Disney Plus Hits 103 Million Subscribers, But Questions Remain

Disney added just a few more million subscribers to Disney+ over the last couple of months, totaling just over 103 million, which executives will likely have to address on the company’s earnings call later today.

As people in the United States start to venture out again, questions about what’s next for Disney are likely to come up on the call. Disney is preparing for movies to be released in theaters again (Cruella, Black Widow), more attendees at parks (Disneyand is open and Avengers Campus is just about ready to debut), and sports are basically back (good news for ESPN). New shows like WandaVision and Falcon and the Winter Soldier are keeping people’s attention — but are they still driving subscriber growth? Are the rainclouds that hovered over nearly every single one of Disney’s sectors are beginning to lift, or is it still too early to tell?

“We’re pleased to see more encouraging signs of recovery across our businesses, and we remain focused on ramping up our operations while also fueling long-term growth for the company,” Bob Chapek, CEO of Disney said in a press release. “This is clearly reflected in the reopening of our theme parks and resorts, increased production at our studios, the continued success of our streaming services, and the expansion of our unrivaled portfolio of multiyear sports rights deals for ESPN and ESPN+.”

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The most magical place on Earth

There’s no question that Disney has faced a tough year. While some of its competitors were able to lean on the strengths of their parent companies (both WarnerMedia and NBCUniversal are subsidiaries of AT&T and Comcast respectively, which saw broadband and mobile usage increase over the pandemic), Disney couldn’t. Two of the company’s top revenue drivers, Parks and Studios, took the biggest hit. Executives pointed to Disney+’s exponential growth as a highlight, and while there’s no question the speed of scaling is impressive, streaming isn’t yet a super profitable business.

Everything comes back to theme parks. In pre-pandemic times, the parks were Disney’s biggest revenue driver. By Disney’s third fiscal quarter in 2020 (ending in late June 2020), Disney saw its Parks revenue drop by 85 percent. Disney only recorded $983 million for the quarter compared to $6.58 billion the year before. By October 2020, as more people started to venture out to parks (including Disney World in Florida) albeit within a limited capacity, revenue grew slightly. Disney brought in $2.5 billion, but that was still a 61% drop from the year before, which saw $6.66 billion in revenue.

As of this quarter, Disney is seeing some return to life. The company recorded $3.2 billion in parks revenue. Still down from the same time period last year, but better than recent quarters.

For Disney executives, an increase is an increase. As vaccination rates continue to rise, and with new incentives for families and fans to visit parks (including Avengers Campus), executives are pointing toward the future for even stronger revenue growth. It may still be some time before Disney is hitting pre-pandemic numbers at its parks as capacity restrictions and general consumer hesitance is still in place, but as cases decline and as vaccination rates climb, Parks may once again become a big form of revenue.

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Figuring out how to get more people into the parks comes back to what Disney does best — content. Jungle Cruise, for example, is a live-action movie starring Dwayne Johnson and Emily Blunt based on a theme park ride of the same name. Much like Pirates of the Caribbean, part of developing a film or series based on a theme park ride is encouraging fans to then purchase tickets to the park and enjoy said ride.

Content is king

On that note, Disney executives are going to have to answer questions about how they’re approaching theatrical exclusives versus hybrid releases. Just before today’s earnings, Dwayne Johnson confirmed Jungle Cruise would hit theaters and Disney+ as a Premier Access title (meaning it’ll cost subscribers an extra $30) on the same day. This is the same strategy Disney has used with Mulan, Raya and the Last Dragon, Cruella, and Black Widow.

Previously, CEO Bob Chapek referred to the decision to release some films through a hybrid distribution model as dependent on “what our slate of titles are and whether we think that we need to put something on the service for those particular guests or whether this is something that we could use as another data point in our exploration of Premier Access same date with theatrical.” Or, more simply, movies that Disney executives think people will pay for on Disney+ instead of using a “free” film to entice more subscribers to sign up, like Soul.

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What does this mean for big tentpole titles down the road like Shang-Chi and the Legend of the Ten Rings? The theatrical business is still crucial to Disney; arguably, it is the most crucial for Disney out of all the studios. Disney films are also the most crucial for theatrical exhibitors like AMC, making up more than 50% of all global box office revenue in 2019. How are executives thinking about streaming exclusives, hybrids, and theatrical only movies going forward?

This is especially true when the average revenue per user (ARPU) on the Disney+ side is $3.99, down from $5.63 the year before.

It’s not all doom and gloom. For the last year, Disney has proven its streaming strategy is working. More subscribers are being added every quarter, Disney has a robust line of new shows (including several from Marvel and Star Wars) hitting Disney+ throughout the year. Disney is also making deals to make ESPN+ and Hulu more appealing to customers, including bringing FX titles to Hulu and looking out for more sport leagues licensing opportunities to satiate cord cutters desires.

But if Disney+ growth is beginning to slow, there are questions that need to be answered. Executives just need to help analysts, investors, and fans understand how all of Disney’s various sections fit together together as life approaches some form of normalcy again. Hopefully, many of these questions will be answered during today’s call.

Returnal’s Systems Are Hindering Auto-Save, Housemarque Says

Auto-save has been a hot topic of conversation among Returnal players since its release last month. Housemarque’s roguelite is excellent, but it’s also very hard, and runs can last for more than two hours. That’s a long time to anchor yourself to your PS5.

Housemarque says it’s heard the feedback from fans, but that implementing a save feature is easier said than done. “We understand that there are some systems in place that are currently a hindering factor,” Housemarque marketing director Mikael Havari told Axios today.

Havari’s comments dampen hopes of a solution that would enable players to quit without fear of losing their progress. While other roguelites like Hades includes a quicksave solution that retains the tension of permadeath, it’s clearly not so easy to implement such a feature in Returnal.

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Other developers have sounded off on this subject. “I often see players exclaim how easy it is to add something, especially if other games have it,” Spelunky designer Derek Yu told Vice Games last week, “but every team and game has different priorities and nothing is really as trivial as it seems from the outside.”

As one of the first so-called “AAA roguelites,” Returnal stands out for its beautiful visuals, arcade mechanics, and storytelling features. While its progression revolves around discrete “chambers,” they tend to flow more smoothly than in other roguelites, where you pass through a door to enter the next room. This is in part because Roguelite is meant to highlight the lack of load times on the PS5. (https://www.ign.com/videos/how-returnal-shows-the-ps5s-power-performance-review)

Still, difficult as it is, Havari says Housemarque is looking for a solution. “But currently, we just don’t know exactly what it is. So it’s very difficult to announce anything, because I think there’s a lot of different people looking for different things.”

Looks like you’ll have to keep your PS5 in rest mode a little longer. If you’re impatient, here’s info on Returnal’s main ending and its true ending. You can also read our Returnal review right here.

Returnal is available now on PS5.

Paralyzed Man Uses His Mind to Form Real-Time Sentences

A paralyzed man is using his mind to create real-time sentences on a screen.

The man’s name is unknown, but he’s referred to as T5 by the team of researchers from Stanford University studying his brain and according to a CNN report, he’s able to write sentences on a screen in real-time by visualizing the movement required to write letters.

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If he wants to write “yes,” he must visualize himself writing the y, the e, and the s. T5 was 65 years old when the study was performed and he was paralyzed from the neck down for nearly a decade after sustaining a spinal cord injury in 2007, according to CNN. The Stanford University team implanted two sensors into the left side of T5’s brain and asked him to imagine writing on paper with a pen.

The implanted sensors, which were comprised of 4-millimeter by 4-millimeter electrodes, then translated the brain activity happening as a result of T5 trying to imagine writing into words on a screen. It did all of this in real-time, too. According to CNN, T5 “was able to communicate by text at speeds rivaling those achieved by his able-bodied peers texting on a smartphone.”

More specifically, T5 was able write 18 words per minute, which is more than double the previous for someone typing with a brain interface like this, according to the team’s Nature journal published about the study, as noted by CNN. The team says that on average, an able-bodied person types about 23 words per minute on a smartphone.

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Stanford professor, Jaimie Henderson, who is one of the people behind the study, told CNN that this “new development could be life changing for those who have suffered devastating injuries like brain stem stroke” and more.

The technology could allow anyone currently paralyzed to write using just their brain activity and while that’s exciting for a number of reasons, the team told CNN that there’s a lot of work to be done before this technology is available to the mass public. They said it will probably take years, but hopefully not decades, for that time to come.

For more about brain interfaces, read about how Elon Musk’s brain company, Neuralink, plans to make a cyborg monkey play “mind pong” and then read about how one of the co-founders of Neuralink says they could build a Jurassic Park if they wanted to. Check out IGN’s list of the top 25 best Sci Fi movies after that.

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

Dave Bautista Says He Turned Down Fast and Furious to Pitch a Gears of War Movie

It’s no secret that actor Dave Bautista really, really wants to play Marcus Fenix in a Gears of War movie, but it may not be entirely clear just how bad he wants it. In an interview with Collider, Bautista says that he turned down an offer from Universal to play a role in a Fast & The Furious movie in order to promote a Gears of War adaptation.

“I don’t make any pretense about it,” Bautista said. “I had a chance to get a meeting at WB, they were talking to me about this and that and I said ‘hey, let’s talk about Bane.’ That happened to me one other time in my career. They wanted to talk to me about Fast and the Furious, and I said ‘I’m not interested, let’s talk about [Gears of War character] Marcus Fenix.’”

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Bautista later added that he thinks Universal was “a little put off,” but that he didn’t regret taking his shot.

“I don’t mean to offend anybody,” Bautista said. “I’m not putting down anything else, I’m just saying [Gears] is way more interesting to me. I don’t want to pretend like I’m actually interested in something I’m not when there’s something I’m actually really excited about that you guys have under control. ‘Would you consider me for that?’ I don’t think there’s any harm in that. I’m not trying to step on anybody else’s toes, I’m just saying like this is what I love and I’m seriously passionate about this. ‘I can do a good job for you guys on this.’”

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The Gears of War movie has wallowed in development hell since 2007, with writers coming and going from the project until ownership transferred over to Universal. Bautista has lobbied for the position of the COG soldier Marcus Fenix for so long that the actor was actually added to Gears 5 as a playable multiplayer character.

While the Gears of War movie shows no recent signs of life, it can’t be understated that turning down a Fast & The Furious job simply to badger Universal again is no small decision. The Fate of the Furious surpassed $1 billion at the box office as of mid-2017, and F9 stars one of Bautista’s old WWE coworkers John Cena in a starring role as the brother of Vin Diesel’s Dominic Toretto.

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Knives Out 2 Casts WandaVision’s Kathryn Hahn

Kathryn Hahn is jumping from one mystery into another as the WandaVision actress is the latest star to join the cast of Knives Out 2. This was first reported by Deadline.

As with the other cast members — which now includes Edward Norton, Dave Bautista, and Janelle Monáe — Hahn’s role is being kept a secret. The only character whose identity we know is Daniel Craig’s who will return as gentleman detective Benoit Blanc.

Rian Johnson is set to return as writer and director for the Knives Out sequel for Netflix. The streaming service paid over $400 million for the rights to the next two Knives Out movies, meaning there will be another one after this.

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Hahn is a critically-acclaimed actress but many will recognize her as Agatha from Disney Plus’ WandaVision MCU series. While we won’t divulge spoilers here, Hahn’s character in WandaVision was more than she appears at first, and that could be the same case for her character in Knives Out 2.

Johnson has said a Knives Out sequel will be focused on a new mystery with new characters, so don’t expect any of the actors from the first film to appear again. This includes stars from the first Knives Out like Chris Evans and Ana de Armas.

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As the cast for Knives Out 2 continues to grow, production is scheduled to begin filming this summer in Greece. Check out IGN’s full WandaVision review (mostly spoiler-free) for our thoughts on the last mystery Hahn found herself in.

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Matt T.M. Kim is IGN’s News Editor.

(Photo by Jemal Countess/Getty Images for IFP)

Where’s IGN’s Mass Effect: Legendary Edition Review?

Late on Monday afternoon, a Mass Effect: Legendary Edition code arrived in my email inbox. As of this writing, that’s about 65 hours ago – which would be roughly enough time to hurriedly play through two of its three large-scale RPGs if you did literally nothing else. I decided not to do that, because by now my only opinion on their quality would be that they are not as good as sleeping, eating, or seeing my family once in a while.

Put another way, I haven’t had enough time with them yet to write anything close to a review. My early impressions based on the first 10 or so hours haven’t revealed much about the updated original Mass Effect that you haven’t seen or heard previously: it looks much better than it did 14 years ago and the writing and voice performances are still wonderful but the human facial animations (and running) don’t compare to modern motion capture tech; combat holds up pretty well even though it’s not as smooth as the latter games (switching weapon mods on the fly is still a pain); the Mako is still bouncy but not ridiculously bouncy. I’ve had a few minor bugs but nothing too disruptive yet.

Here’s 21 minutes of footage to give you an idea:

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Off the cuff, I can say that revisiting the story after 14 years has been great – I’d forgotten how quickly things get going, the original crew is introduced, and we’re off on a hunt for the secrets of the Protheans and the Reapers. But there’s still a long journey ahead and it’s not meant to be played in one long forced march, so it’s going to take a while before I can get my head around all of it for a review. (Whether or not that’ll take the form of a full playthrough of all three games and their DLC or some abridged version of that I still don’t know, but I’ll make sure to be very clear on what I did and didn’t play in my final review.) So, wish me luck, and I’ll see you on the other side.

In the meantime, we’ve got a ton of Mass Effect content to shoot directly into your veins/eyeballs (your preference), including a rundown of the gameplay changes made in the Legendary Editions, a recap of the entire Mass Effect story so far, and our reviews of every prior BioWare game to date. We’re also working on a full performance review video from IGN Graphics Wizard Destin Legarie to do a deep-dive into all the improvements EA has made to the trilogy, so keep an eye out for that!

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New Intel Rocket Lake RTX 3070/3080 Gaming Laptops for Preorder at Newegg

A new generation of laptops with Intel Rocket Lake processors and RTX 30 series video cards have popped up at Newegg. Most of them are slated to be released this month and the initial crop of laptops could ship as soon as next week. Currently there aren’t any RTX 3060 laptops available, only 3070 and 3080 variants. These are some of the most powerful gaming laptops we’ve seen. The RTX 3070 performs better than the previous champ, the RTX 2080 SUPER, and the RTX 3080 is even faster than that. Check out all the options below.

Intel Rocket Lake RTX 3070 Gaming Laptops

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Intel Rocket Lake RTX 3080 Gaming Laptops

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More Intel Rocket Lake RTX 30 Series Gaming Laptops

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A Really Good Dell RTX 30 Series Gaming Laptop Deal

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Koei Tecmo Would Love to Make Mario and Star Wars Musou Games

Koei Tecmo has found a good deal of success of late with its licensed Dynasty Warriors spinoffs, ranging from Dragon Quest to The Legend of Zelda. More are undoubtedly coming, but what next? Koei Tecmo’s president has a couple ideas.

Speaking with TheGamer, Koei Tecmo President Hisashi Koinuma talked about the games he would personally love to see as a subject for a Warriors (also known as “musou”) game. “Mario and Star Wars are two great series that come to mind. Unfortunately, we haven’t had the opportunity to collaborate with these IP yet.”

Koinuma didn’t elaborate on why he picked those franchises in particular, but with a little imagination, it’s not hard to envision a Mario Warriors or Star Wars Jedi Warriors. Both franchise feature all the ingredients of a great musou game: distinctive settings, huge casts, and interesting settings.

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Koei Tecmo’s most recent foray was Hyrule Warriors: Age of Calamity, which we called a welcome trip back to the world of Breath of Wild. While it missed some characterization opportunity, it was still a blast from start to finish, our review said.

Koei Tecmo has developed a strong relationship with Nintendo in general. Aside from Warriors versions of Fire Emblem and Zelda, it played a large part in the development of Fire Emblem: Three Houses.

As for Star Wars, the opportunity exists now that Disney is looking to partner with other developers outside of EA. It’s all too easy to imagine slicing through hordes of Battle Droids and Stormtroopers as Luke Skywalker or Mace Windu.

For now, Koei Tecmo is focused on the more traditional side of the Warriors series. Its next release is Samurai Warriors 5, which is due out on PC, Xbox One, PS4, and Nintendo Switch next month.

Sony Reveals How PS5’s DualSense Controller Works With Ratchet & Clank, Returnal, Scarlet Nexus, And More

One of the most exciting and innovative elements of the PlayStation 5 is the DualSense controller, which has haptic feedback that allows for all manner of possibilities. Following the announcement of two new PS5 DualSense controller colors, Sony has now announced how the DualSense controller will be used to provide unique experiences in a number of upcoming games, including Ratchet & Clank: Rift Apart, Subnautica: Below Zero, GhostWire: Tokyo, Life is Strange: True Colors, and Scarlet Nexus.

Beginning with Rift Apart, picking up bolts after you defeat an enemy will trigger a “tiny impulse” that you’ll feel in your hands, accentuated by a “subtle controller sound,” Sony said in a blog post. The game also provides a unique feel in the controller depending on what weapon you’re using. Additionally, striking different surfaces will yield unique haptic feedback with the controller.

Now Playing: Ratchet & Clank: Rift Apart – The Final Preview

In Subnautica: Below Zero (which releases May 14), the controller aims to help you feel more “connected” to the in-game tools. “You’ll feel like you’re actually turning on the Flashlight’s switch, or feel the coil of the cable in your PrawnSuit as it launches from your Grappling Arm. The drilling sensation as you drill for resources with your Drill Arm also adds to the immersion,” the developer said in the PlayStation Blog post.

The game also uses the RGB strip on the DualSense controller to pulse faster when you get closer to a resource objective. “Driving both the directional vibration and the RGB pulse is the actual data that the in-game tool is receiving in real-time, so it’s always dynamic and accurate to what the player is seeing and feeling while playing,” the studio said.

In GhostWire: Tokyo, the haptic feedback includes “otherworldly voices” that come out of the controller’s built-in speakers. And when in combat, the adaptive triggers will have their own distinct feel based on what weapon you’re using.

“Even with your eyes closed, you can tell the difference between wielding snappy, precise bursts of wind; the destructive rush of water; and the raw devastation of fire. Attempting risky exorcisms at close range is even more intense, as the triggers help simulate the act of pulling a spectral enemy’s core out with your own hands,” the studio said.

Additionally, the feedback from the controller will become “stronger” as you level up your capabilities in the game. This creates a “noticeable sensation of real progress that we cannot wait for GhostWire players to experience themselves,” according to the developer.

For Life is Strange: True Colors, you can trigger the main character Alex’s powers with the left trigger. The trigger will get tougher to pull as Alex becomes more powerful. This is meant to demonstrate that Alex is losing control of the “volatile, supernatural sense” that she has.

In Bandai Namco’s Scarlet Nexus, the DualSense controller uses haptic feedback and adaptive controllers to heighten the sense of immersion for using the game’s psychokinetic abilities.

“When you lift and toss objects, you will feel the flow of the hero’s power, no matter if it’s from left to right, or front to back. When the object moves from left to right on-screen, the sensation is achieved by having the left motor vibrate then move along to the right motor,” the studio said.

Explaining the trigger features, Sony said: “Moreover, adaptive triggers provide players with a more realistic game experience. Just like you sense weight and resistance while picking up objects in real life, you’ll feel like you’re lifting an in-game object with your own strength.”

For Mobile Suit Gundam Battle Operation 2, the DualSense controller replicates the feel of each weapon in a unique way. The controller will also give you haptic feedback when you hit a target.

“When using L2 or R2 for attack, pilots will notice a resistance to simulate the pulling of an actual trigger. For example, with the bazooka the resistance will cause the trigger to catch at the input position just before the bullet is fired, and as you continue to pull the trigger, the bullet will fire and release the tension,” the developer said. “We have also created a stronger rumble at the time of discharge, and a longer trail (the rumbling will last longer) to recreate the discharge of a larger caliber bullet.”

In Kena: Bridge of Spirits, the DualSense controller’s adaptive triggers are used to make you feel the difficulty of drawing back the character’s bow. And finally, Returnal’s use of the DualSense controller pulses subtly when it’s raining. These pulses are “procedurally synthesised at runtime,” the studio said, meaning they can be changed on the fly depending on what’s happening in the game. “The end result of that approach is that along with the visuals and audio, the haptic sensations produced by the DualSense controller give your subconscious brain yet another indication that it really is in the world of Atropos, standing in the rain,” the studio said.

Be sure to check out the full PlayStation Blog post, which contains video examples of the new DualSense functionality, to learn more about how each game uses the DualSense controller.

And for more, check out GameSpot’s preorder guide for the new Cosmic Red and Midnight Black PS5 DualSense controllers.

Xbox Exec Teases New IP That Will Blow Your Mind

Among the numerous projects that Xbox Game Studios has in the works right now is a new IP that has yet to be announced. Xbox’s Ben Decker told GamesRadar (via VGC) that this new game will “blow your mind” when it’s announced.

He didn’t share or tease anything further about the game, so we can only guess and speculate as to what it might be. One possibility is that it’s the new IP from Hitman developer IO Interactive which is said to be an Xbox-exclusive dragon fantasy game.

Another possibility is that it’s the rumored new IP in the works at Gears studio The Coalition. Microsoft operates 23 studios across Xbox and Bethesda, so it’s possible the new IP that Decker is talking about is from a different studio.

“We have 23 studios across Xbox and Bethesda, working on Halo, Forza, Fallout, and new IP that we haven’t even talked about yet that’s gonna blow your mind,” Decker said. “We can deliver all of that into Game Pass on day one.”

As for when this new IP may get announced, Xbox and Bethesda will have a showcase this summer where more details about this game and potentially others may be revealed. Microsoft has yet to announce the specifics of its summer showcase, so it remains to be seen if it will be part of E3 2021 (June 12-15) or at some other point in the summer.

In other Xbox news, 2021 marks the 20th anniversary of the platform. Microsoft is celebrating the occasion with new Halo commemorative art, merch, and a social media campaign.