Myst Remake Coming To PC And Xbox Game Pass On August 26

Developer Cyan Worlds has announced that its remake of Myst is coming to Xbox Game Pass for Xbox One, Xbox Series X|S, cloud, and PC, as well as PC via Steam, Epic Games Store, and GOG on August 26. On Steam, the title does not require a VR headset as it runs in both standard and VR modes.

In this game, you journey to Myst Island and other dormant areas called Ages. You’re tasked to find out the history behind the island, eventually learning that you play a central role in its ongoing story about family betrayal. The choices that you make on the island will affect both you and Myst Island.

There are several new and requested features for this version of Myst, including multiple language options through its localized UI, dialogue, and subtitles. Additionally, there are a variety of accessibility features and graphical options to choose from like ray tracing and supersampling. In VR mode, Myst has many comfort level features such as enabling smooth or snap turning, quick travel up stairs and ladders, and height quantization. On Xbox Series X|S, the game runs at 60fps.

The original Myst came out in 1993 and was a major sales success and helped to pioneer the release of games on CD-ROM. This remake first launched on Oculus Quest back in December 2020. Our reviewer for the game said, “Getting to not only return to the game but see it in VR, was a surreal, heartwarming experience. And it was heartening to find that, even years later, it still has teeth.”

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Bloodborne Looks Impressive With First-Person Mod

Bloodborne’s Yharnam locale is a pretty spooky place to explore, but that sense of terror is amplified in a first-person mod that has recently released. Developed by SoulsBorne modders Garden of Eyes and Zullie the Witch, the mod provides a new perspective and atmosphere to From Software’s hit PS4 game that was first released in 2015.

As for how this mod was engineered, that required plenty of tricky work on PC, a challenging task as Bloodborne is only available on PS4 and on PS5 through backwards compatibility. To play it, you’ll need to have a specially modified PS4 to do so and don the “Great One Hat” at the start of the game.

“The First Person mod has a storied history, owing to the fact From Software has barely changed [its] camera from Demon’s Souls all the way to Sekiro,” Zullie the Witch explained in a comment under the video. Zullie already has plans to use the lessons learned from this experiment on FromSoftware’s next game, as they “can’t wait to bring it to Elden Ring.”

Bloodborne has been one of the most fan-requested games for Sony to bring over to PC, a project which may be more feasible now that it has acquired Nixxes to lead its efforts in porting more of its library to PC. After Sony brought Horizon: Zero Dawn to PC last year, it said that more of its games could make their way to the platform.

Days Gone arrived earlier this year, and documentation discovered in May found that Uncharted 4: A Thief’s End might be the next PlayStation exclusive to launch on PC in the future.

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Sea Of Thieves Just Had Its Biggest Month Ever

Microsoft’s swashbuckling pirate adventure game Sea of Thieves continues to set records, years after release. Developer Rare has announced that the game reached 4.8 million active players in June to set a new record as its “busiest month ever.”

This achievement came during the same month that Rare launched the A Pirate’s Life expansion, which featured Jack Sparrow and other Pirates of the Caribbean DLC produced in partnership with Disney.

Executive producer Joe Neate thanked fans for their support over the years, specifically praising the community for helping the studio to understand how to balance and update the game based on feedback.

As a thank you to fans, Rare is hosting a Gold & Glory weekend August 20-23, during which players will earn double gold and reputation, in addition to extra seasonal renown boosts.

Creative director Mike Chapman said Rare will build off the current momentum with even more content in the future.

“As we look to the future of Sea of Thieves, we’re more inspired, more passionate, more enthusiastic than ever to keep building out and enriching this experience,” Chapman said. “There is so much more creative potential in Sea of Thieves, and there are so many more adventures to share.”

Sea of Thieves–which is available on Xbox Game Pass–is not the only game enjoying big success later in its lifecycle. Rockstar’s GTA Online continues to grow, with its Los Santos Tuners update setting records for the game, which originally launched in 2013.

In addition to the ongoing development of Sea of Thieves, Rare is working on a new IP called Everwild, but we still don’t know much about it.

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Happy Gilmore 25th Anniversary: Watch PGA Tour Pros Recreate The Swing

Adam Sandler’s 1996 film Happy Gilmore is an iconic comedy about competitive golf, though the functionality of the running swing technique pioneered by Sandler’s protagonist is questionable at best. In a new video celebrating the movie’s 25th anniversary, golf pros including Tiger Woods, Dustin Johnson, and Rory McIlroy try out Happy’s iconic swing.

We’ve already seen a number of Happy Gilmore homages for its 25th anniversary, with Sandler himself posting a recreation of the chaotic swing earlier in the year. Now, the pros are giving it a shot in a new video posted by Team TaylorMade, featuring Tiger Woods, Dustin Johnson, Rory McIlroy, Collin Morikawa, Matthew Wolff, and Tommy Fleetwood showing off their best Happy swings.

The video has it all, with each player sporting a custom Happy Gilmore jersey with their surname on the back. Commenters on the video agreed that Tiger Woods had the most successful swing, but that Rory McIlroy committed the most to the chaotic run up–with disastrous results.

Happy Gilmore found itself referenced in the pro golf world earlier this year, when memes compared Masters runner-up Will Zalatoris to one of Gilmore’s caddies from the film. Zalatoris embraced the joke, even going so far as to have one of the character’s lines engraved on one of his wedges.

Game developer Mike Mika also revealed that he had pitched a Happy Gilmore video game, which would have combined golf and fighting. Though it never ended up being greenlit, Mika hinted that it could be a good project for Netflix’s push into gaming.

Scarlett Johansson Signs On For Next Wes Anderson Movie

Even as lawsuits are stewing away over Black Widow’s release, Scarlett Johansson is already on set for her next movie. According to the Hollywood Reporter, the actress will star in a currently-untitled film from Wes Anderson.

Details on the film are sparse. The Royal Tenenbaums and Fantastic Mr. Fox director wrote and is helming the film, but plot details are still locked away. Johansson will star alongside previous Anderson players Adrien Brody, Bill Murray, Jason Schwartzman, and Tilda Swinton; Tom Hanks, Margot Robbie, and Rupert Friend are reportedly joining the cast as well. Johansson worked previously with Anderson on 2018’s stop-motion film Isle of Dogs. Shooting will wrap in late September according to THR.

Now Playing: Isle Of Dogs – Cast Interviews

Anderson’s next movie, The French Dispatch, is expected to hit theaters on October 16, and features the aforementioned Brody, Murray, and Swinton among others. Johansson’s Black Widow is finishing up its theatrical run even as the actress is suing Disney over the studio’s handling of her film’s simultaneous theatrical and streaming release. That move has also called plans for the Tower of Terror movie, which Johansson was set to produce and star in, into question.

Dragon Age: Origins’ Early Prototypes Didn’t Have Dragons

Dragon Age without dragons seems incomprehensible now, as the monsters seem essential to the series. But early on in Dragon Age: Origins‘ development, the game didn’t have dragons–or, as you might’ve guessed, a title. In fact, the title came first.

According to a new interview with TheGamer, BioWare hadn’t considered adding dragons until it started coming up with a title for its new fantasy game. The studio had originally conceived the game as a fantasy epic set in a world past the age of giant monsters and high magic, where dragons had been driven extinct. After the name “Dragon Age” was created (literally by chance), the team was directed to find a way to bring living dragons back to the game.

Now Playing: Dragon Age Full Presentation | Gamescom 2020

“Early on, Dragon Age didn’t have a name,” environmental artist Ian Stubbington stated. “There were some ideas but nothing concrete, so it was decided that one of the coders would make a quick random name generator. They knocked something together and added a whole bunch of fantasy words to the list. It was fired up and produced some names and the one that got the final vote by the team at the time was of course ‘Dragon Age.’ [Lead writer] David Gaider responded [with] something like, ‘Hmm, we better add some dragons to the story then.'”

Following the decision to go with this name for the game, a series of decisions were made to dramatically overhaul the direction of the game to incorporate the flying serpents. Perhaps most significantly was the change to the Archdemon, which was originally designed as a “big, freaky, anime-villain sort of thing that felt like Lovecraft does Final Fantasy,” according to Dragon Age: Origins’ managing editor Daniel Erickson. After coming up with the name “Dragon Age”, the studio realized it had to change the enemy to a dragon.

What’s striking about this is just how late in development it occurred, and how important the decision likely ended up being for the trajectory of the series. These discussions began over a year into development, and it resulted in some tense moments. Be sure to read through the rest of TheGamer’s interview, which has a bunch of other interesting bits of information.

Dragon Age’s fourth game is in the works, and chances are it’ll be chock full of dragons. However, we’ve got a long time to wait: Dragon Age 4 likely won’t come out before 2023. We know scarce few details: it will be set in Tevinter, and it’s apparently still using EA’s Frostbite engine.

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The Suicide Squad’s Villain Could’ve Been Superman

Back to the Future’s time machine was a fridge in the first draft, and Ghostbusters’ original casting choice for Venkman was John Belushi rather than Bill Murray–even the classics go through huge changes from first draft to final cut. For James Gunn’s The Suicide Squad, the big change was the villain; instead of Starro, at one point the plan was to have the Squad face off against Superman (via AV Club).

Gunn went on the Script Apart podcast recently to talk about developing the script for The Suicide Squad. There, he said that he initially believed that the Squad should fight Superman, and that it would be “a very interesting story.”

Ultimately, though, he went with a bigger surprise in the form of Starro, a giant, cosmic starfish.

“When I came up with Starro–he’s a character I love from the comics. I think he’s the perfect comic book character because he’s absolutely ludicrous but he’s also very scary in his own way,” Gunn said. “What he does is scary. He used to scare the crap out of me when I was a child, putting those face-huggers on Superman and Batman and stuff. So I thought he was one of the major, major DC villains that was probably never going to be put into another movie. And if they did, they would do it like, the black cloud version of Starro. Not a giant, walking starfish, a kaiju that is bright pink and cerulean blue, just ridiculously big, bright bad guy.”

Gunn is likely right about how another director might’ve handled the initially silly Starro. Further, though, he was smart to go that route just simply for how saturated we are with Evil Superman stories. Gunn himself produced Brightburn, a movie that asked what would happen if a child with the ability to fly and fire eye lasers decided to be evil instead of good, from a script written by his brother Brian and cousin Mark. The Boys on Amazon Prime Video prominently features Homelander, a barely-reined-in Superman-like character who is always about to lose his cool and slaughter people by the thousands. Then there’s also the fact that game developer Rocksteady Studios’ upcoming game, Suicide Squad: Kill the Justice League pits many of the same members, including Harley Quinn, King Shark, and Captain Boomerang, against Superman in its first trailer. In other words, if we want Evil Superman, we have a long list of things to watch. The list of colossal, psychic, cosmic starfish-based stories is much, much shorter.

If you’re hungry for more info about The Suicide Squad, check out our glowing review, our interview with James Gunn, and what could’ve happened for the film’s ending.

New Guilty Gear: Strive Character Is Jack-O, Releasing August 27

In a blog post, developer Arc System Works announced the next DLC character for Guilty Gear: Strive’s Season Pass 1 is Jack-O’. For those who own the game’s Season Pass 1, Jack-O’ will be available on August 27, with everyone else being able to play as her on August 30.

Jack-O’ is an artificial being created by Asuka R. Kreutz, also known as That Man, for the purpose of stopping the revival of Justice, the herald of destruction. She is a servant of his along with Raven and I-No. Aria Hale, the love interest of the series main protagonist, Sol Badguy, was used as the base for Jack-O’. This resulted in Jack-O’ preventing Justice’s revival in the past by fusing with Aria’s soul within Justice.

Aria’s soul is restored within Jack-O’s, but Aria’s consciousness hasn’t fully manifested yet. Jack-O is now in an unstable state as her personality hasn’t changed. While she tries to keep her emotions under control, she tends to be childish when she fails. In order to mitigate that, she wears a special mask to keep her composure.

The game’s first post-release character for Season Pass 1 was Goldlewis Dickinson, who launched last month. According to Jack-O’s trailer, there will be one more character coming to the game as part of Season Pass 1 this year. Two more are slated to appear in 2022.

Guity Gear: Strive is available now on PlayStation 4, PlayStation 5, and PC.

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Halo Infinite Dev Explains Why There Won’t Be Assassinations At Launch

Halo Infinite developer 343 Industries has explained why assassinations won’t be featured in the game’s multiplayer at launch, which is something that the studio initially announced in July. Senior mission designer Tom French told Eurogamer that 343 is a fan of assassinations but its own data showed people tend to turn them off.

“[Assassinations] are not in for launch,” French said. “We actually really love assassinations… but what happens at a lot of levels is people just turn them off because there’s a gameplay disadvantage to it.”

Now Playing: 5 Things To Know About Halo Infinite’s Multiplayer Preview

Performing an assassination in Halo leaves your character exposed and vulnerable as the animation plays, so it makes sense that people would turn them off. On the flip side, performing one can humiliate your opponent, so it’s a real power move if you can pull it off.

French said 343 is still considering adding assassinations to Halo Infinite over time, when the studio can find a way to make them feel “meaningful” and “accessible.”

It’s not a surprise that Halo Infinite won’t have assassinations at launch, as 343 confirmed this during the Halo Infinite multiplayer livestream in July.

Halo Infinite’s first public beta test took place at the end of July. If you missed out on that one, another test is coming up. We don’t know when or what kind of content it will offer, but the only way to get in is to sign up for the free Halo Insider program.

In other Halo news, 343’s Kiki Wolfkill recently discussed some of the challenges of bringing Master Chief to the small screen with the upcoming Halo TV show.

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Marvel’s Avengers: Birth of a New Black Panther

Ahead of the launch of Marvel’s Avengers War for Wakanda expansion, I had the opportunity to chat with T’Challa himself, Christopher Judge, and narrative consultant Evan Narcisse to find out what it was like to bring a new Black Panther to our screens. With Judge’s previous powerhouse performance as Kratos in 2018’s God of War combining with Narcisse’s many connections to Marvel – including writing his own Rise of the Black Panther comic book run and working with Insomniac on PS5 launch hit Spider-Man: Miles Morales – it appears a match made in heaven.

It’s a project that both seem to have enjoyed greatly, despite feeling a certain amount of pressure to “get it right” due to the personal connection of the character to both. Here, we talk about what that process was like, get to know this new T’Challa, and what you can expect from War for Wakanda when it drops on August 17th:

IGN: What does the character of Black Panther mean to each of you?

Christopher Judge [CJ]: It’s the first character I ever identified with, the first “superhero” that I ever identified with. It’s kind of the first character that allowed me to dream of greatness, to be great, to dream of things that weren’t the status quo and that it was okay to do so. It was okay to be intellectually brilliant. It was okay to be all of these things that weren’t necessarily being portrayed in any form of media back then. So it really holds a very special place to me.

IGN: He’s a character that over the last few years has just got bigger and bigger in the public consciousness, obviously because of the MCU films. How exciting is it for you to bring your own spin to that character, now he’s as big as he’s ever been?

CJ: It’s incredibly terrifying. With everything that I portray, I’m fine once I’m done. I know I put my all into it and then it’s left to things I can’t control. It’s important to me that people like this character. It’s important to me that people love and are inspired by this character because that’s who he was and is for me. It was much more personal than anything else I’ve ever done.

Evan Narcisse [EN]: I mean, it’s like you said, this character has become a global phenomenon in the last couple of years. I’d even go before the movie, the fact that you can get someone like Ta-Nehisi Coates to write the comic book adventures of this character is a watershed moment. I’m biased, he’s my friend, but it still means something that you can think “oh, here’s somebody who’s made a name for himself writing about history and culture and politics and at a very high level.” You’ve got presidents reading his writing.

Then he says, “but you know what? I’m actually going to f**k around and write these comics too.” That’s meaningful because it says that superhero comics as a genre, as a form, can hold some of these same serious weighty existential questions about what it means to govern, what it means to hold power, what it means to hold onto your culture. He explored all of that through those comics and the movie did the same thing.

We did kind of lean on the same subtext of the character as kind of an anti colonialist superhero. What AIM and Klaw are trying to do with the campaign is a form of colonialism.

What happens as a character evolves – and I’d really start that evolution at the 1998 series written by Christopher Priest – is that you realize that he’s able to embody and Wakanda as a fictional construct is able to embody all these different ideas and questions and explorations about blackness, the black diaspora, colonialism and its legacies, all that stuff. Hopefully, the game touches on some of that too.

We did kind of lean on the same subtext of the character as kind of an anti colonialist superhero. What AIM and Klaw are trying to do with the campaign is a form of colonialism. It’s not all that different from coming in and stealing diamonds, coming in and stealing Vibranium is similar and what it means to face that kind of a threat is something we try to explore in the story.

IGN: Chris, similarly to how you did with Kratos, you’re stepping into a role here where people have this preconceived voice for this character. Chadwick is a voice everyone associates with Black Panther. How do you approach this sort of role? Do you take inspiration or you just try and go completely new with it?

CJ: I said from the outset that this had to be my interpretation of it, not only because of Chadwick’s towering sweeping portrayal, but also this is a different media. This is a different take on it and it’s not at the same stage in T’Challa’s life as the movie was. It had to be approached for me differently. He’s been ensconced as king for a long time, he’s secure in himself, secure in his position, revels in who he is and who and what his country and people are. It, for me, had to be my honest and kind of unfettered interpretation of it. So I just approached it from square one and it had to live as that and hopefully people enjoy it.

IGN: How did that differ from the way you approached Kratos? Was it a fresh start?

CJ: Absolutely. The first thing I did was lose weight because the previous character I played was a big hulking and so, I put on probably 25, 30 pounds of muscle probably. So I tried to strip all of that away in a very short time, not all of it, but I wanted him to be life and agile. And to me, for my instrument to also sound like that, I kind of had to physically be it, so that was along with learning the dialect.

I got more agile, so did the lyrical quality of my voice. It really explored different parts of my vocal instrument than I previously ever have.

Those two kind of went hand in hand and as I got more agile, so did the lyrical quality of my voice. It really explored different parts of my vocal instrument than I previously ever have. So it was a whole new experience for me.

IGN: We’re obviously living in strange times at the moment to say the least. Were you able to go into the studio and perform this role or was some of it recorded from home or remotely?

CJ: All from home.Well, no, that’s not true. We’d have a few sessions in the studio, but the bulk of it was from home. So it gave me an excuse to have a dedicated home office and studio, which I had been wanting to do for a decade. This gave me an irrefutable reason to actually happen.

IGN: Evan, Chris kind of touched on it there with the stage of life that we find T’Challa at the start of this story. Can you just give a brief introduction to this T’Challa?

EN: Yeah, so this isn’t a coming of age story. This isn’t an origin story. He’s been king, he’s been Black Panther for a while, and he’s confident in his abilities. Like Chris said, he’s been saying all that he’s self-assured and his sense of himself and his sense of Wakanda’s capabilities when it comes to protecting its own borders.

Initially when this threat presents itself, T’Challa thinks, yeah, we got this, we can handle it. It proves to be more persistent than he had planned for, but still, I think even when the Avengers come knocking on the doorstep, he’s like, “We got this, but let’s see what you guys can do. I mean, you came all this way. I’m not going to make you turn around and go back. So let’s see what happens if we let you help us and not, oh, come please save us!”

This isn’t an origin story. He’s been king, he’s been Black Panther for a while, and he’s confident in his abilities.

He’s more aloof, he’s more standoffish, he’s less open to collaboration as a ruler because he hasn’t needed to avail himself of those options up until this point. He’s very much, I think, more self-assured and maybe a little bit overconfident when this all starts.

IGN: So how much of this is an Avengers story, as well as being a Black Panther story?

EN: I think the Avengers have to think of themselves as a collective unit, right? As a team, what does it mean for us to approach this country in this way? Part of that subtext is in there, but also, it’s an ongoing struggle between the Avengers and AIM to control these advanced artifacts and technologies that Monica Rappaccini wants to use in her quest to kind of stave off this nightmarish future that she’s glimpsed.

That’s one of the reasons she wants Vibranium, she wants Vibranium to use it and weaponize it against this coming threat that she’s aware of. I’m trying to not spoil anything for anyone who hasn’t played the Avengers campaign, but there’s a big looming threat that she’s organizing again. The Avengers part of it is, yeah, they want to fight that threat too, but not by stealing Wakanda Vibranium, you’re not going to let that happen.

IGN: Is there a specific comic book run that served as an inspiration? I know you’ve obviously written your own Black Panther run.

EN: Yeah, the folks at the narrative team at Crystal Dynamics have cited Rise of the Black Panther as an inspiration, which is really flattering, but this is really a first contact story, right? So it’s what happens when other people come to Wakanda. There’s been so many of those in the Black Panther’s publishing history, Fantastic Four number 52, where he lures Fantastic Four to Wakanda and he kind of whoops their asses almost entirely by himself.

There’s Reginald Hudlin’s, that first story arc is very much, oh, this country has all these capabilities we never reckoned with. How does the rest of the world reckon with that? There’s a lot of that in Christopher Priest’s run where we have these notions about this small African nation and really, they explode once you come face to face with the reality of what it is.

Crystal Dynamics have cited Rise of the Black Panther as an inspiration, which is really flattering.

All those storylines where people kind of come to Wakanda for the first time and get their minds blown were things that we talked about. But also, we also talked about Ta-Nehisi Coates’ run where the idea of Wakanda’s cultural history and national identity gets challenged when a real threat emerges, so that was part of the discussions we had with the narrative team.

IGN: Are you excited about the possibility of working on further Marvel’s Avengers projects? I know you helped with Spider-Man: Miles Morales, and I know Spider-Man is coming to Avengers. Is that something you’re interested in at all?

EN: Without spoiling anything that I may or may not be working on. It’s interesting, I’m kind of being approached a little bit as a superhero whisperer now, on some of the projects that I’m working on, which… I’ve written comics, I’ve written criticisms about comics, I’ve written in games and criticisms about games.

So, yeah, people I think are perceiving me as having certain skills and strengths that they want to add to their projects. It’s a great place to be as somebody who’s loved this stuff his entire life and thought about it critically and mechanically. It’s good to be on the other side of things and helping build the worlds that people get to play through.

IGN: Lastly, Chris, I just want to know how much you are looking forward to jumping back into the world of God of War?

CJ: What world?

IGN: The world of God of War.

CJ: Never heard of it (laughs).

IGN: That’s what I thought you might say. You can’t blame me for trying.

CJ: I can’t blame you (laughs more).

Simon Cardy can’t wait to level Black Panther all the way up to 150 and has all the polychoron in the world waiting. Find him over on Twitter at @CardySimon.