Samuel L. Jackson Teases Return To Nick Fury As Secret Invasion Begins Filming

Samuel L. Jackson has been with the MCU for a very, very long time following his surprise debut all the way back in the post credits scene of Iron Man, the movie that started it all. And his involvement in the shared universe isn’t slowing down. This week, Disney+ premiered the new animated MCU TV show What If…? Which features Jackson voicing his character’s cartoon counterpart. Meanwhile, Jackson has taken to social media to announce that the upcoming live action show, Secret Invasion, has begun filming.

Jackson posted a photo on Instagram featuring Fury’s fake beard and mustache. “Back in the box, just in The Nick of time!” He wrote.

Not much is known about Secret Invasion yet, aside from the fact it is returning Jackson to Nick Fury and Ben Mendelsohn to Talos, the Skrull who was first introduced back in Captain Marvel. Disney+’s official series description reads: “Secret Invasion is a newly announced series heading to Disney+ that stars Samuel L. Jackson as Nick Fury and Ben Mendelsohn as the Skrull Talos—characters who first met in Captain Marvel. The crossover comic event series showcases a faction of shape-shifting Skrulls who have been infiltrating Earth for years.”

In the comics, Secret Invasion was a crossover event that revealed several prominent Avengers and Earth-based heroes had been replaced by Skrulls and had been secretly destabilizing Earth’s heroes for years–but in the comics, the Skrulls were never as sympathetic or as altruistic as they are in the MCU. However, the use of the word “faction” does potentially hint that not every Skrull is as chill or as funny as Talos and his friends.

Secret Invasion does not yet have a scheduled release date. Episode 1 of What If…?, the animated anthology series, is currently streaming on Disney+.

Diablo 2 Resurrected’s Remastered Cinematics Are Here And They’re Incredible

Diablo II: Resurrected‘s early access beta test kicks off later this week, and it includes the game’s brand-new cinematics. But you don’t have to wait to watch them, as developer Blizzard released the Act I an Act 2 cinematics ahead of time–and they look stunning.

They show a vast improvement over the cinematics you may remember from 2000. The lighting and other atmospheric effects really shine, and the level of detail on character models is impressive. You can watch both Act I’s and Act 2’s cinematics in the GameSpot video below.

The Diablo II early access beta begins on August 13 for people who preordered the game, while everyone can jump in through the open beta that starts August 20. For more, check out GameSpot’s breakdown of the Diablo II beta tests and what’s available in them. Note that the beta test is not available on Nintendo Switch, though the full game will release on Nintendo’s console.

Diablo II: Resurrected officially launches on September 23. We recently learned that TCP/IP multiplayer will not be supported in the beta or the final game due to “potential security risks.”

Parent company Activision Blizzard is currently being sued by the state of California over claims about its “frat boy” culture and discrimination and harassment of women. Blizzard specifically has been at the center of the claims, and it just had a shakeup in management. President J. Allen Brack stepped down, with Jen Oneal and Mike Ybarra taking over.

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DC’s Charles Roven Wants James Gunn Back For Another Suicide Squad Movie

DC movie producer Charles Roven has teased some of the future DC Universe movies, and they might include another Suicide Squad film and a sequel to Justice League.

Speaking to The Hollywood Reporter, Roven said he is “thrilled about” the possibility of making more Suicide Squad movies, and he hopes that James Gunn comes back to direct another.

“I hope James will, when he’s got some time, come back and see if he’s going to do another one of these, because he did such an amazing job. I would definitely be a part of that,” he said.

Gunn has a busy plate currently, as he’s also lined up to direct the Peacemaker TV show and the Guardians of the Galaxy Holiday Special, along with Guardians of the Galaxy Vol. 3.

Earlier in August, DC Films boss Walter Hamada said Gunn is “always welcome back, whatever he wants to do.”

“He really has a vision and he’s a great partner with us. Whenever he wants to come back, we’re ready for him. He’ll be back. We have more stuff planned.”

Another project that Roven would like to see made is a new Justice League movie, though he acknowledged it would probably be “a number of years away.”

Justice League was released in 2017 and made $658 million worldwide. A new edition of the movie, the so-called Snyder Cut, was released earlier this year.

For more on The Suicide Squad, check out a doctor’s take on whether or not the franchise’s head-bomb is even possible and the movie’s first-weekend box office numbers.

Nerf: Legends Is a Sci-Fi Shooter Fully Loaded With the Classic Dart Guns

IGN can exclusively announce Nerf: Legends, a sci-fi FPS from GameMill Entertainment, based on the range of beloved toy guns from Hasbro.

Nerf: Legends is described as a “family-friendly FPS”, and so is a tamer alternative to the likes of Halo and Call of Duty. It features both single-player and multiplayer modes, with the campaign pitting you against evil robots using a whole arsenal of accurately-depicted Nerf blasters (although these ones fire energy, not foam darts), and the PvP supporting up to eight players.

Set across 19 sci-fi locations, the campaign features a variety of boss battles and challenges. Along the way you’ll be able to acquire power-ups such as magnetic pull darts, push darts, seeker darts, and slow darts that will add variety to combat encounters. These are used in combination with an arsenal of 15 Nerf blasters that have been pulled from Hasbro’s Mega, Ultra, and Elite toy lines. Each blaster can be personalised with perks and skins. Your player character is also customisable.

On the multiplayer side of things, Nerf: Legends is an arena shooter with 4v4 team battles and eight-player free-for-all matches. Cross-play is supported, allowing for play across all supported consoles.

Nerf: Legends is planned to launch this October on PS4, PS5, Xbox One, Xbox Series X|S, Nintendo Switch, and PC.

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

Atomic Heart Will Have Multiple Endings Based on a Moral Choice

The wacky Soviet-era FPS Atomic Heart will have two playable endings, according to the development team at Mundfish.

Spotted by wccftech, Mundfish confirmed that Atomic Heart will contain two different endings in the recently updated FAQ section of the game’s official Discord channel. According to the developer, the ending that a player receives is triggered based upon a previous moral decision that they take.

The FAQ reads, “We’ve put an important moral choice in the hands of the player closer to the finale, because we want to nudge the community to argue and discuss about the themes that we have laid out in the story. We want you to draw your own conclusions and make your own decision, not being influenced by forces from above.”

The team has, for obvious reasons, avoided giving away any details to what the decision in question is, but it sounds like it could offer some amount of replayability. Mundfish does insist, however, that Atomic Heart will not play like an RPG, and is instead an FPS game with a “strict linear plot” in which “one should not expect incredible variety”.

Additionally, the FAQ also gives fans an update on Atomic Heart’s development process. Mundfish has said that the game is almost complete and is now finally “at the stage of polishing and final assembly”.

Despite being almost finished, the developer is reluctant to share news about a release date for Atomic Heart. Mundfish says, “In general, we cannot tell you the release date right now due to a million little nuances, starting with factors beyond our control (localization of the game into other languages), and ending with the mood and atmosphere within the team, which will obviously be worse if we eventually have to move this date.”

For those who haven’t followed the story so far, check out our Atomic Heart explainer video to learn more about what’s going on in the game’s weird-yet-wonderful nuclearpunk dystopian world. And while we don’t have a release date, we do know that Atomic Heart will be free on Xbox Game Pass from day one. When it does release, you’ll be able to make use of its fantastic photo mode.

Jared Moore is a freelance writer for IGN who, following the release of the Atomic Heart trailer, has a newfound fear for blood tentacles. You can follow him on Twitter.

Secured a PlayStation 5 Recently? These PS5 Games are On Sale

PlayStation 5 consoles can still be a little tricky to get hold of, but as we progress further into 2021, it’s slowly getting easier to secure a PS5. If you haven’t secured the console yet, make sure to follow @IGNUKDeals for live stock updates.

For those who have managed to get hold of a new console recently, there are plenty of incredible PS5 games on sale at the moment. This is very good news, considering some of the biggest PlayStation games can start at around £70 at launch. Thankfully, these prices don’t stick around forever, and there are some seriously good discounts to check out. Here are all our favourite PS5 and PS4 game deals right now.

PS5 and PlayStation Games on Sale in the UK

PS5 Accessories to Check Out

Robert Anderson is a deals expert and Commerce Editor for IGN. Send him awesome gaming screenshots @robertliam21 on Twitter.

Far Cry VR: The Unique Virtual Experience You Can’t Play at Home

Far Cry VR is not a normal virtual reality game. Designed for “free-roam VR”, it can’t be played in your home on an Oculus Quest or Valve Index headset. Instead, you must go to a special location where VR magic transforms a room the size of a whole apartment into Far Cry 3’s exotic, pirate-controlled island. This allows up to eight people the freedom to walk around and explore huge areas that simply can’t be done within the confines of your furniture-filled living room.

Unfortunately, despite these shattered barriers, Far Cry VR feels tightly restricted. It’s more akin to an on-rails light gun shooter such as Time Crisis than a Far Cry experience. Thankfully, though, this lack of ambition doesn’t totally overshadow the genuine thrills of VR at this scale.

Myself and two other IGN staff members had the opportunity to play Far Cry VR at Meetspace VR in London, where we played through the whole game in co-op. The previously mentioned Time Crisis vibe comes directly from Far Cry VR’s set-up. It’s essentially a high-concept arcade game; a 30-minute experience only available at 52 venues across the world. These parameters mean the depth of experimentation that you’d expect from Far Cry is traded for instant and accessible thrills. There’s no choice between stealth or action, there are no outposts to capture, and there are no animals to befriend and unleash on your foes. Instead, you and a group of friends are tasked with simply gunning down waves of enemies to obtain the highest score on the leaderboard.

These concessions to the Far Cry formula are understandable given the format, but sadly the experience doesn’t take full advantage of its one unique feature. While you are able to freely walk around the game’s environments, the level design is restrictive. Areas funnel you down narrow pathways, which makes for a very on-rails shooter feel. Fights take place in static kill boxes which seem designed for you to simply stand in position and fire on incoming enemies, rather than navigating the space to hunt them down.

But despite all this, Far Cry VR is a good time, at least in the moment. Being able to walk long distances uninterrupted in a VR game feels weird and fun, and holds novelty for most of the 30 minutes. Despite not demanding rigorous movement, the immersion makes it all too easy to get into character, and so after half-an-hour of ducking behind cover and swinging an AK-47 wildly, you build up quite a sweat. And while most of Far Cry’s hallmark ideas are ignored, the game’s stand-out segment does make good use of the series’s obsession with drug-fuelled psychedelics. Enemies fire at you from architecture floating in the sky, while sea creatures float by uncomfortably close amidst the carnage. It’s all amusingly trippy.

Zero Latency, the company behind Far Cry VR, has just three locations in the UK and 11 in the United States. This means you’ll likely have to travel to visit one, perhaps even quite a distance. If you’re a Far Cry fan, such a pilgrimage will probably disappoint; this is a Far Cry game in name only. But if you live near a Zero Latency site and have the cash to spare, there’s definitely some fun to be had in free-roam VR. I suspect one of the company’s bespoke games that don’t come shackled to the expectations of an existing series, however, is probably the best way to experience it.

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

Niantic Founder Calls Metaverse a ‘Dystopian Nightmare’

John Hanke, the Founder and CEO of Niantic, has published his detailed thoughts on the metaverse. The Niantic boss is seemingly far from excited about the concept, with fears that a virtual universe may evolve to become a “dystopian nightmare” and one that humanity should look to work to avoid.

In a lengthy blog post published on Niantic’s website, Hanke describes his fears around a proposed metaverse, arguing that fictional depictions of such a concept serve to act as a warning for society. He says, “A lot of people these days seem very interested in bringing this near-future vision of a virtual world to life, including some of the biggest names in technology and gaming. But in fact these novels served as warnings about a dystopian future of technology gone wrong.”

It’s not that Hanke is against supplementing the real world with technology – I mean, he’s the founder of a software company that creates augmented reality games. The CEO instead says that “we can use technology to lean into the ‘reality’ of augmented reality — encouraging everyone, ourselves included, to stand up, walk outside, and connect with people and the world around us.” In Hanke’s view, technology isn’t something that should be used to replace core human experiences by launching people into a virtual mega-sphere of total escapism. Moreover, it should be used to better human experiences by using technology to supplement their experiences in the ‘real’ world.

Hanke’s interest in designing games that drive more real-world interactions through the use of technology can be seen in Niantic’s release catalogue. Games like Pokémon Go and Harry Potter: Wizards Unite use AR technology that connects the virtual to the physical in order to promote active play. In this vein, Hanke says that Niantic questions how technology can make people better. “Could it nudge us get us off the couch and out for an evening stroll or a Saturday in the park? Could it draw us into public space and into contact with neighbors we might never have met? Could it give us a reason to call a friend, make plans with our families, or even discover brand new friends? Collectively, could it help us discover the magic, history, and beauty hiding in plain sight?” he asks.

In the post, Hanke describes his future hopes for achieving more real-world interactions within what he calls the ‘real world metaverse’. The CEO explains that “Building the real world metaverse lies at the intersection of two major technical undertakings: synchronizing the state of hundreds of millions of users around the world (along with the virtual objects they interact with), and tying those users and objects precisely to the physical world.”

In order to develop its augmented worlds further, Hanke says that Niantic is pursuing avenues within its Lightship platform (the technology that underpins Pokemon Go) that would support a “shared state” experience of the world. In this shared state, interactions with digital objects in the physical world would be consistent for everyone. If one person were to change something in the digital world, it would be reflected in what the millions of other participants using the AR system also see. Hanke says that tying digital interactions to the physical world like this is a task similar to creating Google Maps but for computers.

Niantic’s long-term goal in the field is to develop games that promote a “shared state” experience that can be discovered and explored through other AR technologies such as smart glasses. To make sense of this, Hanke says, “We imagine a future of worlds that can be overlaid on the real world. For now, we’re calling these ‘reality channels’ to give the idea a name. Think of Pokémon GO, upgraded for smart glasses where the Pokémon wander through your local park, seeming to actually inhabit the world. In this future version, Pokémon appear to you as if they are really there, scurrying around passing pedestrians, hiding behind a park bench, or roaming in herds through your favorite park.”

Hanke continues to explore the idea further, explaining how digital creations in the real world could affect infrastructure and other in-game users. “Buildings might take on the pastel hues of the Pokémon universe; a 10-story Pokémon GO Gym might rise above your local shopping center. If you encounter another player on the street, they might even appear transformed into the guise of their in-game persona.” he says.

Niantic has partnered with Qualcomm to invest in “a reference design for outdoor-capable AR glasses” that would sync up with Niantic’s maps to create a medium through which users could experience these overlaid worlds. Despite first versions of the hardware existing for “internal R&D”, Hanke says that the company’s work in the field is just beginning and expects it to continue for a number of years. Looks like we won’t be seeing our favourite Pokémon soaring over any busy city streets just yet then.

In other Niantic news, why not check out this article detailing how the company recently issued a response to fans over complaints surrounding its decision to reduce the in-game extended range feature for Pokéstop interactions in Pokémon Go.

Jared Moore is a freelance writer for IGN. He adores the idea of chasing his favorite Pokémon around the local park. You can follow him on Twitter.

Assassin’s Creed Valhalla: The Siege of Paris Review

As the last planned expansion in Assassin’s Creed Valhalla’s first season pass, The Siege of Paris feels like the series going out with more of a whisper than a shout. New and interesting activities are in short supply while content that is functionally identical to the rest of the main game flows like wine. And even the return of the fan favorite more open-ended assassination missions and strong character performances can’t save the story from feeling run of the mill at best.

As with the previous expansion, Wrath of the Druids, two new visitors to Ravensthorpe arrive with the intention to butter Eivor up and convince them to sail to a faraway land and solve their problems. After a little wining and dining, Tolk and Pierre, charming representatives of the Elgring Clan, succeed in commissioning the Wolf-Kissed to ship off to Francia and help in their plight against the Mad King, Charles the Fat.

9th Century France’s visuals didn’t immediately shock in the same way that Ireland did in Wrath of the Druids. The rolling grassy hills and river-webbed deltas look almost identical to much of England from the base adventure. Where Ireland’s color palette and geography felt like you were entering an old and mysteriously untamed place, Francia’s wildlands felt disappointingly simple. Simple can still be beautiful of course, and the parts of the country where King Charles had rampaged into blackened craters almost felt more devastating thanks to how familiar they felt. That said, if you put a location from Francia side by side with one of the regions in the middle of England, I’d be hard pressed to tell you the difference.

The general flow of quests and side activities in Siege of Paris was also disappointingly familiar. Every location had the same menu of things to do, kill, and discover, all playing out the same way they always have. More of the same can be entertaining, but Francia is missing the flourish that Ireland had in this regard. Duels with the wandering Frankish Nobles and exploring Roman Excavation sites don’t differentiate themselves from vanilla Valhalla’s equivalents. Rebel Missions, the expansion’s new activity, are shallower versions of the same “find this, kill that” quests too, just shortened significantly and featuring AI controlled rebels to help you complete your tasks. You can grind through these events pretty quickly to earn deniers, a currency you can spend on upgrading your rebels or purchasing new armor and runes, but none of its rewards are compelling reasons to do so outside of compulsive box checking.

Scythes add new life to combat, but the Heavy Cavalry mostly bring frustration.

The already solid combat of Valhalla has at least been given a bit more life with the addition of a new weapon type, the scythe. Scythes are two-handed weapons that are quicker than the other two-handed options. They’re great for mobs of enemies and single targets alike, and I was very surprised at how much fun I had whirling those things around the battlefield. In contrast, I never once had fun dueling against the new enemy type, the Heavy Cavalry. These mounted Frankish knights absorb tons of damage, have massive reach, and are immune to many of the movement and displacement abilities you have that make combat so enjoyable in the first place. Whenever they were dropped onto the field, they were always the most dangerous thing there and the last thing I could finish off, which provides a bit of new challenge at the cost of added frustration.

The story itself is slow to start and isn’t going to blow minds by the end of its 10-hour runtime. The conflict between Norwegian vikings colonizing a foreign land and the local tyrannical monarch using ruthless tactics to stop them is pretty similar to many of the other stories told in Valhalla so far. The interesting wrinkle of the Catholic church being subverted by radical cultists is a subplot that is teased, but remained a case that was never truly closed by the time I finished the last quest.

The story is slow to start and isn’t going to blow minds by the end of its 10-hour runtime.

That said, some excellent performances from key characters like King Charles and Count Odo really elevate the simple story of a plucky rebellion versus a powerful tyrant. Charles’ presence specifically fills every scene he’s in with a profound cloud of tension that makes you feel very worried about anyone else sharing a space with him. He’s the most memorable Assassin’s Creed villain in many years.

There’s also a plague raging through Francia, but it doesn’t loom very large over the proceedings, and the only time I noticed it was when I encountered rat swarms in the sewers of Paris and surrounding ruins. These swarms are lethal if not dealt with, but the process of dealing with them is annoying. Attacks can chase them off but cannot damage them, so unless you shepherd them into sewer grates and block them off, they will pester you to death. I’m glad they were such an infrequent encounter.

The main story missions also feature a handful of Infiltrations, open-ended assassination tasks retooled from Assassin’s Creed Unity’s Black Box missions (coincidentally, also based in France). These are welcome additions to the formula, adding multiple avenues of progress to your target and the freedom to complete missions the way you want to. They offer some hard to miss prompts to get you started before branching into various opportunities to gain intel and find shortcuts that you wouldn’t get otherwise. Infiltrations also often result in particularly brutal cinematic assassinations if you follow all of the leads correctly. It’s not quite Hitman-levels of freedom, but the relative openness is a call back to the series’ history that I didn’t know I missed until now.

Yahya Abdul-Mateen II: Aquaman 2 Will Be “Better” Than The First One

Actor Yahya Abdul-Mateen II (Watchmen) says there’s a lot to look forward to in Aquaman and the Lost Kingdom. In a recent The Hollywood Reporter cover story, Abdul-Mateen–who plays Black Manta–is promising that the sequel is going to be bigger and better.

“I think the script is better than it was in the first one,” says Abdul-Mateen. “It gives the actors a lot of good storytelling moments.” Later in the article, he also adds that the 2018 predecessor movie in the franchise only gave “a small introduction to Black Manta and to some of his motivations. In this one, I get to exercise and breathe a little bit more. I’m showing some different colors with this one.”

Not much is known about the sequel, which began filming somewhere chilly in June and is currently scheduled for release on December 16, 2022. In addition to Abdul-Mateen’s information here, we do also know about the returning cast: Abdul-Mateen as Black Manta, Jason Momoa as Arthur Curry/Aquaman, Amber Heard as Mera, Patrick Wilson as Arthur’s Atlantean half-brother Orm AKA Ocean Master, and Dolph Lundgren as King Nereus.

There’s a lot going on in the DC Extended Universe. A number of other movies are in various stages of development. Flashpoint director Andy Muschietti has been dropping social media close-up shots from the costume department of the Flash’s solo movie, Shazam! Fury of the Gods has revealed the new costumes for DC’s mightiest family, and James Gunn’s The Suicide Squad just dropped on HBO Max and in theaters..

For more, check out our guide to every upcoming DC movie we know about.