Halo Infinite Multiplayer Beta: All The Important Things We Learned

For the first time, Microsoft invited the public to play Halo Infinite‘s multiplayer through a beta test. Over three days of action, we sank our teeth into the multiplayer preview offering and came away very impressed with what developer 343 Industries has in store for later this year. In a new video you can watch below, Persia runs through her impressions of the beta and talks about what the game has in store.

The game delivers a number of new innovations for the Halo series, including a grappling hook piece of equipment called the Grappleshot, new weapons like the Skewer, and a variety of new maps. Bearing in mind that it was an early version of Halo Infinite, the beta had a number of issues, oddities, and hiccups that are likely to be addressed for launch. But that said, we still learned a lot about what Halo Infinite has to offer and how it mixes things up from Halo 5.

Now Playing: 5 Things To Know About Halo Infinite’s Multiplayer Preview

Mini-Map

Halo Infinite has a Call of Duty-style mini-map that helps you get a jump on enemies. Based on our experience with the beta, enemies only tended to show up when they were sprinting and shooting, even though the mini-map is visible at all times. In the past, crouching was a good way to avoid being detected, but now you can also walk and stay hidden. Sprinting, shooting, or taking damage will expose your location on the map. As a result, if you’re used to using the mini-map to sneak up on enemies, it might not be so easy in Halo Infinite.

Pings

Borrowing from systems made popular in games like Apex Legends, Halo Infinite also has a “ping” system. This allows teammates to quickly communicate key information about where to go and what to do next. You can even get points and assists in Halo Infinite for pings, so you’re encouraged to use the system. Of note, the ping system is tied to the d-pad, which makes it a little more difficult to use than in Apex Legends and other games. We also found that AI callouts and pings were surprisingly adept and helpful.

We've finally played Halo Infinite's multiplayer
We’ve finally played Halo Infinite’s multiplayer

Health

From our experience in the Halo Infinite beta, it appears the ratio of shields to health has been redistributed. It appears that you have slightly more health once losing shields than before. This could lead to longer time-to-kill and allow you to stay alive in hot situations. Again, since this is a beta–and an early version that is months behind where the game is at with developers, it’s possible these values could change as we get closer to launch. But in any event, we found that marksman-type weapons are the best to finish off an opponent with no shields. It also bears mentioning that 343 has subsequently acknowledged that Halo Infinite’s visual indications for when someone’s shields are down could be more pronounced, and the studio is now addressing this.

Lens Flare

Lens flare comes to Halo Infinite, though you might not have noticed it playing against bot enemies. When human-to-human multiplayer was turned on during the beta, we noticed it more. Lens flare helps you see when someone is down range with a scoped weapon, and this can prove to be critical in staying alive and spotting enemies who might have you pinned down.

Abilities

Halo Infinite brings back equipment, and we got our first look and feel for this in the Halo Infinite beta. Pick-ups happen automatically if you don’t already have equipment. And similar to older Halo games, if you come across another piece of equipment, you’ll need to manually replace it if you’re already holding one. This seems like it’ll add a further element of strategy.

One of the new abilities in Halo Infinite is the Threat Sensor, which reveals nearby enemies. When activated, it allows players to see enemies even through walls, which can help you get the upper hand on an opponent who might be hiding out of sight.

The Deployable Shield, meanwhile, is exactly what it sounds like. Putting the shield out on the battlefield protects you and anyone else who stands behind it, though it’s only front-facing, unlike Halo 3’s bubble shield that created a circular dome. The shield in Halo Infinite can be destroyed in chunks instead of all at once, so it will deteriorate with enough fire. Also of note is that it takes more than a second to deploy, so you’ll find it most useful if you’re able to set it down before a firefight begins instead of during one.

Halo Infinite's multiplayer is shaping up nicely
Halo Infinite’s multiplayer is shaping up nicely

Perhaps the most notable new piece of equipment in Halo Infinite is the Grappleshot, which is a grappling hook that lets you traverse the map in new ways and even grab items. This ability, perhaps more than any other, has the potential to mix up Halo Infinite’s tried-and-true formula in the most significant way, given the variety of ways it can be used for offense and defense. It has a limited number of uses, so that’s something else to keep in mind when using the item.

Halo Infinite also brings back Active Camo and the Overshield, which will be familiar to Halo fans. Unlike in older Halo games, you pick up Camo and the Overshield and must trigger them to use.

Maps

Halo Infinite’s beta had three maps: Live Fire, Recharge, and Bazaar. The maps include interior and exterior sections, along with long sightlines for snipers and close-quarters areas that lead to melee kills. The maps also contain a variety of routes to discover, and, like in Halo 5, clambering allows players to get to climb up walls and onto structures. With the Grappleshot, it’s possible to jump even higher and get the jump on someone who might not have seen you coming.

Power weapons and marksman weapons rotate on each map, so you never know exactly what you’re going to get in any given match or where on the map the particular weapon may spawn.

Halo Infinite also has a Big Team Battle mode with much larger maps, but this was not included in the latest beta, so we’ll have to wait to learn more about those new environments.

Movement

The general speed of movement in Halo Infinite appears to match up with Halo 5, though there are some key changes to sprinting. Specifically, you can reload while sprinting and your shields will recharge when sprinting (which wasn’t possible in Halo 5). Halo Infinite also brings back Halo 5’s sliding (and there are advanced techniques to be discovered), while the Grappleshot–as mentioned above–opens up all manner of new and exciting ways to move around the map. Another thing to note is that Halo Infinite does away with the Thrust ability from Halo 5, so you can no longer escape an oncoming grenade so easily.

Weapons

Halo is synonymous with weapons, and Halo Infinite ups the ante with new ones like the Skewer and the VK78 Commando, which is effective at range and up close. We found the Commando to be challenging to control with its significant recoil, but it is highly effective when burst-fired.

The Skewer is a new power weapon in Halo Infinite that is incredibly dangerous and deadly. Sure to be a favorite, the Skewer is a one-hit kill weapon capable of turning the tide if used effectively and efficiently.

Halo Infinite also brings back the battle rifle, of course, and it’s every bit as deadly and precise as you remember from past games. Yes, four-shot kills are back. The assault rifle returns as well, and it’s a tried-and-true way to keep enemies back.

The pistol, meanwhile, could end up returning to prominence in Halo Infinite, as it packs a punch and can stop enemies in their tracks with well-placed shots. It can also be frustrating and unforgiving, though, if you’re missing shots.

Grenades are back, too, and they are powerful. We found ourselves missing Halo 5’s thrust ability to quickly dodge an oncoming grenade. But not being able to do so is a back-to-basics move that requires players to better consider their options when jumping into a firefight.

The Gravity Hammer returns as well, and it is as deadly as ever. You don’t want to find yourself on the receiving end of it, that’s for sure. And finally, another new weapon in Halo Infinite is the Ravager, which is a directed-energy weapon that is useful up close and at range.

Be sure to watch the full video above to see more of Halo Infinite multiplayer in action and hear directly from Persia about what’s new and exciting about the game.

It’s still early days for Halo Infinite, but we’ve enjoyed what we’ve played so far. As mentioned, these impressions are based on the game in its beta state, so everything from weapon damage values, map design, movement speed, and elements of the items and abilities could change. A second beta test is coming up, and you can sign up for Halo Insider for a chance to get in.

Halo Infinite launches later this year for Xbox One, Xbox Series X|S, and PC. The multiplayer is free for everyone, while the campaign is included with Xbox Game Pass.

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Free Guy Review: The Video Game Movie We Deserve

It’s already been a pretty good year for video game movies, thanks to the release of Mortal Kombat back in April, which brought the iconic franchise to bloody life–hopefully, kicking off a new series of films. Free Guy is a different kind of video game movie, though. While clearly influenced by open-world games like Grand Theft Auto V, and the world of gaming itself, this isn’t an adaptation of a popular title.

Instead, Free Guy uses video game settings and tropes to tell an original story about someone finding their own power after a lifetime of powerlessness. It also happens to be very funny, is stuffed with some utterly ridiculous action, and features a host of good performances, including one that’s truly iconic.

The story follows Guy (Ryan Reynolds), a bank employee who doesn’t realize he is nothing more than a non-player character (NPC) inside of a GTA-like game called Free City. He has the perfect NPC life, totally oblivious to the masses of human players committing heinous acts around him, until he comes into possession of a pair of player sunglasses that show him everything that’s really happening in his world. After seeing what’s really going on, he starts a journey to become a hero himself, racing to save his world before the game’s developers shut Free City down.

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It should come as no surprise that Reynolds shines in this role. As the hilarious Guy, his naivete throughout the movie is wonderfully charming, even as he discovers just how powerful he can be (and how ridiculous the things you can do in Free City are). That he can drive a motorcycle out the window of a mountaintop compound and fly off the side of said mountain, only to then be dazzled by something as simple as bubble gum-flavored ice cream, is Guy in a nutshell. He’s capable of amazing things and is perfectly pleased with the norm.

On the opposite end is, easily, the best performance in the film. Thor: Love and Thunder director Taika Waititi steps in front of the camera to play the movie’s real-world villain, game developer Antwan. He wears expensive and ludicrous clothes, speaks almost exclusively in gibberish slang, is horribly mean to all of his employees, and views himself as the greatest genius gaming has ever known. While Antwan is so easy to hate, the chaotic energy Waititi infuses into the role makes it hard to look away because you just know he’s about to make a fool of himself, yet again.

While they don’t technically exist together–Guy in the game, Antwan in the real world–the venomous hatred the game developer has for the NPC is palpable and gut-bustingly funny as he spins further and further out of control the more powerful Guy becomes.

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Jodie Comer, in the roles of programmer Millie and her Free City avatar Molotov Girl, is also a fantastic addition to the film. As Millie, she’s trying desperately to right a wrong, while changing the future of video games. As Molotov Girl, though, she becomes not only Guy’s most trusted ally but the person showing him the ropes of the game within his own world. The two make a formidable team as they try to not only save the world of Free City but stop Antwan’s meddling outside of the game.

The supporting cast more than does their part, especially Lil Rel Howery as Buddy, Guy’s fellow NPC and best friend. Beyond making their mundane lives hilarious to watch, Buddy is a surprisingly emotional component of the story. Unlike Guy, he was content with their lives as they were. As his best friend goes on his action hero journey, his programming doesn’t allow for him to fully understand and embrace the changes, leading to a couple of very sad moments.

Then there’s Stranger Things star Joe Keery and Utkarsh Ambudkar as game programmers Keys and Mouser, respectively. This duo is torn between working for Antwan and, honestly, seeing how horrible he is. Watching them navigate their place of employment is ultimately sad, even if they get to have fun goofing around inside of the game.

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What surrounds this cast is a better video game movie than most actual video game adaptations. Free Guy really captures the quirks of gaming–and it’s loaded with them. While the story is unfolding, the background is littered with people doing emote dances, lagging and running into walls, tea-bagging their fallen opponents, and causing an utterly ridiculous amount of chaos. If you’ve ever logged into Grand Theft Auto Online, you should have some idea what the shenanigans happening throughout the world of Free City are like and they never cease being entertaining.

Those shenanigans are also massive. The action in Free Guy rarely slows down, unless it’s for the aforementioned bubble gum-flavored ice cream. And the quieter moments we do get are a nice bit of relaxation before moving onto the next gigantic set-piece. Best of all, the action looks incredible. The visual effects in the movie are terrific and wildly over-the-top. There is no end to the explosions, car chases, and utter insanity being unleashed throughout Free City, while the citizens who live there are none the wiser.

There is one thing about Free Guy that wears a bit thin, though: the seemingly endless parade of real-life gamers and streamers that pop up as themselves in cameo roles. As Guy gains experience and power within the game, the real world begins taking notice, and suddenly you’re seeing faces like Ninja and LazarBeam comment about it on their streams. If this happened once or twice it would have worked much better. As the movie progresses, though, it happens enough to become a distraction. It winds up feeling like a lesser version of the climax of The Truman Show.

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In all, Free Guy tells an inspiring story of someone trying to figure out who they truly are in a world they feel estranged from. It just so happens that this story is disguised as a very entertaining blockbuster action film set within the world of a video game. The cast is fantastic, the action is better than you could have hoped for, and at the end, chances are you’ll be dying to find out when the next installment will be. While the streamer cameos stick out like a sore thumb, they cannot topple just how enjoyable this movie is and will continue to be upon rewatch.

Psychonauts 2 Goes Gold, Solidifying August 25 Release Date

Developer Double Fine has announced that the action-platformer Psychonauts 2 has gone gold in preparation for its August 25 release.

The studio took to Twitter to deliver the news, reiterating that the game will be available on Xbox Game Pass the same day it launches worldwide. Psychonauts 2 will also hit PC, PlayStation 4, and PlayStation 5. Preordering on all platforms is now available, with pre-loading offered for Xbox owners.

The gold master, colloquially referred to as “going gold,” is an odd announcement for Psychonauts 2’s digital-only release. Typically, “going gold” means a game is ready for disc printing and physical distribution. Though the title isn’t launching physically, “going gold” in this case means the same thing: Psychonauts 2 1.0 build is primed and ready for its official launch.

In a follow-up tweet, Double Fine said the studio has “more cool stuff to share” as Psychonauts 2’s August 25 release date steadily approaches.

In our Psychonauts 2 hands-on preview, we walked away eager to play more as it focuses on “brightly colored characters, running and jumping on vibrant platforms that didn’t feel so dark and serious.”

In other Psychonauts 2 news, Double Fine boss Time Schafer discussed life after Microsoft’s acquisition of the company, saying the Xbox maker engages in “limited integration” in which studios still have creative freedom.

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Niantic Responds to Fans’ Fury Over Pokemon Go Changes

Niantic has issued a response to fans over complaints surrounding the company’s decision to reduce the in-game extended range feature for Pokestop interactions in Pokemon Go. The developer says it will form a committee, consult with community members, and deliver a further response by September.

Fans have directed anger at Niantic after it reverted pandemic-related changes to the game, most prominently the distance at which Pokestops can be intereacted with. For a game that prides itself on its community-based gameplay and the size of its fanbase, the company had been silent over the issue for some time, leading to a widely-shared open letter from players. Niantic has finally offered a response to the community, which was published on the studio’s blog.

In the response, Niantic explained that its decision to revert the interaction distance from 80 meters back to 40 meters was made because it wants “people to connect to real places in the real world, and to visit places that are worth exploring.”

Niantic then went on to say that it has heard the community “loud and clear” surrounding the changes to the Pokestop Gym interaction distance. The studio acknowledged the concerns raised by the community before explaining what further action it will take. The team said, “We are assembling an internal cross-functional team to develop proposals designed to preserve our mission of inspiring people to explore the world together, while also addressing specific concerns that have been raised regarding interaction distance.”

As part of the process, Niantic said “we will also be reaching out to community leaders in the coming days to join us in this dialogue”. This will take place before the studio shares its findings by September 1. It is unclear at this stage what proposals could be implemented into the game or to what degree these will satisfy the community. However, fans of Pokemon Go will be hoping that community leaders’ concerns are listened to and addressed sooner rather than later.

The increased interaction distance feature was introduced last year as a way to allow the community to keep playing Pokemon Go from the safety of their homes during the COVID-19 pandemic. The in-game feature improved player safety and accessibility within the game and has been praised by the community and creators alike. Fans of the title took to social media in full force asking for Niantic to reconsider removing the feature from the game. You can see the community’s open letter in a tweet below or read our previous article on the story for further context.

Jared Moore is a freelance writer for IGN. He can sometimes be found pacing up and down long stretches of road hunting for his favorite Pokemon. You can follow him on Twitter.

Spider-Man Star to Lead New Vampire Series

Spider-Man star Jacob Batalon has been cast in Syfy’s Reginald the Vampire, a dramedy based on Johnny B. Truant’s Fat Vampire book series.

According to The Hollywood Reporter, Batalon, who plays Peter Parker’s sidekick Ned Leeds in Spider-Man: Homecoming and its sequels, is making the move to television to sink his teeth into Syfy’s newly announced vampire series, Reginald the Vampire, which has picked up a straight to series 10-episode order.

The series will follow “Reginald Baskin (Batalon) who tumbles headlong into a world populated by beautiful, fit and vain vampires” and must “navigate every kind of obstacle — the girl he loves but can’t be with, a bully manager at work and the vampire chieftain who wants him dead,” though fortunately, he discovers he has “a few unrecognized powers of his own.”

Reginald the Vampire is being penned by Harley Peyton (Twin Peaks, Chucky), who will also executive produce and serve as showrunner. Jeremiah Chechik will step behind the camera to direct the series while also executive producing alongside Todd Berger and Lindsay Macadam. Julie DiCresce will co-executive produce.

The first book in Truant’s Fat Vampire series was published in 2012 and it spawned five follow-up sequels: Tastes Like Chicken, All You Can Eat, Harder Better Fatter Stronger, Fatpocalypse, and Survival of the Fattest. Truant also authored a three-book spinoff series, but this is the first time his work is being adapted for the small screen.

Other projects coming up at Syfy include Don Mancini’s Chucky series, which will share continuity with the film series, plus a 10-episode Day of the Dead series, a Bring It On Halloween spinoff, and a modern retelling of Slumber Party Massacre — a series that not only inspired at least one spin-off franchise but also dozens of other “massacre” knock-offs.

Batalon will next be seen reprising his role as Ned in Spider-Man: No Way Home, due out on December 17. The movie is expected to include some multiverse elements and may even converge the Tobey Maguire, Andrew Garfield, and Tom Holland universes together in such a way that it potentially allows Holland to make appearances in both the MCU and the SPUMC.

Adele Ankers is a freelance writer for IGN. Follow her on Twitter.

Pokemon Go Dev Responds To Pandemic Bonus Removal Controversy

Pokemon Go developer Niantic has released a statement in response to the recent controversy surrounding its removal of some of the game’s pandemic bonuses. The statement begins by thanking fans for their passion and explaining the studio’s rationale for the changes, before going into its plans to look into further tweaks it can make to address players’ concerns.

“The recent Exploration Bonus changes we’ve made in the US and New Zealand are designed to restore some of the foundational elements players enjoyed prior to 2020, and reward players once again for moving and exploring,” Niantic explained. “Encouraging people to explore, exercise and safely play together in person remains Niantic’s mission.”

Now Playing: Pokemon Go 5 Year Anniversary Trailer

The statement then touches on one particular change that fans have taken umbrage with: reverting the distance from which you can interact with PokeStops and Gyms. Niantic doubled that distance to 80 meters as part of its measures to make Pokemon Go more enjoyable and easier to play amid the ongoing COVID-19 pandemic, but recently rolled it back not long after Pokemon Go Fest 2021 concluded.

“We have heard your feedback about one change in particular–that of the PokeStop and Gym interaction distance. We reverted the interaction distance from 80 meters back to the original 40 meters starting in the US and New Zealand because we want people to connect to real places in the real world, and to visit places that are worth exploring.

“However, we have heard your input loud and clear and so to address the concerns you have raised, we are taking the following actions: We are assembling an internal cross-functional team to develop proposals designed to preserve our mission of inspiring people to explore the world together, while also addressing specific concerns that have been raised regarding interaction distance. We will share the findings of this task force by the next in game season change (September 1). As part of this process, we will also be reaching out to community leaders in the coming days to join us in this dialogue.”

Niantic’s response comes just as Pokemon Go’s second Ultra Unlock event kicks off. That runs from August 6-17 and features Pokemon from different regions, as well as Shiny Palkia. The third and final Ultra Unlock event begins on August 20 and introduces Pokemon from Sword and Shield, including the Legendaries Zacian and Zamazenta.

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New Battlefield 2042 Map Detailed In Latest No-Pats Chapter

As part of its buildup to the Exodus short film, Battlefield 2042 developer Ripple Effect has detailed one of its upcoming maps in its latest entry in the No-Pats multi-part series. The story brings readers to South Korea, where players will eventually be able to explore a map set in the city of Songdo titled Kaleidoscope.

In the story, a Korean woman steals 10 petabytes of data from one of the city’s largest companies, Daesong Electronics, which hosts a majority of the internet after 2040. The woman, a No-Pat, then delivers the data to the main character of the story.

While this tale of corporate espionage is interesting on its own, today’s chapter also gave us a closer look at Kaleidoscope, one of Battlefield 2042’s new maps. A piece of concept art shows a large and sprawling modern city, filled with gleaming skyscrapers intersected by large parks and waterways. However, parts of the city are in flames, with smoke rising in its different districts.

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Another piece of art shows the city being ripped apart by a twister, with scaffolding torn off the tops of buildings and shards of glass flying around in the churning wind. We don’t see any more of the map past these depictions, but they hint towards an expansive map filled with different venues for combat, from skyscrapers to city streets and parks.

Battlefield 2042 is currently set to launch on October 15 for PC, PS5, Xbox Series X|S, PS4, and Xbox One, but some players will have a chance to play the game a bit early. A technical test for Battlefield 2042 is set to start next week, with invites going out now. However, we likely won’t hear anything about this technical test, as it’s under a strict NDA.

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The Medium Is Making Use Of The PS5’s DualSense For A More Immersive Experience

Atmospheric horror game The Medium is set to launch on PlayStation 5 on September 3, after initially debuting on Xbox Series X|S and PC earlier this year. Ahead of the release, developer Bloober Team has detailed how the PS5’s DualSense controller is allowing it to add more immersion to The Medium’s tense atmosphere.

Playing as Marianne, you gain access to her supernatural abilities fairly early in the game. Some, like the Spirit Blast, can be used for puzzle solving and offensive attacks, both of which might feel better with the DualSense’s adaptive triggers. The triggers will offer some resistance as the ability charges up, slowing easing as it approaches time for you to fire it off with a full press of the trigger.

The controller’s accurate haptic feedback is also used for other abilities. The Spirit Shield will now rumble the controller according to all the moths that die when colliding with it, for example. Additionally, when traversing an area in the spirit realm, the controller will pulsate according to how much time you have left to explore, increasing as you edge closer to having to return to your physical body.

Bloober Team says these are just some examples of how it’s making use of the DualSense, teasing that certain set-pieces will have special interactions that it doesn’t want to spoil. The horror adventure impressed with its tragic tale and captivating atmosphere earlier this year, with GameSpot’s 9/10 The Medium review reading, “The Medium’s conclusion sticks with you; it’s one last horrifying reminder that trauma may not define a person, but it can have consequences we can’t even begin to foresee if it’s not adequately dealt with and simply left to fester over time.”

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JJ Abrams On The Pressure Of Working On Star Wars And Star Trek

Writer and director JJ Abrams has worked on some of the biggest entertainment franchises of all time, including Mission Impossible, Star Wars, and Star Trek. Recently, he was asked about getting involved in such major franchises and how he feels about the pressure that comes along with it.

Appearing on the SmartLess podcast, Abrams was asked what made him say yes to working on big projects like Star Trek and Star Wars when he knew it would come with a lot of scrutiny and criticism from some corners of the community. It is “hubris and stupidity” that fueled him to jump into these projects, Abrams said.

“When you get involved in something that pre-exists you, you’re immediately on your heels. Because no matter what you do, someone is taking it personally,” he explained. “There is no quiet. No internal thoughts any more. And so, that is a f**king nightmare. That aspect is awful. But the truth it, and I am not joking when I say hubris. Because to say yes to something that is not just enormous and a religion for people but also that has a release date and not a script.”

Another element of working on major franchises in the internet age is that Abrams’ words can get twisted, he observed. “I’m not complaining about this, but I know it’s common. When you’re involved in things that matter to people, no matter what you say–no matter what you say–it is somehow taken out of context and spun,” he said. “There are so many reporters that I love and admire, especially in this moment when journalists are getting their asses kicked. It’s more important than ever to celebrate them. And yet there are some that are just kind of clickbait whores, let’s be honest.”

Abrams brought up an example of a reporter who asked him something along the lines of, “‘What do you say to people who hated The Last Jedi because they think it’s feminist propaganda or something?'” Abrams, who produced that movie, was left dumbfounded.

“I was like, ‘What?’ I think if you hate a Star Wars movie because … you probably have bigger problems. The headline was like, ‘JJ Abrams: If You Didn’t Like The Last Jedi, You’re Anti-Feminist’ or something. I was like, ‘Holy mother of God,” he said.

Abrams directed 2009’s Star Trek reboot for Paramount and its 2013 sequel Into Darkness, and was then hired by Disney to re-launch the Star Wars film series with The Force Awakens in 2015. Rian Johnson directed the second of the new trilogy, The Last Jedi, before Abrams finished things off with The Rise of Skywalker as its director.

Abrams, his partner Katie McGrath, and their Bad Robot company recently signed a lucrative deal with Warner Bros. to produce new content for HBO Max and other places. One of Bad Robot’s shows, a spin-off of The Shining called Overlook, is potentially moving to Netflix after HBO Max passed. Abrams, who also co-created Lost and Alias, is currently producing a sci-fi TV show called Demimonde for HBO.

Bad Robot also runs a game studio, and earlier this year, the company announced that it had raised $40 million to help fund the development of a new AAA IP.

Back 4 Blood Is Big On Steam And Twitch Right Now

Back 4 Blood’s first beta launched this week on multiple platforms, and even with it being limited, the player count on PC managed to crack Steam’s top 10 list of the most actively played games. According to SteamDB, Back 4 Blood peaked at 88,403 players, an impressive number considering the more limited rollout of codes for the game on its first day.

Over on Twitch Back 4 Blood also dominated the video platform–and at the time of writing–it has over 171,000 people watching it. Part of that success comes from Twitch streamers being able to gift early access Back 4 Blood codes to fans, as watching an hour of gameplay will result in a Twitch drop containing the code and three invites for friends.

Now Playing: 22 Minutes of NEW Back 4 Blood Gameplay

Back 4 Blood’s current beta will end on August 9 and will be open to everyone when it resumes from August 12-16. Both versions of the beta include a fairly substantial amount of content, such as every weapon in the game, two of the lengthy PvE missions, the very snackable PvP mode Swarm, and access to five of the eight playable survivors.

The game’s deck-building system is also on full display and can be experimented with to form an interesting selection of mutators to help players survive the endless Ridden hordes. For more on how to get into Back 4 Blood’s current beta this weekend, you can check out our guide on it.

Back 4 Blood officially launches on October 12 for PC, Xbox One, Xbox Series X|S, PS4, and PS5, and Xbox Game Pass subscribers can access the game on launch day as part of the service on console, PC, and cloud. For more info on the game and its various editions, you can check out our Black 4 Blood preorder hub.

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