Apple has announced that Mythic Quest will be getting another pandemic-era standalone special, according to a release. Like last year’s special quarantine episode, the upcoming “Everlight” will not technically be considered part of the show’s standard seasons. However, “Everlight” is set to air on Apple TV+ on April 16, making it a great lead-in to tide fans over until Season 2 finally kicks off on May 7.
Directed by co-creator, executive producer, and star Rob McElhenney and written by star Ashly Burch, the episode “presents a relatable subject that people all over the world are currently facing–the return to offices and co-workers.” In this new, half-hour special episode, “the team behind the biggest multiplayer video game” return for a LARPing tournament–which is probably exactly what we should all expect when we go back to our offices, except for the fact that Anthony Hopkins (Silence of the Lambs) is slated to appear in “Everlight.”
“‘Everlight’ is a special episode that addresses the practical and emotional difficulties of returning to normalcy,” said McElhenney. “It’s full of hope and joy and optimism for a bright future. Ahead of our upcoming second season, we felt it was the perfect way (and the perfect time) to invite the audience back.”
Mythic Quest is well-equipped to tackle COVID topics–for these specials and Season 2, the show put into place massive production and logistical changes to assure safety. As for what’s ahead in Season 2, the release indicates that the team will be “attempting to build upon the success of Raven’s Banquet by launching an epic new expansion,” all while struggling with the game’s directions, unresolved issues, and office romances.
Mythic Quest is co-created by Rob McElhenney, Charlie Day, and Megan Ganz. The ensemble cast include McElhenney, Burch, Charlotte Nicdao, F. Murray Abraham, Jesse Ennis, Danny Pudi, Naomi Ekperigin, Caitlin McGee, Humphrey Ker, Chris Naoki Lee, and Jonathan Wiggs.
Universal Studios Orlando’s newest roller coaster is ready to be unleashed on the world. The Jurassic World VelociCoaster at Universal’s Islands of Adventure will open to the public on June 10, bringing guests face-to-face with some seriously terrifying dinosaurs.
The ride sounds like one of Universal’s scariest yet, as a press release notes the coaster reaches speeds of 70 miles per hour and includes an 80-degree drop from 155 feet in the air–the steepest drop of any Universal ride.
There will also be plenty of dinosaurs. According to a press release, the pack of velociraptors from the first Jurassic World movie–Blue, Charlie, Delta, and Echo–will join those on the ride that sends guests “through the raptor paddock, into the air, just inches above water, and more.” Based on video from the ride, which you can see above, the raptors in the ride seem to be a mix of statues and animatronics–so don’t freak out if they start moving.
You won’t just be seeing dinosaurs from the films, though. Chris Pratt, Bryce Dallas Howard, and BD Wong all reprise their roles from the franchise via videos in the line queue.
You’ll be able to ride the VelicoCoaster beginning June 10. Before that, though, Universal is launching yet another ride. When Universal Studios Hollywood reopens on April 16, after being closed for a year, guests will be able to experience The Secret Life of Pets: Off the Leash, a new ride that was originally set to open in 2020.
One of the biggest game development studios in Texas, Borderlands developer Gearbox Entertainment, is now an official subsidiary of the Embracer Group. The previously announced sale, which is valued at up to $1.3 billion, has officially closed, the two companies said in a news release on Tuesday.
Gearbox is just the latest high-profile studio that Embracer has acquired in recent years, joining the likes of Valheim publisher Coffee Stain and Saints Row studio Deep Silver, among others. Embracer also owns THQ Nordic. In total, Embracer now reports to have 63 internal game development studios with more than 7,000 employees globally across 40 countries.
In the news release, Embracer said Gearbox is now better prepared for “rapid growth” across its game development divisions and its publishing arm.
“Our team is incredibly excited about the opportunity we now have,” Gearbox CEO and founder Randy Pitchford said. “Far from riding off into the sunset, we are now positioned to launch new IP, do more with our existing brands, grow our base of incredibly talented team members, and capitalize on new opportunities in our mission to entertain the world. This just the start.”
Gearbox has 550 employees across its Frisco, Texas and Quebec City offices. The studio is known best for the Borderlands series, but it has also worked on a great number of other big-name franchises such as Half-Life, Tony Hawk’s Pro Skater, James Bond, Counter-Strike, and Halo. The company started a publishing division in 2015 and has published titles like Bulletstorm: Full Clip Edition, We Happy Few, and the PS5 launch title Godfall. Not all of Gearbox’s games have been as successful as Borderlands, as its MOBA-style game Battleborn failed to find an audience and its servers have since gone dark. Additionally, Duke Nukem Forever and Aliens: Colonial Marines were not very well received.
Embracer Group CEO Lars Wingefors said in a statement that its acquisition of Gearbox is the largest buyout in his company’s history. “We are confident in Gearbox’s long-term future within Embracer Group.”
The deal is worth up to $1.3 billion, but the majority of that is dependent on Gearbox reaching certain performance milestones. Gearbox got $188 million in cash up front, with further upfront payments that net the company $363 million on day one of the deal. Gearbox can earn many millions more if the company reaches certain milestones, and then a further $715 million after that pending other key milestones. You can see the full terms of the acquisition in GameSpot’s previous coverage.
Bill Murray has said that he was tricked into making Ghostbusters 2, and that the studio brought the original cast back “under false pretences”.
In an interview during the Santa Barbara International Film Festival (transcribed by Collider), Murray talked about how he was “very reluctant” to do Ghostbusters 2 at first, and that he was “outfoxed” by the studio:
“I don’t know if [director Ivan Reitman] set it up, but they got us all back together in a room, and really, we hadn’t been together in a room since the movie came out and it was just really, really fun to be together. […] They got us all together and they pitched a story idea that was really great. I thought, “Holy cow, we could make that work.”
The problem is that, according to Murray, that story idea never came to fruition. “They got us in the sequel under false pretenses,” Murray said. “Harold had this great idea, but by the time we got to shooting it, I showed up on set and went, ‘What the hell is this? What is this thing?’ But we were already shooting it, so we had to figure out how to make it work.”
Murray went on to say that he’s more fond of the first film than the second “I probably like the first one better than the second one, just because the first cut is the deepest. We were in New York and we really made a mess in New York for a couple of months, but we had a lot of fun.”
Bill Murray will appear in Ghostbusters Afterlife, a direct sequel to both Ghostbusters and Ghostbusters 2 that’s set to launch later this year. Murray praised the script in January of 2020, saying “It’s got a lot of emotion in it. It’s got lots of family in it, with through lines that are really interesting.”
Capcom has rolled out a version 1.1.2 patch for Monster Hunter Rise. This update primarily addresses a number of bugs in the game, including the gesture issue that prevented some players from opening their save files.
Shortly following Monster Hunter Rise’s launch, an issue cropped up related to the Action and Hurt poses. Setting one of those gestures to the action bar or radial menu and quitting the game could potentially make your save file inaccessible. That issue has now been resolved with the version 1.1.2 update. If your file was previously affected, Capcom says you will now be able to resume your game.
#MHRise Patch Update Ver. 1.1.2 is available today, addressing the bug that caused Save Data to be inaccessible if the Action / Hurt Pose Sets were set to the Action Bar or Radial Menu. 🗒️ https://t.co/0i2Ako14nq
The version 1.1.2 update patches up a few other bugs as well, including one that could cause your character to become unresponsive after you sit down on a bench in Kamura Village and use the Call Cohoot command. You can read the full patch notes, courtesy of the official Monster Hunter website, below.
Monster Hunter Rise launched on Nintendo Switch on March 26 and has been a huge critical and commercial success for Capcom. The game shipped 5 million copies within its first week, Capcom recently announced, and it earned very positive reviews from critics. GameSpot scored it a 9/10 in our Monster Hunter Rise review and said the game “represents the series at the peak of its powers.”
If you’re just diving into Monster Hunter Rise, we’ve put together a variety of guides to help you out, including a weapons explainer and a breakdown on how to kill every monster. The game is also receiving its first free content update later this month, which will uncap your Hunter Rank and introduce a couple of new monsters to hunt, including Apex Rathalos and the Elder Dragon Chameleos.
Monster Hunter Rise Ver. 1.1.2 Patch Notes
Base/Facility
Fixed a bug causing the controls to stop responding when you sit down on a bench in the village and use the “Call Cohoot” gesture and perform certain actions.
Fixed a bug causing menu options to be inaccessible when you enter the Gathering Hub with your Cohoot on your arm and sit down on a bench and open the Gestures menu.
Player
Fixed a bug causing the controls to stop responding under certain circumstances when you receive a Join Request while riding a Canyne set to your second Buddy slot.
Fixed a bug causing the controls to stop responding when receiving and accepting a Join Request while climbing a wall at the Training Area on the back of a Canyne set to your second Buddy slot.
Fixed a bug causing save data to be corrupted when you try to continue the game from the Title Menu after quitting the game while having the Attack Pose Set and Hurt Pose Set equipped to the Action Bar or the radial menu. You will now be able to resume your game with the save data in question.
Fixed a bug causing controls to stop responding when performing certain actions after using an updraft (upwelling wind) at the Lava Caverns.
Fixed a bug causing an error when changing Switch Skills at the item box using certain game data.
Miscellaneous
Fixed a bug preventing the software keyboard from being displayed when you try to change the minimum HR when searching for an online Lobby.
The Entertainment Software Association has announced plans to transform E3 into an all-digital event this June, and Xbox is one of the participating companies. Xbox boss Phil Spencer has now further commented on the announcement.
He said on Twitter, “Glad to see the game industry coming together again in June for a digital E3.” The executive went on to say that E3, along with other gaming events, demonstrate that “our industry is strongest when we work together.”
He ended his statement with a tease for Microsoft’s own plans for the summer. “Looking forward to sharing what we have in store this summer,” he said.
Microsoft is participating in E3 2021 in some capacity, but the full extent of its involvement remains to be seen. For what it’s worth, Microsoft previously said it would have more news to share about its games, and those from new subsidiary Bethesda, at some point this summer.
Glad to see the game industry coming together again in June for a digital E3. This and other summer events are proof that our industry is strongest when we work together. Looking forward to sharing what we have in store this summer.
In addition to Xbox, E3 2021’s list of early commitments include Nintendo, Capcom, Konami, Ubisoft, Take-Two, Warner Bros., and Koch Media. The show is slated to take place June 12-15, and its programming will be free for everyone to watch.
After an extended internet campaign to make director Zack Snyder’s version of Justice League a reality, and then a lengthy runway of it actually going into production and then being marketed, numbers are starting to come out about how the movie has actually been landing with audiences. It’s only one metric, but Smart TV viewer-tracking application and audience aggregator Samba TV has recently released data showing that both in the US and the UK, less than half of those who started watching the four-hour epic stuck around for the whole thing.
Luiz Fernando, a data and box-office enthusiast, dug deep on the data in a Twitter thread and revealed that of the 2.2 million households that started watching Zack Snyder’s Justice League on HBO Max, only 36% in the US finished it–whereas in the UK, of 954,000 households only 48% finished. The thread excerpted below has other contrasting data, like the fact that this information means that Wonder Woman 1984 performed better both in its full week debut and after its opening weekend–with 3 million and 400,000 viewers respectively in those categories.
Some other data also worth reflecting on is the recent report that HBO Asia had reportedly crashed as a result of apparent demand for Zack Snyder’s Justice League. In a self-reporting Facebook post on the outage, HBO Asia said its HBO GO service experienced “an unprecedented surge in traffic for the exclusive premiere of Zack Snyder’s Justice League.”
All of this information may point to there being wisdom in Snyder’s pre-release, but still very publicly discussed plans to have multiple theatrical and home releases of the DC movie. It’s unlikely a black and white version–which Snyder has hyped the most–would offer a different result, but it’s also a safe bet others are either waiting in the wings or being worked on as of this writing.
The final trailer for the upcoming thriller Without Remorse has been released. The movie is based on the Tom Clancy novel and hits Amazon Video on April 30.
Without Remorse stars Michael B. Jordan (Creed, Black Panther) as Navy SEAL John Clark, who we are told “is more dangerous and effective than any man we have in the field.” Clark is mourning the death of his wife, but is pulled back into the world of covert ops for a dangerous new mission. Inevitably, nothing about the mission is what it seems and Clark is forced to take matters into his own hands. Plotwise this is familiar territory, but Jordan’s intense charisma and the skill of director Stefano Sollima (Sicario: Day of the Soldado, Gomorrah) at delivering thrilling action should make it an exciting watch. Check the trailer out below:
Without Remorse also stars Jamie Bell, Jodie Turner-Smith, and Guy Pierce. It’s written by Taylor Sherdian, who wrote both Sicario movies. The novel Without Remorse was published in 1993 and was an origin story for John Clark, who had appeared as a supporting character in Clancy’s Jack Ryan novels. Clark has previously been played on screen by Willem Dafoe and Liev Schreiber.
In related news, it was recently announced that Jordan will make his directorial debut with Creed 3, as well as taking on the lead role once more. The next Rocky spin-off is set for a November 2022 release. However, Rocky creator Sylvester Stallone has also confirmed that he won’t be appearing in this latest movie.
After I ask him what Flight School Studio is all about, creative director Adam Volker laughs and says that the studio’s brand is that of “peculiarity.” Which, given the studio’s track record, makes perfect sense. “We like to make interesting things, and we find interest in oddity, interest in weirdness, and interest in differentness,” he said. “I think we love art, and we love storytelling, and we think there are all sorts of ways to do that that haven’t been done. And so we’re just trying stuff, seeing if it sticks.”
Ahead of the release of a new trailer for Stonefly, Flight School’s latest project, I sat down with Volker to talk about the game, as well as Flight School’s history and identity as a developer. Stonefly is just the most recent game in Flight School’s attempts to make something that’s a bit out there–it’s an intriguingly difficult game to define.
Stonefly is also the second time that Flight School has gone for a more traditional console and PC game than the virtual reality games that defined the studio’s origins. When I asked why Flight School decided to move away from VR games, Volker said, “Well, there’s a boring answer and then an interesting answer. The boring answer is that money dried up in VR.”
Beyond the boring financial reasons, the team also just really wanted to take a stab at a game that would be available on more mainstream platforms. That game turned out to be 2019’s Creature in the Well, a game that the team affectionately refers to as a “pinbrawler.”
“Pinbrawler was a word that somebody at PAX said to us after playing [Creature in the Well], a term we had not ever heard of,” Volker said. “And we’re like, ‘That’s perfect,’ and started marketing it as a pinbrawler.” Flight School counts the experience as a blessing. The team’s games have always been a bit difficult to define in that they take inspiration from many sources but don’t easily compare to other games out there. But describing Creature in the Well as a pinbrawler–shorthand for a game that adds pinball and brawler mechanics to a Legend of Zelda-inspired dungeon crawler–is catchy and easy to market.
It’s magic that Flight School has unfortunately not been able to capture a second time for Stonefly. With the COVID-19 pandemic cancelling all the major gaming events in the latter half of 2020 and the former half of 2021, there hasn’t been a chance for large groups of people to try Stonefly and let Flight School know what specifically about the game is the most enjoyable. “We get a ton of how we market our games from people playing,” Volker said.
On top of that, COVID-19 has changed how Flight School works on games. Flight School has a centralized office location in Dallas with a few folks going to an office space in Montreal. So unlike many indie studios that were already remote working from home operations, Flight School did have to go through the transition of changing where and how people work. Volker said that the team had experienced positive and negative changes since the start of the pandemic–the most noticeable difference is the unfortunate loss of the option for teammates to just call each other over to their desks for quick and easy feedback.
“We started the production [on Stonefly] before [COVID-19], but only by maybe six months or so,” Volker said. “I feel so horrible for [game designer Mel Ramsden] because she came to interview at the studio and we were like, ‘Check out our space, we’ve got this cool coffee machine and lounge area on the sixth floor of this beautiful building in Montreal,’ and then she’s never worked in the studio. We hired her, and then I think it was either the week or like the week after that we went into quarantine in Canada. I feel like she hasn’t even gotten the full experience.”
Part of that full experience is how Flight School pulls from so many sources for its games. Volker said that rather than try to craft unique game mechanics, he and Flight School Studio’s Bohdon Sayre talk about aspects of play. “Play is a much larger space than video games,” Volker said. “And so we’ll look at things like tag or board games–that’s why we talked about sumo wrestling for Stonefly.” During our conversation, Volker threw a lot of other brainstorms at me that he and the team have had for their games, including sports like soccer and baseball and activities like archery, axe throwing, and beer pong.
“Why do people keep doing this–what is beer pong?” he asked me. “Why do people keep playing it all the time? Is it just the social aspect–pretending you’re cooler than everyone in the room–is that the only reason people play? Do people play because they get to drink?” Flight School believes that if you can get at the heart of why someone finds a kind of “play” fun, then you can try and capture that kind of experience in a video game–like making pinball into a combat mechanic.
Gallery
In terms of more traditional inspirations, Volker mentioned that Stonefly pulls from Super Smash Bros., Dynasty Warriors, and anime, among other sources. For anime, he specifically mentioned Studio Ghibli–which makes a lot of sense, given that when I first laid eyes on the game and saw it in action, I felt like I was seeing Studio Ghibli’s The Secret World of Arrietty taking place in the same universe as Neon Genesis Evangelion or Gundam. “It’s funny that you mentioned mecha, because I’ve got a Gundam right above my desk,” Volker said.
That sci-fi-inspired setting and story is the only easily apparent connection that Stonefly has to Creature in the Well (when I asked if the team had any sci-fi fans, Volker said, “Oh yeah, totally,” without any hesitation). In practically every other way, Stonefly is a completely different game, which fits Flight School’s pattern of creating games that are very different from what the team has done before.
“It’s kind of our self-preservation,” Volker said. “We would never feel confident going toe-to-toe with BioWare or Bethesda or whatever, and make a giant, traditional third-person action RPG. Because there’s only a few of us, and those other studios employ like hundreds of super talented, brilliant artists. I feel like Bo and I–I don’t know that we’ve ever said this out loud–we have to make something different out there, because otherwise it would just get buried.”
Here’s hoping that Stonefly won’t get buried. I enjoyed the hell out of Creature in the Well and it’s unique implementation of pinball mechanics, so I’m looking forward to seeing how Flight School Studio manages to capture its brand of peculiarity this time around. Stonefly is scheduled to launch for Xbox Series X|S, Xbox One, PS5, PS4, PC, and Switch in 2021.
Creature In the Well developer, Flight School Studio, released a trailer with new story and world details for its upcoming game, Stonefly.
The “magical adventure game set in a tiny forest” features “a brilliant, optimistic, but naive young inventor” protagonist named Annika Stonefly. On the overall feeling of the game, creative director Adam Volker commented in the trailer, “We’re going for something that feels like Rogue One shrunk down to FernGully size, written as a coming-of-age story.”
The events of the story kick off when Annika loses her dad’s rig–the game’s version of mechs–after taking it out for a ride. She joins a trio called the Acorn Corps in order to track down the thieves who stole her dad’s rig and in the process of doing so, discovers new things about herself and the world around her.
The Acorn Corps, a ragtag group with a currently unknown modus operandi, is led by “no-nonsense captain” Blair Ravenwood. She has a “chip on her shoulder and something to prove.” Her quiet right-hand man (anthropomorphic insect?) is named David Tulip. The final member of the trio is a peppy, mysterious individual who “may or may not be a princess on the lam.”
While combat and gameplay wasn’t the focus of this new trailer, GameSpot writer Jordan Ramée saw a short demo of Stonefly back in February. He commented, “There wasn’t an opportunity to go hands-on with the game, but what I saw of the combat looks almost rhythmic. That’s about the only similarity I can spot when it comes to comparing the game to Creature in the Well, another game that encouraged players to fall into a regular rhythm-like flow to overcome its challenges. Stonefly is very different, however, in that its gameplay loop seems geared more towards exploration than combat.”
Stonefly will launch on Xbox Series X|S, Xbox One, PS5, PS4, Switch, and PC in Summer 2021.