Fortnite Adding Morty From Rick And Morty, Will Smith’s Bad Boys Character, Leak Suggests

Fortnite was once called the Funko Pop of video games, and newly leaked collaborations confirm the game’s run of crossovers and licensed content is just going to keep on rolling. Thanks to a group of reliable Fortnite leakers, we now know of four new collaborations coming soon to Fortnite.

The most relevant of them is probably Morty, the young adult deuteragonist from Adult Swim’s popular cartoon, Rick and Morty. Rick Sanchez was famously made the level 100 battle pass reward for Fortnite Season 7, so it only makes sense that Morty would find his way to the island as well. As shown in the first leaked images from @Hypex and @Not0fficer, Morty will utilize a mech suit, much like Meowscles’ offspring Kit, in order to maintain a hitbox on par with the rest of the Fortnite roster.

Also revealed by the same pair of leakers is the first-ever Will Smith skin. While the actor has dozens of roles under his belt, the Fortnite outfit will borrow from his Bad Boys days in which he’s played Detective Mike Lowrey across a series of movies between 1995 and 2020. A fourth movie is currently in production at Sony Pictures.

Yet another collaboration is planned too, and like Rick and Morty, it ties an Item Shop character to their battle pass partner. Guggimon, the virtual TikTok star featured in the Season 7 battle pass, will be reunited with Janky, the feisty-looking bear clad in a rainbow sweater and Timberland-style boots.

Meanwhile, a separate leak seemed to spoil the reveal of a Tyler Rake skin. If you don’t know who Tyler Rake is, he’s the lead character in Netflix’s Extraction. Portrayed by Chris Hemsworth, it’s possible Netflix is aware of the character’s somewhat low status among action heroes like James Bond, Jason Bourne, and Ethan Hunt, and the brand may be using Fortnite to boost Rake’s image, even as the movie came out over a year ago.

While we haven’t seen the whole skin yet, a partial reveal was linked to Rake’s movie attire, leading many to suspect it’s him, especially after Donald Mustard teased the addition of Rake over a year ago.

Fortnite collaborations are occurring almost as often as leaks these days, but Epic is still able to keep some under wraps from time to time. Officially revealed this week is the first-ever Wonder Woman skin in Fortnite too. You can find a lot more in Fortnite this week, including the 17.40 patch notes, which heralded the debut of the new Impostors mode.

GameSpot may get a commission from retail offers.

Shudder Is Releasing New Show About Freddy, Jason, Chucky, And Other Horror Monsters

Shudder is set to release a new documentary series focusing on famous villains from modern horror movies. The show is titled Behind the Monsters, and it premieres on the horror streaming platform on October 26.

Behind the Monsters will consists of six episodes, and each one will focus on a different character. The six horror icons are Freddy Krueger, Jason Voorhees, Michael Myers, Candyman, Chucky, and Pinhead. Each episode will feature interviews with directors, writers, and actors from the movies in which these legendary characters appeared, as well as with horror experts, who will discuss their place in popular culture.

No Caption Provided

Among the names being interviews for the series is Candyman star Tony Todd, Child’s Play creator Don Mancini, Jason actor Kane Hodder, make-up effects legend Tom Savini, Pinhead actor Doug Bradley, and Nightmare on Elm Street star Heather Langenkamp. A new episode of the series will be released weekly.

In a statement, Shudder general manager Craig Engler said, “In the history of film, only a handful of stars and characters like Mickey Mouse or Marilyn Monroe have risen to the heights of fame to become instantly recognizable the world over. Yet somehow, a small group of monsters who got their start in low-budget horror movies have transcended their humble beginnings to become international pop culture icons. Behind the Monsters will tell the story of their unlikely rise to fame, from the ideas that inspired them to the indelible mark they’ve left on the world.”

Behind the Monsters is one of several new shows coming to Shudder. It’s also producing a Black horror anthology series titled Horror Noire, and there’s a new season of Creepshow 3 hitting the service next month. In addition, there’s a new season of the docu-series Cursed Films expected later this year. Check out our guide to all the movies and shows hitting Shudder in September.

Resident Evil’s Leon S. Kennedy Is Now In Rainbow Six Siege (As A Skin)

Resident Evil’s Leon S. Kennedy is now available in Rainbow Six Siege… sort of. While the fan-favorite character is certainly qualified enough to be an operator in his own right, fans will have to settle for Leon as an elite operator skin bundle for existing playable character Lion.

Sporting Leon’s iconic look from Resident Evil 4 (minus his cool jacket), Lion’s Leon outfit includes all the zombie-fighting essentials–a skintight undershirt, a knife, fancy weapon holsters, and lots and lots of ammo pouches. As Lion’s signature ability is a drone that can be used three times per round to reveal the positions of moving enemies, the character’s drone will also be getting a skin as part of this new bundle.

Now Playing: Rainbow Six Siege: Lion Elite Set – Resident Evil Collaboration Trailer

The complete elite skin bundle includes a headgear, uniform, victory animation, drone gadget skin, charm, and weapon skins for the V308, 417, SG-CQB, P9, and LFP86.

This isn’t the first Rainbow Six and Resident Evil crossover. Earlier this year, Ubisoft added a Jill Valentine skin for operator Zofia, which saw the character sporting Jill’s iconic STARS uniform as seen in the original Resident Evil. We can only hope Resident Evil Village’s Chris Redfield is next.

Leon can most recently be seen in the new Netflix-exclusive CGI series Resident Evil: Infinite Darkness, which takes place between the events of Resident Evil 4 and 5. As for Rainbow Six Siege, Ubisoft recently unveiled all the new content and changes coming to the game as part of Operation Crystal Guard, which will see the addition of the game’s first transgender operator, the attacker Osa. Not content to let Resident Evil have all the fun zombie-killing fun, Rainbow Six will also be venturing into the horror genre with an upcoming co-op focused spinoff, Rainbow Six Extraction, slated to release in January 2022.

GameSpot may get a commission from retail offers.

Call Of Duty: Black Ops Cold War August 17 Patch Notes Address Double Agent Issues And More

A new update has been made available for Black Ops Cold War, as the Call of Duty community eagerly awaits the full reveal of Call of Duty: Vanguard later this week.

The August 17 update makes some stability adjustments to the Among Us-style Double Agent mode and adds similar stability improvements for Zombies. Additionally, the reduction in bullet velocity for the Agency Suppressor attachment dropping it from -30% to -15% that was supposed to go live last week is now represented in the game.

Now Playing: Call of Duty: Vanguard – Official Teaser Trailer

Beyond the bug fixes and balance changes, developer Treyarch said Zombies players have yet to discover a special Easter egg in Mauer der Toten that was added last week. The studio said this “little something” is “nothing crazy, just a bit of fun.” If you think you’ve discovered it, you can reach out to Treyarch on Twitter.

The Marshal comes to Black Ops Cold War on August 18
The Marshal comes to Black Ops Cold War on August 18

Looking ahead, a new secondary shotgun-style pistol weapon called Marshal is coming to Black Ops Cold War on August 18. You can unlock it by completing an in-game challenge or by purchasing it outright with real money.

The full patch notes for the August 17 Black Ops Cold War update can be seen below, as posted by Treyarch. For more, check out GameSpot’s rundown of how to unlock new Season 5 weapons like the EM2, TEC-9, and the Cane.

Activision Blizzard is currently being sued by the state of California over its culture of sexual harassment and discrimination against women. In the wake of the lawsuit, developers walked out and several high-ranking staffers were ousted from the company.

Black Ops Cold War August 17 Patch Notes

Weapon Tuning

  • Assault Rifles (All)
    • Reduced Bullet Velocity penalty on Agency Suppressor attachment from -30% to -15%.

Create-a-Class

  • Custom Mods
    • Full Custom Mod support added for Launchers, Special weapons, and Melee weapons. [August 12]

MULTIPLAYER

Stability

  • Double Agent
    • Fixed various stability issues encountered in Double Agent.

ZOMBIES

Stability

  • Fixed stability issues related to the Death Perception Perk, Outbreak World Events, Outbreak Jump Pads, and the Disciple enemy.

Outbreak

  • Gameplay
    • Added improvements to the triggering conditions for the Omega Helicopter.
    • Addressed an issue that prevented the player from receiving the correct amount of Salvage from the Omega Helicopter when Death Perception is equipped.
    • Addressed an issue that caused the Omega Helicopter to unintentionally spawn and activate on initial player spawn locations.
  • Objectives
    • Addressed an issue that prevented the Holdout Objective lighting from turning off after completing the Objective in Collateral.
    • Addressed an issue that prevented the Disciple’s drain attack beam from appearing when used against Objective targets.

Equipment

  • LT53 Kazimir
    • Salvage cost reduced from 2,000 to 1,500. [August 12]
    • Addressed an issue that allowed duplication of the LT53 Kazimir.

Pack-a-Punch

  • Players can now prevent the application of Pack-a-Punch camos on weapons by using a melee attack on the Pack-a-Punch Machine before packing the weapon. [August 12]
    • Players can also lock in the Pack-a-Punch Tier I or Tier II camo by using a melee attack on the machine after packing the weapon to their preferred tier.

Accessibility

  • Added “Train Inbound” notification to subtitles when a train is approaching in “Mauer der Toten” for players with hearing loss. [August 12]

GameSpot may get a commission from retail offers.

AMC’s Ragdoll Cast Reacts To Seeing The Frankenstein’s Monster Murder Victims For The First Time

This fall, AMC is adapting the Daniel Cole novel Ragdoll for its streaming service AMC+. Premiering on November 11, the show follows the investigation of a murder of six people who have been dismembered and sewn together. Of course, one of the stars of the series is a prosthetic corpse, which looks a bit look like a gruesome Frankenstein’s monster.

“They are so technically on point, the people that made the props for this job, that I had a real panic after seeing it,” explained Thalissa Teixeira, who plays Detective Inspector Emily Baxter, during the show’s TCA press tour panel. “I think I’ve also gone into this deep, dark web hole of looking into real murder cases, which was the wrong thing to do when you’re waking up at 5:30 in the morning to then look at a strung up body that looks very, very real.”

Before shooting, the cast could have checked out the Ragdoll, but chose not to. “We all made the choice not to see it before the main scene where we discover it,” said Lucy Hale, who plays Detective Constable Lake Edmunds. “Although I was like trying to sneak pictures of it before, but I think it was like way more impactful obviously to see it all together for the first time.”

While the body itself was grotesque, some saw it as a work of art. I thought it was like a Renaissance painting,” said Henry Lloyd-Hughes, who plays Detective Sergeant Nathan Rose. “I could see the horror in it but I also thought it was like some of [artist] Damien Hirst’s finest work or maybe [artists] Jake and Dinos Chapman. It’s an amazing piece of artwork, a testament to the makers. Because the dental work, I was staring in his mouth–it smelled. You could see the fillings. I don’t know how you even go about doing that level of detail.”

A trailer for Ragdoll is not out yet, but during the TCA panel, journalists were shows a teaser for the upcoming show, and the corpse looked terrifying. However, the ragdoll corpse itself isn’t the only issue. The Ragdoll Killer has plans to kill–and sew–again, and taunts police by announcing its next victims, one of which is Rose. Ragdoll is executive produced by Sally Woodward Gentle of Sid Gentle Films Ltd. (Killing Eve). Freddy Syborn (Ms. Marvel, Bad Education) serves as lead writer and executive producer.

Scientists Have Determined the Likely Origin of the Asteroid That Killed the Dinosaurs

Scientists have determined the likely origin of the dinosaur-killing asteroid that brought about their extinction and killed three quarters of all life here on Earth.

This asteroid is officially known as the Chicxulub impactor and it struck the Earth 66 million years ago. Scientists have estimated the origin of this asteroid for decades, but a new Southwest Research Institute study posits that it came from the outer half of our solar system’s main asteroid belt, as reported by Space.com.

More specifically, the six-mile-wide Chicxulub impactor originated in the asteroid belt space in between Mars and Jupiter. According to Space.com, scientists used computer models to analyze how asteroids in that region of space are pulled from their orbit to different areas of the solar system. In this instance, the asteroid was pulled from its location way out in space to Earth, where it eventually crashed and created a 90-mile crater.

It was that impact and the resulting effects that killed all dinosaurs and 75% of the world’s animal species.

To determine the trajectory of Chicxulub, the Southwest Research Institute team observed 13,000 asteroid models. In so doing, they determined that because of the characteristics of those asteroids and the belt they existed in, those asteroids are 10 times more likely to reach Earth than scientists previously thought.

With that determined, the team began to look at the possibilities of an asteroid in that belt hitting Earth and discovered “escape hatches.” These are essentially hatches in the asteroid belt orbit created by thermal forces that pull asteroids out of orbit and toward Earth (or anywhere else really).

How did the team connect the dinosaur-killing asteroid with those found in the space between Mars and Jupiter, though? It examined the physical makeup of these asteroids.

By analyzing 66-million-year-old rocks, the team determined that the Chicxulub asteroid had a similar makeup of the “carbonaceous chondrite impactors” found in the asteroid belt.

Looking deep into space at the asteroid belt, though, the team determined that similar asteroids could not be found — most were significantly smaller, clocking in at just one mile. With Chicxulub coming in at six miles, the team had to determine why other asteroids like Chicxulub couldn’t be found.

“To explain their absence, several past groups have simulated large asteroid and comet breakups in the inner solar system, looking at surges of impacts on Earth with the largest one producing the Chicxulub crater,” researcher, William Bottke, said in the study. “While many of these models had interesting properties, none provided a satisfying match to what we know about asteroids and comets. It seemed like we were still missing something important.”

And they were — Chicxulub was no standard asteroid. It was a once-every-250-million-years kind of carbonaceous chondrite asteroid, and considering Chicxulub hit the earth 66 million years ago, there’s still theoretically another 184 million years to go until another asteroid of this size heads for Earth.

Ok, got it, so just to be sure: don’t be on Earth 184 million years from now — can do.

For more about the extinction of dinosaurs, check out this story about how some Harvard scientists have come up with a new theory on what caused the extinction and then read about how a T-rex fossil sold for $31.8 million last year. Check out this remarkably preserved dinosaur DNA preserved in a 75-million-year-old fossil after that.

Wesley LeBlanc is a freelance news writer, guide maker, and science guru for IGN. You can follow him on Twitter @LeBlancWes.

Skyrim’s Intro Was Plagued By A Bee During Its Development

Skyrim‘s intro sequence is immediately recognizable, either as a fantastic introduction to a game or as a meme. Apparently, putting that iconic cart ride together wasn’t an easy task. According to a former developer for the game, Nate Purkeypile, the team ran into a strange bug when putting together the sequence. That bug ended up being caused by an actual bug.

According to a thread Purkeypile posted on Twitter, the cart ride isn’t just “on rails.” it was “physically simulated.” However, anyone familiar with Skyrim’s physics (a.k.a anyone ever killed by a giant in the game) knows that it’s a rather finicky system. Objects can sometimes be sent flying just from the slightest bump. “So anyways, this meant that all kinds of things could cause the cart to start to freak out and fly off the road,” Purkeypile continued.

However, there was one bug that would occur randomly, sending the cart into the stratosphere. Naturally, since the bug wasn’t consistent, it was impossible to diagnose. As it turns out, the cause was one of Skyrim’s gentle creatures, the bumblebee. “So it turns out there was another bug where the bee in the game couldn’t be picked up… That bug got fixed. Only the type of collision put on the bee didn’t just let it get picked up. It also made it collide into things,” said Purkeypile.

Because of its new collision, the bee would launch the cart and its occupants into space, like an unstoppable force meeting an immovable object. Of course, if any modders wanted to, they could almost certainly put the bug back in place. Skyrim still has an extremely active modding community, with new mods, like one that lets players pet dogs, being added all the time.

We can only hope that the next Elder Scrolls game has an equally wonky physics system. While The Elder Scrolls VI is likely years away from release, Bethesda’s Todd Howard recently shared that it will use an updated version of Skyrim’s Creation Engine.

GameSpot may get a commission from retail offers.

The Forgotten City Review – Seven Deadly Sins

In the years prior to Julius Caesar’s rule of ancient Rome, the legions of the empire were led by a wealthy general known as Marcus Crassus. He was infamous for many things, one of which was his revival of decimation–a harrowing means to control the army by punishing the collective for the actions of singular dissidents. Soldiers were divided into groups of ten, where each would draw stones. The one unfortunate enough to draw a white one would be beaten to death by the remaining nine, regardless of their involvement in any crimes against the empire. It instilled not only fear, but a strong sense of responsibility among the legions of soldiers, who quickly learned to self-discipline in the face of such punishment.

The Forgotten City, a narrative puzzle game that started out as a Skyrim mod, uses the principle of decimation as its basis. It’s an anecdote used to describe the game’s most prominent mechanic, The Golden Rule, which is an ever-present threat to the small community trapped in a desolate and secluded city deep in the Roman mountains. A god watching over the community threatens to turn everyone into gold should anyone commit a sin. In theory this should lead to a utopia, a land where its people are forced into peaceful co-existence through the persistent threat of imminent and absolute destruction. But it’s not long before you realize that the ideals of right and wrong, and, more importantly, who defines them, allow the definitions of sin to be bent and stretched in creative and cruel ways.

Not long after the game’s opening, you’re teleported back in time to this ancient city and caught within the web of its passive aggressive personalities and bubbling politics. The magistrate of the society is the only one aware of who you are, tasking you with using an infinite time loop to figure out who will eventually break The Golden Rule and stop them before it happens. This also turns out to be the only way that you can get back to your time, motivating you to get very familiar with each of the city’s varied inhabitants and decipher who might be on the verge of teasing out the apocalypse. Each loop is an opportunity to learn more about each citizen through dialogue, deciphering what their daily routines are, which other citizens they’re bound to interact with, and which of their problems you can potentially solve. Eventually each day comes to an end, bringing about the fruition of The Golden Rule and forcing you to sprint towards the shrine you entered through to start the day over again.

Each loop isn’t strictly governed by time though, meaning that you can pursue leads in any order you see fit throughout. A citizen stricken with an illness won’t die if you don’t choose to prioritize them first, for example, letting you explore other threads without the stress of having to check off some tasks quickly at the start of each loop. Characters do operate according to a routine, however, meaning they might be in entirely different parts of the city depending on the time of day, which can lead to some scrambling to find the right person when you need to engage in a specific conversation. For the most part, however, The Forgotten City doesn’t waste any of your time by forcing you to repeat actions. A character you meet at the start of each loop is emblematic of that, letting you avoid the same tiresome introductory dialogue with a single reply each time. This comfort of being able to skip through swathes of dialogue and get right back into the same lines of inquisition you were pursuing last time permeates through the citizens you interact with, each of which have their own ways of trying to understand how you know so much.

Although you aren’t from the same time period, you are beholden to the same rules as the city, meaning any sins you might commit will immediately trigger The Golden Rule and force you to reset. Some of these are easy to understand, such as stealing a vial of medicine or just recklessly killing someone. Others are more subtle and do well to expose just how challenging it might be to live with this threat hanging over you. A threat of violence, for example, may trigger the end of the world irrespective of whether it came from a place of sarcasm or anger. Other times, just trying to turn the tables on a bribe could have the same effect, teaching you just how cunning some characters are at exploiting loopholes in The Golden Rule. Learning how to do the same is part of the fun, and you’ll quickly figure out how to get rid of a dangerous assassin or acquire large sums of money without having to reset your loop each time. It’s satisfying the first time you find these solutions, but even more so when you see how each one acts as a piece of the larger puzzle, opening new avenues for you to investigate in the process.

Throughout your adventure, you'll come across many characters who explain the strange history of the setting.
Throughout your adventure, you’ll come across many characters who explain the strange history of the setting.

Gallery

Almost all of this is done through dialogue, with your progress in The Forgotten City coming mostly from conversations. You’re given numerous lines of inquisition to follow, each with branching paths of dialogue that can resolve some leads while opening entirely new ones. Most of the time, The Forgotten City does a decent job of indicating what paths of dialogue have been exhausted, while ensuring you know when new ones (based on new information you might have gathered) have opened. There are some instances, however, where a new line of inquiry is buried under others that you’ve already engaged with, only revealing themselves once you’ve repeated some dialogue that, even more frustratingly, doesn’t always align with the new information you might want to explore. This was rare but did halt my progress significantly at one time, making me second guess whether I had encountered a bug or just not triggered a new lead correctly. For the most part though, the trees of dialogue harmoniously interact with each other, never leaving you guessing where to head to next or who to question immediately after your current conversation.

Exploration factors into progression almost as much as your conversational wit. You’re often required to gather evidence to back up bold claims or find clues to lead you down a new investigative thread, letting you use the authority given to you by the magistrate to investigate every home you’re able to find your way into. Inhabitants won’t always be happy about it, but it’s surprising that the existence of The Golden Rule allows them to feel confident that you won’t be taking anything you aren’t supposed to. This is where you’ll be offered the chance to get slightly experimental with the limits of the rule itself, since items you obtain persist between runs. If you’re not content with the meager dribs and drabs of currency you find around the town, you can dedicate an entire run to stealing as much as you can without being turned into gold yourself. The Forgotten City anticipates these misdeeds every time, never allowing you to completely circumvent its progression in massive ways, but letting you color outside of the lines at times with satisfying results.

To that end, The Forgotten City also never gets in the way of itself when it comes to forward momentum, with a deft sense of pacing that ensures no single run feels pointless. This is achieved with objective markers that are used to guide you around the city, as well as spooky hints whispered to you from a mysterious, disembodied voice. The combination of the two means you’re always prodded towards the next big revelation, without getting overbearing to the point where the revelation feels undeserved. At times your next step won’t be indicated by a marker at all, making it clear that there’s some information you still need to draw from some citizens or a crucial item you need to find until you get some more help. The Forgotten City ultimately wants you to succeed without feeling like you’re running around aimlessly in circles, and it balances this so expertly that each of its story beats feels triumphantly earned.

The Forgotten City does a clever job of blending modern, anachronistic humor with the setting of Ancient Rome.
The Forgotten City does a clever job of blending modern, anachronistic humor with the setting of Ancient Rome.

Gallery

There are also sparse moments of more traditional action-adventure tropes, with one optional section of the story (conveniently signposted for those who don’t want to interact with it) dedicated entirely to some light horror and first-person action. This part can feel slightly janky, with a clear focus of development being on the game’s narrative and branching conversations and not its fluidity when fighting enemies with a bow. That said, there’s nothing wrong with the sections either, especially given that they’re one-off instances that don’t need to be repeated in any other loop if you don’t want to. They’re self-encapsulated detours from the main attraction, while also offering some of the most harrowing story progressions that take the tone of The Forgotten City down even more morally ambiguous avenues.

Although there’s serious themes underpinning the overall narrative of The Forgotten City, each of which are explored to different degrees depending on which of the four endings you land at, there’s a playfulness to the journey that endears you towards each of its characters. An early example of this is having to explain what a meme is to an ancient Roman priestess, who in turn attempts to contextualize your explanation with the only points of reference available to her at the time. She settles on understanding memes as hieroglyphs with negative connotations towards people with the name Karen, which got such a laugh out of me at the time that I consistently associated the priestess with that moment. The Forgotten City is filled with moments like these, consistently adding a layer of levity to its otherwise death-filled narrative that cuts the tension at great moments.

It’s this careful mix of themes and the effortless manner in which The Forgotten City serves them up that makes each of its many memorable moments stick with you long after credits have rolled. They provide the impetus that drives you to discover more, with the game teasing you to discover its alternative endings for the most comprehensive conclusion to its often morally-complex tale. And it’ll be hard to ignore the pull of diving back into the loop once again, if only to see small character reactions to new lines of dialogue, or the reactive nature that relationships have to slight changes in approach you might not have initially considered. The Forgotten City rewards your inquisitive mind with equally satisfying rewards at every turn, making its time-travelling tale one not to miss out on.

Watching Dune On HBO Max Is Like Driving A Speedboat Through A Bathtub, Director Says

Dune director Denis Villeneuve has once again criticized the decision to release the upcoming sci-fi film on HBO Max on day one, lamenting that watching a film of its size and scale at home is similar to driving a speedboat in your bathtub. Speaking to Total Film, Villeneuve doubled down on his anti-HBO Max comments in the lead up to Dune’s release in October.

He acknowledged that the movie business is “under tremendous pressure” due to the pandemic, but he is still upset that Dune is coming to HBO Max.

“The way it happened, I’m still not happy. Frankly, to watch Dune on a television, the best way I can compare it is to drive a speedboat in your bathtub. For me, it’s ridiculous. It’s a movie that has been made as a tribute to the big-screen experience,” he said.

Responding to the decision by Warner Bros. to release all of its 2021 films on HBO Max day and date with theatres due in part to the pandemic, Villeneuve said it was a business move by WB’s owner, AT&T, to make money.

“There is absolutely no love for cinema, nor for the audience here. It is all about the survival of a telecom mammoth, one that is currently bearing an astronomical debt of more than $150 billion,” he said in December 2020.

The director acknowledged that streaming services have a role to play and in fact they are a “positive and powerful addition to the movie and TV ecosystems.” Still, he said he wants movie fans to know that “streaming alone can’t sustain the film industry as we knew it before COVID.”

“Streaming can produce great content, but not movies of Dune’s scope and scale,” he said. “Dune is by far the best movie I’ve ever made. My team and I devoted more than three years of our lives to make it a unique big screen experience. Our movie’s image and sound were meticulously designed to be seen in theaters.”

Kyle MacLachlan, who starred in the original Dune, also questioned the move to bring Dune to HBO Max. “I think the simultaneous release is kind of the wave of the future. It’s disheartening though because a movie like that is meant to be seen on the large screen,” he said.

Villeneuve isn’t alone in criticizing WB’s move to bring its 2021 film slate to HBO Max on day one. Christopher Nolan, the director of Inception and The Dark Knight, said the movie studio’s 2021 films are being used as loss-leaders to subsidize HBO Max.

“In 2021, they’ve got some of the top filmmakers in the world, they’ve got some of the biggest stars in the world who worked for years in some cases on these projects very close to their hearts that are meant to be big-screen experiences,” Nolan said. “They’re meant to be out there for the widest possible audiences… And now they’re being used as a loss-leader for the streaming service–for the fledgling streaming service–without any consultation. So, there’s a lot of controversy. It’s very, very, very, very messy. A real bait and switch.”

WB will end its day-one HBO Max strategy in 2022. The company has already signed 45-day movie window deals with US movie giants such as AMC, Regal, and Cineworld.

Disney is facing some heat, too, over its decision to launch new movies in theaters and on Disney+ at the same time. Black Widow’s Scarlett Johansson is suing Disney over this, while the House of Mouse is also facing criticism over calling Shang-Chi an “experiment” with its release model.

Dune, which is based on the Frank Herbert novel, is slated to release in theaters and on HBO Max on October 22. It stars Zendaya, Timothee Chalamet, Jason Momoa, Josh Brolin, Oscar Isaac, and Dave Bautista, just to name a few from its massive cast.

Everything Is Dark Souls Now, Even Pinocchio In This New Action Game

Though the running joke is every game seemingly has some Dark Souls element, developer Round8 Studio’s Lies of P takes that sentiment literally by adapting Carlo Collodi’s children’s novel The Adventures of Pinocchio into a macabre third-person hack-and-slash action-adventure game.

In Lies of P (spotted by PC Gamer), you play as the puppet mechanoid Pinocchio who must fight through the sprawling, plague-ridden European city of Krat to locate the famed Geppetto. But that’s not you’re only objective: Pinocchio must also uncover the secret of Geppetto’s disappearance.

Now Playing: Lies of P – Story Trailer

It seems the game is more inspired by Pinocchio’s story than a direct adaptation of it. Collodi’s plot is a familiar one, especially to families with young kids. Geppetto wants to become a famous puppeteer, so he carves a marionette out of enchanted wood. The doll comes to life and finds himself in a twisting narrative to become a real boy whose nose grows when he lies. There’s a bit more to it, but it’s a metaphor for the human condition–a tale about honesty and consequences.

You can check out Lies of P’s official story trailer above.

Lies of P flips most of that on its head while keep the core story’s trappings. For example, Pinocchio is a machine instead of a puppet, meaning you can swap pieces out like Sekiro: Shadows Die Twice.

And per the Steam store page, Lies of P is “an action souls-like game” in which you craft weapons and employ skills to defeat enemies. This wouldn’t be a Pinocchio narrative without the lies, though, and it seems the game incorporates that into a humanity mechanic similar to Dontnod’s Vampyr; the more you lie, the more human you become. It’s unclear exactly how lying will impact the game. However, the story trailer’s description confirms becoming human comes with some perks.

Lies of P doesn’t have a release date yet, but it’s confirmed to have been “built from the ground up” for PC, PlayStation 5, and Xbox Series X|S.

GameSpot may get a commission from retail offers.