Hollywood May Use “Germ-Zapping Robots” to Secure Sets From Coronavirus

Hollywood is looking at ways to protect their employees and secure their sets from the coronavirus once film and TV productions resume, with “germ-zapping robots” being one means reportedly under consideration by some studios and networks.

Lab-certified disinfecting robots — some of which are already in use at more than 500 hospitals worldwide– would use ultraviolet light to eliminate the virus SARS-CoV-2 from sets.

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One production that’s already expressed “serious interest” in Xenex Disinfection Services’ “Xenex Germ-Zapping Robot” is the CBS television series Blue Bloods.

According to The Hollywood Reporter, testing results show “the robot was able to deactivate 99.99 percent of the novel coronavirus in two minutes with its LightStrike technology.”

The fast-working robots — which THR says “can be rented on a per-month basis or purchased for roughly $125,000” — are said to be able to disinfect dozens of rooms per day. (Hollywood sets are still cleaned the old-fashioned way, by people with mops and brooms.)

THR breaks down how the robots would work on set like this:

“A trained individual places it in a designated area, turns it on and then exits the room for the next five minutes while the device generates bursts of high-intensity, full germicidal spectrum UVC light (more intense than sunlight.) Though a few seconds of human exposure to the light is within all of the safety thresholds … there can be damage to the eyes after prolonged exposure, which is why it’s important to not be in the same room when the device is running.”

Productions would also be expected to work with labor unions in order to have a human be in charge of the robot, even though the machines can navigate on their own.

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For more coverage of Hollywood’s response to COVID-19, check out our full list of all the movies and TV shows postponed by the pandemic, read about Bane masks selling out, and find out why AMC Theaters and Universal are at war.

Final Fantasy 7 Remake Is April 2020’s Best-Selling Game

Final Fantasy VII Remake was April 2020’s best-selling game and it also set a new launch month Final Fantasy franchise sales record in both unit and dollar sales, surpassing 2016’s Final Fantasy XV.

As revealed by Mat Piscatella of The NPD Group, Final Fantasy VII Remake lead April 2020 sales, followed by Call of Duty: Modern Warfare, and Animal Crossing: New Horizons.

April 2020 tracked spending across video game hardware, software, accessories, and game cards reached $1.5 billion, a 73% increase when compared to April 2019. This is also a new record for an April month, a milestone that was previously set by April 2008’s $1.2 billion.

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Dollar sales for tracked video game software also set a new record for an April month at $662 million, a 55% increase year-over-year and the highest since April 2008’s $642 million.

Nintendo Switch remained the best-selling hardware platform of the month, and dollar sales of PlayStation 4, Xbox One, and Switch increased more than 160% when compared to April 2020.

Switch also has the highest year-to-date dollar sales of any hardware platform in US history, a record that was previously held by Nintendo Wii in the same year-to-date period in April 2009.

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While Final Fantasy VII Remake led the month, other titles also reached impressive milestones. Call of Duty: Modern Warfare became the 4th fastest selling release in US tracked history, while Just Dance 2020 finished at #11, up from #17 in March 2020. Just Dance 2020 is the fastest selling game in the franchise since Just Dance 2014.

The full list of best-selling games for April 2020 is as follows:

April 2020’s Best-Selling Games

  1. Final Fantasy VII Remake
  2. Call of Duty: Modern Warfare
  3. Animal Crossing: New Horizons
  4. NBA 2K20
  5. Grand Theft Auto V
  6. Resident Evil 3
  7. Call of Duty: Modern Warfare 2: Remastered
  8. MLB: The Show 20
  9. Madden NFL 20
  10. Red Dead Redemption II
  11. Just Dance 2020
  12. FIFA 20
  13. Mortal Kombat 11
  14. Borderlands 3
  15. Predator: Hunting Grounds
  16. Mario Kart 8: Deluxe
  17. Star Wars Jedi: Fallen Order
  18. Persona 5: Royal
  19. Need for Speed: Heat
  20. Dragon Ball Z: Kakarot

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Final Fantasy VII Remake entered the NPD charts as the 3rd best-selling game of 2020 year-to-date, with Call of Duty: Modern Warfare and Animal Crossing: New Horizons holding down the 1st and 2nd spot, respectively.

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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.

Maneater Review

Through a few millennia of hard work and dedication Sharks have earned a name for themselves as nature’s perfect killing machines, and Maneater’s titular sea monster certainly lives up to that reputation. Roaming the Gulf of Mexico as a pissed-off bull shark with an insatiable appetite for human flesh and mutagens like a one-shark Sharknado is certainly a campy thrill. Its limitation, though, is that it’s just as single-minded as its predator protagonist: the vast, vast majority of what you’ll do in Maneater are “go here, kill X of this animal or people” objectives by way of combat that’s as deep as a puddle, broken up by some amusing exploration and gathering of collectibles. I’m not saying it should’ve made us jump through hoops like a circus seal or anything, but there simply isn’t enough gameplay variety to justify the massive amount of chomping you have to do to reach megashark status.

Our shark anti-hero has her own personal Captain Ahab in the form of a sleazy Cajun shark hunter with his own ‘Deadliest Catch’-esque reality series (also called Maneater), which serves as a framing device for the roughly 15-hour story. That said – and I don’t mean to shock you here – their rivalry and your nemesis’ gradual descent into deformity and madness doesn’t end up as an especially thought-provoking tale. This game is entirely tongue-in-cheek, of course, yet the shark hunter plays his vendetta a little too straight to be memorably goofy.

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The narrator (Chris Parnell of Rick & Morty and Archer fame) who follows you around with mostly made-up shark facts, however, nails it.In his role as the show’s unseen narrator, Parnell comments on whatever you’re doing and whichever fish you’re encountering. As you move from area to area he satirically lays into beachfront resort development just as hard as he ridicules the kind of messed-up person who’d hunt sharks. “Sharks are responsible for just three percent of shark hunter deaths. Alcohol and poor firearm discipline account for the rest.”

The themes at play here are a little conflicting. On the one hand we’re given good reason to love to hate the shark hunters who we mercilessly and repetitively chow down on, while on the other we’re constantly given the objective of brutally massacring innocent beachgoers by the dozen in the name of “vengeance”, thus justifying a real need for shark hunters. Except sharks don’t actually kill people very often, so there’s no reason for shark hunters and they really do suck. And yes, I am thinking too much about the messages behind a goofy game where you play as a monster shark.

[poilib element=”quoteBox” parameters=”excerpt=There%E2%80%99s%20weird%20submarine%20scenery%20galore%20and%20tons%20of%20pop-culture%20references%20to%20find.”]You start out your shark life roaming the fresh waters of a Louisiana bayou as a young pup (we’re mercifully spared any overt Baby Shark references) and the map almost immediately starts to reveal its surprising diversity. Across eight zones we see everything from the open sea to shallow and narrow waterways, and they’re all loaded with unexpectedly interesting stuff and interconnected with sewer pipe mazes and underwater caves. There’s weird submarine scenery galore and tons of pop-culture references to find, with gags about everything from Titanic to Stephen King’s IT to publisher and co-developer Tripwire’s own games littering the shores and seabed. Even out of the water there’s a ton to see, so it’s always worth cruising around on the surface for a while in each area.

These gulf waters are teeming with wildlife, most of which is beautifully rendered and animated. Aside from the very occasional glitch these other animals are almost soothing to watch as they lazily swim around, and seeing the shape of a big predator emerge from the murk can be chilling. Larger creatures even show damage as you gnaw on them in a fight, and I have to say that a huge alligator with all four limbs bitten off is somehow significantly scarier than a regular huge alligator. It’s like a massive, toothy murder-eel.

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Coming across each new animal as you move across the map’s zones is great, especially since it deliberately gives little to no regard to what animals would actually be at home in the Gulf of Mexico. However, one extremely odd omission stuck out to me: dolphins are one of the few animals with a reputation for ganging up on and beating back sharks, and they somehow didn’t make the cut in Maneater. I can understand why there are no giant squid or octopus in play, as that might be technically (tentacally?) challenging, but the absence of dolphins serves no porpoise.

As neat as the animals are, their ecosystem doesn’t seem as lifelike as those in games like Far Cry or Red Dead Redemption because they – and humans – are crowded together in these waters without ever interacting with or even seeming to be aware of each other. You’ll never witness an alligator chomping on a turtle or a pod of orcas attacking seals, and the legions of shark hunters will never fire a shot at any other sharks. Aggressive sharks and whales might team up against you without noticing how unlikely their alliance is. And you can conspicuously swim right up next to a seal without it realizing that their toothy death is imminent.

[poilib element=”quoteBox” parameters=”excerpt=Splash%20effects%20are%20unimpressive%20even%20when%20a%20multi-ton%20megashark%20crashes%20down%20after%20leaping%20a%20hilarious%2050%20feet%20in%20the%20air.”]Given that you spend 99% of your time submerged, it’s a shame that the water effects don’t look all that modern. If you put Maneater next to 2018’s Sea of Thieves, for instance, it’s not a favorable comparison at all: there are no waves to speak of, the surface is flat and muddy-looking, and splash effects are unimpressive even when a multi-ton megashark crashes down after leaping a hilarious 50 feet in the air to snag a pedestrian off a bridge. Underneath, it’s just hazy-looking in a way that reminds me of an older game hiding its draw-distance limitations, without a hint of the light refraction you see in nature documentaries. It’s not terrible but it’s not the least bit impressive, either – especially considering some of the framerate slowdowns we saw on PC and PS4 Pro during the more chaotic and effects-heavy battles.

Fighting underwater is pretty simple: you bite the fish before the fish bites you. This involves dodging attacks using the left, right, up, or down lunge moves (which one doesn’t seem to matter that much) then making use of the essential auto-target button to refocus the camera on the enemy who just darted past you and immediately biting them or whacking them with your tail to stun them so you can bite them more. There’s a nice sharky touch in that biting a target smaller than you (or, at least below your level) has a chance to catch them in your jaws, at which point you can make a side-to-side movement with the mouse or thumbsticks to thrash them back and forth for extra damage.

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Once you get the hang of the timing, though, it’s usually not very challenging unless you’re up against multiple big animals in a confined space, especially since your bull shark can outrun pretty much anything in the water and can regain health by snacking on nearby small prey. In other words, if you bite off more than you can chew you can bail and then return to the fight, over and over again if necessary, to whittle down bigger fish. I died a handful of times learning my limits but after that it was rare that I went belly-up.

I wouldn’t call combat bad, since it does have its moments, but it definitely suffers from a lack of variety and balance over a 15-hour playthrough. Even after you develop into a massive, mutated megashark your options for dealing with the leviathans of the deep are very similar to those you had when you were just a pup tangling with crocs in the shallows.

[poilib element=”quoteBox” parameters=”excerpt=What%20changes%20things%20up%2C%20at%20least%20a%20little%20bit%2C%20is%20when%20you%20come%20up%20to%20the%20surface%20to%20eat%20some%20man.”]Early on I felt like an underdog, but once I crossed over into the adult phase the balance swung drastically in my favor. My first encounter with a great white shark was a colossal letdown – by doing what felt like a natural amount of side activities on my way there I was already a couple of levels above it, which meant the “emperor of the sea” was a complete pushover for my bull. A few other predators were like this even when they had a level advantage – especially once I got some bio-electric bodyparts that essentially turned me into a giant electric eel and let me stun as I attacked. That ability had several boss-level fish – buffed-up “apex predator” versions of a zone’s meanest beast – go down with barely a fight. And yet there were a few, like my first encounter with an orca, that made me work for it with moves like literally slapping me out of the water with its tail.

What changes things up, at least a little bit, is when you come up to the surface to eat some man. You’re frequently given objectives that involve consuming five to 12 people, and once you exhaust the supply of hapless swimmers, pedal-boaters, and inflatable raft occupants your only option is to hold your breath and launch yourself onto land to chase them down. It’s admittedly hilarious to flop around like… well, like a giant angry fish out of water as you move from one beachgoer to the next to devour them. Since they don’t actually run from you (let’s assume they’re paralyzed with fear rather than having terrible AI) it’s as if every power pellet that Pac-Man swallowed screamed in terror before being shredded into a shower of blood and gore.

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One of the biggest payoffs is when you get the Amphibious upgrade that lets you spend a lot more time out of the water chomping on human snacks and hunting down collectibles. But of course, once you’ve done that a few dozen times with little variation to make each one memorable, it does become a chore – aside from that one time you get to eat a whole rave.

That kind of behavior will – after you chow down on four or five people – bring the shark hunters out after you. Fighting boats full of drunken idiots by leaping out of the water and grabbing them one by one is funny at first but gets a little tedious quickly, even when you earn and start using variations like tossing a victim into the air and whacking them back at their friends with your tail instead of simply gulping them down. Even once I’d gained access to higher-level attacks like ramming and spins and the boats got a bit bigger, I’d have killed for a friggin’ laser beam attached to my forehead. (If that’s an unlockable, I never found it.)

[poilib element=”quoteBox” parameters=”excerpt=You%20have%20to%20keep%20killing%20shark%20hunters%20by%20the%20literal%20boatload.”]But no, in order to unlock the mutations you need to buff up your shark you have to keep killing shark hunters by the literal boatload. I’d estimate I killed many hundreds of them – maybe even a thousand, all told. While it seems overwhelming at first to dodge their constant barrage of lock-on attacks that pierce the water with ease, with just a few upgrades to my health and armor I was basically ignoring their gunfire and smashing their boats to fiberglass splinters without doing whatever it is that sharks do instead of sweating. Even when these goons start tossing explosives into the water it doesn’t make much difference – if you were holding still long enough for bombs to be a threat you were probably going to get shot to death anyway.

These fights went on long enough that I became numb to them, but there’s a reason to do it: every time you sink enough boats to increase your infamy level another notch, a named shark hunter comes after you, and killing them gives you access to a new upgrade. Hunters get a short Borderlands-style introduction cinematic that’s almost enough to establish their personalities (maybe if they had actual voices that would’ve done it?) but almost none of them have any distinctive weaponry or boats or anything to make their fights stand out. As a result, half of the time I didn’t even notice I’d killed one instead of another nameless grunt until the reward screen popped up. They could’ve used some bigger boats.

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One interesting thing about the shark hunters is that, unlike GTA’s star system, Maneater’s infamy level is persistent – while the narrator will mock them for their short attention spans and obvious desire to rush to get a cheap beer after work when they give up looking for you after you dive into a tunnel or simply outrun them, they won’t forget how many of their comrades you’ve eaten and will pick up with the same level of force the next time you make trouble. That’s a more believable and higher-stakes system than the conventional one, and at some point I’d like to see it put to use with a variety of responding enemy teams that makes it feel more meaningful.

Growth also seems a bit stunted. It felt like I spent at least as much time in the first two levels of my shark’s life (pup and teen) as I did in the latter three (adult, elder, and mega), which was a drag because of how limited you are in those early stages in the abilities you have access to – I was several hours in before I ate my first human. And while certain hunting mission targets adjust to your level, most animals don’t, which means that until you unlock one specific upgrade (which I got almost dead last) you’ll be constantly harassed by suicidal low-level predators like barracudas or muskies.

[poilib element=”quoteBox” parameters=”excerpt=Maneater%E2%80%99s%20upgrades%20never%20radically%20change%20how%20you%20fight.”]You’d expect combat variety to come from how you equip yourself, but Maneater’s upgrades never radically change how you fight. There are only three sets – bone, bio-electric, and shadow – and they really boil down to being best for fighting boats, best for killing animals, and best for killing large groups, respectfully. (I never actually got any shadow items because they require you to collect all of the collectables in an area, which is not how I like to spend my time – but our wikis team is extremely efficient at it.) You can, of course, mix and match your jaws, head, dorsal fin, body, and tail as you please, and the resulting Franken-Shark (correction: Franken-Shark’s Monster) looks kind of awesome, but considering you just have to fast-travel to one of your safe-haven grottos to swap out parts at will there’s not much of a decision to be made other than which set to dump upgrade points into first. Since those are incremental stat upgrades, like going from a 5% thrashing damage increase to 10%, they’re not all that interesting either.

Star Wars: Sam Witwer Teases the Canceled Force Unleashed 3

IGN’s latest installment of Watch From Home Theater arrived just in time to mark the 40th anniversary of The Empire Strikes Back. Actors and certified Star Wars geeks Rahul Kohli and Sam Witwer joined in to reflect on the very first Star Wars sequel and the many fascinating stories about its creation.

If you missed the livestream, fear not. You can re-watch it in the video embed above. But if you just want to know the coolest details revealed during the chat – or if you want to find out new details about the canceled Star Wars: The Force Unleashed 3 – then read on.

Teasing The Force Unleashed 3

Before Witwer became the voice of Darth Maul, he made his Star Wars debut playing Starkiller, the main character in the 2008 video game Star Wars: The Force Unleashed and its 2010 sequel. Unfortunately, that sequel had a troubled development history, and The Force Unleashed III is one of many Star Wars games that never saw the light of day. That’s all the more frustrating given that The Force Unleashed II ends on a cliffhanger that most likely will never be resolved.

When asked about LucasArts’ plans for The Force Unleashed III, Witwer revealed how the sequel would have picked up from the ending of the previous game (which showed Starkiller defeating Darth Vader and leaving to bring Vader into Rebel custody). The short answer? Starkiller would have discovered his former master is far more devious and powerful than he realized.

“At the end of The Force Unleashed II he cuts off Vader’s hand and captures him,” said Witwer. “I’m not comfortable sharing everything we discussed, but the idea was, that was the biggest mistake ever, and that Vader, like he was toying with Luke, the Force Unleashed I and II games were all about Vader toying with Starkiller. And at some point, there would be a confrontation where Starkiller’s fighting Vader, and everything that worked before suddenly isn’t working now. He’s like, ‘I cut off your hand!,’ and Vader says, ‘That wasn’t my hand. I have no hand.'”

Witwer continued, “Starkiller’s fighting and Starkiller says, ‘How are you doing this?’. Vader answers simply with whatever the first line in the original Star Wars script was, which I believe was, ‘I am Lord Darth Vader, Dark Lord of the Sith.’ It was something along those lines, and that ends the conversation. He’s no match for this guy. There’s a little spoiler for an alternate universe.”

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Luke’s Suicidal Leap

As you might expect, both Kohli and Witwer had plenty to say about the iconic scene where Luke learns the truth about Vader and chooses to plummet into the depths of Cloud City rather than join his father. One of the big focal points of the chat involved Luke’s sudden burst of confidence as he chooses to jump. Witwer is of the opinion that this wasn’t a show of confidence, but rather Luke being resigned to his fate. He thinks Luke intended to jump to his death.

“My take on it wasn’t ‘I have full faith this is gonna work.’ My take is that it’s ‘My failure is complete. You’re not going to get me and I’m done. I’m finished. I made the mistake. Yoda was right. Ben was right. I should have listened. I’m done. I’m gonna kill myself, because the worst thing would be to go with this guy.'”

“Also he’s hanging there and begging for help, and Ben doesn’t answer,” Witwer continued. “So it’s still desperation. My interpretation is that there wasn’t pride there, because he’s got one hand and he can barely hang on. It’s just painful.”

Kohli had a different take, suggesting Luke was remembering his early training with Obi-Wan, learning to trust in the Force, and make a leap of faith. “Or, does it hearken back to his training? The first time he trusts in his training again, when Obi-Wan tells him on the Death Star to use the Force, trust your instincts and let go and let the Force guide you. Could it be that? Could it be a throwback?”

To which Witwer responded, “I interpreted it as a fall from grace. He just found out his father is Space Hitler. He’s falling from the pure light of the hero, and the next time we see him [in Return of the Jedi] he’s in a dark cloak.”

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Re-releasing the Original Movies

With the entire Skywalker Saga recently being released on 4K Ultra HD, Lucasfilm seems no closer to caving to fan demands and re-releasing the classic versions of the original trilogy movies. Both Kohli and Witwer offered their thoughts on that eternal Star Wars debate – should the original movies be made available again, or do the Special Editions deserve to be considered the definitive Star Wars?

Kohli said, “I don’t think there’s a straightforward answer for that. At the end of the day, if George feels he wants to do that, that’s his work. Who are we to say that? We don’t have ownership of that. That was something that we wanted to put out and that’s his expression, so I understand if he doesn’t want someone to see his rough draft. I find it really difficult to watch one of my shows – I can’t watch the pilot. I want people I care about to skip the first season, because I haven’t got the character yet and we haven’t developed it. I know it was good at the time, but actually, just jump straight to the other stuff… It comes from a place of insecurity. So I understand that on a certain level. Maybe when he watches it, it brings up those same failures. He can’t see just how magical it is for us.”

Witwer said, “I think there’s value in preserving the original because it was in the wild and that was people’s original experience with it. I think we should have both. I think George should mess with it as much as he wants. Maklunkey it, do it, it’s all good. But also give us the original so that we can experience both. Take A New Hope, since that’s the one that gets the most flak for having a Special Edition. Well, a lot of those changes are good changes. Turning Mos Eisley into a city. If they have to go through Casablanca to get to Lisbon – if Mos Eisley is Casablanca, then, well, it’s gotta be Casablanca.”

Witwer also had an interesting insider tidbit to reveal about the Cloud City scene and the infamous change made for the Special Edition re-release (the added sound bite of Luke screaming while he falls). While George Lucas tends to get the blame for those controversial edits, Witwer hinted that Lucas wasn’t the one responsible for this particular change. He said, “The person you think is responsible was not responsible.”

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Why Luke Is Like Darth Maul

The Clone Wars is notable, among other things, for adding much more depth and nuance to Darth Maul. Witwer offered some insight into how Maul’s character arc was developed on the series and the surprising way in which he and Luke Skywalker are alike. That conversation stemmed from the beginning of Luke’s duel with Vader. Luke is the first to draw his saber, showing he hasn’t learned his lesson from the Dagobah cave and still resorts to violence as his first solution. And in that way, he’s all too much like Maul.

“The thing I always felt was a responsibility with Maul was – Luke Skywalker, Han and Leia – they do learn from their mistakes. They do evolve,” said Witwer. “I don’t know if we were conscious of this at first, but the whole thing with Maul is that he’s a villain whose thing is he does not learn from his mistakes. He makes the same mistake every time. He’s just trying. ‘Well, if I do it harder. More angry. If I can push my way through this.’ Like in Greek mythology, he’s Sisyphus. He rolls the boulder up the hill, and then he stumbles at the last minute and it rolls down the hill, and he rolls it back up again, and he does that for eternity. And we did that, because what was our goal? Our goal, ultimately, in Clone Wars was how can we shade in the Luke story and make it even better? How can we make the Luke story even more? Let’s create the opposite. Maul is the opposite.”

Witwer continued, “We did weird things in Clone Wars, things that were challenging – Mortis, Yoda going off with the Whills, all this weird stuff – but what you want to do is create things that make you see things in a different light, but hopefully a cooler light. Hopefully a light that makes it more glorious and makes it more impressive.”

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Why Lando Is Wearing Han’s Clothes

Plenty of Star Wars fans have pointed out how weird it is to see that final shot of Lando and Chewie in Episode V and realize that Lando isn’t just piloting Han’s ship, he’s even wearing Han’s clothes. That seems a bit gauche, even for a scoundrel like Lando. Both Kohli and Witwer have their theories about Lando’s wardrobe change and why that scene doesn’t paint Mr. Calrissian in as bad a light as it seems.

Witwer jokingly suggested Han has actually been wearing Lando’s clothing this entire time, but he did note it was a subject that came up during the filming of Solo: A Star Wars Story. “When we were working on Solo, we talked about that. Why does Lando [wear Han’s clothes]? Well, now we’re going to find out. He goes through cape, cape, cape, Han Solo vest, cape, cape, cape.”

Kohli had a more practical explanation for this wardrobe change. “Maybe Lando never goes back to Cloud City. He’s on that ship and he’s gone. He’s exiled, right? I guess it’s under Empire control. He can never go back. That was the deal. Vader’s not going to leave Cloud City neutral. Just assume he’s a fugitive. He’s a refugee.”

Witwer concurred. “Just assume he had no clothes. His cape was dirty. It smelled.”

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Be sure to check back next week as we reveal the next movie in the WFH Theater series and what celebrity guests you can expect.

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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.

Next Gen Console SSDs Will Enable Games To Do More With Faster Load Times, Dev Says

Game developers are excited about the potential of next-generation console hardware, and as we get closer to seeing the Xbox Series X and PlayStation 5 become a reality, devs are giving us more detail about what those upgrades actually mean.

In an interview with Wccftech, game director Stuart Tilley of Firesprite, the studio behind horror game The Persistence, talked about what the SSD technology–and its faster load times–means for games developed on next-gen consoles.

“The SSD is going to be massive to allow us to create larger worlds that load faster, to move quicker within them. It opens up possibilities for us,” Tilley said. “The new positional sound stuff is great for like, for games, being able to like play sound effects that feel like they’re around you while you’re on the couch, it’s gonna make another big improvement.”

He also mentioned how existing console technology would sometimes result in a game’s features being scaled back for the sake of a more bearable load time–something that will happen less with the new systems.

“It just is super exciting for us to be able to make our ambitions greater, sometimes you might have to discard a feature because it might require a long load, for example,” he explains. “Now, in the future, that may not be a problem.”

Microsoft is starting to reveal more details about the Xbox Series X, starting with the first of a number of planned monthly Xbox 20/20 streams. Sony is being a little more secretive with the PlayStation 5, without even a hint of what the console looks like, but we do have some info on what it’ll be able to do. Neither has a confirmed release date yet.

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Halo: MCC Patch Notes Released For Xbox One And PC — See The Full Changelog Here

Halo: The Master Chief Collection‘s recent update, which included the release of Halo 2 Anniversary on PC, caused some issues. To be fair, Microsoft warned players ahead of time that there would be issues with the release, but it was still a jarring experience for those hoping for a smoother rollout.

Thankfully, these issues are finally now going to be patched through a hotfix. The update went live at 8 PM PT on May 21, Microsoft announced in a blog post. The patch passed Microsoft’s certification process earlier in the afternoon on May 21, and now it’s finally out.

This hotfix will specifically address projectile issues with Halo 2, the general stability of Halo 3 matches, and crashes that could occur on the Halo 3 map Valhalla. Those are the big-ticket items, but the patch also fixes a series of other issues as well; you can see the full patch notes and file sizes below.

The projectile issues with Halo 2 specifically were very bizarre. Players were encountering projectiles and grenades that teleported. In some cases, players were able to simply point their weapon at the ground and rack up kills. Thankfully, this issue and others are being fixed.

In other Halo news, Microsoft will showcase Halo Infinite–which is being worked on by a separate team within developer 343 Industries–during the Xbox 20/20 event in July.

MCC May 21 Patch Notes

Update File Size

  • Xbox Game Pass for PC/Microsoft Store — 7.74 GB
  • Steam — 175.9 MB
  • Xbox One — 1.96 GB

Bug Fixes

General Bug Fixes (PC)

  • Fix to the Easy Anti-Cheat splash screen on launch

Halo 2 (All Platforms)

  • Improved stability when leaving or ending Campaign Missions
  • Fixed an issue that caused projectiles and grenades to teleport to players elsewhere on the map

Halo 2: Anniversary (All Platforms)

  • Updated Shrine Map Variants for the H2A Team Hardcore playlist
  • Flag return time in Big Team Battle CTF set to 15 seconds from 5

Halo 2 (PC)

  • Resolved Installation issue for Extended Language Pack voice not being installed
  • When playing on a high FOV the LOD textures now render more consistently
  • A connection interrupted issue has been resolved when entering the final cutscene on co-op Campaign
  • Big Team Three Plots score now accurately requires 600 seconds to win

Halo 2: Anniversary (PC)

  • Textures now appear appropriately on “The Oracle” for those with AMD GPUs
  • Fixed a memory leak on the pause menu during Campaign
  • Forge variant maps now have correct lighting applied

Halo 2: Anniversary (Xbox One)

  • Fixed an issue causing the HUD to be off-centered when zooming while playing splitscreen multiplayer

Halo 3 (Xbox One)

  • Resolved a Crash when loading into the multiplayer map Valhalla
  • Resolved an issue causing Rubber-banding, desynced vehicles, objectives, and objects, missing effects, and overall instability during Halo 3 multiplayer sessions

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Rainbow Six Siege Team Investigating Cheat That Kicks Players From The Game

After a month of ongoing connection and server issues, the team behind Tom Clancy’s Rainbow Six Siege is now investigating a cheat that kicks players from games, often incurring abandon penalties in ranked matches and occasionally even crashing the entire game.

While Ubisoft haven’t given too many details about the cheat, players in the comments have elaborated on the problems it’s been causing. While only some players have been experiencing game crashes as well as being kicked, the support team confirmed they were related to the cheat in question.

From the account’s reply history, it looks like this issue has been affecting some players since at least May 14.

For most players, the biggest issue resulting from this cheat can stem from the automatically applied abandon penalties, especially for players in ranked games.

Rainbow Six Siege is currently looking towards its next big update, with Year 5, Season 2–Operation Steel Wave arriving soon on PC, PS4 and Xbox One. Check out everything we know about Steel Wave’s two new operators here.

Now Playing: Rainbow Six: Siege Review (2020)

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The Batman Star Jeffrey Wright Says New Movie Is “Next Evolution” Of Gotham

Actor Jeffrey Wright, who will play commissioner James Gordon in upcoming Batman film, The Batman, has provided some new insight on the upcoming comic book movie. He said in an interview with SiriusXM’s The Jess Cagle Show (via The Hollywood Reporter) that the movie aims to offer the “next evolution” of Batman, while he also praised the film’s Batmobile.

“Like with any film, we’re working together to create a mood, to create an idea, a setting, a tone,” Wright said. “This is the next evolution since 1939 when these stories began.”

The actor said he’s working with director Matt Reeves and star Robert Pattinson on making The Batman stand as a unique version of the character and the series.

“This is the next evolution of Gotham,” he said. “So I am working off the stage [director] Matt [Reeves] is providing and also working off what [star] Robert [Pattinson] is doing. We are trying to create something together that is our own, but is also Batman.”

In regards to the Batmobile specifically, Wright said it’s the “most badass muscle car you could imagine.” Indeed, the first photos of it shared by Reeves give off classic muscle car vibes. “It’s grounded in Gotham. It’s grounded in Americana,” Wright said.

This latest tease for The Batman follows comments from Colin Farrell, who spoke about the movie’s “tasty scenes.” Filming on the movie is currently paused due to the COVID-19 pandemic.

In addition to Pattinson, Wright, and Farrell, The Batman stars Andy Serkis as Alfred, Zoe Kravitz as Catwoman, Paul Dano as The Riddler, and Jeffrey Wright as James Gordon. John Turturro plays Carmine Falcone, while Peter Sarsgaard is playing a character named Gil Colson. The movie is coming to theatres October 2021.

For more on The Batman, be sure to check out GQ’s excellent interview with Pattinson where he talks about the movie and his awful pasta recipes.

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Xbox Is Partnering With The Special Olympics For A Forza 7 Tournament

Xbox is partnering with the Special Olympics USA for a new virtual event featuring the Xbox One racing game Forza Motorsport 7. The organizations are working together for a new tournament that will air on May 30.

More than 35 competitors from 11 states will take part in the competition, and you can watch the action live on Mixer, Xbox YouTube, or Twitch. The awards ceremony will take place inside of Minecraft.

“With athletic training and competitions currently postponed due to COVID-19, Special Olympics are looking for new ways to connect, compete, and just have fun,” Microsoft said in a news release. “Enveloping this event will be stories of the athletes themselves–allowing a broad fanbase to know who they are, what they care about, how they are feeling– and cheer them on as they discover new community and excitement in playing Forza Motorsport 7.”

As part of this partnership, Xbox users can donate their Microsoft Rewards points online and through your console through the Microsoft Rewards app. For this special charity drive, Microsoft will match Rewards points donations until the end of June.

Microsoft has been a partner of the Special Olympics since 2014. In 2017, Xbox helped coordinate the first-ever gaming tournament at the Special Olympics USA Games in Seattle, Washington.

Now Playing: Forza Motorsport 7 Video Review

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The First 8TB M.2 SSD Is Coming

Sabrent has announced an 8TB M.2 solid state drive to join its Rocket Q family, featuring double the capacity of the next largest model, PC Gamer reports. While pricing hasn’t been released yet, it’s very likely to be out of the budget for most PC gamers–however as Steam libraries grow and game installs take up more space, it’s tech to keep an eye on.

While there are already 8TB drives available in the 2.5 inch market, Sabrent’s is the first to fit it into the smaller, cable-free M.2 form factor. As with Sabrent’s other Rocket Q SSDs, the 8TB drive uses NVMe technology with a PCIe 3.0 x4 interface. While not many details are available about the new model yet, we can expect it to be quite fast based on the smaller Rocket Q models.

While we can all look forward to this tech being developed further and eventually coming down in price, Sabrent’s first 8TB M.2 model is unlikely to be that affordable for enthusiast gamers. The company’s 4TB M.2 SSD sells for $759.99, so it wouldn’t be a stretch to suggest the 8TB model will retail for over twice that price.

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