Red Dead Online, FIFA 21, and More Arrive on Xbox Game Pass in May 2021

Xbox has announced that Red Dead Online, FIFA 21, Just Cause 4: Reloaded, Outlast, Psychonauts, Steep, Dragon Quest Builders 2, Final Fantasy X/X-2 HD Remaster, and Remnant: From the Ashes will all be joining Xbox Game Pass in May 2021.

As detailed by Xbox Wire, Red Dead Online is the standalone version of the online game that was once only available to those who owned Red Dead Redemption 2.

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While Red Dead Redemption 2 was removed from Xbox Game Pass in September 2020, Red Dead Online will give players the opportunity to go back to the end of the Wild West with their friends. It also joins Grand Theft Auto 5, which was re-added to Xbox Game Pass last month.

The full list of games coming to Xbox Game Pass, and what platforms they will be available on, are as follows;

  • Dragon Quest Builders 2 (Console and PC) – May 4
  • FIFA 21 (Console and PC via EA Play) – May 6
  • Outlast 2 (Cloud, Console, and PC) – May 6
  • Steep (Cloud and Console) – May 6
  • Final Fantasy X/X-2 HD Remaster (Console and PC) – May 13
  • Just Cause 4: Reloaded (Cloud, Console, and PC) – May 13
  • Psychonauts (Cloud, Console, and PC) – May 13
  • Red Dead Online (Cloud and Console) – May 13
  • Remnant: From the Ashes (PC) – May 13

Dragon Quest Builders 2 arrives on Xbox for the first time on May 4 and will be available to all Xbox Game Pass subscribers.

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For more on Red Dead Online, check out our review from 2019 and our Wiki which includes all the updates and tips on how to be the best outlaw you can be.

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

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

Youth: How the ComiXology Series Captures a Classic X-Men Vibe

While comiXology is home to many thousands of digital comics from nearly every major publisher, the service has also become a publisher unto itself. Among the growing library of comiXology Originals titles, The Black Ghost and Youth are easily among the most critically acclaimed. The former (from writers Monica Gallagher and Alex Segura and artists Marco Finnegan and George Kambadais) follows a troubled crime reporter working to uncover the truth about a costumed vigilante. The latter (by writer Curt Pires and artist Alex Diotto) is an X-Men-inspired tale about two queer teen runaways who stumble onto a much bigger world.

Both The Black Ghost and Youth: Season One are now being collected in trade paperback form, and IGN can exclusively present a new conversation between Segura and Pires. First, check out an exclusive preview of the next chapter of Youth: Season 2, then read on to see both creators talk about the very personal inspirations behind their respective books and why Youth might just scratch that X-Men itch.

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Alex Segura: Curt, can you talk a little bit about how YOUTH came to be? I love how raw and cinematic it is. Not to sound trite, but it feels very real and lived in. Can you also share any literary or movie influences that spurred you toward this idea?

Curt Pires: Thanks man. Yeah, I think it really came, like a lot of the things I do, of a selfish desire to read this sort of book, and realizing it didn’t exactly exist yet? I was wondering why there wasn’t a teen/coming of age superhero book that felt as wild and raw as what myself and friends went through in our late teens and early twenties. That felt reflective of the world around us. There really wasn’t anything, so I felt like “Hey! I should make this.”

Influence wise I’d say the music of Frank Ocean was very central to things. And that film / album he did called “Endless.” Other big influences were things like the films of Harmony Korrine and Gaspar Noe. The sort of unfiltered and raw worldview they offered. Kids Harmony’s collab with Larry Clark was formative. As was Gaspar’s LOVE 3D – which was a film / borderline narrative porn that tracks the disintegration of a relationship over time. Also loved the rawness of Jonah Hill’s Mid 90s and how much of himself Jonah put into that film – it inspired me to unload a bunch more in YOUTH.

What about you? Reading BLACK GHOST I definitely got some Phillip Marlowe vibes….some Jessica Jones… which I loved… talk about what was rattling around your head when shaping this.

Segura: I love what you said there, because I think it’s so true – the best work, at least for me, comes from obsession. And the books I enjoy most feel…primal almost? Like they sprung from a desire of the creator to will an idea into existence. And that’s what I got while reading YOUTH. It just felt so fresh and alive. I had the same feeling with Black Ghost – Monica, George, and I really wanted to create a story that not only echoed these classic street-level hero elements, but also dealt with a lot of the things I love from classic PI stories. I’ve written a bunch of crime novels where I flip the script on the “hard-drinkin’ PI” trope – where the guy wearing a fedora knocks back a dozen martinis, then drives and saves the day. I wanted to show the consequences of addiction and the arc of a hero. How someone can really pull themselves out of the gutter and do some good. We’re all flawed people and I love exploring that. Marlowe and Jessica Jones, particularly the original [Brian] Bendis/[Michael] Gaydos run on Alias, were huge influences, totally. And I listened to a lot of Neko Case, too. I love exploring the gray areas of life and I think The Black Ghost gives readers a taste of two familiar things – superheroes and PI stories – but hopefully injects something very new and real.

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I love the cliffhangers, especially the first one after the chase scene. The entire story seems to pivot from that moment and become something completely unexpected. Was there any anxiety in setting that up – were you worried that people might pump the brakes because it wasn’t what they expected? As a reader, I love, love, love when that happens. I truly believe in the adage that we, as creators, need to give reader what they need vs. what they want, and this felt like a great example of that. Can you talk about that a bit more?

Pires: Yeah, I definitely felt you were on to something with the depiction of Dominguez’s substance abuse. I think addiction is something that’s hard to get right in books and media. There’s a very ingrained cultural narrative about it. This idea that you have this demon / this battle, and then come out the other side, beat the thing and are cured.

It feels like more of a lifelong battle than that, and the truth is people who struggle with these things are liable to slip up and backslide too. I liked the moment where she sort of comes to God after letting the kid down. It also felt like she’d probably stumble going forward to. Point is it felt real. And interesting in the context of the hardboiled superhero story you were telling.

To be honest, I felt from the get go when I wrote that cliffhanger that I was on to something. I just felt like there was NO WAY people were gonna see that coming. And I personally love reveals like that. I think the last page splash is one of the most fun / sacred elements of comic book storytelling. That crazy reveal you throw in there to get people to come back for more. And I thought this was the best one I’d ever done. So I felt good. I guess I’ve learnt and tried to internalize the idea of not thinking too much about audience / critical reception and just focus on my instincts as a storyteller. I think being overly concerned with reception / external opinions is a very quick way to lose your mind.

I noticed you made Miami a part of Dominguez’s backstory. You’re from Miami right? What sort of role does geography / location play in your storytelling?

Segura: Yeah, agree. The second you start over-thinking how to make people happy as a storyteller, you’ve lost your way.

Yes, born and raised in Miami. I feel like Miami is a part of everything I write, aside from WFH stuff like Star Wars or Archie. Monica and I wanted Lara to be Latinx, so it made sense for her to be Cuban-American, and have that Miami connection, but I also wanted her to be somewhere else – so we created this Baltimore-like city in Creighton. Monica is from Baltimore, so it gave us the chance to blend both our backgrounds and create something new. For me, setting is a character – it can be as important as your protagonist if you play it well. My favorite crime novels feature setting prominently – whether it’s James Ellroy’s LA novels or Laura Lippman’s Baltimore stories, you feel like you’re being transported somewhere else. I wanted to have that feeling, while also winking and nodding to the “fictional city” element of classic superheroes. So we created a grittier, more realistic version of the Gotham ideal, I guess. It was fun to weave through the tropes and cherry-pick the stuff that works for us, while inverting the rest.

Can you talk a bit about the characters in YOUTH? They all felt really fleshed-out and real, especially when it came to dialogue and doing the bizarre, irrational things kids and teens do. Are they based on people you knew growing up?

Pires: That makes a lot of sense. I think where we come from is a big part of any author’s work, whether it’s conscious or not.

The setting of YOUTH is also really based on the sort of area I come from. Alberta in Canada. The comparison I always find myself making to make sense of it to people who have never been here is we’re Canada’s Montana. So for me, YOUTH has a lot of these bluffs, small derelict western towns as its backdrop. Mining towns that have been hollowed out since the crash.

I’ve really grown to love it here, but the kids in YOUTH represent that period of time in my life where I wanted nothing but to get away – which is I think something everyone goes through.

Yes, I sort of pulled inspiration from people I knew and situations I’d been in and used that as a diving off point. I wanted to be careful and respectful to not steal anyone’s story or tell anyone’s story that wasn’t my own, but a lot of it is sort of grounded in experiences I’ve gone through or people I spent time with.

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Segura: Going back to the idea of addiction – I just wanted to say I thought you handled it really well in the first issue of the second arc, when the protagonist takes his first drink. It felt very honest.

What comics did you enjoy as a kid? Were there any that you felt influenced your work? I got a great [Chris] Claremont/New Mutants in overdrive vibe, which is totally my sweet spot.

Pires: Thanks man. That’s sort of a loosely paraphrased version of how I tried alcohol for the first time, so there was sort of a therapeutic element to writing that scene too.

I’m a bit younger than most folks realize. I’m 28. So my list is gonna be a lot different than I think most people expect. But for me it was like the [Alex] Maleev/[Brian] Bendis Daredevil and the [Jeph] Loeb/[Jim] Lee Batman “Hush” stuff. But I did get really into X Men shortly after that. I read Ultimate X-Men by [Mark] Millar and [Adam and Andy] Kubert and kept with that book as sort of the murders row of talent floated through it. I did eventually get into the Claremont stuff a bit later in life. I think there’s something so poignant in the Claremont stuff, and also in the earlier Stan Lee stuff. I think X Men was always sort of the most progressive and representative of the real world book in the Marvel Universe. So I wanted to recreate that feeling, that vibe but for a modern audience.

Stepping back a bit I think it’s fascinating that both our books are about the powerless, and in a lot of ways marginalized people being given access to a power / calling that’s greater than them. Where do you fall on that?

Segura: That’s a great observation – I think you’re right. For us, a big part of the journey was wanting to tell the superhero “story” from another perspective, not just your steel-jawed, middle-aged white guy trying to save the day by punching criminals. We wanted to play with legacy, and the weight of our pasts and how they shape us and kind of derail our messed up present, and I see a lot of that in YOUTH, too. Can our books be friends? [laughs]

You’re totally right about Claremont – at least that first, epic run. The characters felt real and flawed, and there was this sense of chaos and uncertainty – where anything could happen – that doesn’t really show up in more corporate comics anymore. I definitely felt that while reading YOUTH. It was unpredictable and wild in the best ways possible. I can’t wait for more.

The Black Ghost will be released in paperback on Tuesday, May 4. Youth: Season 1 is available in print now.

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ComiXology Unlimited subscribers should also be keeping an eye on Snow Angels, a new post-apocalyptic sci-fi series from Old Man Logan writer Jeff Lemire and Batman: The Black Mirror artist Jock.

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Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on Twitter.

Why LMGs Usually Suck In COD & FPS Games

Multiplayer shooters like Call Of Duty and Battlefield have a large number of weapon classes including assault rifles, submachine guns, sniper rifles, shotguns, and even rocket launchers. In-game weapons often channel the spirit of their real-world counterparts, such as SMGs being high rate-of-fire weapons that are great at close range but weak at a distance. One gun in particular has a lot of challenges translating to video games. The light machine gun is a weapon primarily designed to keep opponents’ heads down and instill fear. With the ability to respawn and try again, players in multiplayer shooters are generally not afraid to stick their head out, leading developers to explore creative solutions for what role the LMG should serve.

In this video, we’re going to look at what a light machine gun is, why they often don’t translate to games, types of suppression developers have tried, what happens when LMGs stray into other classes and get nerfed, how they fare in battle royale modes, and some creative implementations of the weapon. We’ll show off some of your favorites such as the M60 from Battlefield Bad Company and the RPD from Modern Warfare 2. We’re also going to explore why Lord Tachanka was the absolute worst character in Rainbow Six Siege until he was reworked recently.

Make sure to head on over to GameSpot’s YouTube page for ongoing coverage of Call Of Duty: Warzone seasons and announcements around the release of the next Battlefield game.

Video Transcript

Who was one of the worst first person shooter characters up until recently when he was fixed by Ubisoft?

No surprise, it’s Tachanka and it’s because he carries a light machine gun, but for this piece will shorten it and just say LMG. LMG’s in multiplayer shooters have a long history of identity crisis from battlefield to Call of Duty to Apex Legends. So let’s look at why light machine guns are so hard to get right in shooters. If you’re someone who uses LMG’s despite their flaws, make sure to hit that like button and consider subscribing to the channel if you’re not well, let’s dig into that.

Let’s get everybody on the same page and start by having an expert tell us what a light machine gun is.

Jonathan:

When machine guns were first created there were just machine guns, so automatic weapons that fire for as long as you held down the trigger or the firing button or whatever, or run out of ammunition.

But they began to diversify, as most things do overtime so much smaller, more portable and physically lighter forms of the machine gun, which, if necessary, one guy can operate. And that’s probably the best way to think about a light machine gun. It’s an automatic weapon, automatic military weapon that one guy or a team of two at most carries with them into battle. Doesn’t matter how it’s fed, doesn’t happen, can be magazine fed belt fed.

It doesn’t actually matter what caliber it is. The Villar Perosa what most people think of as a submachine gun was actually used by the Italians as a light machine gun. So like most types of firearms, it’s a combination of its role, what it’s designed to do, so it’s a squad machine, gun support weapon, but not not higher up like a company level gun, like a heavy machine gun. And it’s also the technical capabilities of it, so it must have automatic fire, and it nearly always has rifle caliber ammunition as well.

Really, most shooters are using like machine guns no different than the minigun in the original Doom. It’s just a very high capacity, relatively high rate of fire, rifle, machine gun, whatever. They all fire bullets. The end of the day.

Aaron:

So if a light machine gun just fires lots of bullets. Why doesn’t that translate into multiplayer shooters? LMG’s are all about suppressive fire, which is just a fancy way of saying spitting so many bullets downrange that people are too afraid to stick their heads out. That allows your team to move up and take them out, but without the real world risks people aren’t afraid to stick their heads up in video games and they shouldn’t be most of the time. The goal is to have fun and the worst that’s going to happen if you get taken out is maybe your k/d drops. Maybe your pride takes a hit. So how do some games even attempt to simulate? When players can just respawn and try again.

That brings us to suppression and why it’s so hard to pull off in video games. Developers behind mil-sim inspired shooters like Battlefield have tried to convey the idea of fear to players for years, but they’ve never really settled on a good solution that was both effective and still fun. Battlefield 3 in particular launched with pretty heavy suppression mechanics that shook the screen and added a blurry effect. Players hated it and it was toned down or removed from later titles. Games that we love like Insurgency, Sandstorm, and Escape From Tarkov. Also use some pretty unsettling sound design to get players to duck for cover.

It does that a lot of immersion, but in terms of making players afraid to move, it’s a bit of a mixed bag. In Insurgencie’s co-op for example, top players still just run through levels, and if you can run through a level with a light machine gun, it’s not really serving its purpose of keeping heads down. In fact, it’s probably stealing another weapons identity LMG’s out of the box, or a sluggish weapon. They weigh a lot. They slow down players, they have slow, aim down sights, time. That means they get beat by other classes in panic situations and hip firing. One is typically about as useful as harsh language.

LMG players generally need you a lot more planning than anyone else, which means picking a lane, mounting a gun and spraying. Mounting has been in battlefield for a long time, but it wasn’t part of Call of Duty games until more recently, so a lot of players hate this playstyle, leading developers to push the weapon into other weapon classes, making them faster and more agile, like the infamous Bruen that dominated Warzone Season 2. But at that point he was basically just a fast reacting assault rifle with a regular mag.

Or as Jonathan put it.

Jonathan:

The light machine gun is relegated to being a super assault rifle. It’s just an assault rifle with more bullets.

Aaron:

You can’t really have a super assault rifle in your game or what’s the point of the assault rifle category when LMG stray too far into other weapon types, they could become better guns than guns already there for that role. It’s usually because of what Jonathan said. They have much higher ammo capacity. That means players can have a cheap advantage in fights by just holding down the trigger and waiting for the enemy to reload.

That leads to nerfs and the cycle starts all over again to figure out where LMG’s belong. To tackle this LMG nerfs. In the past, I’ve included widening bullet spread, adding massive recoil and lowering bullet damage. All of this makes the guns away less user friendly and raises the skill threshold to use one. That higher skill threshold is particularly bad in one of the most popular game modes out there today.

Battle Royale metas are very unforgiving to players who carry light machine guns for a large number of reasons. Usually the person that wins in the final circle has high mobility, a fast fire rate, or someone with massive one shot damage. LMG’s are typically behind in all of these categories. In a game like Warzone with Loadout drops, it’s even more common that the final circle is filled with Min/Max weapons. Chances are the last time you won a round of war zone it was with an AR or an SMG, not the humble light machine gun.

So if the way that LMG’s are supposed to work doesn’t really pan out in a battle royale. What happens if you go to a multiplayer shooter and use them as intended? You get sniped. Even using an LMG in its proper style, often has bad results. Virtually 100% of the time, if you post up you’re going to get domed by a sniper at the back of the map with a 12X scope. Bad Company 2 is the first game I can personally remember that got it right by armoring stationary machine guns, something other games like Apex have since tried.

Granted, that would make it a medium machine gun instead of a light machine gun, but you get the point without something to stop bullets in front of an LMG player, they won’t last long.

At their best, LMGs still need two things to work. The player laying down suppressive fire and a coordinated team to make use of it. You’ll rarely get that in the Call of Duty or even Battlefield game. If you can’t rely on a coordinated team, and nerfs aren’t the best answer, what can you do with a light machine gun to put it in a unique role? Developers have tried a lot of creative approaches to making LMG’s a unique class of weapons in their game. For example, playing with bullet penetration to allow them to fire through cover that other weapons can’t or just punch big old honking holes in walls on that note. Rainbow 6 Siege could have tried one thing, which was to make Tachanka’s stationary gun. The only weapon in the game that could punch through carried shields.

Some games have gotten more creative outside of just messing with handling like Bad Company 2 that tied LMGs to the medic class in order to offset their more powerful abilities. Having a less friendly gun encouraged medic players to stay behind the frontline and heal or revive their teammates or just help demolish cover. More casual games like Apex tried heavy rounds, fired out of LMgs to slow the movement of enemy players, and even the odds.

Games like Cold War made LMG’s really good at destroying vehicles and equipment in order to rack up scorestreaks which didn’t necessarily require you to kill players. Despite creativity. Many games struggled to channel the spirit of an LMG, which at its heart requires players to pick a lane and hold it down. That’s kind of a ball and chain in a world that favors speed and fast reactions. LMG’s might struggle to have an identity in games, but that doesn’t mean that you don’t have your favourites. Maybe you love the M60 from bad Company 2 or the RPD from Modern Warfare 2. Hell, maybe you’re a Tachanka main.

Tell us about games that we missed that you feel handle LMG’s really well while you’re at it, head on over to Gamespot’s YouTube page and check out a host of firearm reacts videos that cover guns from your favorite games. Alright, thanks for watching.

Lost Soul Aside Will Launch On PS5, Debuts New Gameplay Trailer

After its announcement in 2016 and drop from the public eye, Lost Soul Aside has returned with a new gameplay trailer, revealing that it will now be launching on the PlayStation 5.

Lost Soul Aside was originally revealed in 2016 by its sole developer Yang Bing, who had made the game entirely from Unreal Engine assets. Other trailers for the game have been released in 2017 and 2018, but neither managed to garner as much attention as its reveal. As of writing, Lost Soul Aside’s reveal trailer has nearly four million views.

The gameplay trailer for Lost Soul Aside, which debuted last week, shows off the game’s blend of Final Fantasy and Devil May Cry mechanics. Kazer, the game’s main protagonist, fights against a white-haired man with a golden sword in its first moments. The ensuing battle has both characters throwing out massive attacks that spawn dozens of magical swords and fling rays of energy.

This first encounter also shows off the influence Devil May Cry has had on Lost Soul Aside. Kazer attacks his opponent with multiple lengthy combos in which he transforms his crystal dragon companion into different weapons. That companion’s other utilities are shown off later in the trailer when it morphs into a hoverboard and even a pair of wings for Kazer.

Thanks to the attention Lost Soul Aside received after its reveal trailer debuted, and thanks to a Sony initiative called the China Hero Project, Bing is no longer the sole developer on Lost Soul Aside. He has been able to pick up additional developers, forming the studio UltiZero Games.

Lost Soul Aside doesn’t have a release date just yet, but it will be heading to the PS5. That’s in addition to its releases on PS4 and PC.

Now Playing: Lost Soul Aside – 18 Minutes Of New Gameplay (2021)

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Halo: Legacy Collection Brings Together Three Classic Halo Comics

A trade paperback from Dark Horse will bring together three classic Halo comics in one package. The Halo: Legacy Collection is coming August 11, bringing together comics from notable authors like Brian Michael Bendis, Peter David, and Fred Van Lente.

Halo: Uprising follows the main series protagonist Master Chief as he stops a Forerunner Dreadnought on its way to invade earth. Helljumper takes a closer look at the ODST marines as they discover a Covenant installation. And Blood Line follows a Spartan Black fireteam as they investigate a Forerunner installation after shipwrecking on an uncharted planet.

Meanwhile, Dark Horse is preparing to reissue the Halo Graphic Novel, another collection of classic Halo comics, in October. That set will include The Last Voyage of the Infinite Succor, Breaking Quarantine, Armor Testing, and Second Sunrise Over New Mombasa.

These Halo comic sets are coming as Microsoft prepares to launch Halo Infinite this fall. The company has not announced release plans, but more news is said to be coming this summer.

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Teppen Enters Phoenix Wright’s Courtroom With New Ace Vs The People Expansion

GungHo Online Entertainment has announced a brand-new expansion for its Capcom-themed card battle mobile game Teppen, and Ace Attorney fans will have no objections to the game’s new direction.

Ace vs The People will add cards for multiple characters in the Ace Attorney universe, including bumbling detective Dick Gumshoe, the coffee-fueled prosecutor Godot, and Wright’s eternal frenemy Miles Edgeworth. The expansion will also introduce the Dead Rising franchise to Teppen, with Frank West being the first characters to appear.

Two new mechanics will be introduced with the new set, called Evidence and Present. Evidence can be found by using specific effects found on Unit and Action Cards, and when enough is gathered Present will use it to change the effects of Actions in battle.

Teppen first launched July 4, 2019 on mobile devices via a partnership between Capcom and the game’s developer GungHo Online Entertainment. The card battler features multiple Capcom franchises including Street Fighter, Darkstalkers, and Resident Evil. This is not the only recent crossover featuring Street Fighter, as Ryu and Chun-Li have also recently featured in Fortnite and will soon be added to Power Rangers: Battle for the Grid as selectable fighters.

Now Playing: How TEPPEN Plans to Break Into the CCG Scene

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Star Wars and Simpsons Crossover Short Joins Disney+ Star Wars Day Celebrations

Disney is set to celebrate Star Wars Day (May the 4th Be With You!) with a new Star Wars and The Simpsons crossover short called Maggie Simpson in ‘The Force Awakens From Its Nap’ on Disney+.

The Simpsons short will be available to all Disney+ subscribers on May 4th alongside Star Wars: The Bad Batch, Star Wars Biomes, Star Wars Vehicle Flythroughs, and a fan art takeover of the streaming service, as reported by Variety.

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“In a daycare far, far away… but still in Springfield, Maggie is on an epic quest for her stolen pacifier,” the official synopsis reads. “Her adventure brings her face-to-face with young Padawans, Sith Lords, familiar droids, Rebel scum, and an ultimate battle against the dark side, in this original short celebrating the Star Wars galaxy.”

Star Wars Biomes will let fans “take a virtual vacation” to such iconic Star Wars locations as Hoth, Tatooine, and Sorgan, Variety reports. Star Wars Vehicle Flythroughs will give an up-close-and-personal look at the interiors and exteriors of the Millennium Falcon and an Imperial Star Destroyer.

Star Wars: Bad Batch’s 70-minute premiere is, for many, the highlight of this year’s Star Wars Day as it will act as a continuation of sorts to the Clone Wars series.

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

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

Jason Bourne’s Doug Liman Directed A Verizon Gaming Ad About Glitches And Lag

To promote its new 5G internet service, Verizon recruited veteran Jason Bourne movie director Doug Liman to helm a new advertisement aimed at gamers. The ad is called “The Reset” and it’s all about convincing people that the only way to get lag-free internet is to go with Verizon’s new 5G offering.

Set to Joe Walsh’s “Life of Illusion,” the video shows all manner of people and objects who are lagging and glitching in their environments. But the video ends by going back to the beginning and showing what things might have looked like with 5G, and it’s much better.

Liman, who also directed Edge of Tomorrow, told The Hollywood Reporter that, in the course of making this ad, he learned a lot about lag and other gaming glitches that are common with spotty internet. Among other things, the video shows a cat glitching through a pole, a kid floating through the air next to a bike, and a bus driver whose face textures have not loaded in.

“We didn’t just start making things up out of thin air,” he said. “There was no shortage of outrageous glitches that happened and have happened in computer games.”

Hoyte Van Hoytema, who earned an Oscar nomination for Dunkirk and also worked on Tenet and Interstellar, was the cinematographer for this commercial. Saar Klein, the editor of The Bourne Identity, worked on this commercial as well.

Liman is currently preparing for a unique and ambitious movie in which he will shoot Tom Cruise into space to film a first-of-its-kind movie.

As for Verizon, the telecom giant recently announced plans to sell Yahoo and AOL for $5 billion.

Last Of Us Fan-Made Film Boasts Impressive Production And Cinematography

There’s been a steady stream of news over the last few years about an in-progress TV adaptation of The Last of Us series, but as far as we know they are still a long time from release. In the interim, a group of fans have taken it upon themselves to make their own short film depicting the characters from the games, and it turned out really well!

Created by filmmaker Tommy Jackson, The Last of Us: Ellie’s Revenge depicts Ellie on a quest for vengeance for the death of Joel. The film features impressive cinematography and production, especially for a fan film, and it succeeds in capturing the brutality and despair of the games’ post-apocalyptic world.

According to the filmmaker’s description, Ellie’s Revenge had a budget of $10,000 and featured a cast and crew of nearly 20 people. As a warning, the film can get pretty gruesome and violent at times, as you might expect for an adaptation of this series.

As for the official Last of Us HBO series, executive producer Neil Druckmann–who is also the creative director on both games–has said that the TV show will not perfectly follow the plot of the first game. The length of the game allows for the show’s creators to take some license with the plot, and Druckmann has said his favorite episodes of the Last of Us HBO series explore brand-new territory. While we still don’t know when the show will be released, we do know that it will feature Game of Thrones actors Pedro Pascal and Bella Ramsey as Joel and Ellie, respectively.

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Harry Potter: Puzzles and Spells Adds New Limited-Time Event Magical Mischief

Zynga’s match-3 mobile game Harry Potter: Puzzles and Spells explores its mischievous side in a brand new event focused on pranking the competition, bringing new meaning to the iconic line, “I solemnly swear I am up to no good.”

The limited-time Magical Mischief events adds Mischief Points to the game, which can be earned by completing Player Journey Puzzles. Points can be exchanged for Prank Boxes, which can be sent to competitor Leagues and wreak havoc on other players with obstacles themed around the Harry Potter universe. The Mixeroo, for instance, will shuffle the recipient’s entire game board, while the Pesky Pixies steal random gems from the opponent. Other items include Chattering Teeth, Weather in a Bottle, and Fanged Flyers.

An exclusive title is available for those who earn the most Mischief Points and send the most Prank Boxes throughout the event, crowning the fiendish few the “Mischief-Maker in Chief.” The event is currently scheduled to run from Monday to Friday throughout the month of May, with the in-game events panel updating in real time if the event is live or not.

Harry Potter: Puzzles and Spells first launched in September 2020 and brings match-3 gameplay to the wizarding worlds. Players can use magic spells, collect creatures, and join Clubs with friends in order to solve puzzles and unlock cutscenes of the Harry Potter saga. Harry Potter fans looking for more gaming experiences won’t need to wait much longer, as open-world action RPG Hogwarts Legacy is coming to PC and consoles in 2022.

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