Daniel Craig Doesn’t Want You To Call Bond 25 “Cursed”

First, Bond 25 lost director Danny Boyle to creative differences, then Daniel Craig injured his ankle while filming, and a controlled explosion at Pinewood Studios went awry. No Time To Die even became the first Bond film to swap composers mid-way through post-production, again citing creative differences.

Add in a costly delayed release and it might seem like a whole lot of unfortunate coincidences for one film–but Daniel Craig doesn’t want it to be called cursed.

“It pisses me off,” he said in an interview with GQ. “Because I’m just like, ‘Don’t curse our movie.’ And also, we’re doing our best here.”

It’s true that Craig has put a lot into this film, and into the Bond franchise at large, after almost 15 years in the titular role. It’s been such a challenging role that he almost didn’t come back after wrapping on Spectre, citing the intense physical demands of the role.

“I was like, ‘Is this work really genuinely worth this, to go through this, this whole thing?'” Craig told GQ “And I didn’t feel… I felt physically really low. So the prospect of doing another movie was just like, it was off the cards. And that’s why it has been five years.”

The timing of his last appearance as Bond, delays aside, has worked out well for Craig, with the success of Knives Out at his back and a confirmed sequel ahead. While some actors can struggle with moving on from such iconic roles, Craig is already carving out a new space for himself.

After its delay, No Time To Die will release in the UK on November 12, and two weeks later in the US on November 25.

Now Playing: No Time To Die – 007 James Bond Official Trailer

Call Of Duty: Warzone — A Key Detail Has Been Confirmed Just Before Launch

Infinity Ward has confirmed a key detail about Call of Duty: Warzone. Production director Paul Haile stated on Twitter that players will not need a PlayStation Plus subscription to play the battle royale game.

That’s not a huge surprise, as many other free-to-play battle royale games, including Fortnite and Apex Legends, also do not require paid subscriptions to PlayStation Plus. It’s a different case on Xbox One, as Fortnite and Apex Legends do require Xbox Live Gold. Whether or not this will also be the case for Warzone is unknown at this stage, but all should become clear soon.

Warzone is Call of Duty’s second battle royale offering, following Blackout for Black Ops 4. It’s a different situation this time around, however, as Activision is offering Warzone as a completely free, standalone game whereas Blackout was only available for people who bought Black Ops 4.

Warzone features two main modes, Battle Royale and Plunder. The battle royale mode features 50 teams of three (there is no solo option available) fighting until only one squad remains. In addition to a bigger player count than its competitors, Warzone features a unique redeployment feature where players can 1v1 in a gulag for a chance to return to the battlefield.

The Plunder mode, meanwhile, is basically a race to collect the most cash by looting, stealing it from other players, and completing mid-match objectives.

Warzone launches on Wednesday, March 10 for PS4, Xbox One, and PC. People who own Modern Warfare will get in starting at 8 AM PT, and everyone else can download the standalone free-to-play game client and start playing four hours later.

For lots more on Warzone, check out GameSpot’s rundown of everything you need to know in the video above. You can also check out a full match of gameplay and find out what happens when you win.

Now Playing: Call Of Duty: Warzone – Everything You Need To Know In Under 4 Minutes

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Call Of Duty: Warzone — Sledgehammer Also Contributed To The Battle Royale Game

It appears Call of Duty: WWII developer Sledgehammer Games contributed to the development of Call of Duty: Warzone, the free-to-play standalone battle royale game launching very soon.

Software engineer Josh Caratelli works at Sledgehammer’s new office in Melbourne, Australia. He said on Twitter about his involvement with Warzone, “We’ve all put a lot of hard work into this.”

It’s not a big surprise to learn that Sledgehammer is working with Infinity Ward on Warzone, as the developer also contributed to Call of Duty: Modern Warfare. It was confirmed at Modern Warfare’s launch that Sledgehammer was a support studio on Modern Warfare, alongside Beenox, High Moon, and Raven Software. This was notable because it was the first time one of the “main” Call of Duty studios helped out with a different studio’s Call of Duty game.

The other “main” Call of Duty teams include Infinity Ward and Treyarch.

For its part, Rockstar Games has shifted its development process so that each of its studios around the world contributes to new releases as a unit. For Red Dead Redemption 2, every Rockstar Games studio around the world pitched in.

According to a report, Sledgehammer will also work on 2020’s Black Ops 5 as a support studio for Treyarch. The game is said to be set during the Cold War.

The last Call of Duty game that Sledgehammer was a lead developer on was 2017’s Call of Duty: WWII. Studio bosses Michael Condrey and Glen Schofield have both quit the developer.

Now Playing: Call Of Duty: Warzone – Everything You Need To Know In Under 4 Minutes

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Mulan’s First Reactions Praise the Action, Maturity, and Beauty

Members of the press were able to attend early screenings of Disney’s remake of Mulan, and first impressions are overly positive.

Many claim that while there is a bit changed from 1998’s Mulan, it more than makes up for it and may even be the best live-action adaptation of a Disney classic yet. Many claim it doesn’t even matter that this one isn’t a musical.

Mulan has great action scenes, a more mature tone, and is “surprisingly sexy for a Disney movie.”

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Here’s our roundup of the first social reactions to Mulan ahead of its theatrical release on March 27, 2020.

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Fandango’s Erik Davis said Mulan is “exciting, vibrant, emotional, and different from the animated version.”

Erik DGeekbomb’s Maude Garrett loved the film, saying the “costumes & fighting/stunts were incredible.”

Maude GInsider’s Kirsten Acuna thought Mulan was “absolutely fantastic,” and that it “doesn’t even matter that it’s not a musical.”

KirstenYahoo’s Kevin Polowy has seen Mulan twice already and thinks it is “easily Disney’s best live action reboot.”

Kevin PMashable’s Angie J. Han says Mulan is the best Disney live-action remake since Cinderella.

AngieMashable’s Alison Foreman said that even though Mulan “leaves a lot behind,” it “offers much more in its absence.”

Alison FSlashfilm’s Peter Sciretta was not a huge fan of the original, so he was “very surprised” at home much he liked the remake.

Peter SThe Movie Couple’s Wendy Lee Szany praised Mulan’s cast and said there are “lots of little moments” that will make fans of the original happy.

WendyThe Geekly Show’s Tessa Smith called Mulan “absolutely magical.”

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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 who can’t wait and is so excited he just can’t hide it. You can follow him on Twitter @AdamBankhurst and on Twitch.

Microsoft Announces Developer Livestreams, Includes Xbox Series X Talk

Microsoft has announced a two-day slate of livestreams, billed as a replacement to its talks and panels at the now-postponed Game Developers Conference. One of those talks is titled ‘Xbox Series X + Project xCloud = New Chapter in Gaming’, leading to speculation that we could learn new details about the next-gen console.

Titled Game Stack Live, the series of livestreams will air on Mixer across March 17-18, and will allow viewers to “learn about the latest cloud and game development technologies from Microsoft, go behind the scenes with the creators at Xbox Game Studios and the ID@Xbox program, and level up with deep technical talks and panel discussions led by industry leaders.”

‘Xbox Series X + Project xCloud = New Chapter in Gaming’ will air on Wednesday, March 18 at 11.40am Pacific / 2.40pm Eastern / 6.40pm UK (that’s March 19 at 5.40am AET). Microsoft hasn’t specifically said the talk will include new information, but the interaction between Series X and xCloud (Microsoft’s game streaming service) is still relatively unexplored.

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There’s a lot more besides the Series X talk, too – talks will come from members of the teams behind Gears 5, Sea of Thieves, Wasteland, and more, and the final talk includes discussion of technical details we know are confirmed as Xbox Series X features.

GDC talks are traditionally more developer focused, so all of them are likely to fall on the more technical side. You can see the full schedule (all timings in PT) below:

Day 1 – March 17, 2020​

  • 10:00 Welcome to Game Stack Live!​
  • 10:25 How The Coalition built Gears 5 to be more accessible
  • 10:45 Building accessibility into your game – the Xbox Accessibility Guidelines
  • 11:00 Panel: The changing nature of today’s game industry
  • 11:35 Panel: How to be intentionally inclusive in your game design
  • 12:15 What is Microsoft Game Stack?
  • 12:30 The Importance of LiveOps
  • 1:00 Rare: Building Sea of Thieves with a LiveOps Mentality
  • 1:35 What it means to run a game studio – a conversation with Turn 10
  • 2:00 Maximizing impact and reach for your independent games with the ID@Xbox team​

Day 2 – March 18, 2020

  • 10:00 Previously on Game Stack Live
  • 10:15 How inXile used creative iteration to drive Wasteland’s development
  • 10:40 Panel: How online services are defining the next generation of game development
  • 11:40 Xbox Series X + Project xCloud = New Chapter in Gaming
  • 12:40 The spark of creativity that drives Double Fine
  • 1:20 What’s new in DirectX: Raytracing, mesh shading, and more

We’ve learned quite a lot about Series X in the last few months, from how it looks, to how powerful it is, to one of its exclusives. Here’s everything we know in one handy place.

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Joe Skrebels is IGN’s Executive Editor of News, and one thing is missing from all of this coverage, at least in his opinion – a next-gen Dynasty Warriors. Follow him on Twitter.

Ori and the Will of the Wisps Review

It was always hard to find anything bad to say about 2015’s Ori and the Blind Forest. Moon Studios’ blend of an entrancing, tragic fairy tale world and white-knuckle platforming challenge left a mark that hasn’t faded with time. And yet the new followup, Ori and the Will of the Wisps, successfully builds on that distinctive gameplay in a way that doesn’t just retread the same ground. There’s more breadth, detail, choice, and diversity than ever, and it’s all done with engrossing color and light and an excellent, inspiring soundtrack.

It may be two-dimensional, but this is a great, big, open world that’s backed by a great, big, beautiful score that shifts to echo your successes and grows frantic and immediate in moments of tension. That music is your constant companion as you journey through diverse locations that sprawl out in all directions. Will of the Wisps paints with a full pallet of distinct biomes, transitioning seamlessly from the archetypical fairytale forests pierced with soft, golden streaks of light through the emerald canopy to the gloomy, ink-blotted muddy floor of the soggy marshlands. Each region bursts with fine detail that’s easy to overlook because Moon Studios’ aesthetic moods for each location are so consistent. All of them feel distinct and alive.

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For example, the frigid mountainous peaks Ori must breeze past on gusts of wind are littered with crisscrossing splintered alpine timber and pointed icicles that reach out to jab and poke from frozen overhangs. The claustrophobic, pitch-black tunnels of the Mouldwood Depths writhe with the bodies of thousands of insects whose chittering wings radiate a constant chorus of uncomfortable buzzing, and their sharps barbs sting if touched while Ori fumbles in the darkness.

There’s an incredible beauty and attention to these unique flourishes that serve the overarching theme of every region, from the closest foreground objects all the way back through the half-dozen layers of background art that slowly shift in parallax scrolling as you move. Whether you’re burrowing through the sand in the blazing red light of the desert or nimbly swimming through chomping clams and bouncing between air bubbles, there’s always something surprising in store.

Crawling With Life

Ori and the Will of the Wisps reinforces that theme of a wider, living world with a menagerie of creatures to fight, big and small: dive-bombing mosquitos, slugs that spit caustic goo, dangling spiders, piranhas, spiky slimes, leaping elemental mantis-things, and hulking decay-touched bruisers with massive clubs kept me on my toes in every new place I visited. There’s a healthy bestiary to test your mettle.

But alongside these many enemies, friendly woodland critters and massive animal guardians hide and thrive in each area, ready to make your acquaintance. These non-player characters pop up frequently, telling you about their home lives, their current predicaments, the changes happening to the world at large, and tidbits of information concerning Ori’s grand adventure. Often, these short conversations come with requests which serve as simple side quests to keep you invested in the here and now. You might be asked to find a lost acorn in a cave, or check on some family members in a faraway region, or hear a useful rumor about a shrine that’s then marked on your map to investigate later.

[poilib element=”quoteBox” parameters=”excerpt=There%E2%80%99s%20usually%20something%20worthwhile%20on%20the%20other%20side%20of%20these%20small%20side%20quests.”]No matter how seemingly insignificant they are in the grand scheme of things, it’s another layer of investment that Moon Studios has baked into the experience, which is so appreciated given so much of Ori involves simply getting from one point to the next as fast and fluidly as possible. Now you’ve got an incentive to stop and really poke around or revisit the more secluded crannies of the world. And there’s usually something worthwhile on the other side of these small errands: a bit of currency, a collectible item, a hearty thank you, and sometimes it’s just the devastating realization that you can’t save everyone.

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In that same vein of grounding us in a living place, Ori and the Will of the Wisps introduces a kind of central hub village where many of your new critter friends end up once you’ve completed a task for them. Here, you’ll speak with merchants to purchase or upgrade abilities and turn in collectibles to community leaders who will, in turn, make improvements throughout the village that unlock new options.

For example, turning in enough ore will let you either construct residential huts for more characters to call home, or remove the pesky thorn bushes that block your passage to hidden sections of the village. Finding seeds from each of the regions gives you the opportunity to grow new plants, vines, and trees in the village. Again, this isn’t just cosmetic or fun story fluff; each new improvement adds ways to move through the village, opening up previously unreachable portions of it to explore, new NPCs to speak to, and hovels to repeatedly loot for currency. Building up this simple village gave me a sense of purpose and connection to the world – something to improve and care for, rather than just a series of places to leap and fight my way through until I reached the end.

Free Spirit

In the wilder places the monstrous creatures call home, there’s as much or more to explore. Each region is lousy with secret nooks, hidden just out of view or behind a clever bit of foreground. It’s completely possible to rip through them en route to the ultimate goal at the end of the tunnel – and credit to Moon Studios for making huge sections of each environment completely optional – but the rewards for taking a peek in every crevice are vast.

And in pure Metroid-like fashion, Ori’s arsenal of abilities allows you to interact with the world in new ways as you uncover them through story progression or buy them as you go. Many of these are mandatory – you’ll find a feather that lets you stoke fires to create updrafts in every playthrough of Ori and the Will of the Wisps, for example – but some are also totally voluntary. I’m really impressed by Moon Studios’ restraint here, because you can easily get by without opting into seemingly must-have abilities like the triple-jump and the barrier-crushing Spirit Smash. That said, if you do you’ll miss quite a few hidden bits of the world. It made me feel like playing again would be worthwhile – likely on the harder difficulty since I opted to go with the default Normal of the three available settings – just to see how the experience would change.

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Overcoming and avoiding the deadly obstacles is the meat on the Will of the Wisps’ bones, and it all feels better than ever. As I was nearing the end of my 12-hour playthrough, the speed and possibilities for creative movement put me in an almost Zen-like state: triple-jumps, burrowing through sand, dashing through water, launching myself into the air at will, bashing off of enemies to reach new heights and hurl them in the opposite direction, and grappling fixed positions and enemies with a lasso had all become second nature.

[poilib element=”quoteBox” parameters=”excerpt=Muscle%20memory%20compounded%20until%20I%20stopped%20thinking%20and%20just%20reacted.”]It’s a gradual ramp-up from sluggish sprite to free-running-dynamo, but as I unlocked each new ability the muscle memory compounded until I really stopped thinking about what I was doing and just reacted to whatever was being thrown my way. That’s an amazing feeling, especially during the series’ excellent signature chase sequences when the stakes go through the roof and one false move means you’re crushed under a collapsing environment, buried in an avalanche or consumed by the pursuing mandibles of a mammoth spider.

It’s easy to take each carefully constructed segment of the world for granted but these moments really highlight just how damn good Ori and Will the Wisps’ fluid movement and level design can be. Each element is placed precisely to be used in a specific way, yet all the while I felt like a genius for being able to read the environment at a frantic pace and adapt to the next obstacle accordingly. And that feeling is further ratcheted up in the optional Spirit Trials found in every region, where you can race through a carefully constructed course against the ghosts of other players competing for the best time. It’s a fun side activity to hone your platforming skills and break up the story content if you want to.

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Between the flips, dashes, and grapples of getting from point A to point B, you’re going to have to fight. That’s when you’ll see that combat in Will of the Wisps has been expanded along the same lines as the other abilities. In Ori and the Blind Forest your offensive options are modest, but in Will of the Wisps an entire wheel of weapon-like abilities can be unlocked for you to mix up combat, and equipped on the fly in the midst of a fight.

Sling Blade

You’ll start with the fast-slashing Spirit Edge sword which functions as a basic attack – until, that is, you’re offered optional alternatives like that hefty, slow-swinging Spirit Smash and explosive ranged elements like the Spirit Spike that hurls a massive lance of energy toward an opponent at the cost of a lot of energy. Or you could take the hefty, slow-swinging Spirit Smash that hammers enemies into the air and lets you perform airborne ground pounds. You’ll find plenty of ranged options as well, like the Spirit Arc bow that fires arrows of light, the Blaze ability that will light nearby enemies on fire, a deployable sentry that constantly peppers opponents with nagging beams of damaging light, and so much more.

[poilib element=”quoteBox” parameters=”excerpt=The%20diversity%20and%20utility%20of%20each%20ability%20makes%20many%20of%20them%20must-haves.”]Looking back I regret that, at first, I didn’t venture too far out of my starting abilities because they worked. But the diversity and utility of each ability, both in and out of combat, makes many of them must-haves. For example, not only does that heavy Spirit Smash deliver big damage and knock enemies up, but it’s also used to crush through breakable barriers. And though the Spike ability that allows Ori to hurl a massive spirit lance costs a ton of energy to use, it regularly saved my life in several of the multi-phased boss battles where I used it to stagger the massive monsters mid-attack and buy some breathing room.

And alongside these active abilities, Will of the Wisps tweaks an old formula in the form of Spirit Shards that bestow passive attributes to Ori as you find or buy them and equip them in the few precious slots you get. These abilities run the gamut from combat-focused to pure utility and really allow you to customize your little spirit… squirrel…thing in unique ways to suit your playstyle.

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For example, I immediately equipped the shard that let me cling to walls for fairly obvious reasons, alongside the upgradeable shard that reduced incoming damage by 10/20/25-percent. When I could finally afford it, I traded a whole bunch of currency for the shard that let me jump a third time before touching the ground – that one just felt like a no-brainer for reaching unreachable places. But there are many shards with quirky traits that I eagerly tried out to see what kind of fun builds I could put together. There are shards that increase your damage output at the cost of taking more damage, shards that give you more resources from slain enemies, and shards that give you a bit of a hint when you’re near a secret wall or tunnel.

There’s a Spirit Shard for seemingly every occasion, and while you start with a scant three slots to embed, as you uncover and conquer the wave-based Combat Shrines throughout the world your reward is more slots that let you extensively fine-tune your Ori. Eventually, I got to the point where there were some shards I just couldn’t live without, and so the additional options let me experiment with the unique ones liberally as needed, without having to lose my favorite passive abilities.

The Bittersweet Science

I’m hesitant to talk at all about the finer points of Ori and the Will of the Wisps’ story since so much of the journey is propelled by the crests and troughs of its emotional waves. So, without venturing too deeply into spoiler territory, it should be no surprise for those who played Ori and the Blind Forest that Moons Studios’ knack for brewing joy and sorrow in heavy proportions is alive and well in Ori’s new tale.

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Moon Studios has delivered an excellent second chapter that plucks the same tragically beautiful heartstrings of hope and loss and redemption. It’s an affecting mixture of sorrow and joy that shines a light on, I think more than anything, the power of empathy; it was hard not to pour care and concern over either side of the good-bad divide, and bounce so consistently between feelings of heartache and elation, even if that’s the intent.

[poilib element=”quoteBox” parameters=”excerpt=It’s%20hard%20not%20to%20pour%20care%20and%20concern%20over%20either%20side%20of%20the%20good-bad%20divide.”]What I really appreciate about Will of the Wisps is that even though it’s a tale of light versus darkness, it never fully falls into the simplicity of good versus evil. Sometimes bad things happen, or have happened, and there’s just no fixing them regardless of how hard you try or desperately want them righted. It’s a really powerful sentiment to deliver in a gorgeously colorful video game filled with cartoonish anthropomorphic forest folk, but somehow Moon Studios continues to subvert that expectation.

Instead, Ori and the Will of the Wisps is content to show that heroes can be kind of broken and still rise to the occasion, and that sometimes the ostensible bad guys have hearts, families, and their own personal tragedies, regardless of whether they choose to seek redemption. And I really appreciate these stories for that reason – there’s no such thing as a perfect ending for everyone.

The Wonderful 101: Remastered Kickstarter Ends With $2.22 Million Pledged

Platinum Games’ Kickstarter for the remake of its 2013 Wii U game The Wonderful 101 has finished with more than 40 times its initial goal.

The campaign ended up with a total of $2,222,546 pledged by 33,199 backers, with almost $200,000 being pledged in the last 24 hours.

While the Kickstarter didn’t quite make it to the last-minute $2.25 million stretch goal, which would see two new orchestral recordings added to the game, chatter on the project’s countdown livestream suggested that non-Kickstarter donations would still push them over that goal.

After reaching its initial funding goal in just 30 minutes, the Kickstarter added stretch goals such as Switch, Steam and PS4 releases, two extra missions and a remixed soundtrack.

While the Kickstarter has been a definite financial success, producer Atushi Inaba has previously said that the campaign was more about gauging fan interest than actual funding–now it seems there’s plenty of both.

The Wonderful 101 remaster will be self-published by Platinum Games, and thanks to its backers will be available on Switch, PC and PS4. The game will release on May 19 in North America, May 22 in Europe and June 11 in Japan.

Now Playing: 15 Minutes Of Wonderful 101: Remastered Switch Gameplay | PAX East 2020

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Escape From Tarkov’s Interchange Map Is Getting A Rework

Despite having been playable for almost three years, Escape From Tarkov is still in beta. The big disadvantage of playing a game that’s still in beta is that sometimes things change–a lot. In the case of Tarkov, that means they’ll soon have to rethink their strategies for the Interchange map.

While the preliminary patch notes don’t detail what changes are being made to the shopping center-themed map, PCGamesn has picked up that new exfil points are being added, meaning players will have a new set of exits to memorize.

The 0.12.4 patch will also add a number of features to make Tarkov’s survival mechanics even more punishing. A new addition to the stamina system is ‘fatigue’–if your character spends too much time with low stamina, the fatigue debuff will cause you to use energy more quickly.

Stamina has also been split into leg stamina and arm stamina, meaning you’ll have to balance out actions that use the upper body and the lower body to prevent stamina from draining. To add to this is a new weight mechanic, which will make characters slower, more stamina-hungry and louder when overburdened. Here are the full patch notes for these updates:

  • New mechanics, overweight. The character receives various debuffs while carrying a certain amount of weight (increased equipment noise, movement speed limits, increased stamina consumption, etc.)
  • Fatigue effect debuff has been added, which appears if the character keeps the stamina at a low level for a long time. Energy consumption increases with this effect.
  • Now The character’s stamina indicator is divided into arms and legs. The arm’s stamina is consumed when aiming, throwing grenades and fighting with melee weapons. The legs stamina is consumed during sprinting, jumping, changing body positions, etc. Also, the legs stamina starts to drain when the hand’s stamina drops to zero.

More controversially, Battlestate Games has raised the level requirement for the flea market from PMC level 5 to level 15. Players under that level won’t be able to access the market after the patch goes live, even if they could beforehand. Though the change may be punishing to new players, others have welcomed the change as a way to control hackers and cash farming behaviour.

The patch doesn’t have a release date yet, but if you want to get some practice in before Escape From Tarkov becomes even more challenging, check out our guide to the game’s sometimes tricky controls.

Now Playing: Escape From Tarkov’s 7 Deadly Sins

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Call Of Duty: Warzone, Release Date, Gameplay, Platforms, And Everything We Know So Far

After a handful of hints and rumours that Modern Warfare would be getting a battle royale mode, Activision has announced Call Of Duty: Warzone, a standalone battle royale game set for imminent release. Here’s everything we know about Warzone so far.

Warzone Release Date And Time

Despite a few leaks ahead of time, Warzone was intended to drop as a surprise release just like Apex Legends.

The new Call of Duty battle royale game will drop on March 10. Modern Warfare owners will get access first, at 8 AM PT, giving them a four-hour head start on the public release at 12PM PT.

Platforms Available On Release

Warzone will be releasing on the PS4, Xbox One and PC, and will support crossplay between all three platforms.

PS4 players will get an exclusive bonus “Warzone Combat Pack” from the PlayStation Store. Get more details on Warzone’s PS4 exclusive here.

PS4 players also have the advantage of not requiring a PlayStation Plus account to play Warzone’s battle royale.

There is no word yet on whether Warzone will eventually be released for the Nintendo Switch, or if it’ll get a mobile version like other popular battle royale games.

Warzone Will Be A Big Download

With no preloading, you’ll be able to start downloading Warzone at the times listed above.

Again, Modern Warfare owners will get more of a head start, only having to download a 15-22 GB update depending on the platform. Warzone will be unlocked in the game menu where “Classified” is currently displayed.

Those who are downloading the game from scratch can expect a hefty 83 to 101 GB file size to download.

Modern Warfare has been discounted since the Warzone announcement, you can pick it up for $45 on consoles or $55 on PC if you want to get a head start.

What To Expect From The Gameplay

Warzone’s battle royale looks to play out similarly to other games in the genre. Players will work in squads of three on an expansive map, aiming to be the last survivors as a circle of lethal gas is used to shrink the battlefield. You can see what a full game looks like here.

While the battle royale mode is the most hyped part of Warzone, the Call of Duty spinoff will include a second game mode called ‘Plunder’. The aim of Plunder is to collect the most cash, through looting, stealing and completing objectives.

Warzone’s New Map

Both game modes will take place on a large map called Verdansk, featuring mountains, an ocean or lake shore, a stadium, a lumber yard, an airport, and even a graveyard. Like other popular battle royale games, the play area will shrink as the game progresses. You can check out more of Verdansk in these screenshots.

What Happens When You Die

If you’re taken out in Warzone, the game gives you a few different ways to get back in the action. Upon dying, players will be taken to The Gulag, where one on one gladiatorial style matches will let players fight their way back into the game. Even if you fail in The Gulag, your teammates can bring you back with in-game currency.

What Happens When You Win

The message that displays when you and your team win a match (even if you died along the way) is very on brand for Call of Duty. Check here to see what it says, or you can leave it a surprise for your first win.

With Call Of Duty: Warzone releasing soon we’ll have plenty of updates on how the game works, and some of the details that are yet to be revealed by Activision. Check back to make sure you’re up to speed with all things Warzone.

Now Playing: Call of Duty: Warzone – Official Gameplay Reveal Trailer

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Global Box Office Takes Another Heavy Hit As Cinemas Close In Italy

As the COVID-19 (coronavirus) continues to spread, and people in many parts of the world are encouraged to stay home, certain business sectors–including the movie industry–have been hit hard. Italy, which has gone into quarantine and has the second highest death toll from the virus (after China), has posted its lowest box-office weekend results in some time, as cinemas go into lockdown.

According to Deadline, Italy–the tenth biggest box office market globally–tracked just $504,000 in ticket sales over the weekend of March 6-8, down 94% compared to a year prior.

Of course, the cost to the global cinema is nothing compared to the loss of human life–hopefully we’ll see a drop in infection rates soon. Number one at the box office was the Italian film Hidden Away, a biopic about the painter Antonio Ligabue, which dropped 79% for a $132,960 take. Disney pushed back the originally planned release of Pixar’s Onward, which topped the US box office that same weekend.

In 2019, the Italian box office brought in $709.4M–the total is essentially guaranteed to be lower in 2020.

The total global box office impact of the coronavirus is expected to add up to $5 billion, as multiple movies are delayed in China and moviegoers are more reticent to head to the cinema. We’ve seen incidents like the delay of the Sonic movie in China and Japan, and, perhaps most significantly, a delay of the global release date for the new James Bond film, No Time to Die. The film, which was due to release in April, will now premiere in November 2020.

The coronavirus has disrupted festivals, events, and more worldwide–here’s our list showing the impact of the virus on the world of entertainment.

Now Playing: Disney Pixar’s Onward – Official Trailer