No Man’s Sky Finally Gets Giant Sand Worms – Sean Murray Tells Us Why

In 2013, the first trailer for No Man’s Sky showed off a lot of things people got very excited for. Some of those things were in the base game, others were added later. But one feature shown in that trailer never materialised in the release version of the game – gigantic sand worm/snake creatures that burrowed into the ground. That wait is now over. In 2020, No Man’s Sky finally adds giant sand worms, and we got creator Sean Murray to tell us why they didn’t make it into the game, and why they’re being added now.

In an interview ahead of the release of the new Origins update – the trailer for which includes a grand entrance for the game’s new creature type – Murray explained that there was a very simple reason for why giant sand worms had never made it into the game until now: “This is a very boring story when people asked me about it. They weren’t that fun.

“It sounds fun, right? Fundamentally, it works really well in a trailer, and it’s a cool thing, and it’s cool when you see it, but if you play the game for a hundred hours and you’ve got your save that you really care about, it’s really annoying to be randomly killed by a sand worm that just appears, right? I mean the people who hunt for Spice in Dune or whatever, they know this pain. Lots of random death in that world. So we sidelined those. They were just never fun enough.”

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Among a myriad of other updates and changes that needed to be made, giant sand worms weren’t quite the priority for the Hello Games team – but Origins’ focus on adding depth and variety to the game’s existing galaxy offered a new opportunity to make them a priority. Murray explains how they solved the slimy problem of making giant worms fun:

“I think now – and it is something that we revisited a couple of times – we found a way to make them play well with the game, to signpost themselves well, and to fit the environment around them so that it feels, hopefully, fun and in keeping with the rest of the game. Some of these things just take time for them to bubble up to be the priority.”

Murray’s clearly very pleased to finally be able to cross off that player request after almost 7 years: “Each time we do an update, there’s one of these major things that we get to cross the check box off. I don’t think we’re quite done yet, but we go up to the board, and we X another one out.”

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The key, it seems, is balance, with the dev team making changes they think need to be made alongside adding features the audience is asking for:

“We often have key things that we’re doing that we know no one is asking for, but we feel are fundamentally important for the game”, explains Murray. “So this time round, we’ve revisited the UI and changed it visually and also tightened it up to make it flow nicer. People weren’t generally asking for that, but I think it has a real impact on the game and fundamentally just helps how the game plays. You spend a lot of time in and out of the UI. So for me, that adds a lot of freshness, but there’s stuff like that.

“There is also stuff that it is really fun to work on when you know the community are going to love it. Sand worms are one of those. Hopefully, people are going to play and really enjoy them […] It is a big motivating factor for us. It’s really nice to be working on something and thinking, this is going to really please some people.” I know I’m pleased, for one.

Giant Sand Worms are just one of many, many changes brought to No Man’s Sky in the Origins update, which ups the variety on show on planets, adding new terrain types, weather effects, and even spawning entirely new worlds to discover and explore. The free update is out today.

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Joe Skrebels is IGN’s Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to [email protected].

What Mike Morhaime’s Dreamhaven Will Do Similarly (and Differently) To Blizzard

Mike Morhaime was quite enjoying not having a job, for a while. Almost three decades after co-founding the company that would become Blizzard Entertainment – steering it through multi-billion dollar acquisitions, and releasing some of the best-loved games of all time – he finally had time to focus on other things for a while.

After he and his wife Amy (who was vice president of Blizzard eSports) left the company, they’ve been able to travel, to relax, to consider projects they simply didn’t have time to complete before. Morhaime talks at length about how much he’s been enjoying playing Marvel’s Avengers with his five year-old daughter, watching her get the same excitement out of meeting her heroes as Kamala Khan does onscreen. Perhaps more than anything else, disconnecting was what he felt he needed:

“In the 28 years at Blizzard, I mean, it was just heads-down, focusing on what Blizzard was doing. And so people would always reach out and want to chat about this or that. But unless it was related to what we were doing, I rarely had time to do that. […] At first we tried just to not make any decisions, not decide what we wanted to do. We actually didn’t know if we wanted to go back into gaming.”

What finally changed his mind was hearing that some of his old colleagues, Jason Chayes and Dustin Browder, had also left Blizzard after the collapse of a project, and were looking to start a studio of their own. The idea of a Blizzard executive producer and the game director of StarCraft 2 working on something new of their own excited him – but Morhaime’s interest wasn’t so much an impetus to get involved in making it with them, as to remove some of the burden he knew they’d run into in the early days of starting a new company.

[poilib element=”quoteBox” parameters=”excerpt=We%20actually%20didn’t%20know%20if%20we%20wanted%20to%20go%20back%20into%20gaming.”]“You have these really awesome game developers and they go off and they start up a new company. What’s the first thing they have to do? They have to think about incorporation and trademarks and all this stuff that’s not actually making games. And then you have a whole funding question, which is a huge distraction and source of anxiety. So we felt like we were in a position – maybe we could remove a lot of these barriers. [Amy and I] have a lot of experience on the operational and organizational and go-to-market side of gaming that maybe we could try to structure what we think is the ideal gaming corporate environment to house a small number of wholly-owned, but independent feeling studios.”

“We knew others that were going to go off and do this, people that we have a ton of respect for and a ton of talent. We could either wait and watch these guys do it in little pods and scatter in the wind, or we could try to create a home for some of that and actually be ready in the future when opportunity presents itself.”

Dreamhaven was born out of that line of thought – Morhaime’s new company is less a developer itself than a support network for new studios. It feels closer to something like old-fashioned patronage than a traditional developer/publisher deal (not least because everyone who becomes a part of Dreamhaven gets equity in the company). It feels very new amid an industry that so often reverts to decades-old business structures to get by. After a dinner where Morhaime laid out his vision, Chayes and Browder came aboard and formed Moonshot, Dreamhaven’s first internal studio. The second wasn’t far behind.

“We were slightly later to the party”, explains Chris Sigaty, newly minted studio head for Secret Door, Dreamhaven’s second internal developer. Sigaty was drawn in not just by the stability Dreamhaven could offer a brand new venture, but by the very fact that the likes of Morhaime and Chayes were involved – people he already knew shared his ideals for development, and had guided him through his career, which, over 23 years at Blizzard, included producing Hearthstone, StarCraft 2, and the original Warcraft 3.

“It was very exciting to think about the idea of forming something specifically to make a game with our own studio, with our own sort of vision for that studio; but knowing it’s built on these core shared values that we’d built up over many, many years working together. [There was] already excitement before we even knew the name of the studio or what sorts of games we might do, just the idea of getting together to work with this stellar group of people.”

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That group of people comes with some incredible pedigree. Apart from Chayes, Browder, and Sigaty, Moonshot and Secret Door have attracted the likes of Eric Dodds (director of Hearthstone, game designer on World of WarCraft and StarCraft), Alan Dabiri (game director on Heroes of the Storm), Ben Thompson (creative director of Hearthstone), and many others who have worked on Blizzard titles and beyond. Dreamhaven aims to take full advantage of the experience it has behind its doors from day one.

The idea is to offer not just a stable place to work for new studios, but an enriching one, and that’s key to how Morhaime thinks about Dreamhaven, even in its earliest days. Both Moonshot and Secret Door will have autonomy over the games they create, and will work without any team overlap, but will be encouraged to swap feedback between themselves. Morhaime, and Dreamhaven as a whole, will advise where necessary, but the CEO is prizing agency above almost everything else – he wants his new studios to feel as creative as possible, not to mention responsible for fixing problems they might come across along the way.

With that idea of quality and responsibility in mind, I ask Morhaime if he wants Dreamhaven to apply the same stringent, some might say brutal, standards he oversaw at Blizzard. Famously, Morhaime once explained that Blizzard canceled almost half of the game projects it began while he was at the company because of its commitment to releasing a high-quality product. Is Dreamhaven going to be as forceful with its smaller teams?

“I don’t think anybody aspires to a 50% ship rate,” laughs Morhaime. “I think the more impressive number is that a hundred percent of those that actually were released were great. That’s what we aspire to and hopefully, we can do better. It’s hard to hope that we’ll do better than what Blizzard was able to do, but we’re going to try, and I think you always set out to try. You try to make the choices every step of the way, trying to increase your odds of having what you’re working on be the thing that ends up achieving greatness. It’s certainly a lot more fun if it’s a hundred percent along the way.”

[poilib element=”quoteBox” parameters=”excerpt=%E2%80%9CI%20don’t%20think%20anybody%20aspires%20to%20a%2050%25%20ship%20rate.%20I%20think%20the%20more%20impressive%20number%20is%20that%20a%20hundred%20percent%20of%20those%20that%20actually%20were%20released%20were%20great.”]There are other areas where Dreamhaven aspires to work differently to Blizzard, too. Fairly obviously, Morhaime points to the fact that, when he co-founded the company that would become Blizzard, the team was forced to work out its own way forward, writing its own tools and creating its own place in the gaming market – which naturally limited what they could make in the beginning. With the benefit of decades of experience, and a far more welcoming development landscape, Dreamhaven’s studios can “hit the ground being a bit more ambitious”.

Morhaime also makes clear that he wants Dreamhaven to feel like a very different kind of developer to the early Blizzard, simply by dint of those working there: “We are paying a lot more attention to the makeup of our studio in terms of diversity, which is not something that we really spent much time thinking about or talking about back in the early days. But I think we’ve all come to believe that we want to build a place that is inclusive and welcoming to people of all backgrounds and we want to make our games for the world. We think we can be stronger if we have a lot of diverse voices at the company.”

That commitment to doing things differently should only strengthen over time. While Moonshot and Secret Door are all the studios Dreamhaven wants right now, Morhaime envisages it growing to accommodate more: “We’re not actively searching and frankly, I think we have bitten off a lot right now, so we need to be able to start digesting what we’ve bitten off and start building our central services to be able to scale up to accommodate these two studios. But eventually, we do anticipate growing beyond the two studios. We just don’t really have a time frame or target for when that might happen.”

So what of those existing studios – what are Moonshot and Secret Door actually making? Morhaime makes clear that every part of Dreamhaven is “very early”, and neither he nor his studio heads will be drawn on specifics about their games right now. That’s as much down to the creative philosophy of the company as it is the free-form ideas themselves – while both studios are now actively working on a game idea each, they’re thinking without platforms in mind right now, trying to come up with game ideas that work for them, rather than ones that work for specific hardware.

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What we can draw on, however, is the philosophy – or maybe personality – of Moonshot and Secret Door themselves. “I think if you go and look at their pages on the website, you’ll see a pretty different feel between the two”, explains Morhaime. “They already do have a different personality and the types of games that they’ve chosen to focus on for their first game is also quite different and complementary.”

For Sigaty and Secret Door, that philosophy revolves as much around board gaming as it does video gaming. “The individuals I’m working with, there’s a number of seasoned veterans within the studio itself, and we really came together around this idea of ‘social’, and bringing people together in positive ways and really exploring that space. […] We are consummate board gamers, Dungeons & Dragons players, video game players, of course, as well. And we get great joy about getting together with our friends and playing. What could that mean for a game that we create? So we spent a lot of time in the early days discussing what each of us were passionate about in that space, and eventually aligned around a singular idea pretty recently at this point and are in the beginning points of exploring this specific idea that we’re very excited about.”

For Chayes and Moonshot, he too is thinking in terms of the ways players come together, but with a different end goal in mind. “This idea of ‘wonder’, enthuses Chayes. “We remember times back when we were kids growing up, and you see things for the first time and really have this feeling when you see it for the first time of, ‘Wow, I didn’t imagine that kind of a thing was possible in the world.’ The very first time you ever saw an elephant, it’s this sense of how incredible this thing, this creature is. And as you get older, you kind of lose that connection to seeing things with fresh eyes for the very first time. So one of our major goals at Moonshot is to try and evoke this sense of wonder, which can be wonder for beautiful and incredible things, or wonder for sometimes things that can be quite scary, and finding ways to kind of create that emotional resonance with the games we’re pursuing.”

While both studios are aiming to make different kinds of games, their scope should be relatively similar. Secret Door is currently made up of 7 developers, with Moonshot boasting 10 – both are hiring, but both studio heads are keen not to expand too soon. “We’re somewhat designing the size of the studio based around our ambitions and what the game requires,” explains Chayes. “What I can say certainly is we’re not shooting for hundreds of people for our game. And at the same time, I think that there is a point where it’s difficult to hit the sense of wonder and the sense of big feel to the titles we’re thinking about with the team that’s a little too small.”

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Sigaty and Chayes both avoid terms like ‘AAA’ or ‘indie’ to describe what they’re doing, with Sigaty preferring different qualifiers: “Quality is going to be something that comes out of our backgrounds, I think, and the games that we’ve worked on in the past. I think it’s somewhat subjective on what thing you call ‘indie’ or not, but we definitely want [the game] to have high fidelity and be super high-quality.”

As for when we’ll get more concrete details, that remains up in the air, with Morhaime cautioning that, “I think that they’re actually able to create things that they can interact with much quicker than they were able to do that in the old days, but it’s going to be quite a while before we’re ready to start talking about what we’re doing.”

But even at such an early stage, Morhaime’s confident about what his new studios can create, and what Dreamhaven – this experiment in making games differently – could mean as a result.

“We want to make a positive impact on the industry. We also want to do things that make the world a better place. […] We talk about trying to have this independent studio model where you have these studios that feel like they’re in control of their destiny, that they’re making decisions for themselves about their work environment and their games. And then they can pivot when those things aren’t working with access to central support, central services and enough resources to enable them to do what they want. I think that if we’re going to have a positive impact on the industry, it’s through showing that this can be a successful model and giving encouragement and inspiration to others that share our values and beliefs so that maybe we can help turn the tide in the industry and show that there’s a better way of approaching game making and business.”

He sounds excited – everyone I speak to at Dreamhaven does – and it occurs to me that this is surely Morhaime’s main motivation. If you can afford not to need a job, what’s going to get you to start a brand new company, amid a pandemic no less? Well, something exciting enough not to feel like much of a job in the first place. I ask Morhaime what excites him about the industry as a whole and he reels off a string of thoughts: VR (specifically the Oculus Quest), Discord, real competition on the PC platform, and a wider interest in smaller gaming companies from the perspective of big business. And then he sums up what that means for Dreamhaven: “I think that we just see opportunity everywhere.”

Yes, Mike Morhaime was quite enjoying not having a job, for a while. But then having this one suddenly seemed far more exciting. If the philosophy pays off, with the calibre of developers at its disposal, Dreamhaven feels very much worth being excited by.

No Man’s Sky Will Hit Version 3.0 With Universe-Expanding Origins Update

No Man’s Sky has launched its next update, Origins, and it’s an update so seismic that the game’s version number has been pushed forward to 3.0. No Man’s Sky Origins doubles the variety of the game’s planets, essentially recreating the universe with many, many new elements.

As players have spent so much time with No Man’s Sky (the average play time is 45 hours), developer Hello Games is moving to make the experience more varied going forward. There are new environmental hazards that will be introduced throughout the universe in this update, including lava and lightning, for players to watch out for.

You can watch the trailer for No Man’s Sky Origins below.

“When we launched No Man’s Sky in 2016, we created a universe which was our best guess for what people wanted to discover and explore,” Hello Games’ Tim Woodley told GameSpot.

“For all the additions and improvements which have gone into the game since launch, fundamentally we have still been living in that same universe as we were when those first intrepid travelers stepped foot on their first planet four years ago,” he continues. “Completely overhauling the universe is a tricky and technical challenge at the best of times, more so when that universe is already semi-populated and colonized. Major changes to topography or other additions run the risk of nerfing people’s finely honed bases and creations.”

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Origins, which greatly expands the universe and the types of planets players can encounter, is what Hello Games arrived at. “We wanted to re-capture that feeling of those early travellers who never really knew what was over the next hill, on the next planet, in the next star system,” Woodley says.

“By our calculations, we have doubled the variety in the game and that is why we feel it is deserving of its 3.0 moniker.”

The full patch notes detail all the changes coming to No Man’s Sky with Origins, which has been in the works since Beyond was finished last year.

Hello Games has also previously confirmed that it is working on something new, a “huge, ambitious game.”

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Marvel Legends Are Going Old School With Retro Packaging And Figures

The next wave of Marvel Legends figures will pay homage to the past and be a bit smaller then the action figures you may be familiar with. Hasbro has some pretty cool new Marvel Legends under the Kenner label coming this fall that look a lot like the toys you grew up with.

These Marvel Legends Retro toys are featured in a Marvel Comic Presents box–designed to look like an issue of the long-running comic book series.. Two figures come in each pack, and the toys come in at 3.75 inches a piece, with each two-pack retailing for $20. First up, check out Captain America and Black Panther.

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The figures are modeled after their looks from the silver and bronze age of comic books. Inside of the larger box, you get two figures, in individual retro packaging. The figures may not have a lot of articulation, but they are extremely reminiscent of the Secret Wars figures from the mid-80s.

Those aren’t the only figures in this line. Also included are other classic Marvel character team-ups that you’d expect to see in a Marvel Comics Presents issue. Check them out below.

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Sometimes, the team-ups in the comic can be a little out-of-the-ordinary, like Cyclops and Iron Man or Spider-Man and his nemesis Electro. And who doesn’t like Electro’s old costume? His mask and costume really hit the mark, letting you know, he has electric powers. All of these figures will be arriving this fall, and available for pre-order at Hasbro Pulse beginning on Friday, September 25 at 5 PM EST.

Tag Team Wrestling Legend Road Warrior Animal Passes Away

Joseph Laurinaitis, also known as Road Warrior Animal, has passed away at the age of 60, according to his Twitter account. Laurinaitis wrestled for most of the major promotions in the ’80s and ’90s including the NWA, All-Japan Pro Wrestling, AWA, WCW, Impact, and, of course, WWE.

Laurinaitis found his start in wrestling when he worked as a bouncer at Grandma B’s in Minnesota where he caught the eye of Eddie Sharkey, a well-known wrestling trainer. Soon after, he made his debut in November 1982, competing as The Road Warrior using a biker gimmick. After only a few matches as a singles competitor, his career and life would change thanks to an idea by future Hall of Fame manager, Paul Ellering.

At the time, Ellering was looking to put together a stable of heels in Georgia Championship Wrestling called The Legion of Doom and decided to put Laurinaitis together with Mike Hegstrand. Ellering gave them the Animal and Hawk monikers, which would be names they would be synonymous with for the rest of their lives and careers.

The Legion of Doom would later be rechristened to the Road Warriors, and across an almost 20-year career of teaming together, would capture tag team championships wherever they went. Road Warrior Hawk passed away in 2003, and Animal would find a new partner in Heidenreich to win WWE Tag Team Championships in 2005, and make sporadic appearances in the company until 2012.

Here’s How Spider-Man Remastered Is Improved On PS5

Sony’s latest PS5 showcase revealed that Marvel’s Spider-Man will receive a remastered version as part of the Spider-Man: Miles Morales Ultimate edition bundle when it launches this year. While it won’t allow for saves from the original game to be transferred over to the PS5 version, there is reason to give it a look even if you’ve already played through it. Insomniac Games has outlined the various visual improvements coming to Spider-Man Remastered on PS5.

According to the developer, Marvel’s Spider-Man features upgraded art assets that were built to take advantage of the PS5’s new hardware, characters are “better-looking” thanks to improved skin, eyes, hair, and facial animations. Ray-traced reflections, ambient shadows, and improved lighting will also be seen in a more densely populated New York City, while the draw distance has also been improved.

Like Spider-Man: Miles Morales, the original game will also feature two graphical modes, with the studio saying that the performance mode option targets 60 frames per second. The PS5 SSD will also mean near-instant loading of levels, while more immersive elements will rely on the console’s 3D audio and the DualSense controller’s haptic feedback features.

On top of all that, three new suits, new photo mode features, additional Trophies, and The City That Never Sleeps DLC campaign will complete the package.

The standard edition that only includes Spider-Man: Miles Morales will retail for $50, while the Ultimate edition will cost you $70. Both versions launch on November 12 alongside the PS5. For more, check out GameSpot’s Spider-Man: Miles Morales preorder guide.

Now Playing: Spider-Man: Miles Morales Gameplay First Look | PS5 Showcase

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Microsoft Would Consider Buying More Games Companies After Bethesda

Microsoft CEO Satya Nadella has said that the company will continue considering buying video game companies “where it makes sense.”

In an interview with CNET about the company’s $7.5 billion acquisition of ZeniMax Media and Bethesda, Nadella confirmed that Microsoft would continue looking to expand. Explaining what Microsoft would look for, Nadella said, “We’ll always look for places where there is that commonality of purpose, mission and culture. We will always look to grow inorganically where it makes sense.”

Nadella appears to see buying established companies as a more efficient means of adding to Xbox’s line-up than opening new studios (although Microsoft has created ‘AAAA’ studio The Initiative in recent years): “You can’t wake up one day and say, ‘Let me build a game studio’. The idea of having content is so we can reach larger communities.”

Head of Xbox Phil Spencer added, “Content is just the incredible ingredient to our platform that we continue to invest in.”

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Nadella and Spencer didn’t offer any indication as to whether other acquisitions were in the works. The surprise purchase of ZeniMax and Bethesda is one of the biggest purchases in game industry history, and we’ve listed the 5 biggest takeaways from the deal.

It’s led to speculation as to whether Bethesda games will become Xbox exclusives now, with some at IGN saying they’d be shocked if The Elder Scrolls, Fallout or Doom appeared on PS5 now.

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Joe Skrebels is IGN’s Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to [email protected].

The UK Government Wants to Know If You Think Loot Boxes Are Gambling

As part of a consultation on loot boxes, the UK government is looking to hear from “video games players and adults responsible for children and young people who play video games” to figure out if they “may encourage or lead to problem gambling.”

Surveys can be filled out here and will inform the government’s review of the Gambling Act 2005, which could lead to new regulations on loot boxes. The call for evidence will run until the 22 November 2020, and is also seeking consultation from video game businesses, researchers and organizations.

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Back in January 2020, England’s top mental health nurse Claire Murdoch released a report calling for a review of microtransactions, noting that loot boxes were “setting kids up for addiction.” The UK government then formally announced a call for evidence in June 2020, to “gather evidence and understand the impact of loot boxes.”

In August 2019 it was announced that Microsoft, Sony and Nintendo were working on new loot box policies that would disclose a range of odds for a player’s purchase. The ESRB recently launched a new ratings label that will inform consumers about whether a game includes random items as part of its in-game purchasing system.

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Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.

Tom Cruise Is Officially Being Shot Into Space, For A Movie

It’s (pretty much) official–Tom Cruise is headed to outer space. The actor, along director Doug Liman, are set to travel to the great beyond in October 2021 aboard a SpaceX Dragon spacecraft. Details from the Space Shuttle Almanac suggest that pilot Michael Lopez Alegria will take them to space, while the manifest lists an empty spot for another guest.

Elon Musk’s SpaceX is coordinating the mission, and of course supplying the rocket, representing Axiom Space. Founded in 2016, Axiom is trying to become the world’s first company to create a commercial space station by attaching its own modules to the International Space Station. You can read more about this at GameSpot sister site CNET.

As Deadline points out, we don’t know yet if the October 2021 flight with Cruise and Liman is a preliminary trip or if it’s the actual flight where they will record scenes for their space movie.

Jurassic World studio Universal is paying for the $200 million movie, which will be produced in conjunction with SpaceX and NASA.

As of late July, there was no script for the Tom Cruise space movie, nor were there any other details about casting or a release date. What we do know is that Christopher McQuarrie, who directed Cruise in the Mission: Impossible films, is one of the producers.

The space movie’s director, Doug Liman, previously worked with Cruise on Edge of Tomorrow and American Made.

Cruise is known for doing his own stunts–he recently rode a motorcycle off a cliff for Mission: Impossible 7–but going to actual space to film a movie might be his biggest stunt yet.

In other news about space and movies, Fast & Furious 9 will feature a scene where Ludacris leave’s Earth’s atmosphere, which is great news.

Microsoft’s Purchase Of ZeniMax Gives Them Access To Orion Streaming Tech

Microsoft threw down the gauntlet for next generation recently with their purchase of Bethesda parent company ZeniMax, and in the wake of the deal there’s been a lot of speculation about what it all means for the Xbox Series X. Microsoft has said that this isn’t just about exclusives, and there could be some truth to this–not only with Microsoft benefit from having Bethesda’s games on Game Pass, but they didn’t just pick up games in this sale.

Windows Central has noted that Microsoft’s purchase gives them access to Orion, the streaming tech Bethesda announced at E3 2019. The technology was touted as “a game- and platform-agnostic technology that optimizes game engines for streaming,” but the technology might be less platform-agnostic following this sale.

Orion’s stated goal is to stream games at low bandwidth with high-settings–making accessible the sort of game experiences that are often reserved only for people with powerful PC set-ups. The technology aims to cut latency down and deliver an excellent streaming experience.

Microsoft has just launched their own streaming system for Game Pass called xCloud, and it’s pretty good. If Microsoft wants to push their streaming technology further, though, then the purchase of Bethesda could be instrumental in doing so.

It could take a while to see the fruits of this purchase, but it’s very likely that Orion factored into Microsoft’s decision. The tech giant now owns 23 creative studios.

The Xbox Series X/S launch on November 10. If you want to try and get your hands on a system at or close to launch, check out GameSpot’s preorder guide.

Now Playing: Orion Is Bethesda’s Game Streaming Service | Bethesda Press Conference E3 2019