since then news of a sequel has been swirling. Most recently, Lovecraft Country showrunner Misha Green was tapped to both write and direct.

However, thanks to the delays of the pandemic causing chaos in the entertainment industry, Vikander has yet to see a script. During a conversation with GameSpot about her upcoming film, The Green Knight, Vikander opened up about the status of the project.

“I would love to return to Lara again. After this last year, you know, everything had to be put on hold. But now that the world is starting to get up and running again, I know that Misha [Green] has just started and there will be a script coming in at some point. I’m really looking forward to reading it.”

The road to production for Tomb Raider 2 has been a long one. Prior to Green’s attachment to the project, writer Amy Jump had been tapped to pen the sequel alongside director Ben Wheatley with a tentative release date of spring 2021. However, after the pandemic put a near industry-wide halt on filming, things were once again forced back up in the air. Green was signed on to replace both Jump and Wheatley in January of 2021.

Green has since tweeted that drafts of the script are in progress under the working title Tomb Raider: Obsidian.

With any luck, a future draft of the script will end up in Vikander’s hands.

Vikander’s latest project, The Green Knight, is an action-adventure film examining the medieval poem, Sir Gawain and the Green Knight, where she plays not one but two roles beside her co-star Dev Patel. The movie finally hits theaters after a year-long delay on July 30.

How Nomura’s Signature Style Was Refreshed For NEO: The World Ends With You

Tetsuya Nomura holds many titles at Square Enix and has had pivotal roles in the creation of Kingdom Hearts and several iconic entries in the Final Fantasy franchise; he’s a household name among those who follow Japanese games. He has also established instantly recognizable character designs over the years–gratuitous use of fashionable belts and zippers aside, fans of Square Enix games know Nomura’s influence when they see it. However, with the upcoming NEO: The World Ends With You (henceforth referred to as NEO TWEWY), a different generation of character designers have left their creative mark alongside Nomura in this game, supporting what he set in motion with the original game from 2007.

I had an opportunity to talk specifically about the development of NEO TWEWY’s character designs with those who led its development: Gen Kobayashi and Miki Yamashita, in addition to Tetsuya Nomura. With extravagant style and fashion at the forefront of NEO TWEWY’s expressive, youthful attitude, our brief conversation centered around keeping up with trends, reflecting the real world in their designs, and how creating characters has changed but also stayed the same over the years.

Now Playing: NEO The World Ends With You Gameplay

NEO: The World Ends With You is set to launch soon on July 27 for PlayStation 4 (playable on PS5) and Nintendo Switch, and a PC version is planned for release sometime this summer. For more on the game, you can read up on our NEO TWEWY gameplay impressions, our previous interview with Nomura and company on NEO TWEWY, or check out the game yourself with the demo available on PS4 and Switch.

The following interview was conducted through a video call with an interpreter from Square Enix who translated the questions and answers between Japanese and English. This was also edited for clarity and readability.

Left to right: Gen Kobayashi, Tetsuya Nomura, Miki Yamashita (photos provided by Square Enix)
Left to right: Gen Kobayashi, Tetsuya Nomura, Miki Yamashita (photos provided by Square Enix)

How do you keep up with trends and find inspiration and stay youthful? Since this is a game where it’s mostly young folks living in a modern world, how do you make sure that you’re portraying them accurately or creating something that players can identify with?

Nomura: I actually live very close to Shibuya, so it’s actually within the vicinity of where I would actually be on a daily basis. I didn’t really have to buckle down and go out to Shibuya to do extensive research. It was essentially part of my daily life. And then, as for looking at more newer fashion, I did look to social media and fashion model accounts for people in their teens to get an idea of what the latest trends were because they know best. I got ideas of what kind of things were most important in the current fashion. So I really utilized social media a lot.

Kobayashi: I’m not really the type of person to follow the latest fashion trends. When this project initially started, I kind of scrambled, went to Shibuya to look at their various stores and check the latest sorts of trends. Also, I did a lot of research online to take in as much knowledge as possible. But when I actually got down to creating designs, it really didn’t go well at first. There was a lot of advice that I ended up getting from Nomura-san, he did give me a lot of pointers, you should take a look at this. Through his guidance, I was able to cross the finish line and finish up these designs.

Yamashita: I tend to do a lot of my research online, so I would look up what kinds of trends there are for the modern age and among young Japanese people. What kind of trends, brands, or Japanese brands are setting, too. Those are some points that I looked into. I also referenced overseas high fashion brands to make sure that we weren’t veering too far away from the worldwide trends as well. So, that is something that I try to incorporate into my designs.

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A number of character designs from NEO: The World Ends With You.

How has the team evolved in terms of designing female characters that are more representative of fashion in the real world? I’ve been playing the game and have also been seeing some non-gender specific styles of fashion as well. How has the team modernized how they design characters that aren’t always dressed traditionally male or female?

I’ve noticed some really stark design decisions for Nagi and Kanon for example, but also for characters like Kaie, who I didn’t want to assume how they identified, but really stood out through their style. I’m seeing a lot more variety in expression between non-gender specific styles and female characters, and that stood out to me.

Nomura: I wasn’t really overly conscious of the current kind of conversation that’s being had relating to those issues. I designed as I had done in the past as well. But some of the characters that you had mentioned were designed by Yamashita-san, and with the fact that we had a new female designer on the team this time around, that might have changed things around. So I think Yamashita-san can speak on this point.

Yamashita: Regarding the second part of your question, I think one of the characters you were referring to is Eiru, who is kind of non-gender specific. This is a character that I designed at the very end. When we look at the original TWEWY, we had Rhyme, who is also kind of non-gender specific or somewhere in the middle. We thought it might be a good idea to have a similar character in the mix as well for this game. I went back to the planner and was able to put this character into the mix at the very last moment.

Kaie Ono (left) meets the main squad early on to help them navigate the Reaper's Game.
Kaie Ono (left) meets the main squad early on to help them navigate the Reaper’s Game.

I think what we’re seeing in the current age where people are living their lives, we’re not specifically confined to one gender or the other, which is what we’re seeing more. I wanted to incorporate that into the design for this character. That is one point. Then, as for the female characters, Nagi and Kanon, what I really focused on was trying to make sure that their personalities really shone through each of their designs. That is something that I was most conscious about.

As for Nagi, I actually don’t think anybody in real life really dresses this way, but I wanted to make sure that her inner characteristics were shown in her design and that her fashion was brought to the forefront. I think I was able to achieve that. The current sort of temperature that we’re seeing or the sentiment with female characters, that is something I didn’t really have to consider for her specifically.

As for Kanon, she’s the character that Fret [one of the core characters in the main party] falls in love with at first sight. I wanted to make sure that that was incorporated into her design as well, making her a beautiful, more mature lady that would catch the eye of the people. I tried to give her pants that aren’t exactly tapered, not skinny, but wider at the seam, which I feel is something that is fashionable amongst women in the current age. So, I wanted to use that as something modern in her design.

Kanon gives you a tough time early on in NEO TWEWY.

Yamashita-san, you’ve worked on several Kingdom Hearts games. Throughout those years, what’s something you’ve identified in character design you’ve really wanted to impact? Then, maybe you were able to with NEO TWEWY or still want to change or impact in the realm of character design?

Yamashita: Difficult question, but to answer, the foundation of the approach that I have is that I want to provide character designs that players really enjoy and like. That is the basis. Then, in terms of what I tried to accomplish this time around, is to let the characters wear what they want. Essentially, freedom or liberty in terms of what kind of design and fashion to incorporate into these characters.

Nomura-san, you’ve been doing this for a very long time–what are some of the biggest things that you’ve learned over the years in either designing so many characters and overseeing other people’s designs?

Nomura: Looking back at past games, let’s say, I would have just handled all the character designs myself. But more recently, for a lot of games, there have been more characters in the games themselves, a lot more character designs that need to be done, and more designs that are required. This is not just limited to NEO TWEWY, but more recently, we have multiple character designers taking care of one game. We’re seeing more and more of those games where we’re having multiple designers work on them and collaborating. But when we’re looking at NEO TWEWY in particular, we each took care of one of the characters in the main party.

NEO TWEWY has Nomura's style but Yamashita and Kobayashi put their own touch on it.

This was a first for us where we had different people take care of the main characters in the game. Through this, they came up with various ideas that I would never have thought of myself. It’s great that different personalities are coming out of these characters. In a way, it feels more natural that we’re having different people with different ideas, creating different characters for this game. Whereas before, it was one person, me, taking care of or creating different characters. Then, also with Yamashita joining the team this time around, we also have a female perspective on the team, which was also a great addition. For me, this is a great kind of progress or direction that we’re going in.

Also, from a workload perspective, it’s nice that people are carrying the workload with me now. It’s a lot better for me. I do kind of oversee the character design as a whole, but what we’re actually seeing on the screen in terms of characters, that is overseen and handled by Kobayashi. So, it’s great that he’s able to handle that [taking] more workload off my shoulders. And it’s great [overall] to have multiple people where we can actually split the work amongst us.

Fortnite: Collect Records From Pleasant Park Or Craggy Cliffs

In Fortnite Week 7, you’ll want to collect records from Pleasant Park or Craggy Cliffs in order to earn 30,000 XP and complete one of this week’s Legendary Quests. This and all other Week 7 Legendary Quests will go live on Wednesday, July 21, at 7 AM PT / 10 AM ET. Here’s where you can find more than enough records for this Week 7 challenge.

Where To Collect Records In Fortnite Week 7

In total, you’ll need to find only two vinyl record crates to complete this quest, but as usual, there are many more available on the map. That’s good, because it gives you options. You can drop on just one of the two locations and maybe even dodge enemies who might be near your collectible. We’ll show you all the records we’ve found so far and let you pick the two that work for you.

Find Fortnite records at the following spots within Pleasant Park:

  • In the westside white house to the left when entering from the front door
  • In the northwest brick house, in the left bottom floor room which housed Jonesy in Season 6
  • In the center-north brick/white house, find records once again to the left when using the front door
  • In the brown house northwest of the gas station, in the TV room
Fortnite Pleasant Park record locations
Fortnite Pleasant Park record locations

If you’d rather head to Craggy Cliffs, you can find another pair of records there that can help you just as much in completing this Legendary Quest. Find Craggy Cliffs records:

  • In the dilapidated house atop the westside cliff
  • In the southwestern two-story building with the assembly line inside
Fortnite Craggy Cliffs record locations
Fortnite Craggy Cliffs record locations

Collectively, that’s six record locations, but remember that you’ll only need two. Typically, I like to go wherever is farthest from the Battle Bus trajectory, as that tends to mean less foot traffic from enemy players, but in Season 7 that’s not always the case. Oftentimes, players will now extend their descents to far-off locations if that’s where Abductors or UFOs may be, so it’s important to factor in those things. It’s never fun to get insta-killed when you’re going for collectible challenges.

Once you complete this challenge, you’ll soon be looking to collect parenting books, or perhaps finishing off the many other Week 7 challenges. Don’t forget the Week 7 Alien Artifacts too.

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Batwoman’s Renee Montoya To Be Played By Gotham’s Renee Montoya

Actor Victoria Cartagena will be joining Season 3 of Batwoman, according to Deadline. Cartagena will take on the recurring role of Renee Montoya, the former Gotham City police officer, which she previously played in the Fox series Gotham.

Deadline describes Batwoman’s version of the character as someone who “left the force when she could no longer stomach the corruption inside the department.” Montoya is still trying to work within the system, running the “‘freaks division,’ which hasn’t seen a lot of action… until now. Righteous and pragmatic, and LGBTQ+, she’s a woman with a very personal (and mysterious) mission to help clean the streets of Gotham in the right way, by whatever means necessary.”

It was also recently announced that Riverdale’s Robin Givens is set to appear in Batwoman as Jada Jet, a new character created for the DC show. According to a previously released character synopsis, Jet is “a woman who has worked her way through life’s ups and downs to climb her way to the top–all while being extremely protective over her impetuous son. A woman with a deep past that forced her to give up her first-born child, Jada is a woman with a good heart, but will do whatever it takes to protect her family.”

Batwoman Season 3 premieres on The CW on October 13, with Javicia Leslie in the title role. Her character, Ryan Wilder, is the show’s second Batwoman, with Ruby Rose having played Kate Kane in Season 1. The show will screen back-to-back with DC’s Legends of Tomorrow each week, which is about to start its seventh season. The Flash also returns to The CW this fall, with Season 8 premiering on November 16.

Fortnite Week 7 Alien Artifact Locations

It’s nearly Fortnite Week 7, which means Week 7 Alien Artifacts are upon us. If you’ve been following along all season, you must have the bulk of the related rewards unlocked by now, but to complete the list, you’ll want to keep playing and unlocking Alien Artifacts each and every week. Here’s where to find all Alien Artifacts in Fortnite Week 7. These Alien Artifacts will appear in-game on Thursday, July 22, at 7 AM PT / 10 AM ET.

Week 7 Alien Artifacts

There are once again five Alien Artifact locations in Week 7. As always, what you’re actually looking for are pink canisters that house four Alien Artifacts each, meaning you can find 20 Alien Aritfacts in total this week, and that’s before you stumble upon the bonus Alien Aritfacts tucked away in Cosmic Chests, which randomly spawn each week when you play in teams of two or more. You’ll find the Week 7 Alien Artifacts at the following locations:

  • Inside a command center atop the Stealthy Stronghold wall, left of the southside doors
  • On the bottom floor of the northernmost building at Dinky Dish west of Steamy Stacks
  • Hanging in the air at Gorgeous Gorge, below where the boats are suspended from the ceiling
  • Inside the eastside building in Camp Cod (where Jules spawned during Season 6)
  • In the bathroom at Dampy Dish, southwest of Slurpy Swamp
Where to find Fortnite Week 7 Alien Artifacts
Where to find Fortnite Week 7 Alien Artifacts

With Alien Artifacts, you can unlock new cosmetics for Kymera. The Tier 1 Battle Pass alien character can be customized across a variety of features, including armor color, skin color, armor underglow, eye color, head shape, and more. Each category of Kymera’s features includes a tiered list of options ranging from two to 17 Alien Artifacts per item, including a full set of free options which act as the default Kymera style. To unlock the most expensive item in any category, you’ll need to first unlock all the others before it in the same category.

That’s why collecting all Fortnite Alien Artifacts each week is so important if you’re hoping to unlock the full range of features. Unlike past customizable Battle Pass cosmetics like Chapter 2 Season 2’s Maya or Chapter 2 Season 3’s ‘Brella, Kymera can be restyled whenever you feel like it.

With enough Alien Artifacts, you can design Kymera exactly as you wish.
With enough Alien Artifacts, you can design Kymera exactly as you wish.

There’s no permanent locking-in of his look. You could even make multiple Kymera characters for different presets. It’s like amassing an alien army for your loadouts. But you have to get Alien Artifacts during the week in which they debut, as they’re replaced the following week with new ones.

You’re unlikely to grab all Alien Artifacts in one round since they’re spread out–though you could with a UFO and a little Storm luck. But don’t worry, so long as you get them all before they disappear next week, you’ll be all set.

It’s a busy week in Fortnite so don’t miss the other headlines, like the Week 7 challenges, the Rainbow Royale celebration, and the 17.20 patch notes.

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Lost Judgment Gameplay Trailer Reveals Dozens Of Mini-Games, Combat, And Skateboarding

Lost Judgment bills itself as a legal-suspense game, but between the brawling action and investigative activities, there’s a whole lot more to do. Similar to the Yakuza games, protagonist Takayuki Yagami can also take part in a number of other mini-games such as darts, in-game arcades, and board games like Mahjong. If that’s not enough for you, the latest gameplay trailer also shows off a few wilder activities such as skateboarding, extreme dog-walking, and customizing a scooter so that you can hang out with a colorful Bosozoku motorcycle gang.

Still not satisfied? There’s a boxing gym where you can trade blows, a high school pop start program to take part in, mini-robot battles, and drone racing to try out. You can see all that and more in the trailer below. If you’d prefer something more atmospheric, the dramatic opening cinematic that Sega released not too long ago also makes for great viewing.

Aside from the numerous mini-games, Yagami’s detective skills have also been beefed up as he makes use of various gadgets to eavesdrop on suspects and infiltrate locations to gather clues. As for his combat skills, Yagami’s martial arts now include the Snake stance, which allows him to use his opponent’s momentum against them.

A sequel to 2018’s first entry in the series, Lost Judgment might be the last game in the franchise. According to a recent report, a conflict between Sega and talent agency Johnny & Associates blocking the game’s potential PC release might result in the publisher simply ending the series and moving on.

For now, Lost Judgment is still scheduled to release worldwide on September 24, 2021, for PS4, PS5, Xbox One, and Xbox Series X|S. To find out more, you can check out our Lost Judgment preorder hub.

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Comic-Con@Home: How To Watch And 16 Panels You Need To Check Out

District 9 Director Hints At Long-Awaited Sequel

2009’s District 9 was a well-received sci-fi movie that ended on a cliffhanger, with fans of the film hoping for a sequel but never getting one in the decade-plus that followed. Director Neill Blomkamp has now reiterated that work continues on District 10, and he provided an update on the script and its theme.

Speaking to IGN, Blomkamp said it took some time to craft a story that was more than a simple sequel. “That script continues to be written. It’s looking good. It took a decade to figure out, to come up with a reason why to make that film as opposed to just make a sequel,” he said.

Regarding the plot of District 10, Blomkamp did not share any specifics, but he teased it will dig into a certain “topic in American history.”

“There was a topic in American history that the second I realized that that fit into the world of District 9, it felt like an awesome way to do a sequel,” he said. “So yeah, it continues to be developed and it’s getting a lot closer.”

Blomkamp made District 9 with The Lord of the Rings director Peter Jackson as its producer after the Halo movie with Blomkamp and Jackson fell apart. Blomkamp followed up District 9 with Elysium starring Matt Damon in 2013 and the AI robot movie Chappie in 2015. His next movie, Demonic, is slated to arrive in theaters this August.

In other news, Blomkamp is now working with developer Gunzilla on a multiplayer shooter game.

“Games will become what films were in the 20th century,” Blomkamp said. “They’ll just be the thing that is the dominant form of cultural entertainment and [I want] to be in that. Mixing my history in visual effects and interest in 3D graphics means I want to have a home base in the creation of games for a really long time. So if the game is a success and everything works out, hopefully, I’m staying at Gunzilla for a long time.”

WoW: Burning Crusade Classic Is Looking To Give Extra Rewards To Alliance PvPers

Blizzard is once again testing same-faction Battlegrounds in World of Warcraft: Burning Crusade Classic, and this time, Alliance players will be receiving more rewards than their Horde counterparts.

Starting July 20 and running through July 27, same-faction Battlegrounds will once again be enabled on Burning Crusade Classic, with a few tweaks from the previous same-faction Battleground test. The maximum group size able to queue for a Battleground will be reduced to five, the matchmaking system will wait a little longer to find an opposite-faction match, and Alliance players will be able to complete a repeatable quest that rewards Battleground wins with a box of loot that contains various crafting materials, consumables, and currencies.

Now Playing: World of Warcraft Classic: Burning Crusade Reveal Trailer | BlizzCon 2021

PvP Battlegrounds are usually against the opposite faction, ie Horde vs. Alliance. But Burning Crusade Classic has a bit of a faction imbalance problem, with far more Horde players both in general and when it comes to participating in game’s match-made Battlegrounds. That was resulting in massive queue times for Horde players that made acquiring PvP items almost impossible. The fix Blizzard came up with was to run a test over one weekend and see how having Horde vs. Horde Battlegrounds (or, in rare circumstances, Alliance vs. Alliance) would change the equation.

The result was near instant match-finding times for players, but Blizzard also found some other interesting pieces of data. Many players were participating in full premade groups, which when encountered by players who solo queued and weren’t in Discord with their teammates, almost always resulted in a loss. Alliance players also weren’t particularly happy. Being able to more readily participate in PvP has long been a perk of being a member of the Alliance, a perk Blizzard now looked to be removing.

Hence the new enlistment bonus. Blizzard says the trend over the last few months has been a lower Battleground participation rate for the Alliance, and these new rewards will be looking to increase that number.

“A major point of discussion was the perception that the faction a majority of players chose for their main character would see all players switch to it, unless we change the game to either reward the minority faction, punish the majority faction, or prevent players from choosing to play on the majority faction in the first place,” Blizzard says in a forum post.

That being said, Blizzard doesn’t want to dramatically alter the game, preferring to “emulate the design pillars and intentions of original Burning Crusade’s game systems” and “address player concerns in a way that capture the spirit of the original design of the game.

“As you can see (and has been discussed at great length here and elsewhere), most such changes that might come to mind would conflict with our stated goals above,” Blizzard says. “Still, we’d like to see what happens when we place a reward for the minority faction into the game.”

Changes to Battlegrounds wouldn’t be the only modern adjustments made to Burning Crusade. In addition to a paid level boost and a new mount, the game’s content is also being rolled out in phases, differing from the original landmark expansion in a major way.

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