One Of The Game Of Thrones Spinoffs Has Been Canceled

HBO has decided to not move forward with one of the Game of Thrones prequel shows it was considering. The network decided to not pursue the idea that Game of Thrones writer and producer Bryan Cogman was working on with author George R.R. Martin.

“My prequel show is not happening and will not happen. HBO decided to go a different way,” he told The Hollywood Reporter. Cogman is now working at Amazon on their own shows.

“I am done with Westeros. It’s wonderfully bittersweet. I’ll certainly miss it, but I’m excited to go out on my own and try to be in the captain’s chair of my own projects, armed with everything I’ve learned,” Cogman said. “I’ve learned more than I could possibly imagine from eight seasons of this thing. I’m eager to start the next chapter, but a part of my heart will always live with Game of Thrones.”

Cogman wrote many episodes of Game of Thrones over the years, including Season 8 Episode 2, “A Knight of the Seven Kingdoms,” which was much-loved by fans. He’s also an executive producer of Game of Thrones overall.

Regarding the prequel show he was working on, George R.R. Martin said it was set in a “very exciting” period of Westerosi history. “Bryan’s series will be an adaptation, and one that will thrill most fans of the books, I think, set during a very exciting period of Westerosi history,” he said. “And I’ll be working with him every step of the way; we’re going to be co-creating the show.”

Things can change, and they did, it seems. It’s not immediately clear why HBO decided to pass on Cogman’s Game of Thrones prequel idea, but HBO programming boss Casey Bloys previously talked about why the network was commissioning so many–as many as five were reportedly considered.

“The idea was, if we’re going to try it, let’s take a couple of shots and see,” he said. “My hope is at least one lives up to the level of quality [showrunners David Benioff and D.B. Weiss] have set.”

HBO is producing at least one Game of Thrones prequel, from Kingsman and Kick-Ass writer Jane Goldman. The spinoff will follow the progression from the Age of Heroes into the Long Night, which takes place roughly ten thousand years before the events in the original show. None of the characters or actors from the main Game of Thrones will appear in the new show.

HBO has ordered a pilot for the new show, but not a full series. Naomi Watts is reportedly going to play the lead actress role in the show. Following Watts, HBO has added another person to the Game of Thrones prequel cast.

Game Of Thrones Battle Of Winterfell: Creators Break Down The Huge Episode

The eighth and final season of HBO’s beloved fantasy drama Game of Thrones continued tonight in dramatic fashion. The third episode showcased the Battle of Winterfell, the dramatic showdown between the Night King and his army and forces at Winterfell.

It was indeed a dramatic episode with a lot to take in and consider. HBO has now released a nice “Inside the Episode” video in which showrunners D.B. Weiss and David Benioff break down the key scenes and moments. You can check out the video below. Of course you’ll probably want to actually watch the episode first.

At 82 minutes long, week’s episode was the longest in the show’s history. Next week’s episode is 78 minutes long, while the final two after that are 80 minutes each.

HBO has already released the first teaser for Episode 4, and it hints at yet another dramatic showdown coming soon–check it out here.

Game Of Thrones Season 8 Episode 4 Video Teases What’s Coming Next After Battle Of Winterfell

Game of Thrones Season 8 continued tonight with the dramatic Battle of Winterfell episode, the franchise’s longest episode ever, but what’s coming up next?

HBO has now released a teaser video for Episode 4, and it hints at yet another battle to come. We don’t want to give anything away … so check out the video below to see the teaser video.

The next Game of Thrones episode airs Sunday, May 5. It’s another long one, coming in at 78 minutes. The final two episodes, Episode 5 and Episode 6, are each 80 minutes in length.

While the mainline Game of Thrones show is ending, George R.R. Martin is working on new books, and at least one prequel TV show is on the way.

Netflix Cancels Santa Clarita Diet, The Show Where Drew Barrymore Eats People

Netflix has canceled another one of its shows. The streaming network recently announced that Santa Clarita Diet, which stars Drew Barrymore and Timothy Olyphant, will not receive a fourth season.

In Santa Clarita Diet, Barrymore’s character is unhappy in her life as a real estate agent. She starts eating people and her life improves in many ways. She doesn’t want to go back to the way things were, so, along with her family, she finds people to kill and eat, all while concealing her true identity as some kind of zombie/cannibal person.

In a statement to The Hollywood Reporter, Netflix said Santa Clarita Diet was the first “zom-com,” and that the network is thankful for creator Victor Fresco for bringing the show to Netflix.

Fresco and executive producer Tracy Katsky said in their own statement that they’ll miss the show but are proud of what they accomplished.

“Netflix took a chance on this odd show and for that we will always be grateful. They were supportive, ever positive, and appreciative of our work. Until about noon today,” Fresco and Katsky said in a joint statement. “Still, they were just one phone call away from being a perfect studio. Not bad. Everything ends. This was a thing. And so it ended. We’ll miss it but are proud of the work we did and will always appreciate the love and enthusiasm we felt from our audience.”

Olyphant added, “I loved working on this show. I’m going to continue coming in and doing scenes. If they don’t want to film it, that’s up to them.”

Santa Clarita Diet premiered in 2017; the third season debuted in late March this year, and all of the episodes remain available on Netflix.

Madden 20 Seemingly Drops Longshot Mode

Madden NFL 18 introduced the story-focused single-player mode Longshot, which focused on two aspiring football players, Devin Wade and Colt Cruise. It even featured a performance by Oscar winner Mahershala Ali. The story continued with Madden NFL 19, and it added Rob Schneider and Joey King from the Netflix movie The Kissing Booth.

It appears the story is over.

Madden NFL 20 was announced last week with no mention of Longshot. Instead, EA focused on a new career mode called Face of the Franchise: QB1. It appears this new mode is replacing Longshot.

Game Informer’s extensive interview feature with creative director Mike Young is worded as if QB1 is replacing Longshot. GameSpot has followed up with EA Sports in an attempt to get more details.

For the new QB1 mode, players will take on the role of a backup QB at a big-time college school who has to step up in the biggest spot: in the College Football Playoff. College football is featured in Madden NFL 20, and that’s a big deal because it’s been away for so long due to various lawsuits and other issues. There are 10 colleges featured in Madden NFL 20, including powerhouses like Clemson and Oklahoma.

Go to Game Informer to read their extensive and in-depth preview of Madden NFL 20’s exciting-sounding career mode.

In addition to the new QB1 mode, Madden NFL 20 introduces “Superstar X-Factor,” which is a progression-based system that lets players perform jaw-dropping abilities with skilled players. It also “modernizes” the offensive playbooks, adds a new Urban Symphony soundtrack featuring traditional sports music like marching bands, and new player celebrations, among other things. Kansas City Chiefs QB Patrick Mahomes is on the cover.

Madden NFL 20 launches on August 2, but you can play early by pre-ordering one of the game’s premium editions. Here’s a breakdown of all the pre-order bonuses and how to play early.

Fuel House: Unkoe has a secret admirer. Who isn’t so secret…

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Every Game In The Capcom Home Arcade Collection

10 Exclusive Dark Phoenix Characters

The release of Avengers: Endgame kicks off 2019’s summer movie season. This year, we’re foregoing a traditional summer movie preview — a single list-style film preview — in favor of a month-long series of IGN First summer movie spotlights, featuring exclusive video debuts, image reveals, interviews and more.

IGN First is IGN’s editorially-driven month-long spotlight of exclusives around upcoming film titles that both our audience — and our staff — are excited about. We’ll be rolling out exclusives on some of the most exciting new movies opening between the beginning of May until the end of August, so make sure to check back for even more exclusives throughout April.

Today, we have 10 exclusive new character posters from Dark Phoenix, the upcoming conclusion to 20th Century Fox’s X-Men franchise.

Continue reading…

20 Years Of Super Smash Bros.

20 years ago this month, the original Super Smash Bros. launched for Nintendo 64 in North America. It hardly needs to be stated how important that game would prove to be for Nintendo’s fortunes. The mascot brawler would eventually grow into one of the company’s most beloved and lavish franchises, selling millions of copies and inspiring a string of imitators on other platforms in its wake. But despite all of the marquee characters attached to the game, it was also a big risk for Nintendo, a curious experiment within a genre it had little familiarity with, and its eventual success was far from assured.

By the time Super Smash Bros. arrived in 1999, Nintendo was already well-versed in spinning its mascots off into seemingly incongruous genres. The company’s dungareed workhorse, Mario, had by that point starred in even more off-shoot games than he had platformers, running the gamut from puzzlers to racers, and he certainly wasn’t the only one; the lovable puffball Kirby had a similar predilection for genre-hopping, appearing in his own interpretations of pinball, Breakout, and even minigolf, while the Pokemon series would go on to inspire a raft of its own off-shoot games following its explosive debut.

N64’s Super Smash Bros., however, differed from other spin-offs in one significant way: it marked the first time these disparate characters appeared together in the same game. While its roster may seem quaint by today’s standards, at the time it was a veritable all-star cast of Nintendo mascots. Mario, of course, featured prominently in advertisements and on the game’s box, but now he shared the spotlight with Link, Pikachu, Donkey Kong, Yoshi, and even a couple of relatively obscure characters like EarthBound’s Ness and F-Zero’s Captain Falcon, representing a cross-section of the company’s biggest franchises.

Few other games at the time attempted to bring this many properties together under one banner, giving Super Smash Bros. the air of a blockbuster crossover event. However, it wasn’t always envisioned as such. The game initially began life under the codename “Kakuto-Geemu Ryuoh,” a side project that Kirby creator Masahiro Sakurai and then-HAL programmer (and future Nintendo president), the late Satoru Iwata, collaborated on in their spare time. From its inception, Sakurai wanted the project to offer a different type of experience than other fighting games on the market, emphasizing four-player free-for-alls and easy-to-learn controls.

When it came time to replace the game’s generic stand-in fighters with an actual cast, Sakurai asked to use characters from Nintendo’s vast stable of mascots, but the idea was initially met with some reluctance. “Nowadays, we take it for granted, but at the time, people had reservations about mobilizing an all-star cast of characters,” Iwata recalled during a 2008 interview with Sakurai. “I guess fans were upset by the prospect of pitting characters like Mario, Link, and Pikachu against one another. We had a hard time convincing them the fun and depth that were so obviously present in the Smash Bros. trademark fighting style.”

Despite this hesitance, Sakurai’s instincts proved to be correct, and Super Smash Bros. would go on to become one of the N64’s best-selling releases thanks in large part to its star-studded roster. The diverse cast of fighters gave the game a crossover appeal that many of Nintendo’s other spin-offs lacked. While Mario’s sports outings inherently drew in those who were already fans of the plumber, Super Smash Bros. appealed to anyone who had ever played a Nintendo game, be it Zelda, Donkey Kong, or Pokemon. Moreover, it allowed for some hilarious, never-before-possible confrontations, further adding to the fun. Here was an official Nintendo game in which players could shoot Pikachu in the face using a ray gun or smack Yoshi with a hammer and send him flying into the background.

It certainly helped that the title was easy to pick up and play as well. Sakurai’s work as a game designer had long been characterized by its accessibility, and with Smash Bros., he applied that same sensibility to what was traditionally an inaccessible genre. Where most contemporary fighting games required players to memorize complex strings of inputs to pull off combos, Smash emphasized simplicity, tying each character’s full repertoire of attacks to two buttons and directional tilts. This setup still afforded enough nuance for advanced play, but even those who had never proven to be particularly adept at fighting games were able to pick the title up and join the fray with relative ease. The stages on which these bouts were contested also contributed to the unpredictability, as each featured its own unique hazards that players needed to carefully navigate while fighting.

Super Smash Bros. would go on to sell more than five million copies worldwide. While it wasn’t enough to reverse the N64’s fortunates against Sony’s insurgent PlayStation, it helped solidify the system’s reputation as a party machine. More importantly, it laid the groundwork for even greater things to come. While the original game was a commercial success in its own right, the series wouldn’t truly explode in popularity until its sequel, Super Smash Bros. Melee, arrived two years later on the freshly launched GameCube. And the franchise only continued to grow from there, each successive installment introducing more fighters, gameplay modes, music, and more until each game became a spectacle unto itself.

All of these advances would eventually culminate in Super Smash Bros. Ultimate for Switch, which is far and away the largest installment in the series to date, dwarving the original’s humble 12-character roster with more than 70 playable fighters. Despite only launching this past December, Ultimate has already become the best-selling game in the franchise, moving more than 13 million copies in four months–a testament to the series’ enduring appeal even two decades after its debut. While the original Super Smash Bros. may seem antiquated compared to the games that would follow, it’ll always be remembered for kickstarting one of Nintendo’s most beloved and lucrative franchises, and it wouldn’t have been possible if two visionary designers hadn’t worked on a weird little experiment in their spare time 20 years ago.

Creating Cuphead’s Most Ambitious Boss Fight

Game developers are often inspired by the works of others, and the experiences that have stuck with them often go on to shape what they make. Studio MDHR’s Cuphead, for example, very obviously draws its aesthetic from the 1930s era of Disney and Fleischer animation. However, beyond the gorgeous visuals, Cuphead’s developers also pay homage to classic video games across multiple genres.

We previously explored the fighting game influences of Cuphead, but in episode two of Audio Logs we caught up with lead game designer Jared Moldenhauer, who talked about how one of the game’s most memorable sequences–the journey through King Dice’s Dice Palace–is the studio’s love letter to Treasure and Sega’s shoot-em-up classic Gunstar Heroes, among other games.

In the episode, Moldenhauer dives deep into the design of Dice Palace, pointing out the small details that players may have missed amidst the chaotic action, revealing the sources it pulled from in crafting the memorable characters, and exploring the decisions the development team made to bring it together into what players know and love it to be.

Even if you’re super familiar with Cuphead, the expert insight reveals some fascinating details on the entire sequence. It also provides a look at just how much passion and energy went into not only creating Dice Palace, but also having it represent the games that Studio MDHR holds dear.

Audio Logs is a weekly show where the people behind the games we love tell us the stories of how they’re made. Episode one featured Cory Barlog, director of the acclaimed PS4 title God of War. As with Moldenhauer, Barlog delved deep into the design of one of God of War’s most memorable sequences, and revealed how it almost never even happened. You can watch Audio Logs episode one here.

Be sure to subscribe to GameSpot on YouTube to see more episodes as they’re released. You won’t want to miss it!