Mick Garris and the Road From Star Wars Receptionist to Horror Icon

Mick Garris has witnessed the explosion of genre film firsthand, from his origins answering phones at Lucasfilm to shooting making-of featurettes for some of the most iconic movies of the ‘80s. As a director, Garris is best known for his work with Stephen King, helming a series of made-for-TV adaptations of the author’s most iconic stories. Today, Garris may be most familiar to horror fans as the host of Post Mortem, the long-running podcast featuring interviews with the horror legends he’s befriended during his four decades in Hollywood.

“I’m the little out-of-focus guy in the back corner of a picture of a bunch of famous people,” Garris tells IGN.

Garris himself is the first to admit that his work has flown somewhat under the radar compared to his contemporaries, and his new biography Master of Horror, by Abbie Bernstein from ATB Publishing, traces a career that is just as remarkable for the things he’s seen as much as the things he’s done. We recently chatted with Garris to discuss his long-ranging career, from his early days as a Lucasfilm receptionist to horror writer-director to podcast host and elder statesmen of the genre.

Mick Garris’ entry into the movie business is, on the surface, somewhat stereotypical: kicking around LA working odd jobs until landing a gig as a studio receptionist. Only in this case, the studio was Lucasfilm, and his first day of work was in the summer of 1977, mere months after the release of Star Wars.

“To be in the middle of this phenomenon, the biggest movie in the history of cinema all around the world… My $150-a-week job going ‘Star Wars, may I help you?’ was really great,” he says.

Garris eventually took on additional responsibilities, including a stint as R2-D2’s manager, operating the droid for publicity appearances, parties, and even the 1978 Academy Awards. Beyond its record-shattering box-office returns, Star Wars helped the sci-fi fandom scene explode into the mainstream. Early conventions and enthusiast publications played a massive role in making the film a success, like the legendary 1976 Comic-Con presentation that gave fans their first glimpse into a galaxy far, far away. Garris quickly realised the publicity value of insidery, behind-the-scenes information, and kicked off the next phase of his career.

“I would hire myself to do these making-of documentaries,” says Garris. “Being able to do the documentary on the making of The Goonies and Gremlins and The Fog and Escape From New York and Videodrome, you know, working with all of these people I considered gods who became friends and cohorts.”

Garris was a fly on the wall of some of the most legendary sets of the ‘80s, creating low-key, intimate, and earnest documentaries that paved the way for countless hours of DVD special features.

“It was a way for me to teach myself how to make a narrative structure out of a bunch of pieces of film, so it was kind of the film school that I could never afford,” he explains. “Although the real film school was when I was writing for Amazing Stories. And I would have scripts directed by Marty Scorsese and Bob Zemeckis and Joe Dante, and actually be on the set and watch that take place.”

With Steven Spielberg’s underappreciated anthology series Amazing Stories, Garris began building a repertoire as a writer and director, leading to some of his first feature work on sequels like Critters 2, The Fly II, and Psycho IV, a tried and true method of paying Hollywood dues made all the more important in today’s franchise-driven market.

“Well, I don’t think anybody chooses to do sequels to launch their career, but they are the opportunities that are available at the time,” says Garris. “I’ve been very lucky to have doors open for me like that… These days, sequels make more money than the originals. But back in those days, you’re not going to get the highest end filmmakers to do a sequel to somebody else’s movie, but you will get the up and comers who are struggling to be seen to show what they can do to be able to practice their craft and… become better filmmakers through it.

“I’ve never worked for Marvel. I’ve never worked for DC. And it’s unlikely that I ever will. Yeah, they are a machine, but they also are looking for people who can instill some personality into the corporate machine… So the opportunities are greater because the franchise model exists today. You get the original filmmakers doing the sequence, or… you get Alfonso Cuaron doing Harry Potter 3… You get really terrific filmmakers who aren’t just in their formative years.”

Between directing duties, Garris kept writing throughout the ’80s, including a few family films that one might not expect from a “master of horror,” like *batteries not included, Disney Channel mainstay Fuzzbucket, and Hocus Pocus, which he wrote nine whole years before its 1993 release.

“It started with the producer David Kirschner,” recalls Garris. “It was his idea. He had produced An American Tail for Amblin and Spielberg, and he found out about me because of my work on Amazing Stories and then writing *batteries not included. They had hired another 11 writers after me, before it came back eight years later when they offered it to Bette Midler and she said, ‘Yes’ That’s what got the wheels turning.

“I always knew I was making it for Disney, so it was always family friendly, but it was definitely darker. It was not nearly so slapstick-ey… Billy Butcherson still lost his head, but it wasn’t in such a wacky and comedic way. They made a choice to go more comedic with it, and obviously it was the right choice. Although back in 1992, when it came out, it did not do particularly well. It took decades for it to become the kind of perennial that it is today.”

I always knew I was making [Hocus Pocus] for Disney, so it was always family friendly, but it was definitely darker. It was not nearly so slapstick-ey.

While Hocus Pocus didn’t quite make him a household name, Garris soon became forever linked to a far bigger pop cultural phenomenon: powerhouse horror author Stephen King. The two first worked together on Sleepwalkers, a 1992 film billed as the first King story made explicitly for the screen.

“I didn’t meet Stephen King until after I already got the job,” says Garris. “I never met him until the day we shot his scene where he and Clive Barker and Tobe Hooper are in that sequence in the graveyard together. But we talked on the phone a lot. The original director that they’d hired temporarily to do the movie had a vision of his own that did not match Stephen King. And if you’re making a Stephen King movie, you want to put Stephen King’s name in the title, and if you’re completely reworking his original screenplay in a way that does not make him happy, you’re not going to get Stephen King’s name in the title or his cooperation. And I was a dyed-in-the-wool Stephen King fan from the time I first read The Shining… When he asked me to do The Stand, because he was so enthusiastic about what we’d done together on Sleepwalkers, over the course of that year-long excursion we became really good friends.”

The Stand, Stephen King’s sprawling 1978 novel about good battling evil amidst a world-shattering plague, was long considered unfilmable. Coming in at over 1,000 pages in the uncut version, with hundreds of speaking roles and a story that spans the entire country, translating The Stand to the screen was a daunting task for Garris and King, who adapted his own novel for the 1994 miniseries on ABC.

“By the time I was onboard, he’d already written the script and it was great,” he says. “It was one of the best things I’d ever read in my life as a screenplay. And he had not always had the same respect for screenwriting as he did for his fiction writing or his prose writing… Who better to visualize the book in screenplay form than the author of the book? Because his books are so cinematic and he thinks cinematically. He knows and loves movies. So he understands that movies are told from the outside in and books are told from the inside out. And how do you find that narrow space to walk that accomplishes both things?”

With a loaded cast of ’90s luminaries like Gary Sinise, Molly Ringwald, Rob Lowe, Ruby Dee, and Miguel Ferrer, to name but a few, Garris set out to film the massive story. He shot The Stand on a budget of $26 million over six months, across six states, all on gorgeously frugal 16-millimeter film.

“There’s no light at the end of the tunnel,” says Garris. “There’s not even a tunnel yet when you start, but you have to put your faith in your post-production or your pre-production and the script. You have to trust the script. It’s gotta be ready before you start something that big, because it is a giant house of cards… I’ve never worked that hard again, but it has been done. The remake of The Stand costs four times as much as our Stand and they didn’t move much. I think they did it all in British Columbia, all near Vancouver. So something on the scale that we did, well, television’s a lot bigger now than it was when I was doing it.”

Television is both bigger and smaller than it was in 1994. When The Stand premiered on ABC, it was an unprecedented hit, with viewership numbering in the tens of millions for each of the four episodes. Today, the same network’s highest-rated show, Grey’s Anatomy, brings in just over five million sets of eyeballs, a staggering glimpse into how the metrics for success have changed.

“It was over 50 million people a night in North America and that can never happen again, because we’re in a universe of not only 500 channels, but all of the streamers as well,” he says.

The success of The Stand paved the way for future Garris/King collaborations, though none would reach the same heights, least of all The Shining. King is famously not a fan of Stanley Kubrick’s ice-cold adaptation of the deeply personal novel of alcoholism and abuse, but his more accurate miniseries was almost destined to fall short of filling such huge shoes. Caught somewhere in the middle is Mick Garris, proud of his accomplishment.

“It was a totally different way of making movies than the guerrilla warfare that we did in shooting The Stand,” explains Garris. “And it was one of the most pleasurable shooting experiences I ever had. It’s the only time in my career that I actually felt like we had sufficient funds to see the vision through that we had, and being able to cast great people and work with those people all the way through, for 72 shooting days, all in Colorado was pretty amazing. It was so confined and contained that I could really put even more thought every day into how to polish it even more, and how to take a frightening scene, like my wife coming out of the bathtub and attacking the young boy… [and] orchestrate it and really take our time and build tension and suspense in a very specific way.”

Garris worked on more King adaptations after The Shining, helming Riding the Bullet, Desperation, and Bag of Bones, and co-writing Michael Jackson’s Ghosts, not to be confused with Thriller, in which Garris and his wife merely appeared as zombie extras courtesy of close friend Rick Baker.

For years Garris was also attached to The Talisman, King’s much-beloved fantasy novel co-written with Peter Straub. The project toiled in development hell for decades and remains there to this day, though the recently-announced Netflix series developed by Stranger Things’ Duffer brothers and old pal Steven Spielberg may yet break the curse. As for Garris, after his work with King he dove even deeper into collaboration, resulting in the Showtime anthology series Masters of Horror in 2005.

Masters of Horror was born three years earlier, at a Sherman Oaks restaurant where Garris had gathered 10 of the genre’s greatest luminaries for a bite and a chat. On the guest list were Halloween’s John Carpenter, The Texas Chainsaw Massacre’s Tobe Hooper, Phantasm’s Don Coscarelli, Hellboy’s Guillermo del Toro, Gremlins’ Joe Dante, and An American Werewolf in London’s John Landis, among others. The gruesome group met regularly, forming the impetus for a simple but innovative idea.

“Horror directors don’t work together unless they do a cameo in a movie… but we have a similar job, you know?” he says. “It’s just like a bunch of real estate salesmen getting together to have dinner, but it’s not so much talking shop as just, we’re people who have a similar line of work and similar personalities in certain ways, as well as very diverse ones… After a while, we’d start to talk about the frustrations of, you know, John Carpenter not being able to do his own thing in so many years and bitter about Hollywood, and Tobe Hooper never getting a shot to really show what he can do these days and those days. I decided to put it into a format.

“The reason the show was great was because it truly was masters of horror. It was the best people out there practicing in the genre who were available to us… It was such an achievement because I was able to say to all these people, ‘Do what you want. If you can do this in 10 days for $2 million, you have final cut, it’s your movie.’ So they did, and they ran with it. They took the ball and ran with it. And really they respected the opportunity that it gave them because they’d had so much heartbreak. Yeah, we don’t have much time. We don’t have much money, but we have our creative freedom here. And other than Takashi Miike, whose show didn’t get aired because it was so controversial, it still got made, and it still got put out on video and released as a feature in Japan.”

Masters of Horror set the stage for the next phase of Garris’s career as a genre luminary exploring and understanding horror through his interview podcast Post Mortem With Mick Garris.

I learned something from every single interview that I do. It’s just exciting because this is a genre where ingenuity is primary.

“I never set out to become any kind of ambassador for horror, but because I can be articulate about what we do and what we love, and to be able to ask questions of people as a filmmaker in a simpatico way where I understand where they’re coming from from practical experience, it makes it special,” he says. “We’re in our fifth year now, which is phenomenal. We’ve done over a hundred interviews, plus the AMA episodes. It’s so much fun and these are great people. And a lot of them I’ve never met before until I’ve interviewed them on the show. And I literally mean this when I say I learned something from every single interview that I do. It’s just exciting because this is a genre where ingenuity is primary. You know, there are no drama festivals. There are no Western festivals. There are no comedy festivals. There are horror film festivals all around the world. And there’s a reason.”

The longstanding and increasingly aggravating debate over whether superhero movies can be considered cinema continues to rage, but such conversations rarely arise around horror. From the Oscars dais to the five-dollar DVD bin, the life blood of cinema runs deep through horror’s veins.

“[Horror] filmmakers were the ones who kind of invented the language of cinema in a lot of ways,” says Garris. “The Cabinet of Dr. Caligari comes to mind, Dreyer’s Vampyr, and of course James Whale and Frankenstein, Bride of Frankenstein. They were inventing… what the language was. But it’s always been a gutter genre too. There is no respect from the critical world, maybe a little more now than there used to be. But most of the time I spent working in the genre, it almost never gets Academy Awards or recognition in that way. And yet it takes a lot more imagination and manipulation of the tools of cinema to make a really good horror movie than it does to make a really good drama, because a really good horror movie has to be a really good drama first. And then layered on top of that are the tools of building suspense and tension and fear, the build and release of surprise and shock are very much a part of it.”

The popularity of horror films has waxed and waned over the last century or so, but no matter how our cultural tastes change or the world around us shifts, scary movies always survive. Today, as Hollywood struggles to recover from a devastating pandemic, one of the few bright spots at the box office is A Quiet Place Part II, not just a horror film but one based on a fresh, entirely original property. We still don’t know what the future holds for movie theaters, but Garris is confident that horror will help lead the recovery.

“First of all, it’s a great shared experience,” says Garris. “Just like comedy, to be in a room with a group of people, the fear as well as the laughter is contagious, and people are always going to want the cinematic experience. Yes, you can watch virtually everything at home if you want to, but there’s nothing like going to a crowded Chinese Theater on Hollywood Boulevard to see A Quiet Place… And I think it’ll always be there. I think the more personal horror is, the more staying power it has. So I don’t know if it’s going to be ghost stories or monsters or zombies. I hope no more zombies. I don’t know specifically what it’s going to be, but it’s always going to be with us and horror will always arise. Like the zombie from the dead.”

Master of Horror by Abbie Bernstein is available now from ATB Publishing. You can also listen to Post Mortem with Mick Garris every week courtesy of the DREAD Podcast Network.

New Nintendo Switch Controller In Development | GameSpot News

In this video, Persia goes over an FCC filing from Nintendo that may point to a new Switch controller in development. The only information that can currently be found in the filing is that the controller will be wireless, connecting to the Switch via Bluetooth. Everything else is confidential at Nintendo’s request.

Announced on Twitter, more details and gameplay are on the way for Overwatch 2 and will be showcased during the Overwatch League Grand Finals pre-show and halftime show on September 25. It will begin at 5 PM PT/8 PM ET on the official Overwatch Twitch channel.

Persia also talks about Valheim’s much-anticipated Hearth and Home update that includes an overhaul of the food system, new building elements, and a “steamy Viking hot tub.” The update is available now.

Lastly, she covers how Battlefield 2042 being delayed to November 19 impacts a number of other particulars about the game, including its early access release date and the open beta.

For more information on all of these topics, visit gamespot.com.

Most Of Gran Turismo 7 Is Online-Only

Gran Turismo 7’s new campaign mode, and most of the game in general, will require an internet connection to play.

The news comes from a new interview with Gran Turismo series creator Kazunori Yamauchi via Eurogamer, in which Yamauchi clarified that the majority of Gran Turismo 7’s modes, including campaign and the new GT Cafe mode, will be online-only.

Now Playing: Gran Turismo 7 | PlayStation Showcase 2021

“The requirement for the online connection isn’t specific to the Cafe per se,” Yamauchi said. “It’s just to prevent cheating overall from people trying to modify the save data, so that’s the reason for the online connection.”

Yamauchi goes on to clarify that the online connection requirement for campaign will function similarly to that of Gran Turismo Sport, and that the only mode that will not require an online connection will be the game’s arcade mode, as it doesn’t use save data.

Other details revealed by Yamauchi in the interview include the fact that the game’s weather will be running in real time and will affect everything from the humidity in the air to road surface temperatures. Damage models for vehicles will be similar to that of Gran Turismo Sport (but improved) and that when it comes to PlayStation VR support, the team is “not at a state where we can talk about it yet.”

Gran Turismo 7 made a splash with a new trailer at Sony’s latest PlayStation Showcase, where a release date of March 4, 2022 was revealed. The game will be coming to both PlayStation 4 and PlayStation 5, and will feature cross-play between the two platforms. PlayStation’s racing franchise will be facing competition from Forza Horizon 5, which releases for Xbox One, Xbox Series X|S, and PC November 5 and will also be available on Xbox Game Pass.

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FIFA 22 Has Loot Boxes Again, But This Time You Can Preview What’s In Them

FIFA 22 will once again feature loot boxes, but Electronic Arts is making a change to how they work so people have better insight into the odds of unlocking a particular card. The game’s Ultimate Team mode will use “preview packs,” which the developer tested in FIFA 21. As reported by Eurogamer, the preview packs allows players to get a glimpse at what’s in a particular pack before spending real money or in-game currency.

A post on EA’s website explains how this works. “Preview Packs are a pack type that allow you to see all the specific Items contained within. Once you have seen what is in the pack, you can choose to buy the pack, with either FUT Coins or FIFA Points,” EA said.

Now Playing: FIFA 22 Next Gen Gameplay Powered by Hypermotion Technology

Here is what will be available at launch:

  • The Premium Gold Pack will be available for Preview on a 24 hour refresh timer alongside the non-Preview version.
  • The Premium Silver Pack will be available for Preview on a 24 hour refresh timer alongside the non-Preview version.

EA makes a gigantic amount of money from the Ultimate Team modes in its sports games, and FIFA is a particularly large success story for the company in this respect. Commenting on the preview pack trials for FIFA 21, EA CEO Andrew Wilson said this actually led to an increase in engagement and revenue.

“We saw an increase in engagement, and we saw a higher rate of conversion of spenders,” Wilson said (via PC Gamer). “It was coming down toward the end of the season, so some of this data has to be taken in that context, but the team is committed to continuing to innovate in and around the offers and the programs that we put together for our players, and believe that we can continue to grow that business over time.”

EA caught a lot of flak for how Star Wars: Battlefront II implemented its own loot box system, and the publisher pulled them before its public launch. Still, this led to increased discussion in gaming circles and with politicians around the world about how such systems ought to operate, with some lawmakers calling for games with loot boxes to be banned for children.

FIFA 22 launches on October 1, and Lionel Messi is the highest-rated player overall.

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CoD: Black Ops Cold War September 16 Patch Notes Detail Fixes For Zombies

The weekly update has arrived to Call of Duty: Black Ops Cold War, and the September 16 patch notes include some stability fixes for Zombies, but it’s a pretty quiet update for multiplayer as Season 5 starts to wind down.

MP Weekly Playlists

Black Ops Cold War’s featured playlists for multiplayer will include Nuketown 12v12, which is a moshpit of respawn modes with the chaos of double the players. Last week’s Zoo 24/7 and Demolition playlists remain for another week.

Now Playing: Call of Duty: Vanguard – Champion Hill Alpha Gameplay

Gunfight Blueprints is also in rotation this week, and Double Agent has replaced One in the Chamber as the newest mode in the Party Game playlist.

Zombies

Today’s update for Zombies brings stability fixes related to Trials, joining matches in progress, the Black Chest world event in Outbreak, and enemies using projectiles on vehicles. The item rarity of the LT53 Kazimir equipment has been changed from rare to epic, which is going to help let players better identify the equipment, as previously it was hard to distinguish the LT53 Kazimir from frag grenades and decoys.

The patch notes also advised that players can expect more Season 6 Zombies intel next week. Earlier this week, Treyarch sent out a few photos across various social media channels to tease the storyline and confirm the Ukraine location for the next and final round-based map for Cold War’s Zombies. Players will be familiar with the upcoming map setting if they played Black Ops Cold War’s campaign, as the building in the teaser is the Soviet military training facility in Ukraine that operators Woods and Bell infiltrate in the Redlight, Greenlight mission.

You can find the full patch notes below, as shared by Treyarch.

In other news, Call of Duty: Vanguard’s second beta went live today. This weekend is a crossplay beta for PlayStation, Xbox, and PC players. Here are our thoughts on Vanguard after getting hands-on with the beta.

Call of Duty: Vanguard will arrive on Xbox One, Xbox Series X|S, PS4, PS5, and PC on November 5. The release is still on schedule as Activision Blizzard faces a lawsuit from the state of California over harassment and discrimination against women.

MULTIPLAYER

Featured Playlists

  • Nuketown 12v12 [NEW] (Also available in Hardcore)
  • Zoo 24/7 (Also available in Hardcore)
  • Demolition (Also available in Hardcore)
  • Gunfight Blueprints
  • Face Off 6v6 (Also available in Hardcore)
  • 12v12 Moshpit (Also available in Hardcore)
  • Party Games (now featuring Double Agent)
  • Multi-Team

ZOMBIES

Stability

  • Added stability fixes related to joining matches in progress, the Black Chest World Event in Outbreak, zombies using projectiles on vehicles, and Trials.

Equipment

  • Changed the rarity of the LT53 Kazimir from Rare to Epic to assist with item recognition.

Featured Playlists

  • Outbreak (Endless and 3 Region)
  • Mauer der Toten
  • Firebase Z
  • Die Maschine
  • Dead Ops Arcade 3
  • Dead Ops Arcade 3: First Person
  • Onslaught (PlayStation)
  • Onslaught Drive-In (PlayStation)
  • Onslaught Diminishing Light (PlayStation)
  • Onslaught Containment (PlayStation)

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Halo Infinite Deluxe Edition Art Book Is Up For Preorder Now, And It’s Gorgeous

If you’re looking forward to Halo Infinite, there’s plenty of Halo-themed products available, including the newly revealed The Art of Halo Infinite Deluxe Edition. The standard edition of the art book has been available to preorder for a while, but the special edition just went live at Amazon. The Art of Halo Infinite Deluxe Edition is available to preorder for $80.

In addition to the Halo Infinite art book, there are several Halo-themed Razer peripherals up for preorder now, including a Razer Kaira Pro headset and a BlackWidow V3 keyboard. Microsoft is also releasing a special-edition Halo Infinite Xbox Series X bundle, were it so easy to get one, and Elite Series 2 controller on November 15, though preorders have been sold out for weeks.

Halo Infinite releases on December 8, and it will be available on Game Pass that day, too. If you prefer a physical copy, make sure to check out our Halo Infinite preorder guide.

GameSpot may get a commission from retail offers.

No More Heroes 3 Tips And Boss Fight Guides

No More Heroes 3 once again puts you into the stylish boots of Travis Touchdown. The punk rock series that started on the Wii has gotten its third and apparently final planned entry, wrapping up the story of Travis’ quest to be the universe’s greatest assassin. True to type, NMH3 presents a gauntlet of crazy bosses to fight your way through to prove you’re the best.

And as a series of boss fights, this game packs plenty of surprises. Lots of the bosses have some kind of unique twist, whether in the story or mechanics. For that reason, we recommend not checking out one of the boss strategies until you’ve actually seen the boss for yourself, so you have that context going in. You’ve been warned! Below you’ll find links to guides for each of the bosses, along with more general tips on how to get started. For more, check out our No More Heroes 3 review.

Beginner’s Guide: Essential Tips & Tricks For Fledgling Assassins

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If you’re just starting your journey through No More Heroes 3 you may need some tips to be the best assassin you can be. This guide will walk you through the basics, from why you shouldn’t neglect eating sushi to the simple joys of a perfectly-placed death kick.

Rank 10 Boss Fight Guide

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The first major boss fight in No More Heroes 3 is no pushover. Read this guide for tips on how to defeat the sturdy, oversized Mr. Blackhole.

Rank 9 Boss Fight Guide

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The second major boss fight is a melee master with some tricky attack patterns. Check out this guide to learn how to take down Gold Joe.

Rank 8 Boss Fight Guide

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Your next fight is the mysterious and speedy Native Dancer. But this fight comes with an unexpected twist.

Rank 7 Boss Fight Guide

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This boss battle against Kimmy Love is up-close and personal. You’ll be fighting on-stage so get ready to put on a show.

Rank 6 Boss Fight Guide

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Your next fight is a deadly game of musical chairs, featuring who else but Velvet Chair Girl. She has some tricky moves in this rhythm mash-up, so read up on how to find the beat.

Rank 5 Boss Fight Guide

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This next boss fight is a strange one. You’ll end up fighting Miidori Midorikawa, but only after passing through her labyrinthine Schoolhouse of Horror. Check out how to find your way through the maze and take her down.

Rank 4 Boss Fight Guide

A fight with multiple phases, this one can throw you off by seeming easier at first than it actually ends up being. Read up on how to take down Destroyman (and his associated Destroymen).

Rank 3 Boss Fight Guide

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Your fight against Sonic Juice is much different than most other fights. To avoid spoilers, let’s just say it packs a surprise, so click through if you’re having trouble with this one.

Rank 2 Boss Fight Guide

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This one is a family affair. Taking down Henry can be tough, especially since he packs a punch both in melee and at range.

Rank 1 Boss Fight Guide

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The final ranked boss in No More Heroes 3, FU is is the toughest foe you’ve faced. You’ll need quick reaction time to survive his array of attacks and finish claiming your rank.

Final Battle Boss Fight Guide

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Naturally, there’s one more battle to go. The final (actual final) battle against Damon takes another wild twist on the regular gameplay. Check out how to finish him off and complete the game.

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Neill Blomkamp Calls Denis Villeneuve A “F***ing A**hole” Over MCU Comments

In a recent series of escalating verbal shots being fired, director Neill Blomkamp (District 9, Chappie) has called director Denis Villeneuve (Blade Runner 2048, Dune: Part One) a “f***ing a**hole” for the latter’s apparent harsh criticism over the Marvel Cinematic Universe.

Villeneuve, whose long-delayed sweeping sci-fi epic Dune: Part One will finally hit theaters on October 22, recently spoke for an interview with the Spanish publication El Mundo. When asked why big-budget movies are still relevant, the director apparently–according to translated text reported by other publications–said, “The problem is that we are in front of too many Marvel movies that are nothing more than a ‘cut and paste’ of others… Perhaps these types of movies have turned us into zombies a bit… But big and expensive movies of great value there are many today. I don’t feel capable of being pessimistic at all.”

You can read Blomkamp’s thoughts in the tweet above, though again it does bear repeating that the circulating English translations may have been computer-generated and many not quite capture the intended spirit, wording, or sentiment of Villeneuve’s thoughts. However, Villeneuve had also recently spoke dismissively of Marvel movies with the French outlet Premiere, saying, “These films are made from the same mold. Some filmmakers can add a little color to it, but they’re all cast in the same factory. It doesn’t take anything away from the movies, but they are formatted.” Again, it is entirely possible that something may have been lost in translation.

It’s likely only a matter of time before other directors, and perhaps Martin Scorsese once again, join the chat on this conversation.

The long-delayed sci-fi epic Dune: Part One will finally hit theaters on October 22.

Photo credit: Britta Pedersen/EPA

Ticket to Ride: Europe 15th Anniversary Edition Review

The original Ticket to Ride famously helped usher in the board game renaissance of the early 2000s — a glorious and fruitful period that’s still going strong. (Trust me, kids, there was a time when board game options were limited to ancient standbys like Monopoly and Life; those years were boring).

Ticket to Ride: Europe was an early followup that shifted the setting overseas and introduced a few smart tweaks to the gameplay. Now that this standalone offshoot is turning 15 years old, publisher Days of Wonder has released Ticket to Ride: Europe 15th Anniversary Edition, a complete, oversized, and utterly gorgeous new version of the game. And you know what? Turns out this strategy game is still as fun and satisfying as it ever was.

While there’s nothing new here in terms of content, Ticket to Ride: Europe 15th Anniversary Edition represents the definitive version of this game. It includes everything that came with the original, plus all of the expansions. But each physical piece — the board, cards, train pieces, etc. — has gotten a thoughtful, high-quality upgrade. This edition is a sight to behold.

The board itself is huge — it’s basically the size of a bath towel. It measures 38 by 25.5 inches, and it takes up the lion’s share of my kitchen table. It looks phenomenal. While the routes remain the same as the original version, the art is all new, with vibrant colors and much more topographical detail. The board itself is made of thick, high-quality material. I have no worries about accidentally ripping as I fold or unfold it.

This edition is a sight to behold.

Great as that is, though, such titanic dimensions come with a few downsides. The board so big you can’t easily (or at all) reach items on the far side of it. During my play sessions, everyone was constantly asking each other to place train pieces for them or draw cards. This wasn’t a big problem, but it’s worth taking into consideration, particularly if your tabletop gaming space is limited.

The board isn’t the only upgraded piece of hardware in Ticket to Ride: Europe 15th Anniversary Edition. The destination cards are also more colorful, and all of the cards sport more detailed art. Also, the train pieces and train stations are significantly more intricate. Each train color is fully distinct now, illustrating what type of cargo it carries. Brown trains haul logs, for instance, while blue trains carry those newfangled things called automobiles. Each train set is housed in its own great-looking tin.

As for the game itself, it remains unchanged. The board is a map of Europe at the dawn of the 20th century. All of the cities — bearing names from their native era and languages, which isn’t ideal as it can make them hard to find — are connected by various train routes. Your primary job is to claim these routes as your own, based on the destination ticket cards you draw.

This might not sound like a blast, but it really is, in practice. The rules don’t take long to learn, and you’ll discover new strategies as you play. It’s an extremely well balanced game that rewards smart, strategic play. If you’ve played any version of Ticket to Ride, you’ll know basically what to expect.

Basically, if you’re looking for the premier version of Ticket to Ride: Europe, this is it. Each piece looks and feels phenomenal in its own right. When you’re playing, everything comes together nicely. If you have the space and can afford the premium price, this edition is an easy recommendation.

Where to Buy It

Ticket to Ride: Europe 15th Anniversary Edition retails for $99.99, but can often be found for less at various retailers.

Destiny 2 Update 3.3.0.2 Patch Notes: Radiant Dance Machines And Wormgod Caress Are Back

The latest Destiny 2 hotfix, patch 3.3.0.2, is live now, fixing a number of issues across the game and re-enabling the Wormgod Caress and Radiant Dance Machines exotic items. The patch notes were detailed in a blog post, the hotfix has solved an issue where Precious Scars was not restoring the correct amount of shields upon matching weapon kills, resulting in players not healing as much as intended.

The ongoing issues with the Wormgod Caress exotic Titan gauntlets and the Radiant Dance Machines exotic Hunter leg armor have been solved. Bungie has re-enabled both items across all modes after disabling the items due to them being unintentionally overpowered. In PvP matches the Radiant Dance Machines could be used in combination with other items to allow Hunters to build their super meter extremely quickly, letting Hunters use their supers far more often than other classes in a single match. The Wormgod Caress exotic was disabled because it was unintentionally allowing Titans to deal a large amount of damage with throwing hammers.

Now Playing: Destiny 2 Players NEED To Play Trials of Osiris

It also solved a bug where Prometheus Spurs were not consistently spawning combination rifts while rift energy is full. Other changes include Explosive Light increasing damage of rocket launchers by 25% for both impact and detonation, increasing the cooldown of Shoot to Loot to four seconds, and fixing an issue where Danger Zone was not functioning correctly on Rocket Launchers.

All of these fixes and changes come shortly after the launch of Destiny 2’s revamped Trials of Osiris, which were changed to be more rewarding for players across the board. Bungie has already announced that it will be making a number of changes to Trials of Osiris, including making a matchmaking pool exclusively for players who have won at least seven games in a row, since Bungie was seeing a high number of blowout matches.

You can read the full Destiny 2 patch 3.3.0.2 notes on Bungie’s website or below:

DESTINY 2 HOTFIX 3.3.0.2

GAMEPLAY AND INVESTMENT

ARMOR

  • Fixed an issue where Precious Scars was not correctly restoring player shields on matching weapon kills.
  • Fixed an issue where Prometheum Spurs would not consistently spawn combination rifts on kills while rift energy is full.

WEAPONS

  • Increased the effect of both the impact and detonation of Explosive Light on Rocket Launchers to now increase damage by 25%.
  • Fixed an issue where Danger Zone was not functioning correctly on Rocket Launchers.
  • Increase the cooldown of Shoot to Loot to four seconds.
  • This is a temporary measure to prevent shooting a brick that can’t be picked up to trigger the auto-reload.
  • Fixed an issue where ammo picked up by players could be quickly shot with Shoot to Loot to get additional ammo.
  • Fixed an issue where an interaction between Hawkmoon and Hand Cannon Holster allowed for repeated Paracausal shots.
  • Fixed an issue with Ager’s Scepter where a player’s Super wouldn’t drain while in empowered mode.

TITLE SEAL

  • Fixed issue where a gilding Triumph could be completed before the base title Seal was claimed.
  • Fixed issue where the Wyvern precision kill objective wasn’t progressing as intended.

PLATFORMS AND SYSTEMS

  • Fixed an issue where selecting the Beyond Light Deluxe Edition upgrade from the Timeline took players to the full Deluxe Edition page instead of the upgrade page on the Steam store.
  • Fixed an issue where Windows 7 users were unable to launch the game due to some incompatible *.dll files.

LOCALIZATION

  • Fixed an issue with Japanese translations of a few lore entries.
  • Fixed an issue where several languages did not have a description for the Seasonal artifact.

GENERAL

  • Fixed an issue where the Xunyou offer was not rewarding the correct items.

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