Next Hitman Game “Well Underway,” Dev Says

Developer IO Interactive is shifting its focus to the next Hitman game. In a blog post, the studio said more of the Hitman 2 team is now transitioning to “the next Hitman game.”

Development on this unannounced title is “well underway,” the studio said. No further details about the new Hitman game were divulged, but you can bet it will involve a certain bald contract killer.

IO Interactive worked on Hitman 2’s post-release content for 13 months, and now the studio said it is “looking increasingly to the future,” as you would expect.

The November update for Hitman 2, which launches on November 19, will be the final major patch for the game, though more content releases are scheduled for December and beyond. Additionally, IO Interactive will add more “live content” to Hitman 2 in 2020 through more contracts. On top of that, IO Interactive said it will bring back the game’s elusive targets at some point.

IO Interactive was owned by Square Enix until 2017, after which point it regained its independence and retained the Hitman IP. The company is now working with Warner Bros. Interactive Entertainment on Hitman and a “new universe.” Despite its publishing arrangement with Warner Bros., IO Interactive remains an independent company.

What would you like to see from the next Hitman game? Let us know in the comments below!

Now Playing: Hitman 2 Review

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Rick and Morty Season 4 Won’t Air in the UK Until 2020

Despite a November 2019 release date in North America, Rick and Morty Season 4 won’t come to the UK until January 2020. Since the new season is airing exclusively on Channel 4, those in the UK will have to wait two months longer than those in North America to see the first five episodes of Rick and Morty’s fourth season.

Rick and Morty Season 4 will be split into two parts, with the first half of the season premiering in the UK in early 2020 and the second half coming a few months later. It has been more than 2 years since Season 3 came to a close, which is a long enough wait for Rick and Morty fans.

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Did Joker Kill His Neighbor Sophie? Director Todd Phillips Answers

As Joker continues to break box office records, one of the biggest unresolved mysteries of the movie left viewers unsure of a certain characters fate.

Possible spoilers ahead for Joker.

As many of weighed whether Joker killed his neighbor Sophie, several creatives behind the film have spoken up. Lawrence Sher, cinematographer, for The Joker confirmed to IGN last month that Sophie was still alive. Todd Phillips, the film’s director, however, has spoken on the fate of Sophie. And according to him, no, the Arthur did not kill Sophie.

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Wellness App Dev Apologizes For Plagarizing Indie Game Gris

Indie platformer Gris was celebrated at launch for its beautiful art (among other things), and plenty of folks took notice of its gorgeous sense of style. Now, it seems that one designer took too much notice and copied many elements of the game’s style in their own work for wellness app ‘The Fabulous’.

Gris publisher Digital Devolver publicly accused the app makers of ripping off Gris’ artwork in a tweet, which includes a side-by-side video of the app running alongside Gris. In the tweet, they warn other developers to be careful of “big companies and brands stealing creative work” from them.

The Fabulous took notice, and took the video down. Speaking with Gamasutra, Fabulous’ CEO Sami Ben stated that the team’s wrongdoing was “unintentional,” and that the team has been inspired by several other games in their work, including Journey and Monument Valley. “We have a team of two artists and freelancers, and that video was created a few months ago,” Ben said. “We’re still investigating this as all of this has been sudden, but any wrongdoing from our side is not intentional. It might be that one of our artists or freelancers got inspired by a game that they liked.”

Fabulous also followed up on Twitter, directly tweeting at Devolver Digital about the situation.

Following this, The Fabulous conducted an investigation, and ultimately made a post on Medium with a direct explanation from the designer who made the video in question. “When I was about to start the animation, I told our design lead that I was gonna get inspired from a game called ‘Gris’ for the animation,” they wrote. He never played the game, so he gave me the OK for ‘getting inspired’. I took the word ‘inspired’ way too far.”

“I took things way too far and what I thought I was managing got slipped out of my control without me even noticing. Our lead designer had no idea about that since he, like I said, didn’t play the game. I am the only person responsible for this catastrophe. As a content creator, I am ashamed that I ended up copying someone else’s hard work, and believe me this is the first time that I know of this has happened to me.”

Gris launched on PC and Switch late last year, and also came to iOS in September 2019.

Now Playing: Gris – Launch Trailer

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Red Dead Redemption 2 Max PC Settings Gameplay

After being on PS4 and Xbox One for nearly a year, Red Dead Redemption 2 is finally available on PC. And when you’re playing on maximum settings, it looks gorgeous.

In the video above, we crank RDR2’s PC settings as high as they can go and then begin a new playthrough. The opening hours of RDR2 see protagonist Arthur Morgan journey through the unforgiving, but beautiful heartland of America–a wild frontier where lawlessness and civilization clash on a regular basis.

Though RDR2’s visuals wowed us back in 2018 when played on Xbox One X, the PC version pushes graphical fidelity to another level, given you have the proper PC specs to do so. If you haven’t had a chance to play GameSpot’s Game of the Year for 2018, the PC version of RDR2 presents an excellent opportunity to jump in.

In GameSpot’s Red Dead Redemption 2 review, Kallie Plagge wrote, “While Red Dead Redemption was mostly focused on John Marston’s story, Red Dead 2 is about the entire Van der Linde gang–as a community, as an idea, and as the death rattle of the Wild West. It is about Arthur, too, but as the lens through which you view the gang, his very personal, very messy story supports a larger tale. Some frustrating systems and a predictable mission structure end up serving that story well, though it does take patience to get through them and understand why. Red Dead Redemption 2 is an excellent prequel, but it’s also an emotional, thought-provoking story in its own right, and it’s a world that is hard to leave when it’s done.”

Xbox Black Friday Deals Will Be Revealed Soon, Here’s When

The products discussed here were independently chosen by our editors. GameSpot may get a share of the revenue if you buy anything featured on our site.

It’s almost Black Friday time, and gaming giant Microsoft is getting involved with its own suite of deals to celebrate the day. Microsoft will announce all of its Black Friday deals during the X019 event in London on November 14, but the first set of offers have already been revealed.

Beginning November 24, the Sea of Thieves: Anniversary Edition will be offered for half-off, dropping the price down to $25 USD. This is a good deal if you want to buy the game outright, though the pirate game is also included with Xbox Game Pass.

No Caption Provided

Another pre-Black Friday Xbox deal available now is $20 USD off special edition Xbox One controllers. The deals apply to the Night Ops Camo, Sport Blue, and Gears 5 Kait Diaz limited edition controllers, among others.

The deals officially begin on November 2, though Xbox Game Pass Ultimate and Xbox Live Gold members can get access to them starting November 21.

And again, the full lineup of Xbox Black Friday 2019 deals will be revealed during the X019 event on November 14. The show starts at 12 PM PT.

There are plenty of pre-Black Friday Xbox deals already available, including offers on consoles, controllers, and more.

For more on all the best deals, check out GameSpot’s Black Friday 2019 guide.

Now Playing: The History of Black Friday

Epic vs. Steam: Explaining The PC Digital Storefront Dilemma For Indie Games

PC digital marketplaces have been a contentious topic recently. Steam’s years-long dominance has been disrupted, slightly but distinctly, by aggressive moves from the Epic Games Store. While it’s easy to find players voicing their discontent with the Steam status quo or Epic exclusivity, how exactly we arrived here–and what it means for the game development community–often goes overlooked.

While Steam is the current market leader for PC digital distribution, in the early 2000s its market dominance was anything but certain. It launched in September 2003 to a relatively anemic digital PC market. Publishers had experimented with selling their wares direct to customers, but there was no one-stop shop that brought together multiple publishers. If game studios were door-to-door salesmen, Steam was the mall.

This approach wasn’t entirely novel, of course. Chains like GameStop had built businesses around selling video games. But many big box retailers and brick-and-mortar specialty stores were slow to note the advent of faster Internet connection speeds, especially among the higher-tech crowd that plays PC games. Valve entered this fledgeling market early, and has had time to establish itself as the leader.

In the years since, other digital distribution platforms have entered the market. Microsoft has made multiple attempts to distribute PC games with initiatives like Games For Windows Live, but Steam has remained the market leader. Over time, PC game digital distribution entered something approaching stability, with Steam acting as the default platform accompanied by a handful of publisher-led storefronts and smaller boutique distributors like GOG. None posed a real challenge to Steam’s dominance.

Recently, though, Steam has had to contend with real competition in the PC space, thanks to a new entrant in the market. At first, the Epic Games Store appeared to be another publisher storefront akin to EA’s Origin or Ubisoft’s Uplay, but Epic clearly had bigger plans in mind. It quickly began locking down exclusivity arrangements with developers. Some of these arrangements were controversial, especially when games previously announced or even already available for preorder on Steam were pulled. This was the case with one early example, Metro: Exodus, which honored existing preorders but stopped taking new ones.

The Epic Games Store has posed itself as a more developer-friendly solution in comparison to Steam, but it’s the exclusivity arrangements that have garnered backlash from some in the gaming community. Epic has deep pockets, thanks in large part to the runaway success of Fortnite, and it appears to be using some of those funds to buy market share–at least, that’s what the perception can be. Complaints about the Epic Store range from a lack of convenience–having to run a separate launcher or keep a separate friends list–and broken promises of Steam support, to a lack of features on Epic’s burgeoning store.

Epic Games’ Tim Sweeney has been especially outspoken regarding his company’s store initiative, often vocally criticizing Steam’s revenue split with developers (70/30) while promoting Epic’s own (88/12). He’s also addressed consumers who raise concerns directly to him. Despite the company’s size, Epic is still something of an underdog in the storefront battle. Steam remains the dominant marketplace but, by pitting itself against the market leader, Epic Games is declaring itself a real competitor.

In comments to GameSpot, Sweeney said that the Epic Games Store is profitable with its modest revenue split. He also said that the 88/12 split is the figure given to all developers and publishers of any size, and “there have never been any exceptions.” That said, he’s open about the fact that Epic’s other long-term projects are providing a base of funding for developer partnerships.

“The funding Epic is providing for developers is a long-term investment in their and our future,” he said. “Epic’s funding commitments far exceed the store’s current 5% profits, and is made possible by the financial success of Unreal Engine and Fortnite.” He said these partnerships provide financial support for development and marketing, “which enables them to take their time to build more polished games with significantly less uncertainty.”

Sweeney’s outspoken nature has made him a lightning rod for the divisive issue of store exclusivity. His Twitter account is rife with ongoing discussions as users argue with him about everything from exclusivity to revenue splits. And he’s been quick to pose the company’s moves as altruistic, even suggesting that it would stop pursuing exclusivity arrangements if Steam adopted Epic’s revenue split.

“Ultimately, this is about making the industry a better place, starting with the terms available for developers,” Sweeney told GI.biz in March. “I understand gamers don’t see that. They don’t see the hardship of making a payroll and seeing the store suck out 30% of the revenue from it. It can be jarring to see the industry is changing in ways that are typically invisible to us as gamers.”

The nature of these warring stores has led to backlash, and indie developers in particular are caught in the middle. Epic’s offer is attractive, offering both a better revenue split and a safety net for partners. And while Epic’s criticism of Steam’s revenue model is likely driven at least partly by competition, developers themselves who have ultimately gone to the Epic Games Store often share Epic’s own central question: why is the revenue split on Steam so high?

“I buy a lot of games on Steam, but I didn’t really know how the business of it worked,” said Airborne Kingdom producer Zach Mumbach, “So I started looking into it. How do you get a game on Steam? How do we get funded? And what I found was, the whole thing was kind of disheartening.”

Mumbach had come from a triple-A studio, working at EA before starting an indie company, The Wandering Band. The tiny company had an idea for a game, but the revenue split caught Mumbach off-guard.

“Okay, so [Valve is] going to take 30% of the revenue. And right away I felt, ‘Whoa, that’s high.’ This is coming from AAA, that’s what a Target or Walmart or GameStop takes from big AAA [publishers]. They take 30% to put their games in stores. That’s physical store space. They have to put lights on, they have to pay employees. I guess my assumption was, well digital obviously it’s going to be cheaper. Why would the storefronts take a full 30%?”

The studio had been self-funding its project, but it was going to need a publisher arrangement to keep going, and proposed contracts were equally difficult to swallow. Mumbach found that publishers may be willing to front the cost of development, but would then require the investment to be recouped in full, and then the publisher could receive as much as 50% of the remaining revenue after that point. That means, for example, a $1 million funding arrangement would need to make $1.4 million in total before The Wandering Band would see a dime.

“Depending on the publishing deal you get, you’re getting less than half of the money that your game is making,” Mumbach said. “So I was super bummed. I talked to a whole bunch of publishers and I tried to leverage different offers against each other to try to get these numbers down. That’s when Epic came into the picture. They’re going to get their money back, but not in a way that cuts us off from revenue for who-knows-how-long.”

Mumbach noted that for his game, this makes Epic’s funding a part of the development process. He’s been able to bring on an extra engineer, and the game isn’t yet complete. He concedes that this makes his experience different than a game like Borderlands 3 or Metro Exodus–which were nearly complete by the time their respective Epic Store exclusivity was announced. But he maintains that it was the right move, not only for how it helped his fledgling studio, but how it prevented him from taking big financial risks that could impact the game’s quality.

“Before we signed with them, I was seriously considering ditching the whole publisher route,” he said. “You can imagine if I had a loan for that much money over my head right now, I’d be stressed out and I’d be making decisions about getting this game out faster. ‘We’ve got to get this game out, I’ve got to get my money back, I’ve got to be able to pay off this loan!’ We can take as much time as we need and we have extra funding.”

William Chyr, developer of Manifold Garden, recounted a similar experience.

“At the end of the day the money allows us to keep the studio going,” Chyr said. “It allows us to pay back the investors. It allows us to recoup development costs, keep the lights on, and then we can keep supporting the game. We’ve been able to scale up and get QA and get a lot more help.”

While the move makes sense for developers, high-profile incidents have made many studios wary of how to approach the topic with their prospective fans. Responses ranging from review-bombing to outright harassment and threats have been commonplace. Perhaps the most high-profile of these was directed towards the creators of Ooblets, a small indie game that broke the news with a tongue-in-cheek tone that some gamers took as insulting. The response was fierce and hateful.

“I mistakenly thought I could have some impact on their opinions and emotions and defuse the situation with some lighthearted criticism of the main things that drove them to attack people,” developer Ben Wasser said. “You can see how well that went. It was a stupid miscalculation on my part.”

Even Valve employees have found themselves needing to couch their words carefully to avoid legitimizing abusive responses. After Metro Exodus announced it would be a timed Epic exclusive, Valve issued a statement that referred to the move as “unfair” to customers. A subsequent backlash against individual Exodus developers and even Metro series author Dmitry Glukhovsky made the company consider how its statement may have inflamed tensions.

“I don’t think that was our intent to upset people,” Steam business developer Nathaniel Blue told Kotaku. “It wasn’t the intent of the message. It was more about the timing. The game was about to launch, and then it was [exclusive to the Epic store]. So that was the only goal of that. What came out of that was not what we expected. It wasn’t meant to be this lightning rod.”

Blue added that the company has decided to remain quiet on these arrangements from that point on, so as to avoid upsetting the community.

As for indie developers, they’re faced with the prospect of making the announcement alone. Epic pledged its support for developers against harassment, but has not outlined concrete steps it is taking to protect developers from backlash. Sweeney draws a sharp distinction between critics and harassers, and suggests that engaging the latter group in good faith is the best approach.

“There are two distinct things happening,” he said. “There are critics sharing their views while engaging in debate, and then there is a smaller set of trolls engaging in harassment, threats, and fabrication. Critics and abusers are distinct sets of people and shouldn’t be conflated.

“Harassers have always existed, but have now gained a vast reach because social media companies algorithmically curate by engagement, and negative engagement is stronger than positive. With critics, we should always engage in discussion with the hope that eventually we’ll arrive at a common view of what the store landscape should look like. This is a healthy debate that is shaping the future of the industry.”

For studios, that strategy has propagated naturally, with some watching and learning from other studios and settling on a relatively safe method: make the announcement in a straightforward manner, free from jokes or opinionated commentary. Then engage as necessary, but politely.

“When we announced it, it was pretty straightforward,” Chyr said. “‘We’re doing this, let us know your concerns, this is why we’re doing it.’ We got some backlash but it’s like 5%.”

Chyr pointed out that engaging with the community one-on-one was a crucial aspect step for him to help dispel any bad blood. He made a point to speak with people who were concerned on a personal level, which made a real difference.

“Most of the discussions were positive,” he said. “I have a mailing list with like 4,000 people and I would say maybe 10 people emailed me back disappointed. But I emailed each of them back and asked to talk and I explained the decision. Most of them, actually, came around and said they understood. A lot of them apologized. I think they didn’t expect me to be on the receiving end of that email.”

Mumbach took a similar approach with a detailed post explaining the decision to the community, but also said that some people will just never be convinced.

“Most people were like, ‘this sucks, Epic’s evil.’ But the conversation happened,” he said. “And some people ended on, ‘You know what, best of luck but I’m not going to support Epic.’ Cool, you can do what you want. I don’t have any problem with that. And certainly some people were like, ‘Oh wow, thank you. I understand this a lot better. I’m going to buy games on Epic’s store because I want to support developers,’ and that’s really cool when people say that.”

On the whole, the fight over digital storefronts and backlash against developers who make exclusivity arrangements is happening on a much larger stage, against two of the most profitable and powerful companies in the video game industry. Developers, and especially small indie developers, are only able to do what they can to navigate a contentious topic they have little control over.

“At the end of the day I’m not the person making the store,” Chyr said. “I’m just a developer. As an indie guy, I’ve got my little raft out on the ocean, but I’m not the one making the waves or deciding the current. We’re just trying to not sink.”

HBO Has The Ultimate Solution For Viewing Privacy, And It’s A Cardboard Box

As anyone who’s shared a room at college knows, privacy isn’t always easy to come by. Even with the availability of headphones, cellphones, and laptops, there are times you might just want to zone out from everyone around you and enjoy your favorite shows on your own. Luckily, HBO has delivered the solution–the HBO Box.

The HBO Box is exactly what the name suggests and nothing more. It’s a big black cardboard box, with the HBO logo on the side. You literally put it over your head, pop your feet through the handy leg-holes, and start watching Watchmen, Game of Thrones, Westworld, or whatever favorite HBO series you like. The company have even released a trailer for this stunning innovation–check it out below:

Before you start checking that it’s not April Fools Day, we should probably clarify that the HBO Box is part of a promotional giveaway, and sadly not something that’s going to be available in stores. It’s in collaboration with “brand activation” company Fooji, which is running the competition on its Twitter account.

In order to try and win this giant box, you need to have a .edu email address and live in an area served by either DoorDash or FedEx–you can check out full details here. But hey, if it proves popular, maybe streaming rivals such as Netflix, Apple, and Disney will develop their own cardboard-based privacy solutions.

In related news, it was reported last week that HBO has decided not to move forward with one of its Game of Thrones spin-off shows. The series was set to star Naomi Watts and the pilot had been shot, but it will no longer happen. However, a full series order has been given for another Game of Thrones spin-off, titled House of the Dragon.

Horizon Zero Dawn 2: What We Want From a Horizon Sequel

On this week’s episode of IGN’s weekly PlayStation show, Podcast Beyond!, host Jonathon Dornbush is joined by Lucy O’Brien and Brian Altano to discuss what we would like to see from a Horizon Zero Dawn 2. With job listings that suggest Guerrilla Games is working on a Horizon sequel, the cast hypothesizes on what we might see, what we hope changes and stays the same, and factors in some of your suggestions.

Plus, the cast also discusses some of the latest PlayStation news, like Nioh 2’s beta, the PlayStation Plus games for November, and much more before taking a look back at the launch of the PS4 in a new recurring segment.

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Yooka-Laylee Devs Deny Rumors They’re Working on a New Banjo-Kazooie Game

Yooka-Laylee developers Playtonic Games issued a statement today that flat-out denied that the company was acquired by Microsoft, or that it’s working on a new Banjo-Kazooie game. The statement was issued following a day of online rumors suggesting such.

“Hey everyone! We wanted to address the speculation currently swarming our mentions. We hate to be the bearers of news that isn’t what you want to hear, but we thought it best to come out and say – we aren’t working on a new Banjo-Kazooie game and we remain an independent studio,” Playtonic wrote on Twitter.