Capcom Security Breach Reportedly Forces Employees Back Into Their Offices

Capcom employees in Osaka are back in their offices despite the ongoing coronavirus pandemic that has claimed nearly 8,500 lives in the region, according to a Business Journal report.

As translated by Kotaku, the Osaka-based company said it is abandoning remote work due to an inability to secure its data, as evidenced last year when Capcom suffered a massive breach.

“We are abandoning the remote network for the time being, and it was decided there is no choice but to come to work,” Capcom said. This has resulted in anxiety inside Capcom.

As a result of last year’s detrimental data breach and Capcom’s inability to secure external networks employees used in their home setups, the company has “forced employees” to return to work. Capcom noted, however, that work hours have been staggered and telecommuting was implemented. Inside the office, masks are required, social distancing is enforced, and temperatures are checked every time an employee enters the building.

The company was hacked in November 2020 by a group called Ragnar Locker. The hacker collective gained access to Capcom’s internal network, compromising 1TB of employee and customer data, including personal information, financial reports, and corporate secrets.

Capcom said that the health of its employees is a top priority even after mandating them to return to the office. The company told Kotaku that it “strives to provide a workplace environment with the utmost consideration given to the health and safety of employees.”

Capcom also said that while there are no unions currently established at the company and there are no talks to form one at present, the company isn’t opposed to employees unionizing. This is especially important since, according to Business Journal, there are larger corporate issues to deal with. One example is flexible work hours being dependent on one’s position.

“While there are none currently active within the company, employees are free to form labor unions,” Capcom said. “Capcom strictly observes all relevant laws and regulations regarding employees forming labor unions.”

In other Capcom news, the company is warning players of email scams containing early access to Resident Evil Village. The email, sent from a ‘no-reply(at)capcom(dot)com’ address, appears to be a phishing scam attempting to gain access to personal information.

Capcom has a few games in the works right now. Alongside Resident Evil Village (which launches on May 7), the company is also developing two Monster Hunter titles–Monster Hunter Rise (March 26) and Monster Hunter Stories 2 (July 2021)–and Pragmata (2022).

Herman Miller Sayl Gaming Chair Review

Herman Miller’s “gaming chairs” beg the question: what, exactly, is a gaming chair? Does it have a headrest? Branded pillows? Lightsync? Racing-inspired seats that would look more at home in a Fast & Furious spin-off than a living room? The Herman Miller gaming collection has none of that. The chair I’m testing today, the Herman Miller Sayl, is identical to its office-friendly counterpart but with a bolder color palette. That makes the Sayl a compelling option for gamers that want an ergonomic chair that fits as well in front of a glowing battle station as it does an office desk.

[widget path=”global/article/imagegallery” parameters=”albumSlug=herman-miller-sayl-review&captions=true”]

Herman Miller Sayl – Design and Features

Besides a few of the most garish gaming chairs, the Sayl is one of the most idiosyncratic and downright weird-looking chairs around. It’s the brainchild of famed industrial designer Yves Béhar, who drew inspiration from San Francisco’s Golden Gate Bridge. Béhar wondered if he could apply those principles to an office chair, and the Sayl was born.

Its striking look is thanks to a web-like backing that features dozens of interlocking elastomer strands. Those strands provide elasticity that allows the chair to stretch and bend with your weight. The design provides more support in the areas that require it while allowing your spine to keep its natural “S” shape. This design leads to less fatigue, without the need for additional lumbar support.

[poilib element=”poll” parameters=”id=1c8ecc2d-0cc5-4a96-9850-f84d273bacf7″]

The design also requires far fewer materials to create, and that drives the price down. At $725, it ain’t cheap, but it’s only half the price of some of Herman Miller’s flagship offerings, like the Embody ($1,495) and Aeron ($1,445). That’s still significantly pricier than many well-reviewed gaming chairs, but Herman Miller’s build quality puts most of its competitors to shame. Still, there are ergonomic reasons why gaming chairs aren’t all bad, including easy reclining and tall backrests. But their design can also encourage slouching. The neck pillows on the headrests usually shouldn’t be used while sitting, and their “lumbar support” is often just a branded pillow of wildly varying quality.

Herman Miller Sayl Review

What’s the difference between the Gaming Edition and the stock Sayl?

Well, the OG starts at $549. But to kit the standard out with fully adjustable, 4D armrests and customizable seat depth raises the price to $755. That means, technically, you’re saving $30 bucks, as both of those features are included here. But there are other restrictions at play. The original Sayl offers a wider variety of customization options, including lumbar support, far more innocuous colorways, and a (currently unavailable) fabric back. What you’re paying for, instead, is a bold color palette.

Herman Miller Sayl Review

A twistable rod on the right side adjusts how much pressure it takes to lean the seat, and behind it, another lever adjusts the seat height (from 16 to 20.5 inches). On the other side you’ll find a lever that lets you customize the seat tilt and how far back it can lean. The arms are fully adjustable, able to be lifted, lowered, moved closer to your elbows or slid out of the way, as well as positioned at a variety of angles.

The Sayl is the only Herman Miller gaming chair with customizable colorways, though the palettes are limited. You can only change the seat color from black to slate grey, and there are five different options for the suspension. The chair I reviewed was a subtle white and black with red levers, which is as unobtrusive as the designs come. The other palettes include a deep red, a striking neon green, and a lustrous ocean blue.

Herman Miller Sayl Review

Herman Miller Sayl, Gaming Edition – Performance

There is an intrinsic weirdness about the entire Herman Miller gaming chair offering. The design-focused company has taken its best-looking chairs and (arguably) made them look a little worse, removed a slew of customizable options, added literally no features, and presented them as “gaming chairs” with nothing but marketing. That makes its product fit kind of weird. People who like gamer aesthetics don’t need to dish out 750 bucks to buy a chair, but discerning buyers who want a high-end office chair for gaming may not be interested in the not-so-subtle color palettes found here.

But does that matter?

Herman Miller makes fantastic chairs. I use an Aeron every day, and I’m convinced it’s one of the most comfortable chairs I’ve ever planted my precious cheeks upon. Gamers deserve that luxury, too.

Herman Miller Sayl Review

The Sayl requires absolutely no assembly. Herman Miller ships its chairs fully assembled, able to roll out from its gigantic box straight to your desk. I find the aesthetic of most gaming chairs to be downright embarrassing, so I was pleased to see how easily the Sayl slotted into my minimalist setup. For those who prefer a more in-your-face look, the other colorways could fit in just fine next to the RGB glow of a monster battle station.

After customizing the Sayl’s height, seat depth, and lean tension, I was impressed, but not surprised, with how comfortable the chair was. The Sayl has won a bevy of awards, including Product Design of the Year from 2010’s International Design Awards jury. Sitting in it myself, I can see why.

Even after hours in the chair, I never experienced any back pain (except, unsurprisingly, after testing the tilt away from the desk). The chair doesn’t provide as much lumbar support as the Embody or Aeron, both of which cost almost exactly twice as much, but I never experienced any lumbar pain whatsoever. (If you’re prone to back fatigue or pain, the OG non-gaming edition of the Sayl does have an optional lumbar addition).

Herman Miller Sayl Review

You can slide the armrests forward and back with a simple push, but I was pleasantly surprised that while leaning back and grasping a controller or switch, I never slid them with my elbows. I also found adjusting the arms’ angles inward gave my arms plenty of support while handheld gaming, though I do wish they could articulate even further inward so my entire arm could rest on them.

The forward tilt allows you to lean toward your keyboard or display without hunching. However, there are no gradations to the tilt angle – the seat is flat or leaned forward. And unfortunately, that forward tilt is overly aggressive and can make it feel a bit like you’re slipping off the seat or bracing yourself against your desk to prevent it. Loosening the backward tension and lowering the seat height to ensure your feet are planted on the ground can alleviate the feeling, but I’d prefer a few more setup tilt settings to choose between.

Herman Miller Sayl Review

While working, I vastly preferred a more traditional setup, which means I had to adjust nearly every lever multiple times between gaming and working. As is the case with so many office chairs, I could never quite master the exact machinations needed to correctly adjust the dang thing. While seat height, tilt tension, and harm height was a cinch, adjusting the forward tilt felt like black magic. Changing it requires you to lean backward actively, then depress the front or lift the back (or vice versa) of a small hatched lever under the left-side cushion.

My other beef with the adjustments is the chair doesn’t rise high enough. At my desk, the standard range put me about an inch and a half short of total comfort. Anyone over 6-feet tall will want to opt for the extra $50 high-height range, which adds another inch-and-a-half to the maximum seat height.

Herman Miller says more colors are coming soon, and I hope more customization options are, as well. The OG Sayl has an upholstered back option, which in my opinion elevates its look. I’d like to see gaming-specific alterations, including additional tilt configurations, more extreme arm rotation, and a tilt lever neanderthals like me can comprehend. But until then, I have no qualms still recommending this wonderfully weird gaming chair.

[widget path=”global/article/imagegallery” parameters=”albumSlug=best-gaming-chairs&captions=true”]

Planet-Size X? Marvel Teases a Major X-Men Storyline in June 2021

Giant-Size X-Men #1 is easily among the most iconic Marvel comics ever published. But how do you top the comic that inducted mutant heroes like Wolverine, Storm and Colossus into the fold? You have to go planet-sized, of course.

Marvel has announced Planet-Size X #1, a special issue that kicks off the next major chapter in Johnathan Hickman’s sprawling X-Men saga. Written by Gerry Duggan (Marauders) and drawn by Pepe Larraz (House of X), Planet-Size X #1 kicks off a month-long crossover where 12 different X-Men comics will chronicle an event called the Hellfire Gala.

Art by Pepe Larraz. (Image Credit: Marvel)
Art by Pepe Larraz. (Image Credit: Marvel)

If you’ve been following the X-Men line in the months since the X of Swords crossover wrapped, you probably have some inkling of what the Hellfire Gala is. Now that the population of Krakoa is swelling and Cyclops and Jean Grey have officially reestablished the X-Men as a team, the mutant race is celebrating its ascendancy as a global superpower. But more than ever, different factions within and without Krakoa are jockeying for power, so this won’t be any ordinary party. Each of the 12 X-books published in June will unfold over the course of a single night as the mutant race wines and dines the outside world and new alliances and rivalries are forged.

“Make no mistake—this is an X-Men book drawn by superstar artist Pepe Larraz. It is absolutely the most important issue of the month,” Editor Jordan D. White teases in Marvel’s press release. “Pepe is absolutely the star of the X-line and he is doing the most amazing work of his career. You cannot miss this.”

Planet-Size X #1 will release on June 16, 2021.

[ignvideo url=”https://www.ign.com/videos/2019/10/09/marvels-x-men-now-have-a-bold-new-status-quo-ign-now”]

In other comic book news, Colin Trevorrow’s leaked Star Wars: Episode IX script has been adapted into a fan comic, and an upcoming graphic novel aims to reveal the truth behind the story of notorious serial killer Ed Gein.

[poilib element=”accentDivider”]

Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on Twitter.

Modder Turns Christopher Nolan’s Tenet Into a Five-Cartridge Game Boy Advance Movie

A modder has turned Christopher Nolan’s Tenet into a five-cartridge Game Boy Advance Video movie…for some reason.

YouTuber Bob Wulff, who posted a video about this Tenet mod to his WulffDen YouTube channel, called his video, “I put Tenet on a GBA Video cartridge out of spite,” as originally reported by Engadget. This is likely an allusion to Nolan’s persistence that Tenet be watched in a theater despite a global pandemic.

The “out of spite” part, however, seems to be more of a tongue-in-cheek joke as Wulff is often seen creating video game consoles and accessory mods on his channel, but it’s an incredible feat nonetheless and certainly one that Nolan likely wouldn’t approve of.

Tenet on Game Boy Advance Video, Photo Credit: @BobWulff
Tenet on Game Boy Advance Video, Photo Credit: @BobWulff on Twitter

Nolan told Collider last year that Tenet “is a film whose image and sound really needs to be enjoyed in your theaters on the big screen,” and for some, this inspired them to go see the movie in theaters. For others, it inspired them to wait until it was released on-demand and on Blu-ray. For Wulff, it apparently inspired him to put it on some Game Boy Advance Video cartridges.

Wulff says in the video that his five-cartridge movie mod is “possibly the worst way to view Tenet,” and he’s probably right — in order to fit the movie onto the five cartridges, Wulff had to bring the bitrate down to 8 KB/s, the frame rate down to six frames per second, and the resolution down to 192×128.

The movie is on five cartridges because a single cartridge can only hold about 30 minutes of video in a “watchable state,” according to Wulff. Tenet’s runtime clocks in at exactly 150 minutes so it just barely fits on five cartridges. Wulff went so far as to add custom labels to each of the cartridges too.

Tenet on Game Boy Advance, Photo Credit: @BobWulff
Tenet on Game Boy Advance, Photo Credit: @BobWulff on Twitter

For more video game hardware mods, check out this story about a Smash Bros. player that built a controller that tazes him Pichu-style, and then check out this ‘insane’ PS4 and Xbox One controller mod created by an ex-NASA engineer. Read our thoughts on Nolan’s latest movie in IGN’s Tenet review after that.

[poilib element=”accentDivider”]

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

 

Crash Bandicoot 4: How Three Other Characters Became Playable Options

You’d certainly expect to play as Crash in a game named after the bandicoot, but Crash Bandicoot 4: It’s About Time introduces three additional playable characters – Dr. Cortex, Dingodile, and Tawna – on top of Crash and Coco. Each comes with their own moveset and series of levels that test players with unique mechanics within the platforming framework of the Crash series.

To coincide with Crash 4’s launch on PS5, Xbox Series X and S, and Nintendo Switch, IGN spoke with Crash 4 creative producer Lou Studdert about developer Toys for Bob’s creative process in bringing these characters to life. From the selection process to determining each character’s mechanical hook and more, read on for a behind-the-scenes glimpse of how Crash 4’s ensemble playable cast came to be.

[ignvideo url=”https://www.ign.com/videos/2020/10/01/crash-bandicoot-4-its-about-time-review”]

Who Makes the Cut?

While Crash 4 is a direct sequel to 1998’s Crash Bandicoot: Warped, Toys for Bob certainly understood the entirety of Crash’s history when creating It’s About Time. And so when the topic of other characters to include came up, Studdert explained how it was no easy task to choose for a team full of lifelong Crash fans.

“It’s actually one of the toughest conversations we had at the start of the game, because Crash as a series has this amazingly deep bench of characters. And we had a bulletin board with everyone from the franchise on it,” Studdert explained, namechecking everyone as varied as Crash 1’s Pinstripe to Crash Tag Team Racing’s Willie Wumpa Cheeks. But at the end of it all, gameplay had to be king.

[widget path=”global/article/imagegallery” parameters=”albumSlug=every-ign-crash-bandicoot-game-review&captions=true”]

“We could be doing a million different thing [but] we wanted them to feel, gameplay wise, still a part of the core tenants of Crash Bandicoot’s platforming DNA,” he continued, noting a character like Nitrous Oxide wouldn’t make the cut given Oxide’s association with being in a vehicle, and the team wasn’t interested in creating Crash Team Racing-like levels.

“From there we figured out narratively, we wanted each of them to have their own lanes, where you’ve got Cortex, and traditionally he’s evil, he’s the villain, and then you’ve got Tawna, we’ve positioned her as the guardian angel. She’s the good, and then we wanted to have some wild card energy there. And we had the idea of turning Dingodile into the chaotic neutral [figure]. He’s neither good, nor bad. He has a bad past and really he’s just trying to get home and he’s causing mischief along the way.

The three distinct personality types allowed the wider Toys for Bob team to find unique ways to integrate all three both into the Crash 4 storyline as well as into its gameplay rhythms, while still offering distinct opportunities when it came to introducing new platforming mechanics.

The Villain’s Turn

Perhaps the most prominent playable character of the trio, Dr. Neo Cortex is a core component of the bandicoot’s history, and so he made sense as a potential inclusion. For those who haven’t played, Cortex doesn’t have a double jump or spin attack, but instead can dash and uses his blaster to zap enemies into stone or jelly platforms, the latter of which can be used to bounce to new locations.

Figuring out what Cortex’s sidearm actually did, though, was something Studdert said went through several iterations.

[ignvideo url=”https://www.ign.com/videos/crash-bandicoot-4-its-about-time-ps5-features-and-gameplay-trailer”]

“We knew we wanted to give him his blaster, and we actually struggled for a while to figure out what the blaster did,” he said. “When we were initially building his levels, we had some experiments where he devolved a creature, [but] then we’re like, ‘Oh my god, every single thing we make in the game and levels we put him in, we then have to double the amount of content that we as the studio make to accommodate [everything] being shot at.’”

Studdert of course noted from a production perspective, that would greatly increase the scope of what the team had to accomplish, but also the developers recognized some inherent issues players might have with the idea.

“From a player-information perspective, they then would have to go, ‘Okay what does that do? If I shot the dinosaur and it turned into a baby dinosaur, then what does that mean for me?’ And to have to do that at every single interaction we realized very quickly, “No, no, no, we need to simplify it.’”

[ignvideo url=”https://www.ign.com/videos/crash-bandicoot-4-its-about-time-developers-react-to-speedrun”]

But the ideas for this transformation blaster didn’t stop there.

“Then it became, ‘Okay…what if you hit it with his blaster and it turned into an object from the game? Maybe I shot a chicken and it turned into a bounce pad,” he explained. “That was funny, but it only sustained itself so long, because you wouldn’t know what you’d get when you hit it and because Crash is such a deterministic game you have to figure out [what to do next],” Studdert explained. He joked that this idea led to the team coining the phrase of a “producer pistol.”

“Someone said to me, ‘Wait, you get to shoot a gun to then reuse content from other parts in the game. Is this a producer pistol?’”

Development jokes aside, the team eventually landed on Cortex’s blaster as players know it, but not without even further refinement. At one point, Studdert explained that there were even three states players could switch enemies among, but ultimately paring the options down made more sense.

A New Tawna Rises

And while it might be easier to see the framework for which Cortex would fit into Crash 4’s story, and even gameplay, Toys for Bob’s new take on Tawna is a polar opposite. Featuring a completely different iteration of the character than we’ve seen before, Studdert explained how they took the responsibility of including Tawna very seriously, especially in a series largely dominated by a lot of male characters throughout its history.

“We knew from the start that we wanted to bring a new voice and a new perspective to Tawna,” he said. “We took that task very seriously internally, getting a very cross-functional group of developers to weigh in, different writers. Mandy Benanav on our team had a lot of hand in her flavor and her character and the writing. And the art team brought in different inspirations and the character team did a bunch of different iterations.

[poilib element=”poll” parameters=”id=5170eae8-7e12-4812-9621-ca02328160ce”]

“We knew early on that we wanted to not just update this character, but really give them a role that they haven’t had a chance to play. Especially also for Coco, it was an intentional part of us as figuring out what this game was, is that we wanted to take these characters [and] break them free from those roles of sidekick or damsel in distress and make them as equal billing co-stars for the game.”

And in deciding what that meant for bringing Tawna more to the forefront of Crash 4, the team inevitably settled on going full “action hero” as Studdert put it.

“What does Tawna look like as Batman,” he said the team asked itself. “We want her to exude confidence and strength and just general awesomeness. And then the art team, experimenting in different looks and different appeals so that way she’s still recognizable… and then using those foundations for us on the narrative development side to figure out, ‘Okay, well, where does she intersect with this story? And how do we also rectify where she’s been in the previous games?’”

[poilib element=”quoteBox” parameters=”excerpt=%22What%20does%20Tawna%20look%20like%20as%20Batman%3F%22″]Studdert explained how, as evidenced by earlier versions glimpsed in the Crash Bandicoot 4 art book, Tawna had a boomerang before her eventual hook shot, among other iterations. But the team’s plans for Dingodile actually steered them away from that tool.

“Once we realized what we wanted to do with Dingodile, the idea of getting something and bringing it back was already covered by a vacuum,” he noted. But Tawna’s hook shot allowed the team to really dig into Tawna as a mobile character.

“Tawna’s hook shot is less about the combat and the interaction than it is about moving her,” he explained, noting that there might have been some influence from so much of the team playing Sekiro during development.

John Wickodile

But as for the third playable character, Studdert explained how Dingodile was a good example in Toys for Bob’s approach to choosing these additions. They could come up with some great ideas, sure, like turning Dingodile into the John Wick of the Crash Bandicoot universe, but if it didn’t narratively and mechanically gel with the rest of the adventure, what was really the point?

“We worked a lot to try and figure out, ‘Okay, where does he go after his diner’s destroyed?’ At one point, we jokingly referred to it as ‘Dingodile becomes John Wick,’ trying to take out all of the bats through all of the dimensions for destroying his diner,” Studdert said. “He’s on a full-on mission of revenge. And he has nothing to do with the rest of the game,” he continued, noting that the narrative team questioning that move actually helped with level design, too, because it didn’t lock those designers into a very specific kind of Dingodile level.

[widget path=”global/article/imagegallery” parameters=”albumSlug=crash-bandicoot-4-its-about-time-new-platforms-announcement-screenshots&captions=true”]

And while Dingodile’s narrative role took some finessing, Studdert explained how the devs early on knew “the general notion of a vacuum” was what they wanted for the character’s gameplay. But, still, there were plenty of different iterations to get to what players ended up enjoying, including some more complex puzzle solving than some would expect in a Crash game.

“We had a bunch of different experiments of how there would be other moves that he could do. We initially had move sets where he could grab a TNT crate and then if he held onto it too long, the explosion would launch him backwards,” he said.

“But because he’s so beefy, it wouldn’t kill him. And so we had these puzzle steps where he’d grab a TNT and then have to turn away from the jump and get launched backwards. It made you feel super smart, but at the same time it just didn’t feel right, because that whole, facing the wrong way and lining up your jump, it was a little too layered.”

[poilib element=”poll” parameters=”id=e9c7d1d2-84ee-4f81-bba3-06a4f60de733″]

Studdert elaborated how the vacuum at various point also was used to pull switches, or to pull and launch slingshots, but that these more complex pacekillers didn’t line up with the overall goal of the team: making a great Crash Bandicoot game.

“It’s all about trying to make sure that this felt like a Crash Bandicoot game, where those mechanics [are] really cool in a test area, but trying to make sure that we kept at a pace and kept it feeling like it was part of Crash Bandicoot was so important to us,” he explained. “We need to strip away some of the layers here and get rid of some of the extra thought that goes into these puzzle mechanics to ensure that it still felt like Crash Bandicoot.”

Maintaining pace and ensuring that Crash Bandicoot DNA remains throughout the experience is something I praised it for in IGN’s Crash Bandicoot 4 review, noting how each character felt distinct enough to work in their own spinoff game, but still of apiece with the greater Crash game. And now players on Switch, PS5, and Xbox One can experience that for themselves, while PC players can enjoy Crash 4 later this year. If you’re just diving in, be sure to check out IGN’s Crash Bandicoot 4 guide for tips, tricks, and help finding every last gem.

[poilib element=”accentDivider”]

Jonathon Dornbush is IGN’s Senior News Editor, host of Podcast Beyond!, and PlayStation lead. Talk to him on Twitter @jmdornbush.

Zelda: Breath of The Wild Becomes a First-Person Game in Newly-Discovered Glitch

Modders have already created some first-person camera for Breath of the Wild, but one player has managed to figure out a glitch that should (in theory) let anyone look at Hyrule from a totally different perspective.

As reported by Kotaku, Twitter user A.xk managed to discover a specific button input that would trigger the camera to clip down to a roughly first-person view. Check out the gif below from A.xK’s YouTube channel.

zelda_first_person_1

Want to try it for yourself? Here’s A.xk’s instructions:

New item hold glitch

Camera

Item hold

Item hold cancel

YouTuber Peco also managed to recreate the glitch if you want to see some longer clips of the first-person view.

P65lHJ

It remains to be seen if Nintendo addresses this glitch in a future patch, so make sure to check it out for yourself before too long.

If seeing Hyrule from a new angle has you eager for more Zelda, the good news is that Nintendo says more Breath of the Wild 2 news will come later in 2021. Unfortunately, it doesn’t seem like Nintendo planned on celebrating Zelda’s recent anniversary.

[poilib element=”accentDivider”]

Joseph Knoop is a writer/producer/first-person for IGN.

HBO Max Announce Cheaper, Ad-Supported Tier Without Theatrical Releases

WarnerMedia has announced that it will roll out a cheaper, ad-supported tier for HBO Max in June. The news of the tier comes from AT&T’s analyst and investor day, though the company didn’t announce the price and official release date.

Alongside the cheaper price tag, the ad-supported tier will also remove day-one theatrical releases. Meaning anyone hoping to watch movies like Dune on HBO Max will have to pay for the full ad-free version.

And the day one theatrical movie releases are part of WarnerMedia’s big push to get the HBO Max subscriber numbers up. WarnerMedia made waves (and maybe even a few enemies) when it announced that its entire 2021 theater release line-up, including films like Godzilla vs. Kong, Mortal Kombat, and Dune would also be released on HBO Max the same day they’re set to be released in theaters.

[widget path=”global/article/imagegallery” parameters=”albumSlug=everything-coming-to-hbo-max&captions=true”]

WarnerMedia reported around 40 million subscribers as of January 2020, this trails Disney+’s 100 million subscribers, and Netflix’s 200 million. But according to Variety, WarnerMedia appears optimistic as it raised its subscribers forecast to 120 million by 2025, an increase over its initial 90 million projection.

A cheaper ad-supported tier could shore up those numbers and give customers a chance to try out HBO Max’s library, and then potentially commit to a more costly, ad-free experience with day one movie releases. The standard HBO Max subscription currently costs $14.99 a month.

[ignvideo url=”https://www.ign.com/videos/2021/01/24/godzilla-vs-kong-official-trailer”]

An ad-supported option is already offered by other streaming services. Hulu offers an ad-supported version as does Peacock, which actually offers three tiers of subscriptions with different offerings at each level.

[poilib element=”accentDivider”]

Matt T.M. Kim is IGN’s News Editor.

WandaVision’s Jac Schaeffer Insists Mephisto Red Herrings Were Unintentional

WandaVision’s series finale aired last week, with the aptly titled episode “The Series Finale,” and head writer/executive producer Jac Schaeffer (Captain Marvel, Black Widow) has spoken in a new interview about how the unusual show came together. Speaking with Mashable, Schaeffer discusses the show’s teasing deceptions both intentional and unintentional, and about the challenges WandaVision presented in the writing.

As Schaeffer explains, she feels a lot of the scrutiny and avalanche of fan theories the series has received about where it was heading plot-wise was “directly tied to the year-long gap in Marvel content and the fact that everybody is house-bound.” For example, Schaeffer had said in another interview that she “naively” didn’t expect fans to have a huge reaction to Pietro, Wanda’s dead brother, making an appearance. As she said in an interview with Variety, “We didn’t anticipate that the show would drop after a full year of MCU drought in the middle of a pandemic.”

But Schaeffer maintained to Mashable that, “There was never any conscious intention on my part to create any Mephisto red herrings, because I didn’t know who Mephisto was until I started doing press.” Instead, she dismissed fan theories connecting dots to the contrary because the show talked about the devil so much as “a real coincidence… [Mephisto] wasn’t ever part of our storytelling conversations. We were very clear that the big bad is grief.”

Fans can decide for themselves, but as the final episode’s title makes abundantly clear: There will be plenty of time to continue to theorize because, at least for now, there will be no more WandaVision–that we know of. But in the meantime, as of March 12, fans can get a peek behind the curtain with the newly launched Disney+ series Assembled, a new documentary series of specials that goes behind the scenes of Marvel Cinematic Universe television shows and movies. Assembled kicks off with a deep dive on WandaVision, one of the MCU’s more unusual offerings bursting with homages to sitcoms.

Now Playing: Evan Peters’ Best Quicksilver Moments From X-Men & WandaVision

Wild West Dynasty Officially Announced

Toplitz, the publisher of Medieval Dynasty and Lumberjack’s Dynasty, and developer Virtual Magic Games have officially announced Wild West Dynasty, the latest entry into the Dynasty simulation series.

As Toplitz describes it: “Emerge from being a lonesome cowboy to founding a settlement and becoming the mayor of a gold-digger town:  your personal endeavors know no bounds. Soon, other settlers will join you in your quest for happiness. Find a wife, produce a hardworking heir, and start your legacy.” The trailer below gives you your first look at what to expect.

[ignvideo url=”https://www.ign.com/videos/2021/03/12/wild-west-dynasty-official-reveal-trailer”]

Expect gameplay depth to be surprising, if the official 1.0 launch trailer for Lumberjack’s Dynasty is any indication. There is no release date or window given for Wild West Dynasty just yet, but you can wishlist it on Steam.

[poilib element=”accentDivider”]

Ryan McCaffrey is IGN’s Executive Editor of Previews. Follow him on Twitter at @DMC_Ryan, catch him on Unlocked, and drop-ship him Taylor Ham sandwiches from New Jersey whenever possible.

How Demon’s Souls’ Voice Actor Made Dying Sound Convincing

On this week’s episode of GameSpot After Dark, the actor Alex Jordan joins us to talks about what it’s like to work on a Souls game. If you want to hear the full interview be sure to check out GameSpot After Dark’s podcast feed which you can on your podcast provider of choice. In this snippet, Alex Jordan talks about his experience voicing the masculine character option in Demon’s Souls, the PlayStation 5 exclusive. Later in the video he even talks about what it was like working with Sony and some of the we