CoD Mobile Esports Player Murdered By Male Gamer In Brazil

Trigger Warning: murder, female violence

A Call of Duty: Mobile esports player named Ingrid “Sol” Oliveira Bueno da Silva has been murdered by a male gamer named Guilherme Alves “Flashlight” Costa in São Paulo, Brazil, according to esports consultant Rod “Slasher” Breslau.

As Breslau reported on Twitter, the two players met through the internet. An investigation into the attack has found that the murder was pre-meditated “weeks beforehand,” with Flashlight supposedly recording and sharing it with friends. Messages from Flashlight indicated he planned additional attacks, but he has since been arrested and confessed, according to EPSN.

According to a Brazilian professor, Flashlight sent an email to them titled “A Commendable Act.” In the alleged email, Flashlight promised more attacks would occur. The email contained links to several videos, and footage of the attack are reportedly circulating online.

Sol was a victim of femicide. A 2018 Guardian report noted that four Brazilian women were killed every day in 2019. Women make up a little more than half (50.85%) of Brazil’s population. According to IPEA’s Atlas of Violence 2020, roughly 4,519 women were killed in Brazil in 2018.

Sol was 19 years old and a member of the FBI esports organization, which competed in Call of Duty: Mobile. A spokesperson shared a statement with VPEsports about Sol as a person.

“She was an extraordinary person, whom we will remember every day that the sun rises, every day that the sunlight touches our body, every time we look at the Sun, we will remember her.”

HyperX Alloy Origins 60 Gaming Keyboard Available To Buy Now

HyperX has released its latest gaming keyboard, a new 60% design called the Alloy Origins 60. Equipped with HyperX’s own mechanical switches, the Alloy Origins 60 costs $100, and while it’s not yet available at retailers, you can buy it from HyperX directly. While its small size may make it seem delicate at first, it boasts a solid aluminum body.

In addition to the keys on the actual keyboard itself, each Alloy Origins 60 comes with a keycap puller and additional keycaps, including a special space bar that looks like Damascus steel. The Alloy Origins 60 also features a detachable, braided USB-C to USB-A cable, which makes it easy to pick up and take with you if you travel a lot with a laptop or play at tournaments or LAN parties.

If you’re looking for more recommendations, check out our guide to the best gaming keyboard. There are a lot of different types of keyboards, from 60% and tenkeyless to full-sized options.

WWE’s Biography Series Debuts On April 18, First Trailer Arrives

WWE’s new working relationship with A&E will offer up a couple of new series. The first is a documentary series called Biography: WWE Legends, which will tell the tales of some of the company’s biggest superstars. The first trailer for the show has arrived a couple months ahead of its April 18 release date.

While WWE has produced many documentaries about its wrestlers in the past, this is the first documentary series with another network. Biography: WWE Legends is an eight-part series in which each episode will document the rise of a WWE wrestler.

The first episode of the series will cover the life of “Stone Cold” Steve Austin, and it will be executive produced by Jason Hehir, the director behind The Last Dance, HBO’s Andre the Giant, and a number of 30 for 30 specials. This episode will be directed by Jake Rogal, who worked with Hehir as a producer on The Last Dance.

Future episodes of the series will cover Roddy Piper, Randy Savage, Booker T, Shawn Michaels, Ultimate Warrior, Mick Foley, and Bret Hart. “We are thrilled to unveil the stories behind some of the greatest Legends and moments in WWE history,” said Stephanie McMahon, WWE CBO. “Together with A&E, we’ve created an incredible slate of programming steeped in nostalgia that will inspire and entertain audiences worldwide.”

WWE’s Biography premieres Sunday, April 18 at 8 PM ET / PT. WWE will also be premiering WWE’s Most Wanted Treasures right afterward, a reality series about iconic pieces of wrestling memorabilia.

DC’s Blue Beetle Movie Hires Director Angel Manuel Soto

DC is making a Blue Beetle film, and it already has a director. The Wrap reports that Charm City Kings director Angel Manuel Soto is set to direct Blue Beetle, which will focus on Mexican-American teen Jaime Reyes, the third character to adopt the Blue Beetle name.

Writing the film is Mexican-born Gareth Dunnet-Alcocer, writer on Universal’s upcoming Scarface remake.

“It is an honor to direct Blue Beetle, the first Latino superhero film for DC,” Soto told TheWrap. “I want to sincerely thank everyone at Warner Bros. and DC for trusting me to bring Jaime Reyes to life. I can’t wait to make history together.”

The film is scheduled to start production in the fall.

Debuting in 2006, Jaime Reyes is noted for being significantly different from previous Blue Beetles. With no prior connection to superheroes or super abilities, Reyes’ origin story sees him discover the titular Blue Beetle scarab, a piece of alien technology which grafts itself onto the base of his spine and gives him a powerful suit of armor, an energy cannon, powered blades, wings, and several other abilities.

Reyes was quickly found by Booster Gold, another DC hero, who introduces him to the Justice League, and the two eventually become frequent partners in crime fighting.

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DC originally announced a Blue Beetle movie was in the works in 2018, with Dunnet-Alcocer still attached to write. A Blue Beetle and Booster Gold live-action film was previously rumored in 2015, but nothing ended up materializing.

Blue Beetle also ended up becoming a popular character in DC’s animated universe, including Batman: The Brave and the Bold and season two of Young Justice.

Blue Beetle is also set to appear in a new DC animated film sometime in 2022.

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Joseph Knoop is a writer/producer for IGN.

Curse of the Dead Gods Review

I will admit that when I initially saw a top-down action roguelite called Curse of the Dead Gods, complete with swords, bows, environmental hazards, and semi-random rewards based on what room you choose to enter next, my first thought was “Hey, this seems a bit like a Hades knockoff.” It turns out, I was completely wrong. Despite featuring a smorgasbord of clear influences from other roguelites, Curse of the Dead Gods stands out in that increasingly crowded genre thanks to some cool new ideas of its own. Its curse and corruption mechanics add an extra strategic layer to its already excellent reflex-heavy hack-and-slash combat by forcing you to make tough and meaningful decisions at every step of every adventure it takes you on.

Curse of the Dead Gods doesn’t do much in the way of storytelling, opting instead to simply throw you into a cursed temple, get out of your way, and let you read up on unlockable codex entries if you’re truly interested in learning more about its lore. It’s a bit of a bummer to see it pushed to the side considering the way Hades has recently raised the bar for storytelling in roguelites (and its art style’s similarity to Darkest Dungeon makes me long for a creepy baritone narrator), but the moment-to-moment gameplay of Curse of the Dead Gods is its true focus – and it’s so good that a thin plot is easily forgivable.

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All of the familiar roguelite mechanics that come with the territory are here: you fight your way through increasingly tough procedurally generated levels, collect new weapons and upgrades along the way, and when you reach the end (or die trying) you start your next run from scratch – except for permanently unlocked upgrades that make your next attempt just a little bit easier. But Curse of the Dead Gods does a number of interesting things to break from tradition. For one, instead of stacking all of its levels together, they’re divided into three different temples for you to attempt to conquer in turn, each with their own set of devious traps, brutal bosses, and bloodthirsty enemies – from the godforsaken electric babies in the Eagle Temple to the plague-bearing monstrosities of the Serpent Catacombs.

Furthermore, instead of having you hopelessly attempt to beat a full temple right from the get-go, Curse of the Dead Gods eases you into its impressively challenging gauntlets by only giving you access to their first floors to start. Each floor is made up of just nine levels, including a boss battle at the end, and it’s only once you beat those first floors that you’re then able to challenge each temple’s second one – then the third after that, until finally you open up the true roguelite experience of trying to conquer the entirety of a temple in a single run. It’s a much more natural and forgiving difficulty curve that allows you to achieve small victories and have them mean something as opposed to just losing over and over again until you finally win.

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Those victories also reward you with a large amount of Crystal Skulls and Jade Rings, two currencies that allow you to purchase permanent upgrades that aid in subsequent, more difficult runs, and there’s no shortage of choices to be made here. Blessings can be bought with Crystal Skulls and provide you with various powerful buffs, like the ability to deal 50% more damage for six seconds if you kill three enemies in quick succession, or one that causes bosses to drop five pieces of loot instead of just two. You can also spend your Crystal Skulls to improve weapon altars which determine your starting loadouts, or extra Divine Favors, which allow you to re-roll the gear at any mid-run shop. Jade Rings, on the other hand, can be used to unlock new weapons so that they are added to the pool of ones that are allowed to appear on subsequent runs.

[poilib element=”quoteBox” parameters=”excerpt=Curse%20of%20the%20Dead%20Gods’%20combat%20is%20mechanically%20simple%2C%20but%20impressively%20deep.”]This progression system borrows a lot from ideas that work brilliantly in Dead Cells, but there are a couple of factors working against it in the context of Curse of the Dead Gods. For one, Dead Cells’ system of adding new gear to the existing pool works great partly because there’s such a breadth of different types of weapons, items, and gadgets that can dramatically alter how you approach a run. In Curse of the Dead Gods, most of the weapons that you unlock are only slightly more interesting versions of the base weapons that may add elemental damage, critical hit chance, or damage scaling with a particular stat. There are definitely exceptions, mainly in the form of rare cursed weapons that typically throw in a disadvantage that you need to work around in order to make use of their powerful modifiers. But for the most part, I was never particularly excited about returning to the shop and adding new weapons to the pool because it felt like most of them didn’t matter.

That said, even though the unlockable weapons aren’t as exciting as they feel like they should be, the basic versions of the 10 different weapon classes are a ton of fun to use and have notable nuances that encourage different playstyles. Guns, for example, can interrupt enemies if you use their off-hand combo finisher in the middle of their attack; spears will always trigger critical hits if you land with just the tip of the weapon; claws can use their charged attack to dash behind an enemy and get out of the way of their attack; and shields can be used to bash enemies into spikes or other forms of environmental hazards.

Digging Deep

Curse of the Dead Gods’ combat is mechanically simple, but impressively deep. Its backbone is its unique approach to stamina; the stamina meter is segmented into five chunks, with dodges, finishers, sub weapon attacks, and heavy weapon attacks all costing a single stamina point to use. Once you’re out of stamina, you’ll have to wait about a second for it to start refilling again, which can feel like an eternity with how aggressive enemies tend to be. Crucially, though, there are other ways to restore it. Every time you kill an enemy, you gain a point back; whenever you perfectly time a dodge you’ll get a point back; and for the truly daring, if you time a parry to land just before an attack hits you’ll gain two points back, in addition to putting your attacker in a weakened state that causes your attacks to do more damage. That gives parries a really nice risk/reward balance.

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A good combat system isn’t worth much if the enemies don’t push you to engage with its depth, and fortunately Curse of the Dead Gods’ enemies are certainly up to the task. Most standard bad guys have pretty simple tells and give you plenty of time to react, but the stamina system can make even the basic baddies threatening if you exhaust yourself on offense and suddenly find you’re unable to dodge an incoming attack. To make matters worse, as you get deeper into the temple there are elite versions of enemies with more health and special attack properties. A regular archer might only fire one shot at you, but an elite version will fire three shots in quick succession that must be either parried or dodged.

Add that great variety of enemies together with an assortment of environmental hazards that can be turned around and used in your favor, a dynamic lighting mechanic that strongly encourages you to think about whether you’re fighting in darkness or in light, a multiplier that increases the gold you gain if you kill quick and don’t take damage, and a ton of small nuances for each weapon (from sweet spots, to off-hand combo finishers, to charge attacks) and it’s easy to see that there is a lot to Curse of the Dead Gods’ combat. But even with so much going on, it never feels overwhelming and always stays satisfying to execute, which is a credit to how naturally these different mechanics blend together.

What a Horrible Night to Have a Curse

Appropriately, the biggest thing that sets Curse of the Dead Gods apart from so many other action roguelites are the actual curses of the actual dead gods. Alongside your life meter, there’s a corruption meter that fills whenever you enter a new room, take darkness damage, or decide to buy an item with a blood offering as opposed to paying gold. When the corruption bar fills up, you’ll be burdened with a random curse that ranges from only slightly bothersome effects like exploding barrels having a larger blast zone, to extremely annoying ones like enemies have a chance to explode and send out a damaging shockwave. These curses stay with you for the remainder of the run, up to a max of five at a time, and can only be removed as a reward for beating a boss.

On their own, curses typically aren’t that bad, and sometimes they even have benefits that outweigh the negatives, such as one that puts traps on all treasure chests but also gives them a chance to drop two items instead of one. This tempted me in my earliest runs to just carelessly buy items with blood offerings whenever I couldn’t afford the gold price and accept curses left and right, which turned out to be a terrible idea because the fifth and final curse isn’t random. Instead, it’s basically a death sentence that causes your health to rapidly drop until it reaches 1 HP. Unless you’re confident in your ability to play without taking a single hit, you’ll want to avoid that one at all costs.

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Even beyond just the corruption meter and the curses, there’s a lot to think about before you even enter a level in Curse of the Dead Gods. Each level is tied to a specific reward, whether it be gold, a stat boosting relic, a new weapon, an upgrade to an existing weapon, or attribute points to your constitution (health), dexterity (damage), or perception (item discovery). Everything has a price, so I had to consider whether I should pass up a tangible reward in favor of collecting gold so I could afford the next shop, or whether I was able to spare the corruption cost of using a blood offering. It’s very strategic in ways that favorably brought to mind deck-building roguelikes such as Slay the Spire or Monster Train.

It took me a little under 30 hours to beat the final boss for the first time, after which I unlocked a small handful of harder levels that I’m currently happily still working my way through. There’s not much of a reason to return to earlier levels outside of farming Crystal Skulls and Jade Rings in order to get 100% completion, but it’s worth mentioning that there are challenge runs that offer a ton of currency if you manage to beat their specially-themed temples but only give you one attempt to do so per day. One might take away your HUD and map while forcing you to play with a film grainy black and white filter so you never know what’s coming up next or how much life you have left, while another might flip the light/dark mechanic and make you more vulnerable while illuminated and more deadly while shrouded in darkness. They’re neat diversions and offer a nice taste of the full temple experience even while you’re still early on.

Big Hero 6 Characters Are Reportedly Not Coming to Live-Action in the MCU

While a recent report gave many hope that Hiro, Baymax and other characters from Big Hero 6 would be making their live-action debut in the Marvel Cinematic Universe, it appears that is not true… at least for now.

A source inside Walt Disney Pictures Animation Studios confirmed to Variety that the recent report by TheDisInsider.com about the Big Hero 6 crew joining the MCU is not currently true.

However, that doesn’t mean the heroes from the film that was inspired by a Marvel comic of the same name won’t ever join the ranks of Captain America, Thor, Hulk, Black Widow, and all of our other favorite super heroes.

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The Big Hero 6 comic series, which was published by Marvel Comics and created by Man of Action, made its debut in September 1998’s Sunfire & Big Hero 6 #1. Unlike the film’s setting of San Fransokyo, the comics were set in Japan. Furthermore, Baymax was a synthetic bodyguard that was able to transform into a green dragon.

Walt Disney Pictures Animation’s Big Hero 6 was released in theaters in 2014, and since then, Big Hero 6 has returned to comics, made an appearance in Kingdom Hearts 3, arrived on TV as a spin-off series, and so much more.

As Variety notes, Guardians of the Galaxy was an obscure Marvel comics title that has made its way to the MCU, so there is no reason to count out Big Hero 6’s inclusion in the future.

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Have a tip for us? Want to discuss a possible story? Please send an email to [email protected].

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Diablo 2: Resurrected – Everything We Know

The long-rumored remaster of Diablo II was finally announced at this year’s BlizzConline. What makes this particular remaster more noteworthy than most other reworks is that Diablo II has had a significant impact on the evolution of the modern-day action-RPG, influencing other RPG franchises like Destiny and Borderlands. Seeing the classic game return with a new look and tweaks to its gameplay loop has got many fans of the original interested in what’s to come. Yet, there’s a clear legacy that Diablo II has established since its release in 2000, which means this remaster must walk a fine line between meaningful update and preservation.

Now that the dust has settled, we’re here to offer a refresher on all the details we know about Diablo II: Resurrected. During BlizzConline, we had the chance to talk with the game’s developers about how the team approached making this remaster. In addition to the new look, Resurrected will add deeper online-functionality and a round of quality-of-life changes that improve the game while retaining what makes the original as it was. According to Blizzard, Diablo II: Resurrected will still be the game that fans have come to enjoy more than twenty years since its release.

Platforms

Diablo II: Resurrected is launching on PC via Battle.net. It’s also launching on PS4, PS5, Xbox One, Xbox Series X|S, and Nintendo Switch.

Release Timing

Currently, Diablo II: Resurrected is planned for release sometime in 2021. While there is no set date pinned down, Blizzard has announced that an alpha test will occur in the months ahead of launch. You can sign up for the PC alpha on the official site.

What’s New?

Diablo II: Resurrected is the complete edition of the original game, including the base game and its Lord of Destruction expansion. The most significant change is the new visual style, which runs at 4K resolution. While the original was 2D, the remaster runs on a new 3D engine that has reimagined many iconic characters, locations, loot, and monsters. The original game’s cinematics and soundtrack have also been rebuilt from the ground up. If you still want to experience the original Diablo II as it was, you can tap the legacy button and instantly swap to the classic look in real-time, now playable in modern monitor resolutions.

On a mechanical level, Resurrected doesn’t change much of the core gameplay from the original game–which was the intent, according to Blizzard. However, there are updates to the game that aim to make the dungeon-crawling and power growth less tedious for your chosen class. The biggest change that relates to the flow and management of loot is the new shared stash box, allowing you to easily share items with your different characters. In the original game, if you wanted to share items amongst all your characters, you would have to find an empty server, drop your gear, swap over to a different character, and pick up the items with them to do so. This new mechanic doesn’t substantially change the game, but it does make things for the more dedicated players a bit more manageable.

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In our talk with game designer Andre Abrahamian, he explained that many of the more esoteric and even antiquated original game elements are still meaningful.

“When we were revisiting Diablo II, even 20 years later, we saw that there’s still a lot of great elements of this game,” he said. “There’s still a lot of enjoyment we could have out of it. So, one of our game pillars is to maintain the fun [of the original]. There’s a lot of things in there, a lot of great elements. This is a game that helped define a genre, the action-RPG genre as we know it. Even though it’s a dated game, many interesting design elements still carry to this day in interesting ways and add a lot of story moments for players. That’s why another gameplay pillar we have, that we like to say, was to ’embrace The Quirks,’ which is like a lot of these things about Diablo II, is what makes it Diablo II.”

Will There Be Multiplayer and Cross-Progression?

Diablo II: Resurrected will still have online multiplayer. Along with bringing back 8-player games, Resurrected’s online infrastructure has been updated to protect players against cheaters and those looking to hack, and it will also allow for cross-progression. Much like Diablo III: Ultimate Evil Edition, you can also bring over your save files from different versions of the game. However, it has been confirmed that the remaster will not have cross-play amongst the different platforms.

Who Is Behind This Remaster?

The remaster of Diablo II is coming from both Blizzard Entertainment and developer Vicarious Visions. The latter previously worked on the Crash Bandicoot: N-Sane Trilogy remaster and 2020’s Tony Hawk: Pro Skater 1+2, the studio has quite the pedigree when it comes to updating classic games. Along with handling the remaster, Vicarious Visions is also behind the process of bringing Diablo II to consoles, which marks the game’s first appearance away from PC.

“Diablo II has never been on consoles, so there were a lot of interesting takes on our end on how to approach things,” [speaker name] said. “When we approached how to do a console port, a common challenge was that you no longer have a mouse, so how do you approach character movements and use different abilities and targeting? So, Vicarious Visions has a lot of experience with consoles, which helped us a lot with addressing a lot of the technical aspects. We kind of combined our knowledge and ways of syncing with what we’ve done on Diablo III as well as the knowledge Vicarious Visions knows. So, that was always a great relationship with how we came together and building Diablo II: Resurrection on consoles.”

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Will This Remaster Replace The Original Game?

During our interview with the remaster developers, we spoke about the different lessons learned from the making of the WarCraft III: Reforged, which was released to a mixed response from fans. Much of fan disappointment for WarCraft III: Reforged came from Blizzard using the remaster to replace the original game on Battle.net, making it the only way to play the last strategy game in the WarCraft series. In our talk with Blizzard, the studio stated that they plan to keep the original version of Diablo II on Battle.net, which will be playable alongside the remaster. While Resurrected will keep the classic game and visuals in its legacy mode, players who are still used to the original can opt to play that instead.

Where To Find More On Diablo II: Resurrected

Since BlizzCon, we have posted several breakouts and reveals for the game. Here’s a selection of other news and details we’ve learned from the show.

For more on the big reveals from BlizzCon, check out our roundup of all the latest on Diablo IV, World of WarCraft, Hearthstone, and more.

Now Playing: Diablo II Resurrected Reveal Trailer | BlizzCon 2021

Tiger Woods Injured In Car Crash, Having Surgery For Multiple Leg Injuries

Legendary golfer and sports icon Tiger Woods–the face of EA’s PGA Tour games for 15 years–suffered leg injuries during a horrifying car crash this morning in Los Angeles. ESPN now reports that the injuries aren’t thought to be life-threatening.

Woods was injured in a single-car rollover collision on the border of Rolling Hills Estates and Rancho Palos Verdes in California, according to local police. The vehicle sustained “major damage,” as you can see from the image captured from a news helicopter.

Woods had to be extricated from the vehicle with the “jaws of life.” His agent Mark Steinberg said in a statement that Woods suffered “multiple leg injuries” and is having emergency surgery. “We thank you for your privacy and support,” Steinberg said.

There’s been no further official word on Woods’ status. ESPN, citing a police source, says that “the initial report from the accident scene indicated the possibility of two broken legs and that the injuries are not thought to be life-threatening.”

Woods was in the Los Angeles area for a two-day promotional shoot with Golf Digest and GolfTV. Over the weekend, he hosted the PGA Tour’s Genesis Invitational nearby.

Golf Digest reported that Woods was in good spirits on Monday during the filming of his content, but he did not make it to the course on Tuesday. Police responded to the crash at 7:12 AM on Tuesday, February 23.

Woods, 45, last competed alongside his son at the PNC Championship, which finished on Dec. 20 in Orlando. He then underwent a microdiscectomy procedure to remove a pressurized disc fragment that was pinching a nerve. It was his fifth back surgery overall and the first since his spinal fusion in April 2017.

Woods hasn’t played in a PGA Tour tournament since the US Open in September 2020, though he did take part in the 2020 father-and-son PNC Championship in December with his son Charlie.

Tiger Woods is considered by many to be the greatest golfer of all time. He has won 82 PGA Tour tournaments (tied with Sam Snead for the most all time) and has 15 Major victories (2nd most all time). He is also No. 1 on the all-time money list with more than $120 million in career earnings, which is to say nothing of his numerous and lucrative marketing deals.

Tom & Jerry Director on the Film’s Roger Rabbit Influences

Iconic animated Hanna-Barbera characters Tom and Jerry, after delighting audiences with their violent cat and mouse bickering for over 80 years, are refanady to poised to make their 21st-century feature film debut as part of the hybrid animation/live-action movie, Tom & Jerry, which releases Friday, February 26.

Directed by Tim Story (Fantastic Four, Ride Along), Tom & Jerry features the titular duo terrorizing one another inside the walls of a posh New York City hotel. The human cast bearing witness to the chaos, as part of this hybrid animation adventure (a la Who Framed Roger Rabbit?), includes Chloë Grace Moretz, Michael Peña, Rob Delaney, Ken Jeong, and SNL’s Colin Jost. Throw in some tracks from A Tribe Called Quest, Eric B. & Rakim, and other hip hop greats, and Tom & Jerry is ready to take Manhattan by storm when it premieres in both theaters and on HBO Max.

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IGN spoke to Tim Story about working with legacy cartoon characters, bringing these famous frenemies into the world of mixed live-action, and how Roger Rabbit provided the perfect template for humor, drama, and action for a world where humans and animated characters co-exist in fantastical harmony.

“[Who Framed Roger Rabbit?] was the main one that I went back and checked out,” Story explained. “I must admit, in the world we were trying to create, which many hybrids haven’t done recently, which is to try to recreate the 2D animation with ‘the human world’ or ‘the real world,’ and that’s exactly what we were trying to do. We wanted to be sure that we always kept these two existences, as you might say, separate and let them have their own set of rules. So that was the main thing.”

“And then the other thing I went to was the original shorts,” he added. “I went back and watched most, if not all, of the original Hanna-Barbera shorts and that’s kind of where I left it. I think pulling from the Roger Rabbit of it all was just kind of right on point, for what I needed.”

Tom & Jerry isn’t the first time Story has adapted famous characters for the screen, having helmed the two Fantastic Four movies in 2005 and 2007, but getting the chance to usher in a Tom and Jerry movie was a dream come true for him. “It gave me everything that I love,” he said. “You’re able to do comedy and then you’re able to take two characters that I literally grew up watching and take those characters and bring them into this world. It allowed me to do physical comedy. It allowed me to do a little bit of action. I could take some winks at things like Batman. I just had a ball doing it. Even Silence of the Lambs is in there.”

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Getting the world of this movie just right, however, where humans collide with the cartoon animals (in a reality where all animals are animated), involved some tinkering and experimenting though. “I really felt early on that this world could be a little silly but still grounded,” Story stated. “When I find those combinations in films, it’s truly heartwarming to me.”

“You have to kind of try some stuff,” he continued. “There were things we tried that we found were a little too much. There were things we tried where we felt like we were being a little too realistic and we needed to embrace the zaniness of cartoon animals and cartoon characters. But luckily I had an amazing cast who understood what we were making and understood how to take it to a level of fun without losing the simpler reality. I have to give that to my partners out there that helped me make the movie. We were just constantly trying.”

“This is kind of the world of comedy to a certain degree, and family films, where you just have to kind of figure out as you go along. You have a lot of theories. There were a lot of things that we thought might try or thought that might work. And then there’s other things that we thought ‘no, that’s too crazy’ but then you found ‘oh wow, it actually worked out perfect.’ So it’s just kind of a little bit of trial and error. But being in this space many times before, there’s a comfort I find with it.”

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Tom & Jerry hits select theaters on February 26, with a one-month simultaneous streaming release on HBO Max.

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Chicago Lawmaker Wants To Ban Violent Video Games Completely Amid Rise In Carjackings

A lawmaker in Chicago has put forth a new bill that seeks to ban the sale or rental of violent video games completely. This bill, HB3531, seeks to amend the Violent Video Games Law in the state of Illinois’ Criminal Code of 2012 to make it much more extreme.

The code currently states that violent video games cannot be sold or rented to minors, but the new bill seeks to ban the sale of video games to everyone. Additionally, the bill seeks to change the definition of “violent video game” to the following:

“A video game that allows a user or player to control a character within the video game that is encouraged to perpetuate human-on-human violence in which the player kills or otherwise causes serious physical or psychological harm to another human or an animal.”

The bill also wants to change the definition of “serious physical harm” to include “psychological harm and child abuse, sexual abuse, animal abuse, domestic violence, violence against women, or motor vehicle theft with a driver or passenger present inside the vehicle when the theft begins.”

The bill was introduced this week into the 102nd General Assembly by Illinois state representative Marcus C. Evans, a democrat who represents parts of Chicago and its surrounding suburbs.

HB3531 has been referred to the Illinois General Assembly’s Rules Committee, which is made up of three democrats and two republicans. A hearing date has not been set for HB3531, according to the Illinois General Assembly website.

Evans told the Chicago Sun Times that he is introducing the bill in response to the rise in carjackings in Chicago. “The bill would prohibit the sale of some of these games that promote the activities that we’re suffering from in our communities,” he said.

A campaign called Operation Safe Pump spearheaded by philanthropist Early Walker was formed in an attempt to prevent carjackings by sending in security personnel to places where they might occur. Walker said he reached out to lawmakers in Chicago after noticing similarities between carjackings in video games and what’s happening in the real world. “When you compare the two, you see harsh similarities as it relates to these carjackings,” Walker told the Times.

Chicago had 218 carjackings in January alone. We’ll report back with more details on this bill as it progresses through the state legislature.