The Night House Review

The Night House will hit theaters on Aug. 20.

The Night House may not always pay off its tension in satisfying ways, but the way it builds and holds that tension makes for a gripping experience. Led by a stellar performance from Rebecca Hall as a woman reeling from the loss of her husband, the film has an eerie, metaphysical bent and an occasionally dreamlike feel, as it captures the slow unraveling of a grief-stricken mind.

Filmmaker David Brucker introduces us to a damp, lonely environment, using little more than empty spaces where it feels like people should be. Before we meet high school teacher Beth (Hall), we meet her fancy lakeside duplex, where most of the film is set, and where her husband Owen (Evan Jonigkeit) recently took his own life. His death was unexpected, and while he left a note for Beth, she can’t make much sense of it. She spends her days trying to keep her head above water and get back to life as usual, though the camera often catches hints of chairs and other foreground objects out of focus, obscuring her, as if she’s drowning in her environment.

After sunset, things begin to go bump in the night, and Beth starts to hear and see things that may or may not be there. The mystery of her husband’s sudden suicide makes this presence feel both welcome and unsettling. If Owen has really lingered on somehow, she may be able to find some semblance of closure, or at the very least, a good night’s sleep. Time has begun to slip away from her. She now sleepwalks — the way Owen used to.

Initially, the film maintains an air of ambiguity about whether Beth’s experiences are real or a coping mechanism; her best friend Claire (Sarah Goldberg) and her neighbor Mel (Vondie Curtis-Hall) are certainly worried for her health. Regardless of what the answer is, Beth knows what she wants it to be. However, her approach to the supposedly supernatural presence changes dramatically when she begins searching through Owen’s phone and his old notebooks. What she finds only leads to more questions. Before long, Beth’s days and nights start to blend together, and become connected by haunting dreams and visions of a secret world Owen built and kept out of view.

The film’s real horror emanates from the idea that even after 14 years of marriage, and sharing a home, Beth may not have known who Owen truly was. As the possibility of closure slips further out of reach, Beth spirals down an obsessive rabbit hole of speculation, about other women in Owen’s life, about the reasons he killed himself, and about whether she had an unintentional hand in his demise. An equally unsettling notion emerges when Beth’s friends point out the ways she and Owen became increasingly similar over time, as if they had become reflections of one another. After a while, their problems may have begun to overlap and infect each other, the way an unhealthy (though completely normal seeming) relationship can be a ticking time bomb or a self-fulfilling prophecy.

Hall’s performance is powerful and measured. She creates an intriguing emotional journey for Beth by capturing the unpredictable nature of grief, and the ways it can suddenly pierce even the most mundane interactions. What she does with the role as the story goes on is utterly delightful. She peppers surprisingly humorous (though completely fitting) moments atop the film’s emotional mystery, which make it feel more recognizably human. However, what truly sells this mystery is the film’s use of negative space. Bruckner and cinematographer Elisha Christian make emptiness feel aggressive, and almost dangerous. They create alternating pools of light and darkness as Beth moves about her house, and they frame pillars and household objects in ways that play tricks on the mind. Their unusual use of focus also makes the eye wander towards empty parts of the frame that only make sense if there’s someone standing there. Some of this trickery is also the work of the visual effects team, but the result is chilling all the same, as even nothingness is made to resemble something familiar.

Hall’s performance is powerful and measured.

However, despite skillfully building in intensity, the film occasionally lets its tension dissipate, instead of either keeping the viewer immersed within it or paying it off with something frightening or thrilling (despite the best efforts of composer Ben Lovett, whose work here is suitably jagged). The story is by no means a puzzle box, so the fact that it’s easy to figure out isn’t really a problem — not when Hall’s performance is so consistently enticing. However, there comes a point where the film’s abstract visions become literal enough that viewers will have no trouble putting two and two together, which can lead to mild frustration as Beth takes her time catching up; moments of discovery that ought to feel sudden and horrifying end up feeling inevitable. When the film does seek to provide answers, even abstract ones, the result feels slightly muddled — not because the pieces don’t line up logistically, but because they seem to uncomplicate Beth’s feelings about what she discovers. This issue might be temporary, but it occurs during a vital climactic sequence where things ought to make emotional sense.

The Night House weaves its metaphors for depression and marital infidelity into something occasionally resembling a giallo, and while it never goes all-out with its hints of colorful stylization, it does feature a few surprising moments of spiritually tinged sensuality. Ultimately, it’s a standard Hollywood horror film that frequently threatens to break out into something more operatic. It never fully does, but it prods at its own aesthetic boundaries enough times that these attempts — whether failed or restrained — make it visually and emotionally engaging.

Scuf Gaming Unveils Its First Controllers Designed for Xbox Series X|S

Scuf Gaming, the company best-known for customizing high-end gamepads, has announced its first two controllers with a design based on Microsoft’s official Xbox Series X|S controller.

The Scuf Instinct and Instinct Pro are compatible with Xbox Series X|S, PC, and mobile devices. Both gamepads feature four paddles on the back of the controller. Unlike the other controllers released by Scuf, such as the Prestige Xbox One controller (which also works on Series X|S), or the Vantage PS4 controller, the paddles on the Instinct and Instinct Pro are smaller, with placement similar to the Xbox Elite and Elite Series 2 controllers.

Both controllers offer three different button remapping profiles, wired and wireless connection support, a 3.5mm audio jack, a removable D-pad, and interchangeable thumbsticks. Additionally, both controllers have a removable faceplate, meaning you can change the color of your controller by removing the controller’s chassis.

Although both controllers look very similar, there are two differences between both controllers. Only the Instinct Pro offers adjustable instant triggers, which Scuf says are supposed to act as a “mouse click for faster shots.” And a performance grip for a non-slip feel aimed at gamers who enjoy extended gameplay sessions.

Instinct and Instinct Pro are the Scuf’s first Xbox Series X|S-designed controllers since the ninth-gen console switch over, though older controllers will still work with the latest console. While it is unknown when the company plans to release, let alone unveil a third-party DualSense controller, Corsair’s CEO confirmed that Scuf is working on its own version of the PS5 controller during its Q1 earnings call in May.

The Instinct and Instinct Pro are available for purchase now, exclusively on Scuf’s official website. The Instinct’s retail price starts at $170, while the Instinct Pro starts at $200.

Taylor is the Associate Tech Editor at IGN. You can follow her on Twitter @TayNixster.

Scuf Instinct Pro Review: The First Great Alternative To The Xbox Elite Controller

The latest high-end controllers from Scuf Gaming were designed specifically with the Xbox Series X|S in mind. The Scuf Instinct and Scuf Instinct Pro combine the excellent form factor of the Xbox Wireless Controller with a bevy of customization features and flourishes that make them particularly notable for competitive gaming. The Instinct Pro is every bit as premium as the Xbox Elite Series 2 Controller, and it even outperforms it in terms of ergonomics and certain customization options.

Scuf Instinct vs. Instinct Pro

Scuf is offering two separate models: the Instinct for $170 and the Instinct Pro for $200. Yes, that means the Instinct Pro is even more expensive than the Elite Series 2. While I didn’t have the chance to test the standard Instinct, the features it’s missing are some of my favorite aspects of the Instinct Pro. For the extra $30, you get a textured, high-performance grip that far exceeds the feel of the conventional Xbox Wireless Controller and is on par with the Elite Series 2. The Instinct Pro also has optional instant triggers (Elite Series 2 does as well), which lock the triggers in place and allow you to simply tap lightly to “pull,” which is an especially useful feature if you play first-person shooters.

Note: For the rest of this review, the “Instinct” refers to both models.

Superior ergonomics

The Scuf Instinct Pro includes a comfortable, textured grip.
The Scuf Instinct Pro includes a comfortable, textured grip.

Not only does the general shape of the Instinct live up to the high standard of the Elite Series 2; it also surpasses it in one key area. The Instinct has four back paddles-two on each side–built into the controller. They more closely resemble triggers than traditional controller paddles, but they serve the same purpose. These paddles are positioned in a clean layout that makes it easy to press each one of them without sacrificing comfort or moving your fingers in an awkward fashion. One of the only complaints we’ve had about the Elite Series 2 is that it’s fairly uncomfortable when you have all four paddles attached. Essentially, the Elite Series 2 is at its best when you only use two paddles. With the Instinct, all four built-in paddles are in play at all times. The Instinct’s paddle layout also surpasses Scuf’s Prestige controller, which suffers from a similar comfort flaw as the Elite Series 2 when all four paddles are attached.

Scuf smartly retained the same exact layout for all of the conventional Xbox Wireless Controller buttons, and the Instinct even has the new Share button, so you’re not losing anything of note by ditching Microsoft for a third-party brand (Scuf’s Prestige controller doesn’t have the Share button).

Stylish and customizable

The Scuf Instinct is mightily impressive even without any adjustments, but as a high-end gaming controller, it’s not surprising that it gives players the freedom to tinker with the layout. The magnetic faceplate, which is available in a myriad of color schemes and designs, easily pops off without using any tools. From there, you can swap out the thumbsticks and D-pad. The Instinct comes with an extra pair of longer analog sticks that have flat tops with a different feel than the standard concave analog sticks. You can also remove the eight-directional D-pad, revealing an old style, four-way D-pad. The only thing really missing here is the ability to adjust the layout to PlayStation-style with parallel analog sticks, though that’s understandable given how it would essentially require a new chassis.

The magnetic faceplate pops off easily to make adjustments.
The magnetic faceplate pops off easily to make adjustments.

Gallery

Beyond altering the actual build of the controller, you can customize inputs on the fly with the help of the Profile button on the back. The Instinct supports three profiles that can be cycled through and remapped without needing additional software.

Scuf will sell additional faceplates and analog sticks separately for those who want customization beyond what’s included in the box.

Where it falls short of the Elite Series 2

The Scuf Instinct is a wonderful high-end controller that doesn’t really have a downside from a design or performance standpoint. However, that doesn’t mean it’s better than the Elite Series 2 in every way. The Instinct lacks the adjustable stick tension that’s featured in the Elite Series 2. As someone who thinks the default stick tension for Xbox controllers–including the Instinct, which feels the same as the Xbox Wireless Controller–is practically perfect already, the omission doesn’t bother me.

The Scuf Instinct comes in a variety of colors and themes.

The Instinct is missing a convenient feature, though: an internal battery. The controller uses AA batteries just like the Xbox Wireless Controller, whereas the Elite Series 2 is rechargeable and lasts for up to 40 hours on a single charge. Thankfully, Xbox controllers run for a long time on a pair of AAs; I’ve gamed for upward of 30 hours with the Instinct, and I’m still using the pair of batteries that came with the controller.

Is the Scuf Instinct worth it?

Look, there’s no way around it: Just like the Elite Series 2, the Instinct and Instinct Pro are expensive controllers that will likely appeal to a niche subset of Xbox gamers. The Xbox Wireless Controller, which can often be found for $50, is a stellar controller for a fraction of the price. You could buy four Xbox Wireless Controllers for the price of the Instinct Pro.

That said, if you’re looking for a controller that is highly customizable and loaded with features that make it a standout for competitive gaming, the Instinct Pro is arguably the best option for Xbox Series X, Xbox One, and maybe even PC.

Though I didn’t try the standard Instinct, I’d recommend opting for the Instinct Pro. If you’re going to spend a huge sum of money on a controller, paying the extra 30 bucks to get a better grip and instant triggers is worth it.

The bottom line

The Instinct is one of the best third-party controllers I’ve ever used. While it looks like a stylish Xbox Wireless Controller from the front, it has incredible ergonomics, four easy-to-use back paddles that can be remapped instantly, and a simple way to swap out thumbsticks and the D-pad to fit your personal preferences. Yes, the Instinct Pro is very pricey at $200, but this is one of the rare premium gaming controllers that feels like it’s actually worth its steep asking price.

The Good

  • The four back triggers are well-placed
  • Modifications to thumbsticks and D-pad are quick and simple
  • Can swap between three profiles on the fly
  • Retains all of the key features of Microsoft’s first-party controllers
  • Exceptional ergonomics

The Bad

  • Doesn’t have adjustable stick tension
  • No instant triggers or textured grip on Instinct

About the author: Steven Petite tested the Instinct Pro for more than 30 hours, and now it’s his main Xbox Series X controller. Scuf provided the Instinct Pro for review.

Scuf Unveils Instinct And Instinct Pro Controllers For Xbox Series X

Third-party controller manufacturer Scuf has revealed a pair of new premium gamepads for Xbox Series X|S: The Instinct and Instinct Pro. With prices starting at $170, the Instinct line is aimed at enthusiasts who may be looking for a competitive edge and customization. The Instinct and Instinct Pro are available to order now on Scuf’s website and should be up for grabs at major retailers such as Amazon soon. We’ve included all of the general details you need to know below, but make sure to check out our full Scuf Instinct review. Spoiler: the Instinct is one of the best Xbox Series X controllers.

Both Instinct models have four built-in paddles on the back panel that can be remapped with the Profile button. Up to three Profiles can be saved on the controller at once, and you can swap between them with the press of a button. Along with the paddles, the controllers have removable analog sticks and come with an extra set of longer sticks. The eight-way D-pad can be popped off as well if you prefer a four-way D-pad. Changes to the sticks and D-pad can be made by removing the magnetic faceplate, which comes in black, white, and an array of special designs.

Scuf Instinct Pro
Scuf Instinct Pro

Gallery

The controllers have the new Share button found on the Xbox Wireless Controller, and they are slightly smaller than Scuf’s previous Prestige Xbox controller.

The Instinct Pro has a couple of extra notable features: trigger locks and a textured grip. The Instinct Pro, however, costs $200 versus the Instinct’s $170 price. Scuf will sell additional components separately, including faceplates and analog sticks.

Myst Remake Coming To PC And Xbox Game Pass On August 26

Developer Cyan Worlds has announced that its remake of Myst is coming to Xbox Game Pass for Xbox One, Xbox Series X|S, cloud, and PC, as well as PC via Steam, Epic Games Store, and GOG on August 26. On Steam, the title does not require a VR headset as it runs in both standard and VR modes.

In this game, you journey to Myst Island and other dormant areas called Ages. You’re tasked to find out the history behind the island, eventually learning that you play a central role in its ongoing story about family betrayal. The choices that you make on the island will affect both you and Myst Island.

There are several new and requested features for this version of Myst, including multiple language options through its localized UI, dialogue, and subtitles. Additionally, there are a variety of accessibility features and graphical options to choose from like ray tracing and supersampling. In VR mode, Myst has many comfort level features such as enabling smooth or snap turning, quick travel up stairs and ladders, and height quantization. On Xbox Series X|S, the game runs at 60fps.

The original Myst came out in 1993 and was a major sales success and helped to pioneer the release of games on CD-ROM. This remake first launched on Oculus Quest back in December 2020. Our reviewer for the game said, “Getting to not only return to the game but see it in VR, was a surreal, heartwarming experience. And it was heartening to find that, even years later, it still has teeth.”

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Bloodborne Looks Impressive With First-Person Mod

Bloodborne’s Yharnam locale is a pretty spooky place to explore, but that sense of terror is amplified in a first-person mod that has recently released. Developed by SoulsBorne modders Garden of Eyes and Zullie the Witch, the mod provides a new perspective and atmosphere to From Software’s hit PS4 game that was first released in 2015.

As for how this mod was engineered, that required plenty of tricky work on PC, a challenging task as Bloodborne is only available on PS4 and on PS5 through backwards compatibility. To play it, you’ll need to have a specially modified PS4 to do so and don the “Great One Hat” at the start of the game.

“The First Person mod has a storied history, owing to the fact From Software has barely changed [its] camera from Demon’s Souls all the way to Sekiro,” Zullie the Witch explained in a comment under the video. Zullie already has plans to use the lessons learned from this experiment on FromSoftware’s next game, as they “can’t wait to bring it to Elden Ring.”

Bloodborne has been one of the most fan-requested games for Sony to bring over to PC, a project which may be more feasible now that it has acquired Nixxes to lead its efforts in porting more of its library to PC. After Sony brought Horizon: Zero Dawn to PC last year, it said that more of its games could make their way to the platform.

Days Gone arrived earlier this year, and documentation discovered in May found that Uncharted 4: A Thief’s End might be the next PlayStation exclusive to launch on PC in the future.

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Sea Of Thieves Just Had Its Biggest Month Ever

Microsoft’s swashbuckling pirate adventure game Sea of Thieves continues to set records, years after release. Developer Rare has announced that the game reached 4.8 million active players in June to set a new record as its “busiest month ever.”

This achievement came during the same month that Rare launched the A Pirate’s Life expansion, which featured Jack Sparrow and other Pirates of the Caribbean DLC produced in partnership with Disney.

Executive producer Joe Neate thanked fans for their support over the years, specifically praising the community for helping the studio to understand how to balance and update the game based on feedback.

As a thank you to fans, Rare is hosting a Gold & Glory weekend August 20-23, during which players will earn double gold and reputation, in addition to extra seasonal renown boosts.

Creative director Mike Chapman said Rare will build off the current momentum with even more content in the future.

“As we look to the future of Sea of Thieves, we’re more inspired, more passionate, more enthusiastic than ever to keep building out and enriching this experience,” Chapman said. “There is so much more creative potential in Sea of Thieves, and there are so many more adventures to share.”

Sea of Thieves–which is available on Xbox Game Pass–is not the only game enjoying big success later in its lifecycle. Rockstar’s GTA Online continues to grow, with its Los Santos Tuners update setting records for the game, which originally launched in 2013.

In addition to the ongoing development of Sea of Thieves, Rare is working on a new IP called Everwild, but we still don’t know much about it.

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Happy Gilmore 25th Anniversary: Watch PGA Tour Pros Recreate The Swing

Adam Sandler’s 1996 film Happy Gilmore is an iconic comedy about competitive golf, though the functionality of the running swing technique pioneered by Sandler’s protagonist is questionable at best. In a new video celebrating the movie’s 25th anniversary, golf pros including Tiger Woods, Dustin Johnson, and Rory McIlroy try out Happy’s iconic swing.

We’ve already seen a number of Happy Gilmore homages for its 25th anniversary, with Sandler himself posting a recreation of the chaotic swing earlier in the year. Now, the pros are giving it a shot in a new video posted by Team TaylorMade, featuring Tiger Woods, Dustin Johnson, Rory McIlroy, Collin Morikawa, Matthew Wolff, and Tommy Fleetwood showing off their best Happy swings.

The video has it all, with each player sporting a custom Happy Gilmore jersey with their surname on the back. Commenters on the video agreed that Tiger Woods had the most successful swing, but that Rory McIlroy committed the most to the chaotic run up–with disastrous results.

Happy Gilmore found itself referenced in the pro golf world earlier this year, when memes compared Masters runner-up Will Zalatoris to one of Gilmore’s caddies from the film. Zalatoris embraced the joke, even going so far as to have one of the character’s lines engraved on one of his wedges.

Game developer Mike Mika also revealed that he had pitched a Happy Gilmore video game, which would have combined golf and fighting. Though it never ended up being greenlit, Mika hinted that it could be a good project for Netflix’s push into gaming.

Scarlett Johansson Signs On For Next Wes Anderson Movie

Even as lawsuits are stewing away over Black Widow’s release, Scarlett Johansson is already on set for her next movie. According to the Hollywood Reporter, the actress will star in a currently-untitled film from Wes Anderson.

Details on the film are sparse. The Royal Tenenbaums and Fantastic Mr. Fox director wrote and is helming the film, but plot details are still locked away. Johansson will star alongside previous Anderson players Adrien Brody, Bill Murray, Jason Schwartzman, and Tilda Swinton; Tom Hanks, Margot Robbie, and Rupert Friend are reportedly joining the cast as well. Johansson worked previously with Anderson on 2018’s stop-motion film Isle of Dogs. Shooting will wrap in late September according to THR.

Now Playing: Isle Of Dogs – Cast Interviews

Anderson’s next movie, The French Dispatch, is expected to hit theaters on October 16, and features the aforementioned Brody, Murray, and Swinton among others. Johansson’s Black Widow is finishing up its theatrical run even as the actress is suing Disney over the studio’s handling of her film’s simultaneous theatrical and streaming release. That move has also called plans for the Tower of Terror movie, which Johansson was set to produce and star in, into question.

Dragon Age: Origins’ Early Prototypes Didn’t Have Dragons

Dragon Age without dragons seems incomprehensible now, as the monsters seem essential to the series. But early on in Dragon Age: Origins‘ development, the game didn’t have dragons–or, as you might’ve guessed, a title. In fact, the title came first.

According to a new interview with TheGamer, BioWare hadn’t considered adding dragons until it started coming up with a title for its new fantasy game. The studio had originally conceived the game as a fantasy epic set in a world past the age of giant monsters and high magic, where dragons had been driven extinct. After the name “Dragon Age” was created (literally by chance), the team was directed to find a way to bring living dragons back to the game.

Now Playing: Dragon Age Full Presentation | Gamescom 2020

“Early on, Dragon Age didn’t have a name,” environmental artist Ian Stubbington stated. “There were some ideas but nothing concrete, so it was decided that one of the coders would make a quick random name generator. They knocked something together and added a whole bunch of fantasy words to the list. It was fired up and produced some names and the one that got the final vote by the team at the time was of course ‘Dragon Age.’ [Lead writer] David Gaider responded [with] something like, ‘Hmm, we better add some dragons to the story then.'”

Following the decision to go with this name for the game, a series of decisions were made to dramatically overhaul the direction of the game to incorporate the flying serpents. Perhaps most significantly was the change to the Archdemon, which was originally designed as a “big, freaky, anime-villain sort of thing that felt like Lovecraft does Final Fantasy,” according to Dragon Age: Origins’ managing editor Daniel Erickson. After coming up with the name “Dragon Age”, the studio realized it had to change the enemy to a dragon.

What’s striking about this is just how late in development it occurred, and how important the decision likely ended up being for the trajectory of the series. These discussions began over a year into development, and it resulted in some tense moments. Be sure to read through the rest of TheGamer’s interview, which has a bunch of other interesting bits of information.

Dragon Age’s fourth game is in the works, and chances are it’ll be chock full of dragons. However, we’ve got a long time to wait: Dragon Age 4 likely won’t come out before 2023. We know scarce few details: it will be set in Tevinter, and it’s apparently still using EA’s Frostbite engine.

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