Nintendo Switch Sales Hit Big New Milestone

Nintendo’s latest hardware has hit a new milestone, in part thanks to the launch of the new Switch Lite. The company announced that lifetime sales of both Switch models combined have hit 15 million units in North America since launch. The company also boasted that it’s been the top-selling console for 10 months in a row, according to the NPD group.

So far, 14 first-party Nintendo Switch games have sold more than 1 million units, and four of those hit at least 6 million. Nintendo also says that the Mario Kart 8 Deluxe and Super Smash Bros. Ultimate set sales records for their respective franchises, both becoming the fastest-selling to date.

The Nintendo Switch launched its original console-handheld hybrid model in March 2017. In September, Nintendo added the Switch Lite model, which removes the console docking functionality, and it sells for a lower cost at $200.

As of July 30, Nintendo announced it had sold approximately 37 million Nintendo Switch units worldwide. As noted by financial analyst Daniel Ahmad on Twitter, the Nintendo Switch hitting 15 million units in North America means its sales in this region alone have topped the Wii U lifetime sales worldwide.

Capcom Not Too Fond Of Gacha Mechanics In Its Games

Gacha mechanics and microtransactions in video games are hot-button issues. Developer and publisher Capcom is not too fond of one of these forms of monetization, confirming it “refrains” from including them in its games for the healthy development of the youth.

Gacha mechanics are similar to loot boxes in modern video games. They originate from gachapon, vending machine-style capsule toys popular in Japan, and largely appear in mobile titles. In games, they require real-world money to access and rewards are selected at random. In a recent investor report, Capcom president and COO, Haruhiro Tsujimoto, spoke about gacha and his disapproval of their implementation in the company’s titles.

“Since 2005 Capcom has independently continued literacy and career education support activities to raise awareness about how to properly interact with games in an effort to eliminate the social concern regarding the healthy development of youth with regards to games,” Tsujimoto said. “As a general rule, in our mobile games we refrain from utilizing gacha elements.”

That does not mean Capcom doesn’t offer microtransactions at all. While Tsujimoto notes the company does its best “to ensure that a broad range of customers are able to play safely and fairly,” he does point out that some kinds of monetization still appear in Capcom’s games. “And while we do sell small-scale, inexpensive additional content in games for home consoles, any content that is required to play the main game is provided free of charge.”

Capcom is having a phenomenal 2019 though. Devil May Cry 5 and a handful of Resident Evil games–including Resident Evil 2–saw critical acclaim when they released throughout the year. And games not released in the year, like Monster Hunter: World and Street Fighter V, continue to receive balance tweaks and content updates.

Zombieland 2: How Much Time Has Passed Since The Original?

The original Zombieland came out during a different time–a period of ancient history known as 2009. The sequel, Zombieland: Double Tap, is set to hit theaters ten years later to the date–October 18, 2019, the ten-year anniversary of the original’s release. It features the same core ensemble as the original: Columbus (Jesse Eisenberg), Tallahassee (Woody Harrelson), Little Rock (Abigail Breslin), and Wichita (Emma Stone).

But just because it’s been a decade in real time since this foursome was last together chasing Twinkies and bashing undead skulls with banjos doesn’t mean ten years have passed in the series’ fictional apocalyptic world. Luckily, we got the opportunity to chat recently with Zombieland 2’s director, Ruben Fleischer, and writers, Paul Wernick and Rhett Reese, and we asked them how much time has passed since the original–and what that means for the characters.

In the movie itself, it’s never explicitly stated how much time has passed since the events of the original. The most reliable marker we have for the passage of time in the series is Abigail Breslin’s character Little Rock, who’s grown from a young girl (Breslin was 13 years old in 2009) to a young woman who might be anywhere from 16 years old to her early twenties.

But there are other markers of the passage of time besides Little Rock’s age. “We want to leave it a little vaguer in the movie,” Reese told GameSpot. “You get the sense that years have passed. You look at that White House [covered in plant growth], and definitely, years have passed.”

“And you look at Abby and you realize she’s no longer a 12 year old girl, she’s a grown, young lady,” Wernick added.

But although they left it deliberately vague, both writers agree that it hasn’t been a full ten years in-universe. “[Five years] feels a little more right than a full 10,” Reese said, adding that a full ten years would have felt too long for these characters to be together. After ten years, it becomes even more implausible that Columbus and Wichita haven’t had any kids, for example.

“That felt to us like, that’s time that passes that you kind of want to know, well, what happened to this family in those 10 years? What were they doing?” Wernick explained. “Five years, you feel like, OK, yeah.”

One thing you have to keep in mind is that they started working on this script basically a decade ago, when the original movie was still new.

“It took a long time to get the script right,” director Ruben Fleischer told GameSpot. “And so, I think, originally [Little Rock] might have been 17 [in the sequel]…But yeah, it’s never stated, so it’s just kind of whatever you want it to be.”

Fleischer said they used references like Alan Weisman’s book The World Without Us and the History Channel series Life After People to determine how the world would look at this point in their apocalypse–roads overgrown, buildings crumbling, that sort of thing.

But the other big marker of the passage of time is how the characters themselves have changed.

“[Little Rock] wanting to leave the nest and have her own experiences was the biggest change in characters,” Fleischer said.

“We also wanted to take certain things that were associated with certain characters and say something about their characters,” Reese said. “So, Tallahassee gives Little Rock a gun. Shooting and guns are a big part of that relationship in the previous movie, but that was 10 years ago. Now he’s giving her a gun and she’s like, ‘Yeah, another gun, great.’ You realize their relationship’s maybe in a rut. It’s stalled and she wants to move on. She wants to get out of the nest.”

One other thing that’s changed: Zombieland’s humor. Make no mistake, the sequel has plenty of callbacks and references to the original. But the filmmakers were careful not to rehash the same old jokes throughout the entire movie. For example, Double Tap features almost no references to Twinkies–Tallahassee’s obsession in the original–besides a brief shot of a car’s grill ornament.

“We didn’t want to have Twinkies be a whole thing again because after 10 years, there would be no more Twinkies, first off–they don’t last that long,” Reese explained. “They actually do go stale reasonably quickly. I only know this because I used to eat them a lot–I still do occasionally.”

“But then, Columbus is still drinking Mountain Dew Code Red, so we did little homages,” he added.

Read next: Zombie Movies Will Be Around “Forever,” Says Zombieland Double Tap Writer

“There are little Easter eggs,” Wernick agreed. “But the idea was that, when you rely too heavily on the first movie for a second movie, then you feel like you’re treading the same ground.”

Fleischer shared that there was at least one other Twinkies-related joke in the movie at one point, but he cut it because it wasn’t up to snuff.

“We were all really precious about not wanting to do anything that we felt would tarnish the first film,” the director explained. “The bar was very high, and so I think we were all really nervous about doing the second one, because sequels often don’t live up to the original.

“But I think we’re all pretty proud of the fact that this one is a worthy sequel to the original.”

Zombieland: Double Tap hits theaters Friday, October 18. In the meantime, we revisited the original Zombieland recently–check out the 30 Easter eggs, references, and fun facts you might have missed in the original.

Star Wars: Jedi Fallen Order Borrows Another From Software Design Element

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Developer Respawn Entertainment has divulged a bevy of information about the hotly-anticipated Star Wars: Jedi Fallen Order following a preview event. Though Jedi Fallen Order’s From Software influences are noticeable, the third-person action-adventure game borrows an interesting element from Bloodborne–the way experience points are lost.

Since Jedi Fallen Order is a character action game not unlike Bayonetta or Sekiro: Shadows Die Twice, Cal Kestis will earn experience points upon defeating various combatants on his journey. And similar to From Software’s Dark Souls series, you will lose the experience points you gather should you fall in battle. However, in a design more like Bloodborne’s, your experience points will attach to the enemy that killed you last.

GameSpot editor Alessandro Fillari spent three hours with Jedi Fallen Order, where he discovered that the game makes a nod to Bloodborne’s Blood Echoes. “If you die, the enemy that struck the killing blow will steal all of Cal’s current experience points, along with a portion of the force and health meters.,” Fillari said. “To erase the penalties, you’ll need to return to the enemy, now glowing gold, and take it out, which will, in turn, recover lost experience points and restore your meters.”

Echoes operate very similarly. The currency you gain from killing enemies and used for purchasing items and upgrading your Bloodborne character, Echoes are lost if you are defeated in battle. Sometimes, Echoes will attach to the enemy that delivered the fatal blow. Other times, Echoes will just sit out in the open. In either situation, Blood Echoes will be permanently lost if you die while trekking back to where you last perished.

Jedi Fallen Order is no different. “But also in familiar Souls fashion, if you die on the way back to that enemy, then you’ll permanently lose that batch of experience points,” Fillari wrote of his experience. “This can sound harsh, but in practice, I felt it was, again, surprisingly forgiving.”

Star Wars: Jedi Fallen Order lands on PC. PlayStation 4, and Xbox One on November 15. We’ve thrown together a handy pre-order guide to help you suss through the various bonuses and editions available. There’s plenty more Jedi Fallen Order coverage in the meantime, however, including the lack of fast travel, the option to visit a very dangerous planet, and so much more.

Sons Of Anarchy And Mayans MC Creator Fired By FX

While there’s plenty of drama unfolding on-screen throughout Season 2 of FX’s Mayans MC, it turns out there’s also plenty of twists and turns happening behind the scenes. Kurt Sutter–the showrunner and co-creator of the series, as well as creator of Sons of Anarchy–has been let go from FX, following an over 18-year career with the network that started with The Shield in 2006.

The news comes from The Hollywood Reporter, which states “multiple complaints” have been received about Sutter’s behavior on the show, leading to him being fired from the network. THR also notes that Sutter, himself, sent a letter about his dismissal to the cast and crew of Mayans, in which he referred to himself as an “abrasive dick.”

“As you know, I’ve removed myself quite a bit this season, allowing others to take a bigger role in producing the show. It appears that philosophy has backfired. It’s been reported by writers, producers, cast and crew that my absence and subsequent behavior when there, has only created confusion, chaos, hostility and is perceived as abandonment. Or at least that’s how Disney has interpreted it. I’m sure it’s true,” the letter reads, per THR. “This morning I was fired by Dana Walden and John Landgraf for all the complaints levied against me. Not the way I wanted to end my 18 year relationship with FX. At least being fired for being an abrasive dick is on brand.”

Interestingly, it was already revealed that the showrunner was planning to scale back his duties on Mayans MC, should the show be renewed for a third season. At the Season 2 premiere, Sutter said he’d be handing over the job of showrunner to Elgin James, who co-created the series with Sutter. “It’s time for the white man to leave the building,” he joked.

Interestingly, THR points out that while Sutter has been fired from FX, his overall deal with 20th Century Fox TV–which is owned by Disney–remains intact for now. GameSpot has reached out to FX for comment but has not heard back as of the publishing of this story.

Mayans MC airs Tuedays on FX. The next episode of the show includes a mini Sons of Anarchy reunion, with several characters from the series appearing.

Star Wars Jedi: Fallen Order Lets You Attempt A Dangerous Planet Early On

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One of the more exciting aspects of Respawn Entertainment’s Star Wars Jedi: Fallen Order is that it wears its respect for From Software’s Souls series on its sleeve. With combat and gameplay progression that’s similar to the loop found in Dark Souls and Sekiro: Shadows Die Twice, Fallen Order is undoubtedly a change of pace when compared to other games set in the prolific sci-fi series. In keeping with the Souls series’ reputation for challenging difficulty and brutal combat, Respawn’s new game even allows you to attempt exploring a world that will make you feel immediately out of your depth.

I recently got to play about three hours of the game and saw what’s in store for Cal Kestis’ journey. Shortly after the opening of the game, Cal Kestis will have the choice of heading to one of two planets–Zeffo or Dathomir. At this point in the game, the Jedi Padawan is on the trail of a missing Jedi Master named Eno Cordova, who’s searching for lost secrets from the Order’s past. On Zeffo, you’ll find an Imperial outpost filled with stormtroopers, though beneath the surface lies a labyrinth of ancient ruins housing ancient Jedi artifacts. However, if you were to choose Dathomir, then you’ll venture to a planet that’s home to dangerous monsters that can defeat you quickly. Fans of the Clone Wars series will recognize this world, which is otherwise known as the Rancor planet. Before selecting Dathomir, Cal’s allies Cere and Breez will actively warn you not to go–but in the end, it’s your choice. Like in other metroidvania-inspired games like Castlevania: Symphony of the Night or Hollow Knight, it can be easy to wander into areas that will make you feel outmatched–but you’re still free to attempt it all the same.

During our recent interview with game director Stig Asmussen, he described their approach to letting players explore the game’s different set of planets, and how it was up to the player’s skills to get through the challenges.

“We give the player the choice between Zeffo and Dathomir very consciously early in the game,” Asmussen said. “Within the cinematic, it’s very clear that Dathomir is a dangerous planet, and you’ve got to be careful if you’re going to choose that. The player is given a warning if they go there, but at the same time though, I don’t want to discourage people from going there because some people might. It’s almost like it’s a difficulty level that’s built-in without actually having a menu in front of you. We saw several people try it today, and they went there and one of the gentlemen got really far in it, but I would rather have that choice for the player than just saying, “There’s just one path and you go down this path until you get strong enough to open up this other one.”

It’s essential to clarify this point on difficulty. When it comes to Dathomir’s challenge, it’s more tied to how sophisticated the enemy’s attack patterns and abilities are on this planet. At this point in the game, players will still be getting used to parrying strikes and using force powers with lightsaber skills. Fallen Order is not an RPG, so character levels or attack power aren’t a factor in combat. As you progress further, you’ll need to use your skills and upgraded abilities in more clever ways to beat your foes.

Even though Zeffo was the safer option at the beginning, I did try my hand at Dathromir during our recent hands-on session. Arriving at the planet will treat you to a quick introductory cutscene showing off the world’s blood-red skies and uneven landscape. It’s an incredibly unnerving world to explore, and the roaming Rancors that come in various sizes didn’t make it any it any easier. After a few attempts exploring the space, I decided to pack it in. Following Zeffo, you’ll unlock access to Kashyyk, so Dathomir can be put off till later. Despite the inherent challenge, it is still possible to make some significant progress early in the game. Though to explore every nook and cranny of the space, you’ll need to have some of the more high-end abilities that unlock later on in the game.

I saw a lot of what Fallen Order has to offer from my hands-on session, and how Star Wars’ first metroidvania game is shaping up. For more on Respawn’s new single-player game set in the sci-fi universe, check out GameSpot’s latest hands-on impressions of the game.

Star Wars Jedi: Fallen Order’s Stormtroopers Have Their Own Personalities

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When designing the enemy Stormtroopers you’ll fight in Star Wars Jedi: Fallen Order, Respawn crafted individual personalities for each one. So even if you’re fighting a whole squad, individual troopers will behave and act differently.

“Under the helmet they have personalities, and so we’ve kind of given them nicknames and call signs,” Fallen Order narrative lead Aaron Contreras said, according to PC Gamer. “So it looks like a horde of faceless grunts. And they are because they’re Stormtroopers, but they each have a specific personality and they’ll interact with each other in ways that are specific to their personality. [So] when one’s left alone, it could be the guy who’s terrified or it could [be] a guy who’s super gung-ho and he’s like, ‘Now it’s my time to shine and take out a Jedi!'”

Individual Stormtroopers will also act differently depending on the make-up of a fight as well. The more observant among the group may inform their peers of their lack of ranged support if they notice you’ve cut down all of the snipers first. For the most part, Stormtroopers will also stay out of the way of the Purge Troopers if one is in their midst, allowing you to duel with the alpha killer. Of course, defeating said leader will cause the Stormtroopers to react, and those reactions will depend on their prewritten personalities.

Though each Stormtrooper has a call sign and personality, their individuality stops there. Fallen Order lead level designer Jeff Magers said that each trooper does not have their own individual name. Though Contreras did add, “Not yet,” so there may still be a possibility that some troopers get even more individuality between now and Fallen Order’s launch. As seen in The Last of Us Part II, giving enemies individual names and designing them to care about one another can make for some deeply unsettling combat encounters.

Star Wars Jedi: Fallen Order is scheduled to launch for Xbox One, PS4, and PC on November 15. We recently got three hours of hands-on time with Fallen Order at a preview event, coming away excited about the upcoming Star Wars game.

Jojo Rabbit: Taika Waititi And Stephen Merchant Talk Nazi Comedy And Rugrats

With Jojo Rabbit, Taika Waititi–following in the footsteps of Mel Brooks and Charlie Chaplin–has made a funny and poignant satire about Nazis in 2019. It’s a coming-of-age comedy starring a young boy in Nazi Germany that is hilarious, emotional, and topical, thanks to Waititi’s unique sensibilities.

Jojo Rabbit stars Roman Griffin Davis as the titular Jojo, who is obsessed with everything Nazi-related–and also has an imaginary friend, Adolf Hitler himself, played by Waititi. Jojo is an enthusiastic Nazi youth, but he gets his worldview turned upside down once he discovers a Jewish girl named Elsa who his mother Rosie (Scarlett Johansson) is hiding in their attic.

GameSpot was able to talk to writer-director Taika Waititi (director of Thor: Ragnarok) and co-star Stephen Merchant (who plays Gestapo agent Captain Deertz) with a select group of journalists after the film’s US premiere at Fantastic Fest in September, to discuss the making of the movie, tackling the thorny subject matter, and turning Hitler into a subversive comedy icon.

The opening credits of Jojo Rabbit play over a montage of vast German crowds going absolutely insane for Hitler, all while a German-language cover of the Beatles’ “I Want to Hold Your Hand” plays over their fanatical cheers. Treating Hitler like the Beatles seems like an odd choice, but for Waititi, it made sense.

“For me it was that Hitler was like a pop star for Jojo,” the filmmaker explained. “Where I had posters of bands in my bedroom when I was growing up, I feel like in those days Hitler was that for some people. It is very easy to see how people can become enamored and brainwashed by these personalities.”

This is an important aspect of what makes Jojo Rabbit such a special and important movie today. Jojo isn’t portrayed as a monster, but as a dumb little boy who wanted to be accepted by a group and chose the worst club to join. When he meets Elsa, she quickly dismisses him not as a violent monster, but as a kid who got involved with the wrong crowd. “I don’t think that Jojo is an idiot,” Waititi explained. “When children were indoctrinated into the Hitler Youth and were taught all these ideas, a lot of them were very bright kids, but that doesn’t mean that they were not easily influenced.”

For Merchant, this feels relevant to today’s politics. “I think what’s interesting is the film’s humanizing of people with Nazi beliefs,” Merchant told us. “Because there’s this tendency to demonize them as this other thing, and I think the danger with that is that it suggests that it couldn’t happen again. Not to us, because we’re right-minded people. What Jojo plays into is the way people can easily be seduced by the dark side.”

Though the first trailer focused on the comedy aspect of the movie, the “Nazi summer camp” that was prominently shown only lasts about 15 minutes, after which Jojo Rabbit becomes a poignant and at times quite emotional coming-of-age tale. For Stephen Merchant this use of comedy as a hook was what drew him into the movie.

“Taika uses humor as a way of kind of seducing and relaxing an audience,” Merchant told us.

Indeed, though the first act of the movie gets plenty of laughs at the expense of the ideology that has turned the kids at the summer camp into mindless drones, Jojo Rabbit quickly becomes more dramatic as it introduces the reality of the war and what it was done to people. The movie then starts getting darker and darker as it shows things like children being used as soldiers, and public hangings for those who were considered different.

Despite dealing with heavy and serious subjects, Jojo Rabbit doesn’t go fully into the horrors of the war. We see people dying, but it is always off-screen. We glimpse the people who’ve been publicly executed, but only their dangling feet. For Waititi, this was very much intentional.

“I wanted to keep it like Rugrats,” the director explained, as everyone in the room chuckled. “I wanted the movie to feel like it came from a kid’s point of view and how they interpret these things. When I was a child seeing violence in my life, my memories are not accurate. I think they’ve been put through a child’s filter where they feel more cinematic or cartoonish. So I wanted to keep some sort of innocence around this stuff and not be gratuitous. I don’t want to see people get shot in my films, really. I don’t need it to be graphic.”

Jojo Rabbit hits theaters Friday, October 18.

Call Of Duty: Modern Warfare To Use Battle Passes For Post-Launch Content

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Call of Duty: Modern Warfare releases next week, and the team at Activision laid out how it will handle post-release content. The company had already announced it would be removing season pass and DLC maps to ensure a more unified player base, but it wasn’t clear how the game would handle monetization. It has answered that lingering question now with the announcement of a Battle Pass system.

According to the announcement, the Battle Passes will be timed to live seasons, with both a Free Stream and Premium Stream of content to earn. The Free Stream will let you unlock anything with an impact on gameplay, like base weapons and attachments. The Premium Stream will earn you cosmetics items. You’ll also be able to earn COD Points with the Battle Pass.

However, the Battle Pass won’t be ready to go on day one. It will launch sometime later in 2019. Activision says this is because right now the company is focused on the game launch, and also because players will have plenty to play through and earn from the base game to start anyway.

“Understandably there are still questions around how the economy will evolve throughout the post-launch, live seasons,” the announcement says. “We recognize this will take time to fully demonstrate. Please know we are committed to delivering a fair system guided by the principles we’ve outlined here, and will continue to monitor feedback and player engagement to help us achieve that goal.”

Recently, Infinity Ward’s Joel Emslie ruled out loot boxes for Modern Warfare, and this sheds more light on the approach the studio is using instead. The company also recently clarified that its PC download size, listed in specs at 175 GB, is the number including a series of post-launch content.

Modern Warfare releases on October 25. For more details, check out our pre-order guide.