Trials Of Osiris Rewards This Week In Destiny 2 (Sept. 17-21)

Last week, Destiny 2 players discovered that the Trials of Osiris is excellent in the Season of the Lost, thanks to a whole bunch of great changes. You’ll definitely want to take advantage of the mode to get some of the game’s best weapons and armor, while testing yourself in one of its absolutely most difficult activities.

As always, both the Trials of Osiris rewards and the map are randomized when the mode goes live at 10 AM PT / 1 PM ET on Fridays. We’ll update this article as soon as the Trials kicks off and we find out what map you’ll be facing and what rewards you can earn from Saint-14.

Trials of Osiris is a weekend PvP mode that runs from the daily reset on Friday until the weekly reset on Tuesday, giving you four days to take part. Your goal in the Trials is for you and the other two players in your fireteam to achieve a “Flawless” run, in which you win seven matches without losing any.

Go Flawless, and you’ll earn a trip to the Lighthouse and receive some special rewards, including the new Adept weapons. These have additional stat bonuses, making them among the most coveted items you can get your hands on.

Thanks to a bunch of changes to Trials this season, though, the mode is a little easier to get into than it has been. The Trials of Osiris now features matchmaking, so you can jump into matches even if you don’t have a full squad of three players to take it on. Your Trials Passage, the card you purchase from Saint-14 that grants you access to the mode and tracks your wins, now does not track your losses–so you can keep playing and earning rewards even if you lose out on a Flawless run. Bungie has also adjusted Trials so that you earn rewards based on the number of rounds, rather than matches, you’ve won during your session, and added a reputation system that’s similar to the Crucible and Gambit, making it easier to earn some of the Trials of Osiris’s unique loot.

Finally, you’ll earn Trials Engrams for participating in the mode, which you can cash in with Saint-14 during the weekend you receive them. Thanks to the new update, you can tune those engrams to yield specific pieces of loot, or take your chances with random drops that will expand what’s available in your loot pool. So even if you’re just jumping into Trials alone, there are plenty of ways you can earn great new gear.

Where Is Xur Today? (Sept. 17-21) – Destiny 2 Xur Location And Exotics Guide

This week was a big one for Destiny 2, with the arrival of the Ager’s Scepter Exotic trace rifle and the second of week of the now-excellent Trials of Osiris. Xur has returned as well, giving you another chance to get great new gear from the Agent of the Nine. Here’s what he’s offering and where you can find him.

We’ll update this article at 10 AM PT / 1 PM ET Friday when Xur returns to the solar system, so stay tuned.

Xur returns to the solar system every weekend in Destiny 2, starting with the daily reset at 10 AM PT / 1 PM ET each Friday. The thing is, where he’ll land isn’t known until he actually arrives. Xur can hang out at one of several locations, including in the Tower Hangar area, on Nessus in Watcher’s Grave, and in the Winding Cove area of the EDZ. Xur’s inventory also changes each week, so it’s worth revisiting him on the weekends for new weapons and rolls on Exotic and Legendary armor. You can visit him any time between his arrival Friday and the weekly reset at 10 AM PT / 1 PM ET the following Tuesday when Xur departs the solar system.

Each week, Xur offers one Exotic weapon and three pieces of Exotic armor: one for each character class. The inventory is random, as are the stat rolls you can expect on each of his armor offerings, so if you’re looking to fill out your collection or if you’re hoping for better versions of Exotics you already have, it’s worth visiting him. Xur also brings an Exotic Engram, which is guaranteed to drop something you don’t already have, if there are Exotics missing from your collection on that particular character–but that doesn’t include Exotics you have to earn through activities, including the new Exotic armors added each season, which can only be claimed from Legendary or Master Lost Sectors.

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Season 16 Is “The Next Big Boiling Point” For Destiny 2’s Content Approach

This year has been a major turning point for Destiny 2. After experiments with a season-focused approach to live-game content and storytelling in the wake of 2018 and 2019’s major expansions, the model has developed into a highlight of the game in the months following Beyond Light in 2020. New activities have popped up every few months, and more than in the past, they’re adding to an unfolding narrative that builds off past seasons to make Destiny 2 feel more like a living world than it ever has before.

For developer Bungie, however, there’s more to hone about its current seasonal approach. As Destiny 2 creative director Joe Blackburn explained, the studio is happy with where it has landed in terms of narrative development and activity content, but there are still places in which the seasonal approach takes a back seat to other big releases. Season 16, the next on Destiny 2’s docket, will release on the same day as the upcoming Witch Queen expansion in February. As Blackburn sees it, that season will be another big step in the evolution of Destiny 2’s live content.

Now Playing: Destiny 2: The Witch Queen – What You Need To Know

“I think Season 16 is going to be the next big boiling point for us,” Blackburn said in an interview with GameSpot. “We’ve really had trouble with some of these seasons that come out right alongside the expansion. And so we’ve put a lot of thought and effort into how we want to do that better this time around. I mean, you, as a hardcore Destiny player, know that it can feel tough for the season to matter when it comes out a week [after the release of an expansion], and you’ve already got raid weapons, and you’re like, ‘I don’t know if I need this–does this stuff really matter?’ So we’re really excited to get Season 16 out day and date with Witch Queen this time and to have a lot of stuff for players to do and engage with, and really see the value immediately, not only to give you stuff to do while you’re leveling up, but to give you stuff while you’re prepping for some of those endgame activities.”

Blackburn said some seasons this year have felt anemic because of other big content launches, like the Vault of Glass. Bungie announced in its Witch Queen showcase that 2022 will see two new dungeons, which are large endgame activities for three-player teams, and two new raids–one a revamped Destiny 1 raid like VoG and the other wholly new. With those big activities and their loot on the calendar, Blackburn said the studio wanted to make sure that 2022’s seasons didn’t get overshadowed.

“I think the other part really is, it comes down to rewards,” he continued. “I’ve been super happy with [Seasons] 13, 14, and 15 in terms of their rewards and stories. But we were still doing a little bit of robbing from the season to pay for things like the raids and I think players could still feel that. Season 14 is awesome, but you’re like, ‘Oh, one of the Exotics is in Vault of Glass.’ And so if I’m a seasonal player that doesn’t have five other friends, that can feel rough. So we’re really trying to make sure, as we go into four pieces of raid and dungeon content a year, that the seasons are still fully funded. And that those dungeons and those raids feel like the icing on the cake, not that we’re taking something out of that pie. That was a mixed dessert metaphor.”

While Bungie might still be looking to hone how its seasonal content works with major additions like expansions, the studio also seems happy with the model it has developed for telling seasonal stories and dishing out seasonal content. The narrative approach has been particularly impressive, creating something that doesn’t really exist in the world of video games: A game world that is in a constant state of evolution because of the story being told within it. As Destiny 2 general manager Justin Truman said during the interview, the world of Destiny 2 today is different from the world of Destiny 2 a year ago.

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It’s taken a lot of experimentation to find this point, though, Truman said.

“When I think back a few years, I remember when we first made the switch from DLCs to seasons–Black Armory was the one, the Season of the Forge. We had a thing for years where we would just come up with these cool ideas, these cool products, and then we would release them and, in the good cases, would tell cool stories. But then we didn’t follow them up,” Truman said. “We would start a thread and then we would just leave it, and then start another thread, and leave it. And I’ve been really happy with how our narrative team and how our creative leadership team has really been thinking not just one, but two and three years out, so that we can build to beats like the Osiris reveal at the start of this season that the team has been seeding for a year. It’s been feathering into the content. And so I think one of the things that we’re seeing in the difference in reaction now is that we’re going somewhere in a clear way, and it can feel like all those beats matter, versus the interesting new monster of the week [of previous seasons] or whatever.”

“We were still doing a little bit of robbing from the season to pay for things like the raids and I think players could still feel that.”

Destiny 2’s seasonal approach currently feels a lot like a TV show, with new story beats popping up each week with the addition of new or slightly altered seasonal activities. In Season 15, the Season of the Splicer, Bungie started with six-player “Override” activities on several different planets. After a few weeks of Override rotations, it added “Expunge” missions, which were more story focused fights through linear levels. Each new week fleshed out the story with additional cutscenes and dialogue as players worked to uncover the mystery of the season’s big threat, the Endless Night.

Blackburn said Bungie looks at Destiny as both a combination of smaller seasonal stories told over time, and bigger tentpole moments in expansions–like a combination of TV shows and movies filling out a cinematic universe.

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“Surprising no one, we still pull a lot of inspiration in entertainment from things like Disney,” Blackburn said. “Like Disney Plus, I think, is a great example of something that Destiny looks at and says, ‘Hey, we can do that too,’ right? And so you look at Marvel or Star Wars and Disney Plus, and they have this sort of S-tier-quality TV shows going on. And then they’re like, ‘Oh, by the way, we drop movies every so often.’ And as a fan of any of that, as a Marvel fan or a Star Wars fan, it’s easy for you to drop in and be like, ‘Hey, I’m into this show. And I want to watch this show.’ Or, ‘I just want to tune into the movie. I’ll just be a once-a-year person.’ And we want Destiny to feel really approachable to people that are just into sort of the big battleship campaigns and the people that are like, ‘No, this is my hobby. Like I want to play it for more than just 50 hours once a year.'”

But Blackburn also noted that while both the studio and much of the player community seem to be happy with the way seasonal content is currently working, the studio hasn’t necessarily found the perfect approach.

“I think, overall, the stuff that we really want to keep pushing on is finding the model that works and then making sure that even if we have a model that works, that we’re continuing to push forward and iterate and find things that the community likes and doesn’t like, and moving forward in that direction,” he said.

The flow of seasonal content–and rewards to match–means Bungie is constantly adding to the game, even if those activities only last for the year in which they’re released. But with the game’s constant addition of new locations and activities in its expansions, the developer has to continue to deal with the problem of the size of the game and portions of it languishing.

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With the release of the Beyond Light expansion, Bungie solved that problem by removing parts of the game, placing it in what Bungie calls the “Destiny Content Vault.” Early Destiny 2 destinations–Io, Mercury, Titan, and Mars–and all their related activities and story campaigns were removed. That brought down the game’s install size and made room for the Beyond Light expansion, but it remains a contentious move with the community. It means that older parts of Destiny 2’s story can’t be accessed, and some players are frustrated that content they paid for with Destiny 2 and its earlier expansions, Curse of Osiris and Warmind, is inaccessible.

But Bungie is also positioning the Destiny Content Vault as something that old content can return from, bringing revamped experiences to the game from as far back as Destiny 1. This year saw the first release of that kind: Vault of Glass, the original Destiny’s first raid, was revamped for Destiny 2 and made free for all players. Another free Destiny 1 raid is due in 2022, as well, as part of upcoming seasonal content.

“…I love that we have a single evolving world that is still there years after players first showed up and it’s always the right place to go to.”

“This is a very real, what we call, an ‘us problem,'” Blackburn said. “Where it’s like, technically, we just have to bite some of these bullets that none of us are excited to bite down on. And so it’s really about, what can we do to make that as painless as possible to the player? And in some ways, I think, [it’s about], ‘Hey, is there a way that we can [vault content so that] there’s a positive, that feels like we’re curating the buffet.’ What does Destiny look like 10 years from now? [With a] game that has potentially had 50 strikes made for it, how many are live at the game at one time? And [how does] whatever’s in the game feel like it’s loved and touched? And it was a thing that, yeah, just feels like this deserves its spot.”

“And I will say … when I put on my game designer hat, I would love to just release new sequels that come out every two years and then be able to build everything from scratch,” Truman added. “And that would feel so much easier than the stuff we’re grappling with. But then, when I put on the community hat, I love that we have a single evolving world that is still there years after players first showed up and it’s always the right place to go to. And so, these problems are tough, but I’m happy that we’re grappling with them because what we get in exchange is this single community and evolving world.”

11 Classic TV Shows That Still Aren’t Streaming For Some Reason

Nightmare Alley’s First Teaser Trailer Offers a Glimpse of Guillermo del Toro’s Grisly Carnival

Guillermo del Toro is off to the carnival in the teaser for Nightmare Alley. The director’s latest production revealed its first footage today with a trailer that teases a gruesome tale of a carnival populated by fishy characters.

The trailer introduces us to Stan Carlisle (Bradley Cooper), a carnival worker advertised to have the powers of a mind reader. As Stan’s talents bring him into contact with wealthier clientele, he meets a shady psychiatrist (Cate Blanchett) who has her own dangerous skills.

The teaser also shows footage of Willem Dafoe as a carnival barker, Rooney Mara as one of Carlisle’s fellow carnies, and Toni Colette as a tarot reader. Richard Jenkins, Ron Perlman, and David Strathairn are also featured in the trailer.

“Step right up and behold one of the unexplained mysteries of the universe,” shouts Willem Dafoe’s character. “Is he a beast or is he a man? You’re in luck because tonight you will see him feed.”

Along with the first teaser, Nightmare Alley also premiered its first images earlier this week as well as its first official poster on Wednesday.

Whether Bradley Cooper is playing a man or a beast in Nightmare Alley will be revealed when the movie hits theaters on December 17. The release date places Guillermo del Toro back in the throes of awards season, four years after his Best Director win for The Shape of Water at the 90th Academy Awards.

J. Kim Murphy is a freelance entertainment writer.

GameCube Turns 20 and Bluetooth Comes to Switch – NVC 578

Welcoooome to Nintendo Voice Chat! This week, Super Ninfriendo Seth Macy takes a spin in the hosting chair, and he’s joined by Brian Altano, Rebekah Valentine, and Kat Bailey to chat all things Nintendo. After four and a half long years, Bluetooth support is finally on Switch. But is it any good? Plus, the GameCube just turned 20 years old, and the panel discusses their favorite memories with Nintendo’s little purple box.

NVC is available on your preferred platforms!

You can also Download NVC 578 Directly Here

You can listen to NVC on your preferred platform every Thursday at 3pm PT/6pm ET. Have a question for Question Block? Write to us at [email protected] and we may pick your question! Also, make sure to join the Nintendo Voice Chat Podcast Forums on Facebook. We’re all pretty active there and often pull Question Block questions and comments straight from the community.

Logan Plant is the Production Assistant for NVC. You can find him on Twitter at @LoganJPlant.

Aussie Deals: Stock Up for Saturday With a THQ Sale, Reduced Consoles, and More!

The week is sorted! In fact, I’d go so far as to say it’s done like a Deathloop soloist who’s ignored the tooltip warning about player invasions. Bargains for said title are included today, incidentally, along with some price drops on Nintendo Switch Lites and the Xbox Series S. All those deals and more are lurking below.

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Adam’s an Aussie deals wrangler who has his eye on Hot Wheels next. You can occasionally find him @Grizwords.

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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