All The Realm’s A Stage: Exploring Final Fantasy 14’s Incredible Virtual Theater Shows

“For me, creating art isn’t optional.”

It’s 48 minutes into Stellazio Virtual Theatre’s adaption of Antoine de Saint-Exupéry’s novella The Little Prince when Zaynava Everrest (real name Kira Merrill) appears on a raised platform behind a disappearing wall at the back of the stage. This entrance is just one of the dozens of tricks Stellazio have rigged their Final Fantasy XIV Online player house–now refashioned as a theatre, complete with stage and an audience of sitting, engrossed players–to pull off at the touch of a key.

By day, 28-year-old Merrill–from the Midwestern US–drives Uber for a living (at least under normal circumstances), which gives her the time and flexibility to direct Stellazio. As she makes her entrance now, though, she’s neither in the driver’s nor director’s seat, but sat atop an ornate throne in flowing white and red garb, as she fulfills her adapted role as Queen to Saint-Exupéry’s asteroid-perched King.

A humorous exchange follows between her and player Haru Yoshida in the titular role of the prince, during which the audience trigger a round of /clap and /laugh emotes to show their appreciation. The scene ends, the play continues, and we won’t see Merrill again until the cast each takes the stage at the end to give their bows. The applause is rapturous and–much like the performance itself–transcends the supposed limits of FFXIV’s emote selection.

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To the cast and crew, this represents months of work. A stage is created from furniture in a player house and rigged with special effects. A script is written and music is composed. Players learn their lines to later appear in the chatbox when the performance takes place. Dozens upon dozens of macros are set up to trigger events and dialogue. Perhaps most stunningly, entire chains of emotes–the minor movements players use to communicate with each other in game–are strung together into a complex physical performance.

The macros are arranged ahead of time, but during the performance, it’s all on the individual members of the troupe to remember their cues. If you’re watching this on stream, or are lucky enough to be sitting in the audience at the time, however, you likely won’t notice any of this. You’ll just see a troupe of virtual actors, putting on a play, all inside the limits of FFXIV.

The Little Prince has been the culmination of months of rehearsals–up to five nights a week–and the efforts of 55 players. And now? A short break, and then, on to the next performance. The show, virtual or not, must go on.

“I couldn’t be prouder of how far we’ve come because of the efforts of all the talented people that put their faith, time, and dedication into the project,” Merrill told me over email.

Stellazio are, as Merril puts it, a pretty diverse group. Members range in age from early 20s to their 40s, and they count teachers, nurses, and an Air Force veteran among their numbers.

A few members have experience in acting and theatre production outside of the game. For most of them, though, the passion for theatre was sparked and flourished inside FFXIV itself.

At the core of Stellazio is a team of 10 that oversees the troupe’s administration and creative process, but that’s far from the whole picture. Merrill lists writers, actors, crew, ushers, a composer, a social media team, editors, artists, and a ‘bard specialist’ among them, each with their own role in bringing ideas to life, and making sure performances run smoothly.

The start of each production involves the core team working with artists ‘ErgoSage’ and ‘Doodlehead32,’ and photographer Majorie Desmarais, to put together promotional materials. Then Merrill works with composer Cinnamon Roll to arrange the music for the eventual Twitch broadcast. While all this is happening, the script is also being worked on, often an adaptation of a classic tale, like Dickens’ Starlight Carol.

“I’ve chosen stories that I think can translate well into the digital environment, and stories that have meant a lot to me,” Merril said.

“I’ve chosen stories that I think can translate well into the digital environment, and stories that have meant a lot to me.”

Merrill works with the troupe’s writers, Nicola Andrews, Henry Smith, and Alma Emma, to adapt these tales. Once the script is finalized, the cast work on what Merrill calls “preliminary macros”–structuring the dialogue for the performance for quick playback.

“The assistant director (Levi Talstag for The Little Prince and A Christmas Carol, now Ash Karr for The Phantom of the Opera) and I then break down the script and create the blocking for each scene, which is the positioning of the actors on stage,” she said.

This is also where any special effects are arranged: Merrill gives the examples of specific lighting, sound effects, and fireworks.

Building sets and arranging SFX is often a case of manipulating the regular state of the game as much as adding new elements. Ensuring the cast and crew name plates aren’t visible to the audience, and making sure the stage is fit to accommodate each scene, are both important concerns. Alongside this, FFXIV puts a limit on the number of character models that can be displayed at any one time. After factoring in cast, crew, and ushers, Stellazio sets the guest count from the remaining allotment.

Even beyond props, there’s the ambience of the venue to consider.

“For The Little Prince, we wanted it to feel very warm, welcoming, and sunny, whereas for A Starlight Carol, we were going more for a cold, wintery, lonely look,” Merrill said. “I also try to use elements from Stellazzio as well–deep blues and twinkling starry lighting, to cement our branding from the first moment you step into the lobby.”

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A Troupe Reborn

For long-time Final Fantasy fans, the image of a theatre stage lit up by fireworks should seem familiar. 2000’s Final Fantasy IX is a bittersweet entry in the series for many. It paid homage to elements from the franchise’s past, and was the final series entry long-time composer Nobuo Uematsu took a prominent role in scoring. If any game in the series can be said to have an air of finality about it, it’s that one. For Merrill and Stellazio Virtual Theatre, however, FFIX is where it all began.

The name “Stellazio” comes from 13 collectible coins found around FFIX’s world, each one corresponding to an ecliptic constellation.

“I also love starry motifs and the color blue, so the name naturally fits in with my vision for our look and feel,” Merrill said.

There’s another connection between Stellazio Virtual Theatre and FFIX, too: the fictional play I Want to Be Your Canary, performed by protagonist Zidane and the rest of the Tantalus Theatre Troupe in the opening hours of the game. FFIX was Merrill’s first Final Fantasy, when she was just 10. Years later, Merrill would hear of another upcoming performance of Canary–this time performed by real actors, in digital garb, inside FFXIV itself. Not by Tantalus, but by the then-virtual theatre troupe, A Stage Reborn, which has since gone on to become a nonprofit group.

“As a huge fan of Final Fantasy IX, I jumped at the chance to audition and was cast as the leading lady, Princess Garnet. I fell in love with the collaborative creativity,” Merrill said.

A Stage Reborn, director Steve Pederzani explained, was originally started as a way to encourage the FFXIV community to engage in the arts.

“[Our mission is] to make arts opportunities and experience more accessible,” Pederzani said. “We utilize alternative means of engaging in visual and performing arts by transforming the traditional canvas or ‘stage,’ which we normally experience the arts on, thus quite literally creating A Stage Reborn!”

Inspired by seeing other groups arrange holiday events, they began to put on their own skit and costume competitions, using the game’s extensive fashion customisation options, known as “glamouring.”

The events were a hit, packing the in-game houses to capacity. The support of the community led to bigger things, like virtual Halloween tours, in houses decked out in haunted props, and the first performance of I Want to Be Your Canary.

Sitting at over 45,000 views on YouTube, the livestream of Canary is an absorbing early example of the creativity the FFXIV community are capable of, from the physicality expressed in dozens of emotes strung together, to the approximations of FFIX character costumes. It’s glorious, but just like all the best art, it still contains some humanising errors, preserved in the 20-minute digital memento like faded fingerprints in amber.

As the lights go down and the firework effects begin, and before the first actor launches into their opening monologue, the chat box below chronicles two of the troupe hurriedly working out how to turn off the text descriptions for the emotes used in the play. It’s a real “try this at home” moment, an unintentional but cogent reminder that for all the show’s polish and grandeur, it’s all held together by the practise and passion of the performers.

The community loved it, and the following year, the troupe put on their own adaptation of Final Fantasy VI’s iconic opera scene, called The Story of Maria & Draco.

“Final Fantasy XIV became our prime example of how you can take individuals with professional visual and performing arts experience in a virtual medium and successfully mentor others with little to no experience in the arts,” Pederzani said.

In 2017, after their first few theatrical productions, A Stage Reborn formally incorporated as a nonprofit, obtaining their 501(c)(3) charitable status. Aside from the performances, they also run acting and music workshops –both in-game and through Discord–as well as Extra Life streams and community contests. They’re fully financially supported by the community, and in return, create and foster the performing arts in the community space.

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Creative Solutions

Outside of A Stage Reborn, Pederzani is involved in numerous other creative works related to FFXIV, from role-playing communities using Discord bots to interactive webcomics.

“I can definitely say that my experience with A Stage Reborn is why I’m able to pursue these ideas,” he said.” The experiences, opportunities, and collective support of a driven team is a powerful teaching tool for everyone involved.”

Part of this element of teaching, Pederzani said, is how the restrictions of working with a platform not necessarily designed for performances fosters creative solutions.

“There will always be players who will be creative out of necessity,” he said. “These players find out all the tips and tricks and many share their knowledge to help others become creative.”

Pederzani gave an example of how he and other members of the troupe have spent a lot of time learning how to “glitch” in FFXVI, allowing him to “float” objects to aid in set design.

“If you stack the right book objects on top of each other in Final Fantasy XIV housing and place a seat just right under it, you make a magical ‘elevator’ that, when you sit and jump, glitches your player up the stack,” said Pederzani. “A Stage Reborn has used this to make getting up and down multi-floor sets easy, create catwalks, stage trap doors, and so on. If it wasn’t for the restrictions of having no way to quickly move up and down floors, we wouldn’t have the ‘elevator’ that has enabled us to do so much more creatively.”

Designing sets in-game, said Pederzani, is often more challenging than real-life construction. The silver lining, as he sees it, is that this gives designers a great appreciation and knowledge of the game’s programming architecture. He’d love to see this inspire careers in game development.

Speaking to Shinya Ichida, FFXIV’s art team lead, it’s clear that the efforts of groups like Stellazio and A Stage Reborn haven’t gone unnoticed at Square Enix.

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“The originality and ingenuity of the players’ performances are spectacular, creating combinations of emotes that we couldn’t even imagine.” Ichida told me. “The development team was in awe of the high quality and level of passion, even making use of the facial expressions.”

Watching the streams from Stellazio and A Stage Reborn, it becomes clear how well-utilised FFXIV’s player-to-player communication tools are throughout the performances–in particular, the emotes. Often used simply to express joy at the end of a raid, or integrated as objectives into some story and side missions, these virtual theatre troupes string together evocative, complicated sequences of emotes to add physicality to their performances.

“From the very beginning stages, I choose the cast based on the emote set of each race,” Merrill said. “For example, Miqo’te have a very energetic, flamboyant style to their emotes. Au’ra females are reserved and elegant, and the males are a bit more aggressive. Hyur are very flexible and can fill a wide variety of roles.”

It’s important, Merrill said, to choose cast members based not only on the characters’ looks, but also the range of emotes they have access to. Stellazio has spent a lot of time and money, both real and virtual, ensuring the actors have access to all the emotes their role requires, she said.

Although Merrill hasn’t played many other MMOs, she says that the tools available in FFXIV seem especially suited to Stellazio’s needs.

“The more means of expressive movement you have, the easier it becomes to apply real-world acting technique.”

“You can clip longer emotes to just be the first couple seconds and then transition into another emote smoothly,” she explained. “There’s a function to override the expression that the emote natively has with something else–totally changing the feel of it.”

Commands like /facetarget and “Move to front door” allow the actors to cleanly navigate and exit the stage.

“FFXIV also offers a ‘macro’ system, by which you can program in text to display in chat, waiting periods, and emotes/expressions,” she said. “That is what all of our work is dependent on.”

Like Merrill, Pederzani agrees that the emotes available in FFXIV are a huge aid to successful performances.

“The more means of expressive movement you have, the easier it becomes to apply real-world acting technique,” said Pederzani. “Often in A Stage Reborn rehearsals, we’ll have moments where we read scenes out loud and ask players to stand up and actually emote out what feels natural to them in real life in that scene. Then, they return to their computers and spend maybe 5 or 10 minutes clicking through their emotes to find which one matches the closest.”

Pederzani said the troupe utilises “Laban Efforts”–a system of choreography and movement analysis pioneered by the Hungarian dance artist Rudolf Von Laban–in their approach to the available emotes. Laban categorised human movement into shapes and forms–a security guard might stand uptight and closed, while a dancer is loose and flowing, for example–and his approaches are still widely drawn upon in dance and theatre.

“Depending on audience sightlines and character positioning, an emote that’s supposed to be jolly can actually end up looking angry,” he said.

Pederzani gave the example of an emote called “lali-ho”–a sideways gesture, arm outstretched–that A Stage Reborn used in their adaptation of Shakespeare’s A Midsummer Night’s Dream.

“Positioning Oberon at a particular angle made the expression look a bit more heavy and ‘pushing’ than the light side-wave most expect of the emote,” he said. “From the player’s perspective, it still looked like lali-ho, but from the audience perspective it looked just menacing enough.”

Poetry in Motion

So, what goes into the process of designing new emotes for an MMORPG like FFXIV?

“There are two main ways that an emote is created,” Ichida said. “The first is when it is provided as a reward. Motions used in in-game content such as ‘Sundrop Dance’ and ‘Lali-ho’ are made into emotes.”

First, the planning and motion teams get together to discuss the specifics of the emote, taking into account any special effects, or whether the character model will be holding anything in their hands. The next step is a collaborative process between the motion capture teams and actors, exchanging ideas to develop the movements. Motion capture, Ichida said, is “tremendously faster” to use, especially given the game’s regular update cycle. Parallel to this, the lore team work on the emotes’ description in game.

When a new race is added to the game, like the bunny-eared Viera that came with the latest expansion, Shadowbringers, each current emote has to be custom-tailored to the physicality of the new character designs. The lore and motion teams work together closely to design the new addition’s characteristics, based on their physical appearance and historical background.

“The thing that we’re most careful about when designing an emote is to make sure that the emote doesn’t give a negative impression to the person receiving it,” Ichida said. “For example, even if an emote involves hitting the other person, it’s not done with an angry facial expression but with a positive, encouraging facial expression and movement instead.”

Creating a fun atmosphere is always the main priority, he explained, as is ensuring as little miscommunication as possible. Just as a picture speaks a thousand words, Ichida and the art team appreciate the power of physical communication just as much as the theatre troupes–as well as emotes’ ability to transcend language barriers.

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“While emotes are not mainline content, I believe that they play a vital role in joining players together,” he said. “It allows interaction without the use of words, so it should let players express themselves in the world of FFXIV and communicatie, regardless of what country people are from or where they are.”

When emotes were being designed for the original FFXIV–even as far back as before the Realm Reborn update–movements were checked with the localisation team to ensure they could be understood internationally before being finalized.

It’s here that Michael-Christopher Koji Fox–FFXIV’s translation and English language localisation director–sat in on the motion capture process. “To make sure that they look natural from all points of view,” Ichida explained.

“For example, putting your hand on the back of your head when you’re embarrassed is a uniquely Japanese gesture, so we have avoided such gestures that cannot be understood worldwide.”

Designing the sort of versatility and range that allow for advanced roleplay, as well as performances like those of Stellazio Virtual Theatre, are also a priority.

“Of course, the versatility for players has been taken into account when designing emotes,” Ichida said. “From watching the videos, we predicted that a larger variety of dialogue motions would be appreciated, so we even added many more patterns for this reason.”

FFXIV’s developers are “fully supportive” of projects like Stellazio, he noted.

“As the modelling in FFXIV is on the realistic side, small control mistakes directly affect the quality of live theatrical performances. Taking that into account, we’ve been amazed at the amount of effort that has been taken in these performances. We look forward to seeing more of such brilliant creations, and we will continue striving to develop emotes that spark the players’ imagination.”

Labor of Love

From design documents at Square Enix, to players across the world, the tools that allow for performances like Stellazio’s and A Stage Reborn begin to resemble a universal language: simple, powerful tools for socialising, self-expression, and creativity. For Merrill, one of the most important things about virtual theatre is how it enables and empowers others to take part in performing arts.

“We have some people on our team that have disabilities that would make acting on a real stage difficult, if not impossible,” she said. “Some people live in the middle of nowhere and don’t have access to anything like that near them. Some folks just plain never thought they’d enjoy something like this, but video games can bridge that gap.”

Merrill said that this feedback, as well as that from the audience after a show, constantly inspires her, and affirms that Stellazio Virtual Theatre makes a difference.

“One woman told me her 10-year-old son with ADHD and who is on the autism spectrum has been unable to go out to enjoy theater–live or cinema, because of the noise, crowds, and having to sit still,” she said. “However, at our show, he was enthralled and couldn’t wait to see the next one.”

“The biggest thing that I believe sets us apart is the passion and love that all of the members put into the project.”

Merrill said she believes these opportunities, both for the troupe and the audience, are incredibly important.

“My greatest dream is to continue to showcase the legitimacy of virtual theatre as an art form and eventually have there be a way for virtual troupes like us to negotiate with licensing companies to put on real, authentic, modern plays,” she said.

She mentioned how heartening it is to receive positive comments from audience members surprised and captivated that what Stellazio does is even possible within FFXIV.

“The biggest thing that I believe sets us apart is the passion and love that all of the members put into the project,” Merrill said. “For all of us, this is something we truly believe in. We’re a family. We put months of work into each project from beginning to end, and it’s a labor of love. The hard times and the happy times, the excitement leading up to the show, the joy and relief of the performance–we all share it together, and we share the sadness of the production eventually coming to a close. But that just means we get to begin working on another show–always striving for it to be bigger and better than the last.”

Don’t Believe Those PS5 October Release Date Rumors, Says Sony

Following a job listing suggesting that Sony will launch the PlayStation 5 this October, the company has stated that the month was included in error. The PS5 is not confirmed for a launch in October, and the final release date–or even release window–is still unknown at this point. We’ll have to wait for official word from Sony to learn when the console will launch, and with Sony saying that it plans to share details on PS5 launch games, that could come relatively soon.

The job listing was created for a position at Sony Interactive Entertainment, and hosted on a Japanese recruitment website. The line in question mentioned that the PlayStation 5 would launch in October, which was the first mention of an exact release month for Sony’s next-generation console.

Japanese publication Famitsu contacted Sony for comment, who stated that the information was erroneously included by the recruitment company in question.

Sony have been slowly revealing new details about the PS5 and its approach to the next-generation of its games. A few weeks ago, it revealed the DualSense 5; the PS5’s official controller with a host of new functionality for games to take advantage on. It has also revealed PlayStation Studios, a new brand that collects all of its exclusives under one banner.

By comparison, Microsoft have already revealed their new console, the Xbox Series X. Microsoft is also hosting monthly streams leading up to the launch of its new console, with the first showcasing third-party games scheduled to launch on the new hardware. Microsoft also had to clarify rumors of a potential Thanksgiving launch date for the Xbox Series X, after it was mentioned on its website.

Now Playing: 7 Important PS5 Features, Explained

GTA 5 Heists With A Gamer Grandma And DJ Shaq | Good News Gaming

This week on Good News Gaming, we celebrate the most wholesome streamer around, brohx_, who’ll warm your heart with his reaction to being gifted some subs on Twitch.

We also talk about Gamer Grandma, Hamako Mori, who runs her own YouTube channel and is preaching the benefits of gaming to the older generation. Not only that, but we ponder which video games we should hold meetings in so we can finally all uninstall Zoom and make work more fun.

We talk about Tony Hawk, again, even though it’s not really about gaming this time. This time he’s just being an exceptionally wholesome lad and making a fan’s dreams come true. For more wholesome and funny things from the world of gaming, make sure to watch Good News Gaming every Friday here on GameSpot. If you have a story you think should be featured, leave it in the comments below and it could end up in a future video.

In this video:

Scoob in GTA Online: https://www.reddit.com/r/funny/comments/gndrpv/jumping_people_dressed_as_scooby_doo_characters/

Wholesome streamer: twitch.tv/broxh_

Red Dead Redemption meetings: twitter.com/vivschwarz

Gamer Grandma: https://www.youtube.com/channel/UCc7Ygo3HC1zWJOrtNiwuT3w

DJ Shaq: https://twitter.com/DJshaqfanacc

Dark Souls no look: https://twitter.com/DontRachQuit/status/1262866352207003650?s=19

Original Tony Hawk appeal: https://www.tiktok.com/@fresh2deaf?source=h5_m

Tony Hawk response: https://www.tiktok.com/@tonyhawk?source=h5_t

New Saints Row: The Third Remastered Trailer Showcases Its Enhanced Visuals

Saints Row: The Third Remastered is now out, providing an updated version of the beloved game in Volition’s franchise about a wacky street gang. Publisher Deep Silver released a new trailer for Saints Row: The Third Remastered, which is embedded below. Saints Row: The Third Remastered is available for Xbox One, PS4, and PC.

The remaster was developed by Sperasoft, a studio that’s primarily known for contributing to the development of games like Rainbow Six Siege, Assassin’s Creed Odyssey, Anthem, Mass Effect Andromeda, and The Outer Worlds. As it’s not a full blown remake, Saints Row: The Third Remastered is basically the same game, but it has updated visuals that take advantage of the current console generation.

Saints Row is just one of many franchises that didn’t get a new entry this console generation. Saints Row, Saints Row 2, Saints Row: The Third, and Saints Row IV all released for Xbox 360 and PS3 (save for the original game which exclusively released for Xbox 360), though IV and now The Third (thanks to this remaster) have all been ported to Xbox One and PS4.

The closest Saints Row has come to a current gen release is 2016’s Agents of Mayhem, which acted as a spin off to Saints Row. In November 2019, Volition announced it would reveal the next Saints Row game in 2020. Publisher Deep Silver later clarified that this next game is not Saints Row: The Third Remastered–it’s a brand-new game, leading fans to presume it will be the long-anticipated Saints Row 5. Whatever it is, we won’t be seeing it anytime soon, as a recent financial report revealed that the next Saints Row won’t release until after March 2021.

In GameSpot’s Saints Row: The Third review, Carolyn Petit wrote, “Saints Row: The Third is buoyed to great heights by terrific mission design and by the remarkable assortment of vehicles and weapons it gives you with which to take over Steelport. Whether you’re buying up property to increase your hourly income, cruising the city in your favorite vehicle to collect photo ops, drug packages, and sex dolls, or punching people to bits with those crazy apocafists, there’s rarely a dull moment. Saints Row: The Third succeeds tremendously at delivering its unique brand of raunchy, outrageous fun. If you have an appetite for this particular kind of absurdity, you won’t be disappointed.”

GameSpot may get a commission from retail offers.

Microsoft Solitaire Is Celebrating Its 30th Anniversary By Trying To Set A World Record

Microsoft Solitaire is celebrating its 30th anniversary today by trying to set the record for the most games of Solitaire completed in one day.

In a blog post celebrating the anniversary on their official site, Microsoft shared that more than 35 million players, from more than 200 countries, and in 65 different languages, log on to enjoy a few games each month.

Solitaire, which was first released as Windows Solitaire on the Windows 3.0 operating system, has been a regular presence in the casual gaming space since 1990. Microsoft boasted that the solo card game “helped people learn how to drag and drop items on their computer screens using a mouse, which was novel at the time.”

Microsoft is encouraging Solitaire players to play as many games as possible on May 22 in order to break the record for most games completed in a single day. Microsoft hasn’t posted the current record it is trying to beat, but the studio is posting progress updates periodically on the Facebook event page. They’ll record games played until 11:59pm PT / 2:59 ET.

Microsoft Solitaire Collection is available for free on Windows, iOS, Android, and on most browsers through MSN games. Download and play a few games before the end of the day if you want to chip away at the current world record holder. You can find more details on the 30th Anniversary event page on Facebook.

GameSpot may get a commission from retail offers.

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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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.