Fighting For A Part in Entertainment’s Future

After last week’s Discovery and WarnerMedia news, one of the biggest questions is what happens next for everyone else? 

The answer came quickly: Amazon bought MGM in a deal valued at $8.45 billion. Amazon’s intentions are to try and turn some of MGM’s most recognizable brands (Robocop, Rocky, etc) into better performing franchises. (How that affects James Bond is….complicated.) While critics, including some politicians, point to the acquisition as an example of Amazon having too much power — even if this merger doesn’t fall outside of antitrust practices — it’s a part of where entertainment is headed next. Consolidation comes for nearly everyone at some point. 

Think of it like CEOs strapping an Infinity Gauntlet to their arm, trying to collect all the Infinity Stones so they can control the outcome of the future.

Understanding philosophies behind these massive mergers and acquisitions also helps us understand what the future of entertainment looks like. Netflix is looking to expand into video games, an industry that co-CEO Reed Hastings referred to as “a great and interesting area” back in June 2020. Now, the company is looking for an executive to oversee development in that area. Whether that means acquiring a studio or hiring an in-house team is unknown, but Netflix wants to build out its audience base, tackling one of its biggest competitors — Fortnite. 

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The big question is what does this mean for the future of entertainment? Is it more Discovery-WarnerMedia type mergers, or is it massive companies expanding into new markets to reach their audiences across multiple platforms? There are three different types of deals we’re likely to see, not all equal in strength: 

  1. Complementary deals that rely on franchise strength to create an undeniable product 

  2. “Free” bundling that strengthens a core product 

  3. Totally new ventures outside a core business that drives a bigger ecosystem for customers to live in

King Shark Can Now Host Shark Week 

The most likely mergers and acquisitions we’ll see over the next little bit are going to arrive as a direct result of what’s happened over the last few weeks.

WarnerMedia is with Discovery. Amazon has MGM. Univision merged with Mexico’s Televiva in a deal valued at $4.8 billion. All will give their streaming services and entertainment businesses a more appealing catalogue of content and potential franchises that can help scale — and that’s the word of the last few years. Companies want to grow; now, they need to scale (hitting wild numbers), as fast as possible. For example, HBO Max is a general-premium streaming service that wants to be in 200 million homes, and Discovery caters to more “niche” interests. Combining those two helps create a necessary product, not just an optional one.

Reality is hard to face sometimes. The majority of mergers fail, according to the Harvard Business Review. Roughly 70 to 80% of all mergers end up falling apart. (This reminds me slightly of a Grey’s Anatomy episode where George is optimistic about being on the code team until he learns that more than 90% of code patients die.) AT&T’s acquisition of DirecTV failed spectacularly. AOL and Time Warner failed. Vivendi’s complicated acquisition of Universal was an absolute disaster. News Corp., the company behind Fox News, bought MySpace in 2005 and, well, we know what happened with MySpace

But, again, not all deals are equal, and where some fail, others succeed. Take Amazon possibly buying MGM. The bigger that acquisition is, the more obvious the high-growth potential (the $$ reason it’s being bought) needs to be. When AT&T agreed to spend more than $85 billion on WarnerMedia, it needed to prove that owning an entertainment conglomerate would help its core product or stand on its own as a lucrative business. The issue with AT&T, a phone company first and foremost, buying WarnerMedia at a time when Hollywood was going through a revolutionary moment, was that WarnerMedia didn’t fit into a high-growth potential category. 

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At least, not for many years. Think of it like this: AT&T executives’ entire philosophy was that WarnerMedia could help grow its broadband and mobile businesses through vertical integration. Basically, owning WarnerMedia and lining that up with a massive phone business would keep people on AT&T, or help bring new customers over. Core to that plan was launching a streaming service — HBO Max. 

Except that streaming services take billions of dollars of investment, and even the biggest winners take years to reach real profitability. Executives were already staring down the barrel of massive debt load, jumping to more than $170 billion in debt with one purchase. WarnerMedia, even with its arsenal of strong franchises and a premium network like HBO, wasn’t Disney. It wasn’t a necessity for families, and at $15 a month, it was the most expensive of any streaming services. Plus, cable is a dwindling business and WarnerMedia was left trying to figure out how to cater to 90 million customers who were at risk of cutting the cord.

Successful mergers and acquisitions bring in complementary assets that will help drive considerable growth; Discovery and WarnerMedia make sense, AT&T and WarnerMedia don’t.

Verizon and T-Mobile Want to Give You Shit for “Free”

What we’re likely to see much more of is distributors like Verizon and T-Mobile working with content groups like Disney or The Athletic to offer “free” subscriptions as part of mobile, internet, and cable packages. 

Like amenities that credit card companies offer, this makes sense for telecoms. They don’t want to buy and run Disney, nor are they trying to get into the digital media business with companies like The Athletic or the New York Times. What they do want to do, however, is use those streaming services to drive their broadband and mobile usage. It’s complementary, like a merger, but there’s little financial risk from the telecoms. 

Unlike major players in the main entertainment space, distributors like Verizon and T-Mobile can also take advantage of complementary services across a wide spectrum of interests. Music, news, entertainment, media, and more become a benefit to telecom giants who want their customers to stay and use more of the broadband or wireless access they’re paying for. 

Alex Sherman, a reporter at CNBC, has an excellent breakdown on this: 

As Sherman points out, this seems like the most logical step forward. Telecom giants get the best advantages of partnering with a highly sought out media partner without the financial risk. Use Verizon as a case study. The company bought a bunch of digital media properties (Huffington Post, Tumblr) and even launched its own streaming service of sorts — Verizon Go90. All of those failed to generate meaningful revenue for Verizon, and Go90 is now a meme in certain circles. 

These deals make sense for everyone involved. The content companies get additional sign ups (crucial for keeping Wall Street happy), and the distributors see an increase in usage and potentially new happy clients on the 5G side. It doesn’t cost $100 billion, and if the partnership doesn’t work out, there’s an expiration date in sight. 

Netflix Makes Games Now 

Just as I was sitting down to write this column, a report suggested that Netflix was trying to get into gaming

This is the third type of move we’ll see — and arguably the most important. Companies that really want to lean into the audience-first, multi-platform strategy. Netflix’s co-CEO Reed Hastings has long said that its biggest competitors are Fortnite and YouTube. In turn, Netflix is now looking to create a mini, more controlled YouTube Lite app (N Plus) and is reaching out to potential gaming industry veterans who can oversee a push into gaming. 

Another example of this is Apple and Amazon. Apple TV+, Apple Fitness+, Apple Music, Apple News+, and Apple Arcade are meant to reach audiences wherever their interests lie. Apple wants to meet them on their TV set, on their phone, in their stereo, or on their tablet, and give them everything they need all within one company. The company even created a bundle — Apple One — to make it slightly cheaper, accessible, and more appealing. Amazon has Prime Video, Twitch, Prime Music, and others to effectively do the same thing. 

Apple and Amazon want your monthly payment — and your attention — so it’s not going elsewhere. 

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This strategy is largely referred to as ecosystem driving. If a customer is in the ecosystem, it’s much harder to leave it. Apple created Apple One not only in an effort to drive its services business, one that chief financial officer Luca Maestri spoke to as being key to the company’s future back in 2017, but also to ensure that when iPhone or iPad customers go to update, they stay using Apple products. Amazon is all about Prime; even Amazon Film Studios head, Jen Salke, has publicly spoken about initiatives within their own program to drive Prime subscriptions. 

If done right, every part of the ecosystem will eventually drive enough revenue to create substantial profit for the company. Apple TV+ would drive subscriptions that pay for the films and TV shows being made, for example. Amazon Prime Video would drive a good amount of Prime Video subscriptions — something we don’t know if it currently does because Amazon doesn’t release breakdowns of its subscriptions. 

Until that starts to happen (Apple TV+’s lineup of shows and films is getting better all the time), if the ecosystem just prevents people from switching over to a competitor, Apple and Amazon can start to build a stable foundation for recurring revenue. For this to work, however, it takes companies with sizable revenue, meaning they can take the initial cost hit that comes with acquiring, launching, and maintaining a new product. 

Another great example is Facebook. Whether it’s Facebook Gaming or Facebook Watch, a big part of Facebook’s strategy is trying to keep you engaged on the site. The more engagement the company has, the more attractive it looks to advertisers, which means the more revenue it brings in. Facebook wants to steal attention (and advertisements) away from competitors like Twitch and YouTube, owned by Amazon and Google respectively, who alongside Facebook control nearly all advertising on the internet. 

Ecosystems can be lucrative. Amazon’s various entities seem to work for driving and keeping Prime subscribers. But ecosystems require big spending. If it works, the result can be extremely rewarding. If it fails, the consequences can be devastating. 

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Why Does This Matter?

Mergers and acquisitions are fun “what if?” games to play. They don’t always come to fruition (more often than not, they don’t), but it’s amusing to think about what the next wave of entertainment and media can look like. 

If you’re a comic book fan, the idea of Disney owning both Marvel and DC is a fun thought; if you’re a Nickelodeon fan who likes to watch a lot of shows on Netflix, the concept of ViacomCBS merging with Netflix is pretty cool. If you’re a Bond fan and want to watch a lot of it on Amazon Prime Video, well, you’re likely in luck. 

These moves have a direct impact on how and where we watch what we do. That’s the simple gist of it. Understanding who controls that, and why they’d want to control it, is vital.  

Best Memorial Day 2021 4K TV Deals

The Memorial Day sales have arrived. That means, if you’re in the market for a new 4K TV to set on your entertainment stand (or in your bedroom or wherever), now’s a good time to buy. That’s because retailers like Amazon, Best Buy, and Walmart have dropped prices on TVs for the holiday weekend.

So whether you’re looking for a smaller set or a giant 77-inch display to hang on the wall, you can find a good deal right now. Let’s take a look at the best 4K TV deals in all the Memorial Day sales.

4K TV Deals at Best Buy

Best Buy is running one of the best Memorial Day 2021 sales for anyone on the lookout for a TV. In particular, you can snag a great deal on LG OLED TVs. If you plan to use the TV for gaming or movie watching, I can’t recommend the LG CX TVs highly enough. They’re fully equipped to handle all the most futuristic features of the PS5 and Xbox Series X. They also offer true black, fantastic color, and an ultra-crisp image. You can’t go wrong.

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4K TV Deals at Amazon

Aside from Best Buy, the 4K TV deals are pretty scattershot. Amazon and Walmart have some random discounts, but nothing too eye-grabbing. That said, here’s what we’ve found.

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4K TV Deals at Walmart

Walmart only has a couple of TV deals, but the main one is the 24-inch JVC TV on sale for $69. That’s a tough price to beat on an HD TV, so if that size and class works for you, grab it while the deal is live.

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Memorial Day Sales 2021

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Activision Announces $100K Call Of Duty Mobile Masters Series Starting June 14

Activision is looking to crown the next kings of Call of Duty Mobile, announcing the next COD Mobile Masters tournament beginning in June.

The semi-invitational tournament series will feature 32 teams–16 from both North America and Europe–in competition every Monday for five weeks starting June 14. Teams will compete for a $100K prize pool, with $50K available in each region. Both the European and North American competitions can be tracked on tournament organizer GameBattles.

Four teams in North American and eight teams in Europe have already been invited by Activision based on recent results, player standings, and placement in the 2020 COD Mobile World Championships. Those teams are as follows:

  • North America
    • Mayhem
    • Tribe Gaming
    • Truly
    • Turbulence
  • Europe
    • Aphelion eSports
    • Bunker Esports
    • Meseeks Mobile
    • Nova Esports
    • Singularity
    • Stamina
    • Tragik
    • White Dragon
    • Zenshu

Teams who have not been invited can qualify for the Masters competition via the Masters Open Qualifiers, happening in CoD Mobile May 29-30. Once the brackets are set, all Call of Duty Mobile Masters matches will be broadcast in-game as well as on the official CoD Mobile YouTube and Twitch channels.

Those planning on taking part in the open qualifiers should have plenty of fierce competition, as CoD Mobile recently surpassed 500 million downloads worldwide. Full tournament rules for those interested in participating can be found here.

GameSpot may get a commission from retail offers.

Hot Wheels Unleashed Wants to Make Arcade Racing Fans Feel Young Again

If you asked a friend what comes to mind if you mention the words ‘toy car’ and ‘video game’, it feels likely their answer would be Micro Machines. The original Micro Machines game is an iconic smash hit that helped catapult Codemasters from being a budget 8-bit games publisher to becoming one of the UK’s top independent studios. The quality of the series it spawned may have wavered over the years but there’s no doubt Micro Machines remains a household name when it comes to top-down, turbocharged, toy-based racing.

It feels a little less likely the answer would be Hot Wheels, despite more than two-dozen video game tie-ins stretching back to 1984 and a 50+ year history of being the definitive die-cast car brand on toy shelves.

It’s obviously much too early to predict whether Milestone’s upcoming Hot Wheels Unleashed can singlehandedly change that, but from the early glimpses so far it certainly seems like this experienced racing studio is on the right (orange) track.

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“The first thing that we did in order to start with the right foot with the challenge was deciding to exactly replicate the vehicles that Mattel makes,” explains Milestone’s Federico Cardini, lead game designer on Hot Wheels Unleashed. “So the vehicles are a 1:1 reproduction of the toy cars – not some artistic rendition of what it could look like.”

“And so using this approach we actually added a lot of subtle hints around the entire game that actually suggest, or at least make you feel, that you are small. For example, maybe you don’t notice them while you’re watching a trailer but there are a lot of imperfections in the cars; there are the mould lines, which are the signs that are left when the car is cast from metal – or from plastic, of course – and then we have fingerprints on the track, which are almost invisible unless you see them from the right lighting, and then you have scratches. Our art direction department made a lot of research in order to get all those subtle details just right.”

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Lighting is obviously the other key part of crafting an authentic, miniature appearance. It proved quite the challenge, according to Cardini, because “the environments are gigantic.”

“So you need to have, just from a technical standpoint, shadows and reflections and everything working both at the level of the camera of the player, and also at the level of an environment that is 64 times your size!” Cardini chuckles.

“This was actually the harder part of the battle, because the lighting bridges the gap between the cars and the environments, and the environments are actually exactly 64 times the size of the vehicles. We decided to start with these two pillars of, in a sense, realism – exact toy cars, exactly as Mattel makes them, and the environment exactly as they are in reality. No tricks attached. Now that you have this, when you see that first impression, it feels right. It feels right.”

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Going for an overt, toy-sized take on Hot Wheels is not only a huge part of what distinguishes Hot Wheels Unleashed from Playground Games’ excellent Forza Horizon 3 Hot Wheels expansion from 2017, it means Milestone can be extremely playful when it comes to crafting environments. Cardini confirms there will be six environments in Hot Wheel Unleashed, all of which he insists will be unique in a certain way.

“The garage was our closed environment,” says Cardini, although he stresses there are three separate rooms in the garage and a lot of open space, adding that it’s “a more open environment that it may seem at first.”

“[The garage] was actually the inspiration for the entire game,” he says. “It’s something that sprung out by itself when we were deciding what to pitch [to Mattel] at the time. That environment is quite special, not only because of the general mood of the lighting, but the fact that it’s a little bit more of a night environment. The skyscraper is completely on the other end of the spectrum: above the clouds, there is sun coming in, a lot of space.”

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“I think that something that is really hard for us to communicate with a trailer is that we have these environments that are gigantic. Absolutely gigantic. And there’s a lot more of the environments that can be discovered, both when you build the track around the environments and when you actually discover where you can place your track. Since you can build your track both with the orange pieces and the environments, the environments take on a completely different meaning depending on how you use the track editor.”

Cardini is very keen to see what players create with the track editor and is confident people will be able to stun him with what they put together.

“I’m really interested to see what you can do with the track editor, which might be something silly for me to say because we made the track editor so I know what it can do,” he laughs. “But you know that players are always better than the developers – and every week I’m surprised by the tracks that our track designers are building – so I’m really looking forward to being surprised by the players when they have their hands on it.” 

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Between Supercross, MXGP, and MotoGP, Milestone has a confident catalogue of licensed motorsports sims in its stable, and it’s built up a strong reputation in the motorcycle game market. Hot Wheels is something very different for Milestone and, according to Cardini, the team is “really, really happy” to be working on it.

“There’s a lot of energy in the studio right now, because we are working on something a little bit different from our roots – or our, let’s say, more recent history,” he says. “But I think that the good part is that we have taken this opportunity to work with the Hot Wheels brand as a challenge to grow as a studio, because we’ve always been arcade racer fans so we have a lot of knowledge in the field, even if we’ve never had the chance to show it.”

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“And this is actually our opportunity. We decided to give to players our view of the arcade racing genre, which is also something that I’d say in the recent years has been – I won’t say lacking, because that’s not true – but I’d say limited in new entries or options.”

“Personally I just would love to hear the same reaction people had from the first trailer, which is, ‘This is how I imagined playing with Hot Wheels toy cars when I was young’. Because that was our intention.”

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Luke is Games Editor at IGN’s Sydney office. You can find him on Twitter every few days @MrLukeReilly.

Daily Deals: Dying Light 2 Collector’s Edition Preorders Live, Days of Play Sale Continues

We recently got some incredible sneak peeks into the latest and greatest games we’re getting in 2021. This includes Dying Light 2, which had an extensive Livestream showing off the new game. Preorders are now live, including the incredible Collector’s Edition.

The Days of Play sale also rocks on, with a great selection of deals on PS4 and PS5 games across retailers like GAME, Currys, Argos, and Amazon at the moment. The Last of Us Part 2 is down to £10, Spider-Man Miles Morales, Demon’s Souls down just £30 to £45, and classics like God of War now just £8. There are also some superb discounts on LEGO Star Wars and LEGO Fast and the Furious sets at the moment, making this one glorious day of deals.

Like us on Facebook and follow us on Twitter for the latest deals on games, tech and accessories.

Dying Light 2: Stay Human Preorders Now Live

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Days of Play Sale: Incredible PS5 and PS4 Discounts

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2 for £25 on 4K UHD Blu-rays

These are just some of our favourites in the 2 for £25 promotion, so make sure to click through the promo page to see each and every one of the amazing films available in this offer.

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Zack Snyder’s Justice League Blu-ray, Now Available

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Zelda & Loftwing Amiibo Now Available to Preorder

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DualSense Midnight Black and Cosmic Red Now Available to Preorder

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PS5 Retailers Expecting to Restock Soon

Top tips for securing a PS5 in the UK. Make sure to create an account and add the console to your wishlist at your chosen retailer. Argos and Amazon are great examples of users easily being able to purchase the console without issue when going via their wishlist when the stock is live. Make sure you’re also following @IGNUKDeals for live stock updates.

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Best VPN for Watching US Netflix or HBO Max

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Robert Anderson is a Commerce Editor and deals expert for IGN. Send him awesome gaming screenshots @robertliam21 on Twitter.

Unreal Engine 5 — Devs On How The Engine Will Transform Next-Gen Games

Epic Games recently showcased Unreal Engine 5 and announced that the next-generation game development toolsuite is now available in early access ahead of its planned public release in early 2022. Epic showed off the capabilities of the new engine with a thoroughly impressive tech demo called Valley of the Ancient–and you can see more of that here.

To learn more about Unreal Engine 5, Valley of the Ancient, and what Epic has in store for the future of gaming, we spoke with Unreal Engine senior technology designer Chance Ivey and VP of engineering Nick Penwarden. They touched on numerous exciting updates about Unreal Engine 5, including how it will allow for a new level of visual fidelity that wasn’t possible before and how, overall, the engine gives power to developers to streamline their workflows and create games faster and more efficiently.

The overall idea for Unreal Engine was to create “new, better, streamlined” development workflows, Penwarden says. The new Nanite and Lumen technologies inside Unreal Engine 5 are critical to what Epic is trying to achieve and unlock with the toolsuite. Another major component to Unreal Engine 5 is its World Partition system, which allows developers working on a large-scale games to break sections down into smaller pieces that developers can work on collaboratively and section-by-section to help move things along and work more efficiently.

As a practical example of one of Unreal Engine 5’s key innovations, Ivey said that in the past, making lighting adjustments to a massive scene required “re-baking,” a process that takes so long that developers would do it and then go home for the night. But with Unreal Engine 5, developers can more freely iterate and experiment with big changes without needing to sit around and wait.

“It makes the actual edit time, the creation time, the iteration time–way, way way, faster because we can make changes and see how things look at different types of days and be able to change the environment and lighting in ways we couldn’t before,” he said.

Our interview touches on all of these subjects and more, including how the advancements to Unreal Engine 5 might help virtual production workflows for Unreal’s non-gaming applications, like the technology that Epic created to help Lucasfilm make Star Wars: The Mandalorian’s virtual sets. Check out the full interview below.

How did you settle on the Valley of the Ancient demo to showcase the new UE5?

Ivey: So basically we knew we were going to release early access to the engine early in 2021, and whenever we go about doing that–putting tools in people’s hands–we generally like to put content in their hands too, to show them what they can do with those tools. They can learn from them, they can see how we would approach certain workflows for things that that they’ve never seen before.

So I talked with Nick and a handful of our engineering directors and dev leads on different teams and said, ‘Hey, what do we feel is going to be to a certain level of maturity by early access that we want to make sure that we encourage people to go explore it and test out?’ So we got a list of features from there, and then we hit the books to say, ‘How can we best show these features by building a project in a few months that can show both what’s possible today in early access but also be something that they can developers easily dig apart and learn how they work.

Every time we build a demo like this we want to give the source out to other folks so they can learn how we do things and then use the assets in their own projects as well. So we basically wanted to say A: What do people need to know about and how can we demonstrate those features for them. And B: How can we give them really great content that they can use in their own projects in their own projects if they want to as they get started with UE5 and C: Let’s go through the process of building and and releasing something, with early access, to see how far we can push some of those boundaries and see how we can make the toolset better for folks at early access.

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Is Valley of the Ancient a playable game that you’re going to sell or offer?

Ivey: It will be available for anyone to download and run themselves. the demonstration runs at 30fps on both PS5 and Xbox Series X; we wanted to target the next generation of consoles to see what maybe the next generation of games might be able to do with the tech.

The new UI is maybe one of the most obvious things that people might notice first. Was this re-design in response to feedback or something you wanted to address on your own?

Penwarden: I think it came from a combination of feedback from users, from our own internal developers, and from just new ideas that we had on how we can make an editing experience a bit more immersive and try to make sure that developers have the detail they need on screen but can really focus on the task at hand rather than being bombarded with the UI.

With UE5 you’re going for a more streamlined and optimized-for-workflow approach. Is that something you think UE4 didn’t do such a good job at?

Penwarden: I wouldn’t say UE4 didn’t do it well. I would say we’re trying to do it even better with UE5. And really looking at a combination of where the new technology that we’ve been able to build can help to create new, better, streamlined workflows. So with Nanite, the ability to ingest high-polygon models directly rather than needing to go and build custom LODs for that purpose, or with Lumen not having to go pre-bake [global illumination] and create lightmap UVs and go through an overnight baking process, but rather being able to dynamically light your scene. I think the World Partition and UI redesign all have that common thread of, ‘How do we streamline and make the developing experience better across the board.’

For World Partition, the idea of being able to edit the world as if it’s just one big map rather than having to subdivide it up manually into sub-levels for the purposes of editing or streaming content.

What are the major keys and takeaways for Nanite and Lumen that you think developers are going to be able to improve upon with these new tools?

Penwarden: I think the two key takeaways are being able to reach a level of visual fidelity that wasn’t possible before. Being able to create environments at a higher quality with less effort is another key takeaway. And the third, this one is maybe more specific to Lumen but being able to create more dynamic experiences while preserving a very high level of fidelity with that with high quality global illumination. So the fact that you can make changes to the environment in real time or you can change the time of day or change the lighting scenario and see all the high quality GI updates in real time, opens up new kinds of gameplay experiences that developers can create for players.

Ivey: All that hyper high resolution geometry, we’re lighting this scene with one directional light. Just one. To do all of this. And we have a time of day slider that we use for a lot of our cinematics. But pretty much as we rotate our light around the scene, all of this lighting is dynamic. Everything here.

Just doing simple things like this in past and previous games, as an environment artist or as a gameplay or mission designer, if I have to change something in the world as far as the geometry and layout goes, a scene like this [he shows us a massive map set in the Moab desert]–we might be re-baking lightmaps for production overnight, or longer than that.

So the fact that we can do this now not only opens up a bunch of new gameplay possibilities–this rock could be destroyed in the game and it wouldn’t destroy our live mix or anything–it also makes the actual edit time, the creation time, the iteration time, way, way way, faster because we can make changes and see how things look at different types of days and be able to change the environment and lighting in ways we couldn’t before. This is one light. We light this scene like the sun would light the earth, as opposed to having to do a lot of trickery to get the same kind of results.

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Can you walk me through what’s happening with Quixel and the Bridge and why it’s so significant for UE5?

Ivey: Quixel, as a library, it’s hyper-realistic, photo-real assets. Bridge has historically been this tool you use to acquire things from the Quixel library. We’re trying to keep workflows that make your life better; doing more with less work. Bringing bridge into the editor here allows you to access the library of content there and import it directly into your project as opposed to having to go through a traditional process of get an asset over here and bring it in there. So it’s just one more way to blend those tools together and keep you as close as you can be to your creation. Artists can pick the asset they want, bring it into the scene, and then it’s lit. As opposed to having to find it, import it into their project, and once it’s there drag it into the scene. So it’s just trying to get as close as possible to you getting your results.

Penwarden: And I think, more generally having access to the Quixel MegaScans library is really nice for enabling developers to get these really high quality assets really quickly into their games and experiences, whatever they’re creating. Because rather than having to do the work to model it all themselves and build the individual content, they have access to this huge library of photorealistic content at their fingertips to go and populate their world and build a really high fidelity experience really very, very quickly.

Ivey: As a designer, who is not an artist, generally in the past what i would do is I would find free assets I could use to kind of prove out an idea and then later have an artist come in and fix this. So for someone like me, having access to the Quixel library, it’s not just assets that can help me feel out a design or really understand what I’m trying to build, but it’s actually items I can ship a game with because they are that high quality. They are better than anything I could ever find other places.

World Partition seems like it’ll be one of the big takeaways for optimization of workflows and efficiencies. Is it in response to how game sizes are growing these days, so something like this is more of a necessity?

Penwarden: Yeah, it’s a response to … let me say, the reason we did it was to allow for easier creation of large worlds. So a couple things–on the edit time side, previously what you’d need to do was think up front about, ‘How do I want to build this world in a way that will allow all of the artists and designers on the team to collaborate without stomping on each other’s toes?’ So you might split up the world spacially or split up the world into layers, so lighting is in one layer and effects are in another, and then you have the designers and artists managing what the file structure looks like for the game so they can work together without stomping on each other’s toes. On the edit time side, to everybody working on the project, this just looks like one big map. And under the scenes, the editor stores all of the individual objects in physically a single file on disk, which means as long as we’re not editing the same object in the scene, we can both work in the same physical space in the map. And collaborate much more easily that way.

The other side of it is the runtime streaming side, so when you build a large world you need to think about how much content can be in memory at any given time, and how do I need to break things up so as the player traverses the world, how do we get content in fast enough that people are going to be able to see it. So what World Partition does is it separates those concepts. So at runtime, we do take all of the content, we divide it up into grids or streaming chunks, that then the engine can then stream at run time. So the size of those chunks are all fairly easily configurable by developers so they can change it based on their game’s needs. And very quickly get to a point where you can stream these large worlds and just have players move through them easily without having to go back and re-work a ton of content to meet the new requirements of your game.

As an example, if you were building a large-world game and then all of a sudden you decided, ‘Oh wait, we want to have a sequence where you hop on a motorcycle and drive at 75mph down a canyon road,’ all of a sudden you need to go back and think, ‘OK, well, we can’t stream in that content quickly enough.’ So you’d need to go back and rebuild it or take apart different sections and build it with those streaming times optimized. Now you can a little more easily go in and change streaming distances and not have to go micro-manage files on disc.

I understand there have been a few games announced for UE5 and presumably many more behind the scenes. Not asking for any details on that, but curious what you’ve been hearing from developers who are working on UE5 so far?

Penwarden: I think what I can share there is, we’ve had a couple of experienced Unreal Engine licensees testing our UE5 for a little bit now; a very early version of UE5. And so far, the response has been overwhelmingly positive. I think developers are really excited about the new technology that we’re building into UE5 and what they’re going to be able to make with it.

“We’re not there yet in terms of true 100% photorealism, but we really are getting closer and closer.” — Penwarden

Because the Unreal Engine in general is used by so many teams across games, movies, apps, all different kinds of things. When you’re thinking about the new whatever you want to add to UE5, how do you go about prioritizing what to work on when the engine itself is used for so many distinct purposes?

Penwarden: So it’s interesting. I think one of the nice things is photo-realistic real-time rendering is a key component to so many different industries, and actually a number of the core technologies overlap really, really well. So Nanite, which is going to help to transform what next-generation games look like is also something that is going to be really empowering for film and virtual production workflows where you really care about being able to bring in film-quality assets without having to go and make a game-optimized version. Same thing with Lumen. So we have this set of core feature set that is broadly applicable and then it’s really a matter of working with partners and adding some of these specific work flows and support for certain [digital content creation] packages and so on for enabling new industries to take advantage of Unreal.

Are the advancements to UE5 going to have an impact on the tools that they use to make The Mandalorian?

Penwarden: I don’t know that I can talk specifically about that show but I can say all of the tools and technology we’re building now, it will be in UE5 and it will take the virtual production workflows that we’ve built in UE4 and make sure they’re working in UE5 as well. So all of these technologies will come together with the full release of UE5 to power virtual production workflows, and technology like real-time high-quality global illumination, as well as being able to import film-quality assets directly, I think is going to have a huge impact on virtual production workflows and the workflow and their ability to iterate on set.

You’re delivering a lot of exciting new features and functionality with UE5. When you’re thinking about the feedback over the years from UE4, I’m sure there was a lot that came in, but was there any consistent feedback that developers wanted to see updated or improved upon for UE5?

Penwarden: I think probably the most consistent feedback that we get is around trying to optimize for developers’ workflows and I think developers always expect Epic to push the boundaries of graphics technology and visual fidelity, so we’re doing that and I think everybody expected that. I think the work flow changes and how we can make developer workflows more efficient is consistent feedback that we get from licensees that we’re really embracing that we’re trying to make better with UE5.

You’ve both mentioned photo-realism and film-quality assets for UE5. I’m wondering if you can both share your thoughts on the uncanny valley as graphics get more and more sophisticated.

Penwarden: The uncanny valley, you know, I don’t actually have that many great things to say about that, to be honest. I look at some of the shots from the Valley of the Ancients demo. We saw photographs of the Moab desert and then see a render of Valley of the Ancient and if you’re not careful you might mistake one for the other. We’re not there yet in terms of true 100% photorealism, but we really are getting closer and closer.

14 Things We Learned From The Friends Reunion On HBO Max

At long last, the Friends Reunion has arrived on HBO Max. When first announced, the special was originally going to debut in 2020. The COVID-19 pandemic kept that from happening, but eventually, the cast of the iconic sitcom was able to reunite–complete with a socially distanced audience–to look back on the series that ran for a decade.

The special sees the reunited cast revisiting the show’s rebuilt sets, testing each other’s Friends trivia, reading old scripts together, and sharing their memories of starring on one of the most popular TV shows of all time. In doing so, they revealed quite a bit of new information for fans, from production secrets, to what they took home from the set when the series wrapped, to whether or not a revival is in the hypothetical future.

Take a look below at the 14 biggest things we learned from the Friends reunion on HBO Max. Then head over to the streaming service to watch it yourself.

1. Matt LeBlanc dislocated his shoulder

In the Season 3 episode “The One Where No One’s Ready,” there’s a scene in which Joey (LeBlanc) attempts to dive into a chair in Monica and Rachel’s apartment. What fans didn’t know is that in one take, LeBlanc dove so aggressively that he actually dislocated his shoulder. In never-before-seen footage, he is shown walking off of the set, followed by David Schwimmer, who tells the camera to cut. Then, from off-screen, he can be heard yelling, “Ouch!”

The rest of the taping had to be canceled so LeBlanc could be taken to the hospital. While the rest of that particular episode was filmed after his arm healed, he wore a sling on the show for the next few.

2. David Schwimmer hated working with Marcel

While fans may have loved the fact that Ross (Schwimmer) had a pet monkey for a period of time on the show, Schwimmer sure didn’t. According to the actor, the monkey’s timing was off quite a bit of the time. What’s more, the capuchin (whose real name was Katie) would often be fed live grubs while sitting on Schwimmer’s shoulder. “I’d have monkey grubby hands all over,” he said. “It was just time for Marcel to f*** off.”

3. Matthew Perry was cast on the weirdest show ever before Friends

When Friends was casting, Matthew Perry was already hard at work on another TV pilot. He was set to star in LAX 2194. In it, he played a baggage handler at the Los Angeles International Airport, but over 150 years into the future. Yes, it was a bad idea. No, it never made it to air, thankfully. What we wouldn’t give to see that pilot, though.

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4. Jennifer Aniston almost had to be recast

Likewise, Jennifer Aniston was also cast on another show at the time Friends was being put together. She was working on a series called Muddling Through. Still, the producers of Friends cast her in the pilot and shot a few episodes, hoping Muddling Through wouldn’t get picked up to series. Aniston recalls going to the producers of Muddling Through and asking to be released from her contract because she really wanted to be on Friends. Their response? “That show’s not going to make you a star.”

5. The cast agrees Ross and Rachel were on a break

It’s one of the biggest debates in the show’s history. Were Ross and Rachel on a break when Ross slept with the girl from the copy store? While the characters were divided on the show, the cast now agrees that they were, indeed, broken up at the time. So that mystery is solved.

6. Matt LeBlanc autographed the set in an interesting way

Upon completion of the series, the cast and crew of Friends autographed one of the apartment set walls. They shared thoughtful memories and well wishes with their messages. Well, most of them did. LeBlanc simply wrote, “I s*** here” and signed his name. All these years later, it still cracks him up.

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7. Ross and Rachel almost didn’t end up together

Co-creator David Crane revealed during an interview on the special that at one point they considered ending the series without getting Ross and Rachel together. Ultimately, they realized what a bad idea that would have been. “People have been waiting 10 years to see this couple get together, we’ve got to give them what they want, we just have to find a way to do it so the journey is unexpected,” he explained.

8. No, there won’t be a revival

Fans holding out hope for more episodes are going to have to let this one go. Not only are the creators not interested, but the cast themselves also don’t want to revisit the characters. Everyone is happy with how the show ended. What’s more, Courtney Cox (Monica) admitted that this is also likely the last time they’ll all get together for a public reunion. That said, they’re still planning to have private dinners together.

9. Chandler and Monica’s relationship was inspired by fans

When Chandler and Monica hooked up in London, it was originally meant to be a one night stand situation. That was the Season 4 finale, though, and the show’s producers had all summer to watch fans’ reaction to the idea. After seeing how excited viewers were about the pairing, the show leaned into it and, ultimately, the couple wound up married with kids.

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10. Aniston and Schwimmer had crushes on each other

While Ross and Rachel were on again-off again throughout the entire series, the actors behind the roles were never romantically involved. However, both Schwimmer and Aniston admitted they had massive crushes on each other during Season 1.

11. The cast took home some pieces of the set

When the show ended, most of the sets were either destroyed or put into storage. However, some pieces from the sets wound up going home with the actors. Cox, for instance, took the cookie jar from Monica and Rachel’s apartment. LeBlanc, on the other hand, took home the ball from Chandler and Joey’s foosball table. Why didn’t he take the foosball table, itself? Because by the end of the series, it was destroyed.

12. Courtney Cox hid script pages all over the sets

Early on in the special, LeBlanc revealed that Cox once had her lines written down on a dining room table while filming a scene. This led to the revelation that script pages were often hidden all over the sets for the actors to refer to–and usually Cox was the person that put them there.

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13. Matthew Perry felt an unhealthy pressure to be funny

During one of the more sobering moments of the special, Perry admitted that the pressure he put on himself to be funny was problematic throughout the series. “To me, I felt like I was going to die if they didn’t laugh. And it’s not healthy, for sure,” he admitted. “But I would sometimes say a line and they wouldn’t laugh and I would sweat and just go into convulsions. If I didn’t get the laugh I was supposed to get, I would freak out.”

14. Where are they now?

While there’s not going to be a revival anytime soon, the cast knows where they believe their characters are now. According to Aniston, Ross and Rachel are married with kids. And yes, Ross is still a paleontologist. By now, Monica and Chandler’s kids have graduated high school. As Cox puts it, Monica is still volunteering at the school though–and Chandler is still making her laugh. Likewise, Kudrow believes Phoebe and Mike are married with children at this point.

In fact, the only person they don’t believe settled down and started a family is Joey. According to Leblanc, the character “probably opened up a sandwich shop in Venice Beach.”

DC Casts Gay Green Lantern Alan Scott For HBO Max Series

Superman is Clark Kent and Batman is Bruce Wayne, but since the very beginning Green Lantern has been a title, and the Lanterns are legion. DC has now cast a second Lantern for its upcoming HBO Max series: the original Green Lantern, Alan Scott.

Actor Jeremy Irvine announced on Instagram this week that he’ll be stepping into the role of Alan Scott. Scott was the very first Green Lantern, debuting in July 1940. In the original story, Scott was a railroad engineer who finds a magical lantern. Scott has come and gone in the comics over the years, but in 2012 the character came out as gay, and in that timeline was the head of a media empire. In the HBO Max series, he’ll be playing a closeted gay FBI agent in the year 1941, according to TVLine. While Scott has appeared in Smallville and Stargirl, this will be the first live-action appearance that deals with his sexual orientation.

HBO Max announced the series in 2019. Just last month, movement began on the series once again as the studio cast Finn Wittrock as Green Lantern Guy Gardner. Gardner first appeared in 1968, the third primary Green Lantern after Alan Scott and Hal Jordan, though Scott wasn’t part of the Green Lantern Corps, and his ring’s power came from regular old magic instead of the Central Power Battery of Oa.

As yet uncast Lanterns include Jessica Cruz and Simon Baz; more popular Lanterns Hal Jordan, John Stewart, and Kyle Rayner have not yet been mentioned in association with Green Lantern. Marc Guggenheim and Seth Grahame-Smith are co-writing the ten-episode show, and Grahme-Smith will serve as showrunner. Arrowverse mastermind Greg Berlanti is also executive producing. This won’t be Grahame-Smith’s first outing with the Lanterns, either, as he wrote the 2011 Green Lantern film starring Ryan Reynolds, who just watched the movie for the first time this winter.

Green Lantern does not yet have a premiere date.

Ex-People Can Fly Developers Form New Studio To Make First-Person Shooter

A number of ex-developers from People Can Fly, the developer behind Outriders, have formed a new studio focused on a first-person shooter in 2021. As reported by Gamesindustry.biz, Gruby Entertainment was founded as an independent studio in 2020 by ex-People Can Fly developers Grzegorz Michalak, Karol Szyska, and Kamil Misiowiec.

The new Poland-based, fully remote studio was revealed by Super.com, the team’s first publishing partner. Super.com, which published Raji: An Ancient Epic last year, will provide consultation and guidance as part of the partnership. Gruby Entertainment’s goal is to create “high-calorie” gameplay for hardcore gamers in its games.

Now Playing: Outriders Video Review

“We are thrilled to expand our team and knowledge base, and show the world a fresh approach to action games,” Misiowiec told Gamesindustry.biz.

The team consists of veteran talent that has worked on both independent titles and massive blockbusters like Outriders.

Outriders was a success for People Can Fly and Square Enix, both critically and commercially. In GameSpot’s Outriders review, critic Phil Hornshaw awarded the game an 8/10 and wrote: “[Outriders] is surprisingly deft at combining things that shouldn’t work together: Its story is often funny but similarly severe; its combat requires you to take cover and to charge; its abilities make you phenomenally powerful but prone to overestimating yourself.”

Square Enix announced that Outriders hit 3.5 million players in the first month and the publisher expects it to become the “next major franchise” for the company.

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Halo Insider Sign-Up Guide: How To Play The Possible Halo Infinite Beta

It’s a big year for Halo, with developer 343 Industries finally releasing Halo Infinite after a year-long delay from its original Fall 2020 release date as a launch title for the Series X|S. While it missed that date, 2021 is a special, fitting year for Halo, as it marks the 20th anniversary of the franchise and the Xbox brand overall.

Before Microsoft launches Halo Infinite, there may be beta period, according to comments from the developer, and it’s easy to sign up. In this story we’re running down some quick instructions on how to sign up for the Halo Insider program to earn a shot at getting chosen to participate in the upcoming trial.

How To Sign Up For Halo Insider

The Halo Insider program is free and open to everyone across console and PC. You can opt in to the Halo Insider program on Microsoft’s website, and the process is very simple and straightforward.

There are some important items to be aware of, however. For example, you must be at least 18 years old to participate, and you need to agree to a confidentiality statement. This says that those accepted into the program are not allowed to disclose the existence of any surveys or share images, videos, and more from beta tests, except where allowed.

If that’s OK with you, you are then taken to a page that asks you to enter your preferred email address for correspondence related to Insider matters. You also need to jot down a variety of personal specifics like your country and your time zone.

The Insider sign-up page then asks you to denote which Halo games you’ve played, which ones you like the best, and what kinds of modes within those games are you favorite.

The sign-up page also asks what platforms and controllers you own, what display settings you have, and what audio setup you play games on. You can also opt in to PC-specific beta tests on the Halo Insider sign-up page, and you’ll be asked to share your PC specifications and your Steam ID, if you have one.

Once you’re all signed up, all that’s left to do is wait and hope you are chosen. Microsoft says invitations to Halo beta tests are limited, and the company chooses participants based on “specific goals.” This means you might not get chosen for a particular test.

However, Microsoft said you can improve your chances by ensuring your Halo Insider profile is complete and accurate.

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Flight Time

Microsoft’s beta tests for games are known as “flights,” and it’s expected that Halo Infinite will have at least one. Although Microsoft has scaled back its original plans for Halo Infinite beta-testing due in part to the delay, the company is reportedly planning a Halo Infinite beta testing period later this year, and signing up for Halo Insider appears to be the way to get in.

Open Beta?

Whether or not there will be an open beta for Halo Infinite remains to be seen, but it seems possible. Responding to the issues around The Master Chief Collection’s terrible launch, 343 boss Bonnie Ross said you can expect all future Halo games to be beta tested.

“Going forward, you will never see a Halo game coming out without a beta. It was obviously painful for our fans and for us. But it won’t happen again,” she told Game Informer (via Reddit).

For what it’s worth, The Master Chief Collection is in a much better place these days. That game regularly gets beta tests, or flights, for its new seasons of content. 343 releases new content and features for beta testers and then rolls out the changes publicly. Sometimes, the changes can be significant. For example, 343 tested two new Halo 3 maps for MCC in Season 6, but only one made it into the public release–the other was held back for further testing.

Next Up

343 recently canceled plans to release the next Halo Infinite devblog in May, instead opting to hold this announcement back until June due to the big Xbox summer showcase. That event takes place on June 13, and Halo Infinite is expected to feature in it prominently. Microsoft has shown precisely zero footage of multiplayer, so fans are no doubt hoping to see that and find out if battle royale has any part in it.

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