Rockstar Ending GTA Online Support for Xbox 360 and PS3

Rockstar has announced that it is concluding support for GTA Online on Xbox 360 and PS3 this December.

On a new Rockstar Support page, the developer announced that online service support will be ended for Grand Theft Auto 5, Max Payne 3, and L.A. Noire this year for their PlayStation 3 and Xbox 360 versions.

GTA Online support will be pulled in two phases. On September 16, 2021, PS3 and Xbox 360 versions of Shark Cards will stop being sold. On December 16, the servers for GTA Online will be shut down. This will also bring an end to stat tracking via Rockstar Games Social Club.

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There is no feature to allow players to transfer their GTA Online characters from PS3 or Xbox 360 to a newer console or PC, and so when the servers shut down it is the end of everything for that generation of GTA Online. Additionally, there are no refunds available for Shark Cards, so if you recently bought one unfortunately your balance cannot be rescued or transferred to a newer version of the game.

As for L.A. Noire and Max Payne 3, both games’ online services will end on September 16, 2021, including stat tracking via the Rockstar Games Social Club website.

Rockstar notes that none of these changes will affect the story mode/campaign for GTA 5, Max Payne 3, or L.A. Noire; players can still play the single-player stories of these games with no problems.

As one generation of GTA Online dies, another is born; last year Rockstar announced that GTA 5 and GTA Online will be upgraded for PS5 and Xbox Series X|S. This updated version will be available in November.

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Matt Purslow is IGN’s UK News and Entertainment Writer.

Chip ‘n’ Dale: Park Life: Exclusive Sneak Peek at New Disney+ Series

Disney’s dynamic chipmunk duo returns on July 28 to the Disney+ streaming platform, with Chip ‘n’ Dale: Park Life.

“Comprised of three seven-minute stories, each episode follows two tiny troublemakers, Chip and Dale, trying to live the good life in a big city park while having giant-sized, sky-high adventures. Nervous worrier Chip and laid-back dreamer Dale make the perfect odd couple: they’re best buddies and they drive each other nuts. In their perpetual pursuit of acorns, these ultimate underdogs are joined by Pluto, Butch, and other iconic Disney characters as they face down bullies great and small,” according to a logline from Disney.

IGN can exclusively reveal an official sneak peek at the opening title sequence for Chip ‘n’ Dale: Park Life in the video below, or at the top of the page:

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Chip ‘n’ Dale: Park Life will release new episodes every Wednesday until the season finale. The animated series is produced by Xilam Animation with Marc du Pontavice as Executive Producer and Jean Cayrol as Director. Vincent Artaud serves as the series composer.

What do you think of the opening title sequence? Let us know in the comments below. And for more Disney+, be sure to check out our reviews of Cruella and the series premiere of Loki.

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David Griffin still watches DuckTales in his pajamas with a cereal bowl in hand. He’s also the TV Editor for IGN. Say hi on Twitter.

Pixar’s Luca Review

Pixar’s newest film Luca is set in the sunbaked Italian sea town of Portorosso, and in the nearby Mediterranean waters where a shy young sea monster, Luca, lives with his family. Fans of The Little Mermaid might find this premise familiar—Luca’s parents forbid him from going to the surface, due to the threat of local fishermen. But there is one key twist: sea monsters are able to transform into humans once on land. Luca’s world changes when a new sea monster friend, Alberto, pulls him up to the surface, showing him that living as a human can be fun. 

Luca is a solid summer watch, and one whose uniquely stylized animation will be particularly enjoyable on a large screen. It’s a nice paring back from some of Pixar’s more ostentatious, serious films like Soul or Inside Out, which took on high-minded concepts like “what is the meaning of life” or “how do we feel things.” But Luca doesn’t quite stand up to Pixar’s stellar reputation for making smaller themes feel consequential through striking characterization and storytelling. Its themes of coming-of-age resemble too much of Pixar’s existing catalog—and without a narrative that really makes these themes feel fresh.

There’s simplicity and clarity to the smallness of Luca’s world, one that matches the film’s story of friendship and exploration as a means of coming-of-age. This really comes through in the film’s world-building details, which give it a charming, local, and lived in feel both undersea and on land.  At home, Luca scythes seaweed—which reads like harvesting fields of wheat—and herds bleating fish, establishing him as part of a rural, farming family. Portorosso is similarly charming, drawn from director Enrico Casarosa’s own time spent in the Italian Riviera. The town’s piazza bustles with children playing soccer, men toting harpoons from their boats, and women gossiping over ice cream. 

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Annually, the town hosts the Portorosso Cup, a kind of triathlon (with a funny twist), which Luca and Alberto set their eyes on—the prize money would buy them a Vespa, which they see as a ticket to freedom. But Portorosso is also famous for hunting sea monsters and any time the boys are exposed to water—including small things like spilling a glass—they transform into their sea creature selves, and risk getting caught. 

Though this premise offers lots of space for laughter, Luca and Alberto’s backstories are too thinly drawn for viewers to really emotionally invest in their friendship. These backstories are essential parts of any Pixar film, and without them Luca lacks a kind of deeper emotional core. So much of Up’s narrative propulsion, for example, comes from its moving opening sequence, which details the main character meeting the love of his life, and the desire to honor her memory after she dies. Marlon’s anxieties in Finding Nemo stay constant across the film, conveying just how much he must love his son in order to leave his anemone and chase him down. And, of course, Coco’s “Remember Me” is an instant tearjerker, a testament to just how affecting the film is.

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By contrast, Alberto’s genuinely affecting origin story is also withheld until close to the end of the film. His friendship with Luca is built quickly over inside jokes, Vespa building montages, and a kind of admiration familiar to anyone who has envied a best friend. But their relationship never quite feels intimate or lived in, thanks to withholding that vulnerability. (And while Pixar fans speculated Luca might be a queer film, Casarosa stated the film’s core friendship is purely platonic). Luca’s parents also feel dramatically overbearing when they forbid Luca to go to the surface—while the film shows the region’s threat to sea monsters, it doesn’t give Luca’s family much personal connection to that threat. 

Luca’s animation style does offer a compelling argument for watching it in theaters. Casarosa’s style is distinctly warm, moving towards a more painterly feel. In Luca, Pixar’s typically photoreal techniques for environment design are swapped out for more sculptural visions of the ocean, sunsets, and rolling hills. The studio tends to create visual awe through moments of bombast—think of Coco’s incredible visual richness. Luca captures the beauty of leaving home by paring down detail, in favor of punchy framing and lighting, pulling off a kind of awe as Luca leaves the sea for the first time, gazes at the stars, or watches the sun rise.

Where environment designs trend toward the serene, Casarosa’s character designs echo the more exaggerated comedic shapes you might see in Saturday morning cartoons. This gives the film a richer comedic language to work with. Some of the character designs are particularly delightful—Luca and Alberto’s human friend Giulietta has wonderfully triangular hair that reflects the exaggerated bell bottom flare of her jeans. Her dad is designed as an intimidatingly huge, square figure. The transformation between sea monster and human is similarly primed for comedy—with Luca and Alberto scrambling to hide each other any time they’ve touched water.

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The film’s visual language also has some clear influences. Hayao Miyazaki-esque dream sequences are visually striking, and surprisingly recognizable despite the film being animated in 3d. Luca imagines himself in flight with Alberto, soaring through the sky on a Vespa in sequences that are reminiscent of Casarosa’s beautiful short film La Luna. They also bring to mind Miyazaki’s Porco Rosso, a film whose title is close to the name of Luca’s Portorosso. 

While pretty, these sequences are often more style than substance—especially when reflecting on Miyazaki’s usage. When Jiro Horikoshi dreams he is flying in The Wind Rises, for example, the sequence is emotionally affecting, because this man’s lifelong dream of building airplanes was achieved in the context of designing fighter planes for World War II. This isn’t to say Luca needs to be so hefty—the comparison to Miyazaki is obviously a lofty one, and Luca is a sweet summer film about self-discovery—but it does point to why Luca’s story doesn’t quite land. 

Pixar is known for masterfully making smaller tensions take on broader narrative stakes. These can be goofy and still work, like Mike Wazowski and Sully risking both their health and jobs, as they hide little girl Boo, as well as risking upending the entire monster scare economy. Luca, instead, relies on well-worn coming-of-age tropes—overbearing parents, extroverted best friends—without building realistic intimacy, or explaining how Luca and Alberto fit into the broader sea monster community.

Though Luca and Alberto leave their home undersea, their story ultimately remains on the shallow end.

ESO Director Almost Made A Fallout MMO Before Zenimax Acquired IP – IGN Unfiltered

Matt Firor’s connection to Zenimax and Elder Scrolls is well-documented, but the veteran developer also has a fascinating history with the Fallout series that reaches back to the time before Zenimax acquired the property.

IGN’s Ryan McCaffrey sat down with Matt Firor to discuss Elder Scrolls Online in the latest episode of IGN Unfiltered, as well as Zenimax Online Studios’ second project, Mythic’s shared history with Blizzard, and so much more.

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Firor: “Another funny story that I don’t know that I’ve ever told publicly is that, in the year [I took a break after the Mythic buyout]… I’m obsessed with Fallout. Even today. It is my favorite… well, second favorite, I guess, to Elder Scrolls… but I love Fallout. I still play Fallout 1 probably every other year, at least once, all the way through. In the year in between, I actually tried to get the rights to Fallout, to make a Fallout MMO.”

“I was talking to the license holders and they were like, ‘Great!’ and I had lined up a publisher, which was Brash Entertainment, which were around for a hot minute, back then. And then, suddenly, they stopped taking my calls and then, like three weeks later, it was like, ‘Bethesda Acquires Fallout!’ and I was like ‘Aww, man…’ So they beat me to it. Of course it makes perfect sense that I go join them.”

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Although Firor knew the job he was being hired for was creating Elder Scrolls Online, he did give it one last try after joining Bethesda. “I did make some feeble attempts to change it to Fallout, but they were having none of it. And it was the right decision. Fantasy, at the time… and as has been proven… was the right way to go.”

As for how he ended up joining Zenimax, Firor said, “What happened was, EA bought Mythic. I had been there for a long time. I had moved away because I had met my… now ‘wife,’ and she lives in Baltimore, so it was a long commute. So I decided, at the buyout, to just kind of put a pin in it there.”

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“I left and, essentially, retired for a year, and then Bethesda was trying to get this MMO Elder Scrolls game off the ground and they had been talking to people around the industry. And Todd Howard said, ‘Why don’t you just talk to Matt? He’s right up the street.’ So they gave me a call and it was the right thing to do. It was the right moment, the right time in the industry, and I think it was the right property to base a giant game on.”

For more interviews with the best, brightest, most fascinating minds in the games industry, check out be sure to check out every episode of IGN Unfiltered, which includes talks with IO Interactive CEO Hakan Abrak, Master Chief co-creator Marcus Lehto, Valve’s Robin Walker & Chris Remo, Respawn’s Stig Asmussen, and many more.

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Brian Barnett writes reviews, wiki guides, deals posts, features, and much more for IGN. You can get your fix of Brian’s antics on Twitter @Ribnax.

Deathloop Devs Talk Delays, Challenges, And Its Release | Play For All 2021

GameSpot’s Kurt Indovina sat down and chatted with Deathloop’s game director Dinga Bakaba and art director Sebastien Mitton about how they’ve been holding up since the game’s announcement and its two delays.

The team is confident that the game is finished, and until its release later this year, developer Arkane Studios has been taking the time to polish it, and make sure everything is in the right place before the players enter the island of Blackreef.

Since Microsoft’s acquisition of ZeniMax Media, and with it Arkane Studios, many of its flagship games like Dishonored and Prey have seen a resurgence thanks to their availability on Xbox Game Pass. The Dishonored franchise is critically acclaimed with a prominent following, but didn’t bolster the same success commercially, and since its release on Game Pass, the game has found new audiences. Dinga and Sebastien talk about what it’s like to see new players discover Arkane games years after the fact, especially on the cusp of Deathloop’s release.

Deathloop is expected to release September 14, 2021 for the PS5 and PC.

Original Oculus Quest Gets Air Link Feature To Wirelessly Stream PC VR Games

The original Oculus Quest will soon be getting Air Link support, which allows for PC-based VR games to be streamed directly to the headset without a wired connection. On a Facebook post teasing Quest software update v30, CEO and co-founder Mark Zuckerberg commented that Air Link support for the first Oculus Quest headset is coming, although he did not say when.

Air Link recently launched on Oculus Quest 2 in the v29 update, allowing the headset to play PC VR games that aren’t available on the Oculus Quest directly through the headset, like Half-Life Alyx. This feature is a wireless solution for Oculus Link, which did the same thing but via a USB-C cable and provides official support for playing non-Oculus games. Using Air Link does require having a powerful enough PC to run the games and a good enough internet connection to stream to the headset. The feature requires a 5GHz router; Facebook recommends having your PC connected via ethernet in order to minimize latency.

Now Playing: Game Of The Year 2020 | Half-Life: Alyx

The original Oculus Quest was reportedly discontinued last September, right before the Oculus Quest 2 released in October. The Oculus Quest 2 outsold all of the other Oculus branded headsets as of the end of March and has exclusive Assassin’s Creed and Splinter Cell games coming to the headset in the future. For anyone looking for a “Facebook free” version of the Oculus Quest 2, the business version is available but costs significantly more.

Watch live streams, videos, and more from GameSpot’s summer event. Check it out

New Sonic Colors Ultimate Gameplay Shows Off An Updated Take On The Weird Sweet Mountain Stage

Sonic Colors: Ultimate is the upcoming remaster for the original 2010 game on Nintendo Wii. While modern Sonic games have been hit or miss, Sonic Colors was warmly regarded by critics and fans alike. It offers a solid and stylish blend of classic 2D platforming and 3D action with the use of the game’s Wisps–special assist characters that help Sonic throughout the level. With the remaster of Sonic Colors: Ultimate release on September 7, we’ve seen more gameplay pop up.

For GameSpot’s Play For All, we have an exclusive gameplay video showcasing an update of the original Sweet Mountain world, a series of stages that look like an explorable land filled with candy and junk food. The world was a challenging and visually stunning setting in the original game, and it’s since been updated in the new remaster, giving it much sharper visuals. The new footage looks great, and it captures what made the original Sonic Colors such a well-loved game within the Sonic fanbase. Just for this reveal, we also had a chance to chat with Sega producer Calvin Vu about the making of Sonic Colors: Ultimate.

Now Playing: Sonic Colors: Ultimate – Exclusive Sweet Mountain Gameplay [Play For All 2021]

Sonic Colors: Ultimate is something of a cult favorite among fans. What was it like to revisit this game that found an audience on the Nintendo Wii, and revitalize it for modern audiences?

It’s been an amazing experience revisiting Colors. Since it was originally designed for the Wii, we’ve done quite a bit of tinkering to reimagine the gameplay experience for new consoles and PC for more of our fans to enjoy. We spent a lot of time bringing it up to the high-definition quality of today, supporting resolutions up to 4K on capable platforms, and working on several aspects of the game, including improved lighting and visuals, enhanced textures, remixed audio, and overall refined gameplay elements. We’ve worked incredibly hard to make Sonic Colors: Ultimate the best version of the game that it could be, and we can’t wait for our new and returning fans to experience it first-hand in September.

What do you think Sonic Colors offered that made it different from other modern Sonic games, and why do you think it’s still held in such high regard from Sonic fans?

Sonic Colors was one of several Nintendo exclusives developed by Sonic Team during the Wii/Wii U era, which was an exciting time for SEGA creatively. With the Wii we were able to introduce an all-new style of gameplay at the time that utilized Nintendo’s technology that encouraged players to stand up while playing the game. Fans were incredibly receptive to the interactive elements of Colors and created lots of fun memories with family and friends playing the title on Wii.

Colors also introduced Wisps and Color Powers to Sonic, which was a major gameplay addition for the series that fans enjoyed. We’re super excited to bring Colors to current platforms to share these creative gameplay elements for all types of players.

Along with the remastered presentation, can you talk about what sort of new content is coming to this game that sets it apart from the original?

There are quite a few gameplay improvements that really make this feel like the ultimate version of Sonic Colors. We’ve added a new wisp to the game, the Jade Ghost. This wisp’s Color Power allows Sonic fly around as a ghost and phase through objects when using his homing attack and reach new areas. There’s also the “sweet spot attack,” a new mechanic that rewards Sonic when he perfectly times his attacks with bonus boost energy. There are new customization options for Sonic. Players can collect Park Tokens they find throughout the game and exchange them to unlock different shoes, gloves, boosts, and auras to change how Sonic looks. We’ve also added a new feature called “Rival Rush” where players can race against Metal Sonic in select acts throughout the worlds.

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The original Sonic Colors also had a spinoff game on the Nintendo DS, which had its own set of levels and story. Was there any consideration from the early stages of this project to revisit that game as well?

We mainly focused on remastering the Nintendo Wii version of Sonic Colors. It was a great game on that platform that we felt the need to modernize for the more powerful platforms we have today and reach more players. However, many of the fan-favorite environments from the Wii also appeared on the Nintendo DS version, such as the Sweet Mountain level and Aquarium Park, which fans can rediscover in Sonic Colors: Ultimate.

Sega is also working with the dev Blind Squirrel Games on Sonic Colors: Ultimate, who have had experience porting and remastering other classic games. What was it like working with them on this project?

It’s been amazing to work with Blind Squirrel Games on Sonic Colors: Ultimate. They’re experts in their craft and were able to help achieve our shared vision for the remaster. With Blind Squirrel, we were able to bring a fresh hue to some of Colors’ most beloved environments and retain the great gameplay elements in a way that will ring true to longtime fans while delivering improved gameplay enhancements for current-generation platforms.

Watch live streams, videos, and more from GameSpot’s summer event. Check it out

Val Kilmer Weighs in On Batman Sex Debate

The Batman fanbase was thrown into a frenzy on Monday when reports came out revealing that DC leadership asked the team behind HBO Max’s animated Harley Quinn series to remove a scene in the show where Batman performed oral sex on Catwoman. According to the show’s co-creator Justin Halpern, DC’s reason behind the decision was that “heroes don’t do that.”

The news sparked an ongoing conversation among fans about the nature of the Dark Knight’s sex life. Now, former Batman actor Val Kilmer has weighed in on the debate on Twitter, though his response about the superhero’s decisions in the bedroom seems to be somewhat tentative.

Kilmer’s post contains a GIF featuring a moment from the actor’s lone Batman movie, 1995’s Batman Forever. In the featured scene, the Caped Crusader rendezvouses at the Bat-Signal to discover that Nicole Kidman’s Dr. Chase Meridian has ignited Gotham PD’s spotlight to have a flirtatious conversation. After some pectoral grazes and a comment about how “chicks love the car,” Batman takes off into the night.

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“I haven’t had that much luck with women,” Batman says. “Maybe you just haven’t met the right woman,” Meridian replies.

While Kilmer’s post did not provide a concrete stance, he is the first live-action Batman actor to weigh in on the matter. As for the future of Batman on-screen, the superhero will be played by Robert Pattinson in Matt Reeves’ upcoming reimagining The Batman, which is slated to hit theaters in March 2022.

Additionally, both Michael Keaton and Ben Affleck will reprise their roles as Batman in the upcoming solo film The Flash. The production teases that the film will be based on the Flashpoint story and will “restart everything” in the DC cinematic universe, bridging between various characters and timelines. Perhaps, in one of these alternate dimensions, there will be a Batman that goes where no other previous Batman is prepared to go.

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J. Kim Murphy is a freelance entertainment writer.

(Photo by Warner Bros/IMDb)

Knockout City Heatwave Event Starts Next Week With Popsicles And Ice Cream

Knockout City, the competitive dodgeball game, is getting a summer-themed event called Heatwave. Announced during GameSpot’s Play For All Live stream, the Heatwave event–which runs from June 22 through July 5– will add new items, contracts, and playlists to the game.

Players can earn new items by collecting Ice Pops hidden throughout the Knockout City matches, which can be used to unlock new items, like an Ice Cream Truck glider or an intro-pose where their character lounges in a beach chair. Players can also earn Heatwave tickets by playing, which can be used in the Heatwave Event shop. Lastly, anyone who completes all of the Heatwave limited-time contracts will unlock a Legendary Ultimate Hologram, the Fire Hydrant.

Now Playing: Knockout City Devs Talk Game’s Success, Upcoming Heat Wave Event, And Season 2 | Play For All Interview

There will also be two new playlists during the event: Party Face-Off on June 22 and Triple Team Chaos on June 29. Party Face-Off adds all special balls into the normal 1v1 setup. Triple Team Chaos sees three teams of two in a free for all, with the first team to get 15 KOs winning the match.

Knockout City launched with a successful free trial period, where over 5 million players played the game. It now offers a free trial up to level 25 for new players and has had multiple updates–including a new game mode–since it launched in May.

Watch live streams, videos, and more from GameSpot’s summer event. Check it out