Rick & Morty Premieres An Anime Short, Samurai & Shogun–Watch For Free Here

Rick & Morty has not announced a return date for the second half of season 4 yet, but a new short has given us a little bit of non-canon content to keep us going. Samurai & Shogun, which was made by Studio Deen (The Seven Deadly Sins, Junji Ito Collection), is a Lone Wolf and Cub tribute that sees Rick (dubbed Rick WTM-72 here) fighting off an army of samurai doppelgangers.

The film uses 3D animation, and Rick and Morty are played by Yohei Tadano and Keisuke Chiba, the same voice actors who play the characters in the show’s Japanese dub. Tadano even does Rick’s burp.

There’s plots of blood spraying and anime/samurai movie tropes to look out for in the short, which you can watch in full below.

Fans of the series will likely enjoy the moment here that pays tribute to the Goodbye Moonmen song from season 2 (as well as David Bowie’s Space Oddity, which inspired it).

Rick & Morty co-creator Justin Roiland has been very busy lately, working on both the Quibi series Gloop World and the Hulu exclusive Solar Opposites–along with, we hope, the rest of Rick & Morty season 4.

Star Citizen Raises Even More Money — Get All The Details Here

Cloud Imperium Games, the developer of the ambitious PC space sim Star Citizen, has raised even more money, but this time from investors instead of fans.

The studio has announced (via Kotaku) that the Calder Family Office, Snoot Entertainment, and ITG Investment have all purchased additional shares in Cloud Imperium. In total, Cloud Imperium has raised $17.25 million from these investors in the latest round of funding.

The three companies had already invested in Cloud Imperium before, back in 2018, so they were able to negotiate with the company to buy shares at a discounted price. Exact financial terms of the investment was not disclosed.

The Calder Family Office, Snoot Entertainment, and ITG Investment previously collectively invested $46 million into Cloud Imperium back in 2018.

Star Citizen has raised more than $275 million from fans. Combined with the private equity investment, Cloud Imperium has raised more than $300 million for the game and the studio.

The Calder Family Office is the company of Clive Calder, a billionaire whose labels have signed artists such as the Backstreet Boys and NSYNC. Snoot Entertainment is the parent company of Snoot Films, which produced The Guest and the new Blair Witch. ITG, meanwhile, is a hedge fund company.

Star Citizen is currently available to play in an alpha state. There is also a Star Citizen PvP game, and a single-player campaign called Squadron 42 that stars a long list of Hollywood A-listers.

Now Playing: Squadron 42 – CitizenCon Official Trailer

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Why The Xbox Series X Went With Such A Big Design Change

Throughout gaming history, most consoles have kept to the same basic rectangular shape (with some notable exceptions). Now, Microsoft is throwing a new form factor in the game with the distinctly fridge-shaped Xbox Series X. In an interview with Eurogamer, key members of the design team revealed why the new Xbox is so different.

To give the shortest answer to this question–it’s all about performance, creating an over-powered console without it ending up the size of a regular PC. From the beginning the team knew it would require a different design mindset than any other console. “We knew it was going to be powerful and we knew it was going to require a totally different way of thinking about how to design a console,” principle designer Chris Kujawski said.

The goal for the new console was to double the system’s graphical performance, while keeping it just as quiet as the Xbox One. This technical challenge meant completely rethinking the structure of the machine.

“I like to think about our past generations as having a bit of an exoskeleton, so you have a mechanical structure with electrical shielding all on the outside then you have all the guts in the inside,” said Jim Wahl, Xbox’s director of mechanical engineering. “And so what we did in this generation is that we turned that completely inside out… and so this centre chassis essentially forms the spine, the foundation of this system and then we build things out from there.”

The inside of the console is quite densely packed, but the way the Xbox Series X is designed means this isn’t an impediment to airflow. “It creates what we call a parallel cooling architecture, so you get cool air in – and cool air streams through separate zones of the console,” Wahl said. “You have exhaust out the top and we have large venting holes, but the the net effect of putting all of this together, having parallel paths, having this really powerful quiet fan at the top, is that we get 70 per cent more airflow through this console than the past generation and we get 20 per cent more airflow through our heatsink alone than in the past generation.”

The physical form of the console is then very much defined by the most vital parts within it, and how they fit together. “The ODD [optical disc drive] sets one dimension, the volume of the heat sink sets the other dimension, the height is set by airflow and throughout this kind of complex negotiation of figuring out how this stuff comes together, we landed on a square form factor which we love,” Kujawski explained.

Once this was all put together, it was sent out to focus testers to see how it worked with people’s TV setups, whether it would fit in their existing cabinets. Because the console isn’t quite as flat as previous versions, it can fit on smaller shelves despite being a good deal more chunky. While the console has been dramatically changed, some things still stay the same–like the controller’s reliance on AA batteries.

Have a look at the full interview for more in-depth information on the technical aspects of the Xbox Series X’s construction.

Check out our roundup on everything we know so far about the Xbox Series X, including release date, games, hardware, and price.

Now Playing: Xbox Series X: Everything You Need To Know So Far, In Under 4 Minutes

The Lord Of The Rings Movie Almost Had A Very Different, Much More Brutal Ending

One of the ideas that filmmaker Peter Jackson toyed with for his The Lord of the Rings trilogy was to end the third movie on a much darker note. He said in his biography, Peter Jackson: A Film-maker’s Journey, that one of the ideas being tossed around was for Frodo to kill Gollum in cold blood.

The idea was that Frodo was so overwhelmed by the allure of the One Ring that he would kill Gollum to get it back when they were tussling at the Cracks of Doom. This was in fact more than an idea, as it turns out, as Jackson revealed that he actually filmed this version of the ending.

“When we originally shot the scene, Gollum bit off Frodo’s finger and Frodo pushed Gollum off the ledge into the fires below,” Jackson recalled (via Digital Spy). “It was straight-out murder, but at the time we were okay with it because we felt everyone wanted Frodo to kill Gollum.”

Footage of this scene has not been published anywhere. The reason why Jackson and his team decided to film a different scene–the one that is seen in the final cut–is because the earlier ending was “very un-Tolkien,” according to Jackson. “It flew in the face of everything that he wanted his heroes to be,” he said.

In the book, Gollum accidentally destroys the One Ring when he slips and falls into the lava of Mt. Doom after finally taking the ring back from Frodo. In the movie version, Frodo and Gollum get into a fight for the ring. Gollum bites off Frodo’s finger and briefly obtains the ring, dancing merrily for a moment. Frodo then tackles Gollum and they both fall. Gollum descends all the way into the lava, clutching the ring as the fire takes his life and destroys the ring, while Frodo barely hangs on to the cliff and lives another day.

There are, of course, countless changes from the books to the movies, and many creative liberties that Jackson and the writing team took to adapt the book to the screen. For example, the Return of the King movie does not include the Scouring of the Shire chapter from the book where Frodo, Sam, Merry, and Pippin return home only to find it overtaken by Saruman.

In other Lord of the Rings news, Amazon is making a new Lord of the Rings TV show that was filming in New Zealand until concerns around COVID-19 led to production shutting down. Amazon is also developing a new Lord of the Rings MMO with veterans of WoW, Destiny, and PlanetSide.

Now Playing: Best Things To Stream For March 2020 – Netflix, Hulu, Amazon Prime Video

Nier: Automata Is Coming To Xbox Game Pass Very Soon

Nier: Automata, one of the most beloved games of this console generation, is going to expand to a wider audience soon. The Become As Gods edition of the game–which includes all of the DLC released for the PS4 version–is joining the subscription service on April 2.

The game is coming to the console version of Xbox Game Pass, so PC users are out of luck. But Xbox One players who have not checked out the critically-acclaimed action title will be able to dig into it very soon.

This news comes alongside the reveal of a Nier remake, Nier Replicant Ver. 1.22474487139, which will be based on the Japanese PS3 version of the game (which is a bit different from the version that was released for PS3 and Xbox 360 in the west).

It’s been a strong couple of months for Xbox Game Pass, which has added new titles like Ori and the Will of the Wisps, Two Point Hospital, Bleeding Edge, and Yakuza 0 recently.

Nier: Automata received a 9/10 in GameSpot’s review. Reviewer Miguel Concepcion found plenty to praise about it: “The combat mechanics click after hurdling a low learning curve, and the end result is a skillful dance where balletic dodges complement wushu-inspired aggression…It’s a meaty, often exhilarating trek that showcases Platinum Games’ and Yoko Taro’s unique blend of genius.”

Now Playing: NieR: Automata Video Review

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How Shenmue 3 Chased the Memory, but Lost Sight of the Vision

The brown, tiger-print jacket worn by Shenmue’s lead, Ryo Hazuki, has had plenty of time to become iconic. And become iconic it has, almost by default – after all, the rest of Ryo’s attire is of the white t-shirt and blue jeans variety. That jacket is literally the thing that gives him a visual identity. To put its importance into perspective, during Shenmue 3’s record-setting Kickstarter campaign, 22 people coughed up USD $3000 for a replica as approved by franchise creator Yu Suzuki. That jacket is Ryo Hazuki.

It seems ironic, then, that actively removing it was a key moment of liberation for my own playthrough of Shenmue 3. I had spent many of my first hours in the game slavishly living by my own memories, much as the game itself seems a slave to where it left off in 2001. Removing that jacket was an eye-opener. At some point in time, I had forgotten that I once complained that you couldn’t change Ryo’s outfit in the original Shenmue. Being able to actually do so took a knife to the hardened memories of what was, and opened up a cavity through which the what-could-have-been was able to glint through. Shenmue 3 suddenly felt less shackled by the reality of its fore-bearers, more ready to achieve what they couldn’t.

Those shackles, mind, come wrapped in the siren’s song of a cashmere sweater. Shenmue 3 picks up directly where Shenmue 2 left off, going so far as to recreate the ending sequence in what feels less like an attempt to welcome potential new players than it does a gesture towards the existing fandom, reminding them that this is something they have waited a very long time for. It’s like Yu Suzuki had been keeping Shenmue’s final design document under lock and key since 2001. The final documentation, it turns out, and nothing else. Not that anything else was needed to effectively sell through to 66,282 people, once the simple existence of Shenmue 3 was revealed during Sony’s historic 2015 E3 press conference.

The story upon the game’s release is a little different. With almost every post-Kickstarter copy purchased going to someone more in need of convincing, and the odd scandal added to the mix, it might have behoved Shenmue 3 to put some effort into a flex during its opening moments, into finding a way to pique a new audience’s interest. And yet, in a move so brazen one almost has to applaud it, once it’s done with its short recap, Shenmue 3 opens with its two lead characters – Ryo and Shenhua – walking a bit, stopping to talk a bit, walking a bit more, stopping to talk again, walking again and… well, it’s unevenly paced and wholly uninterested in doing anything other than picking up directly from the next page.

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What is particularly astounding about Shenmue 3’s lack of compromise here is that Shenmue 4’s potential budget and scope, to say nothing of its very theoretical existence, is hugely dependent upon success at retail. It’s all well and fine to make the exact game that your most hardcore fans want, but it’s an awkward place to put yourself in if you’re a middle chapter in a franchise that was, at one point, the most expensive in gaming. Shenmue’s ambition, even today, isn’t something that can be pulled off on a shoestring budget.

A step forward…

To be clear, Shenmue 3 was my favourite game of 2019. It may not have been more, but it was still in most ways everything that I had reasonably been hoping for since I dropped too much of my own money on that Kickstarter. That said, it would be crazy to say that Yu Suzuki’s latest offering doesn’t have significant problems, even if they’re not as clearly related to simple datedness as has often been made out. Shenmue, while not really an open world game, still set down a potential path for the genre that would be. This path was swiftly left to the weeds the moment Grand Theft Auto 3 became a runaway hit.

Shenmue 3, then, irrespective of narrative continuation, dusts itself off and walks back to the road that it had tried to pave. Get past the awkward first day of gameplay, as well as some of the rust that may be the result of trying to do a lot with limited resources, and what is found within is a delightful alternative reality for what big-budget games could have come to be about. Shenmue 3, while lacking the visual sheen and polish of the likes of Spider-Man, Control or Gears 5, is nonetheless obsessed with detail. While most open worlds are littered with countless buildings and NPCs, Shenmue 3 has notably fewer, but they’re buildings that its individually-modelled and voiced NPCs actually live in.

Shenmue’s is a world of order, not of chaos; it’s a world in which one actually knocks on a front door to see if anyone’s home, rather than just barging in; where sleep is a necessity of daily routine, not primarily a way to restore HP. Contrary to most comparable game worlds, which ultimately exist for the whims of its players, Shenmue’s needs to actually function. This is literally the whole point. It’s the kind of design choice that fated Shenmue to be a divisive game, and it’s of little surprise that it has caused people to bounce off of Shenmue 3.

Even if Ryo were to be bestowed with a lock-pick and the always-rested superpower of your average videogame lead, it wouldn’t help much. Shenmue is fixated with martial arts to its very core, taking it to the point where discipline and training are just as important as – if not more important than – actual combat.

On top of that, the primary verb of Shenmue’s gameplay isn’t shoot or punch or jump or drive, but rather talk. It’s a game about gathering information from the world and, importantly, the people around you; people who do different things during the day and retreat to the respected privacy of their homes to relax and sleep at night. Shenmue has never been interested in putting convenience ahead of world-building, and doing so to bring itself up to modern-day quality-of-life design would be antithetical.[poilib element=”quoteBox” parameters=”excerpt=Shenmue%20has%20never%20been%20interested%20in%20putting%20convenience%20ahead%20of%20world-building%2C%20and%20doing%20so%20to%20bring%20itself%20up%20to%20modern-day%20quality-of-life%20design%20would%20be%20antithetical.”]

Shenmue 3 keeps the interaction through dialogue tradition very much alive, in some ways even building on it. Evenings during the game’s first half are largely dedicated to simply spending time with and getting to know Shenhua, a character who was the solo star of the original game’s intro sequence, but whom Ryo himself never actually encounters until right towards the end of Shenmue 2. These conversations are wonderful, if occasionally stilted (as is the franchise’s unfortunate want) little pieces of character building that also perfectly highlight Shenmue’s fixation on all of the details in-between the story checkpoints.

..and one back

It’s here that the cracks in the surface turn out to not all contain glimmers of revitalised vision and ambition. These conversations with Shenhua are a nice touch, but they’ve very much built upon the bedrock Shenmue 2’s final hours. When Shenmue first landed, the simple fact that you could talk to any and every NPC was (and is) a titlecase-worthy Big Deal. Sometimes people brushed Ryo off, asked him to bother someone else, but the scope was massive. Enter Shenmue 3 and the system is… exactly the same. Right down to the very specific way in which the voice acting is terrible should you choose to assault yourself with the English voiceover.

Despite the fussy inclusion of side quests, Ryo only ever asks the people around him about ways to make money or the main objective with nary a dialogue tree to be seen. Play for long enough and you’ll begin to notice that there are multiple NPCs that Ryo can’t even initiate a conversation with at all. Maybe this is a failing of finances more than anything else. Maybe doubling the budget would fix it. But the fact remains that the properly branching, reactive dialogue system that seemed so promising but also out-of-reach in the early 2000s didn’t seem even a hair closer in 2019. And the incidental dialogue that is present is no better-written.

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To be fair, Shenmue 3 has introduced a handful of logical advancements. Ryo’s diary, primarily used to keep track of objectives, is now organised by tabs; character control is finally analogue (directionally, at least; Ryo can no longer jog); martial arts training options are more varied, the fight system itself has been overhauled and made more accessible, if perhaps less deep; collecting herbs is methodical in a way that makes sense; and in general there are more and better options for keeping Ryo in the green, such as clever, in-world ways to game street gambling. And food has, finally, been taken into consideration.

Food and drink have had a strange relationship with Shenmue. Over a decade ago, Ryo could stop and take a fully-animated break at vending machines to enjoy a can of soda or coffee, but while he could walk into restaurants and talk to the owners, he could never eat in them. Statistically, the kitten in the first game ate 100% more food than its lead character.

Shenmue 3 finally absorbs eating – perhaps the most quintessential of daily activities – into its fixation with the mundane and manages to make an absolute mess of it. There were numerous ways in which it could have built upon the foundation of Shenmue’s fundamental identity, instead, eating in Shenmue 3 ties Ryo’s health to stamina in the most uninteresting, immersion-breaking way possible.[poilib element=”quoteBox” parameters=”excerpt=Shenmue%203%20finally%20absorbs%20eating%20%E2%80%93%20perhaps%20the%20most%20quintessential%20of%20daily%20activities%20%E2%80%93%20into%20its%20fixation%20with%20the%20mundane%20and%20manages%20to%20make%20an%20absolute%20mess%20of%20it.”]

One must assume that, after stopping by a local vendor, Ryo has lined his pockets with pineapples, cola-flavoured sausages and (for some reason) bulbs of black garlic that are inhaled from within the menu screen. As for actual cola, and other vending machine purchases, much like everything else, they’re entirely handled in the menu system, a hard break from the series’ commitment to tangible world interactions. And the numbers are insane: it takes 54 apples to restore Ryo from his baseline regeneration to his maximum potential health and energy.

Elsewhere, rather than truly trying to build on its aged foundations, Shenmue 3 plays nostalgia like a get out of jail free card. At times this is on the nose – the prospect of something as simple as changing Ryo’s clothes loses its lustre once it becomes apparent that most of the wearable shirts are overpriced Shenmue merchandise. At other times, it takes the role of a subtle, knowing wink at fans about its technical shortcomings. Moving at speed through the world causes draw distance issues and NPCs that fade in to view, a trick that is something of a franchise staple.

Then, of course, there’s the aforementioned English voice acting, perhaps the best example of Shenmue 3’s confused approach to its own identity. It is, frankly, terrible, but clearly intentionally so. It’s a throwback to the first game, one done in spite of the fact that, surely, the Yu Suzuki of 1999 must have wanted the best performances he could get in his game. No fan in their right mind would have preferred this.

Elsewhere, QTEs (Quick Time Events) – short-bursts of cinematic action very much pioneered by the first Shenmue, manage to be, if anything, a step backwards from Shenmue 2, now containing absolutely unforgiving response times that ensure most players will be made truly aware of the total lack of even cosmetic branching paths.

Kept short and sensible, these sequences could have been fun and fitting, especially as a way to explore the aspects of Shenmue that don’t lean on languid pacing. Shenmue’s world has never been strictly realistic. It’s a martial arts wonderland, a fantastical spin on Asia in the 1980s. What it has been, however, is consistent with the routines of daily life, in keeping with its own internal logic and interpretations of the essentials of living within its areas, not just adventuring through them. Shenmue 3’s biggest challenge was finding a way to expand on this in a meaningful way that would keep pace with modern videogame trends. It’s safe to say that, by and large, it has failed.

A step to the side

Shenmue has always had a fixation on the ‘stuff in between’. For the faithful, it’s the time between appointments that opens up its world, that allows the actual narrative moments to matter, that gives real weight to something like leaving one’s home, something that is often a trivial detail in many video games.

Perhaps this is just as well. Shenmue’s story should never be mistaken for a masterpiece – it’s a revenge tale that does a handy job of spinning a few plates, nothing more. It’s never needed to be more. Somehow, Shenmue 3 manages to tread water, moving slowly even by its own standard and then, when it finally gets to the kind of moment that could be given added weight by the slow path leading to it, has a crisis of commitment, throws in a twist so forced it could cause whiplash, and moves the story sideways. Shenmue 1 and 2 were nothing if not self-assured. If there are tells of insecurity – the often too-meta fan service, in particular – breadcrumbed though the crust of Shenmue 3’s world and mechanics, then the final day of gameplay represents a full-blown meltdown.

It’s just as well that much of the focus was on building the relationship between (two) characters, because without this growth the events in Shenmue 3 may prove entirely inconsequential to the events of Shenmue 4, should it manage to emerge. It’s hard to imagine that this is the narrative development that Yu Suzuki has had nearly two decades to chip away at and refine, but it’s equally hard to believe that this was where he decided to compromise on things.[poilib element=”quoteBox” parameters=”excerpt=It%E2%80%99s%20hard%20to%20imagine%20that%20this%20is%20the%20narrative%20development%20that%20Yu%20Suzuki%20has%20had%20nearly%20two%20decades%20to%20chip%20away%20at%20and%20refine…”]

The greatest achievement of Shenmue 2’s writing had very little to do with key story moments, but rather with the way it moved Ryo around its setting, prodding players to explore different corners, with how it found ways to naturally expose them to a variety of characters. Shenmue 3 seems to lack the confidence to continue with this, and it comes at the cost not only of story pacing, but in limiting the way in which players explore the world and damn near ensuring that they don’t spend the time they’re clearly supposed to with key supporting characters.

This stings all the more because Shenmue 3 asks a lot from its audience. It’s a game to walk through rather than run, to take in the sights of while noticing the subtle improvement in Ryo’s technique while sharing repetitive martial arts training time with him. It’s an adventure that plays out by the day, that embraces routines and creates a sense of community around Ryo and his plight. It’s a game packed full with distractions, both practical and frivolous and, importantly, because it’s a game about the stuff in-between the big swells, it’s a game wherein indulging these makes its setting feel more complete, rather than reminding you that it’s actually just built from polygons. It’s actually fantastic at this. But it’s also complacent, and the audience deserves to ask as much from it as it does from them. In being too scared to step out of its own shadow, Shenmue is now in danger of becoming a shadow of the dreamer it once was.

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And thus, the saga… continues?

In being so coy about developing upon its own ideas, Shenmue 3 has, it is safe to say at this point, struggled to attract a new audience and underperformed in terms of sales. By doing so, it has kneecapped its own potential vision, and by turn its chance to climb out of the hole that the franchise has languished in for so long. There may be a potential Shenmue game out there, in some alternate timeline, that is true to itself, to its fans, and that also took the world by surprise, but that game likely received greater resources than Shenmue 3 had. At this point, where’s the money going to come from? Assuming it gets to happen, Shenmue 4 will likely be produced with even less.

Perhaps launching in the quiet of the first quarter might have helped. Certainly, with Final Fantasy 7 pushed back, there’s a bit more room to breathe. At the very least, now that there is some time to indulge last year’s forgotten releases, and now that Shenmue 3 is selling at the kind of price it likely should have launched at, I can at least in good conscience recommend it to anyone who may be intrigued by its fixation on the day-to-day and the stubbornness of its design.

I’d especially appreciate it if around a million of you fine people were to buy a copy. Because, my word, I’d like for Shenmue to be a game of ambition and desire again, self-assured rather than timid fan-appeasement, again filled with hunger enough to pave its own way forward. And perhaps the only way to find out if that is still there is to throw an unreasonable amount of money its way. It is, in short, not the best place to be.

Or maybe I’ll just open up a new document and start writing fanfiction about what the hell I think Ryo Hazuki actually eats for lunch. Because it’s sure as all hell not raw cloves of black garlic.

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Tim Henderson is a veteran Australian games journalist who is now based in Osaka, Japan. Read his feature on the resurgence of the Japanese games industry here and say hello on Twitter here.

The Original Nier Is Returning To Consoles As Nier Replicant Ver. 1.22474487139

To celebrate the 10th anniversary for the original Nier, Square-Enix held a 10-hour livestream which included a concert performance and a chat with the game’s creative leads. During that conversation, the surprise announcement was made, via a beautiful, but vague trailer, that the original Nier will be re-released on PS4, Xbox One, and PC, as Nier Replicant ver. 1.22474487139.

That title’s a bit of a mouthful, but there’s pretty good reason for that. The Replicant part isn’t actually new. When the original game was released in the west, it was simply called Nier, and was a stand alone game. In Japan, it was actually two titles: Nier Gestalt, which released on the Xbox 360, was the Western release, in which the protagonist is a middle-aged man in the distant future attempting to cure his daughter of a deadly illness. Nier Replicant, on the other hand, was exclusive to the PS3, and featured a much younger protagonist trying to cure his younger sister instead. As such, this new release is essentially the first time Nier Replicant has ever been released outside Japan.

As for the version number, it simply seems more appropriate, considering the developers were hesitant during their conversation to call the new release a remaster or remake, but more of a rebuild. There will be numerous updates to elements of the game, including a re-recorded score, including completely new tracks from Keiichi Okabe, re-recorded voice acting, a new character, and possibly a brand-new ending. In addition to the re-release, another project titled Nier Reincarnation, was also announced for iOS and Android. Though no details about the game have emerged about the project, it debuted with a similarly vague trailer that showed brief glimpses of a decaying world–similar to previous games.

The original release of Nier wasn’t exactly a rousing success, in the West or Japan, but it did gain a sizable cult following in the years following its release. The game’s sequel, Nier Automata, was a smash hit, however, having sold almost five million copies since its release in 2017. No release date has been announced just yet for either Nier Replicant or Nier Reincarnation, however, the developers are aiming for 2020, in keeping with the 10th Anniversary.

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Scott Derrickson Shares Cool Doctor Strange Quarantine Poster

Director Scott Derrickson (Doctor Strange, Sinister) posted some fun fan art to his Twitter account, showing Marvel’s Sorcerer Supreme taking a staunch pro-quarantine stance.

The poster, which was drawn up by a designer named NOVA, is a spoof on J. M. Flagg’s 1917 “Uncle Sam” poster that was created to recruit American soldiers for both World War I and World War II.

Check it out…

NOVA’s full piece is here…

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Derrickson was originally in the director’s chair for Doctor Strange and the Multiverse of Madness but left over creative differences between himself and Marvel in January. Original Spider-Man Trilogy’s Sam Raimi is reportedly stepping in as Multiverse of Madness’ director, with Derrickson even praising the choice of Raimi as his successor.

For more movie news, check out our review of The Big Lebowski sequel, The Jesus Rolls, as well as the cast of No Time to Die honoring healthcare workers and Animal Crossing fans recreating scenes from Midsommar in New Horizons.

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Matt Fowler is a writer for IGN and a member of the Television Critics Association. Follow him on Twitter at @TheMattFowler and Facebook at Facebook.com/MattBFowler.