Among Us 2 Cancelled, New Content Headed to Among Us 1

The developers of Among Us have cancelled a planned sequel to the game to focus on updating the original, with all content designed for the sequel to be added to the original.

Innersloth co-founder PuffballsUnited broke the news on the game’s Itch.Io Devlog, revealing that – despite only announcing the sequel last month – the team has decided to cancel Among Us 2 and fold planned features for the sequel into Among Us.

Innersloth held “several long discussions” about the future of the game in the wake of its viral success. Initially, Innersloth had been focusing on the sequel due to the outdated nature of the Among Us codebase, which is “not built to support adding so much content.” However, given how many people have flocked to the game recently, the studio decided that they wanted to focus on supporting the original instead.

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“All of the content we had planned for Among Us 2 will instead go into Among Us 1,” PuffballsUnited explains. “This is probably the more difficult choice because it means going deep into the core code of the game and reworking several parts of it. We have lots of things planned and we’re excited to bring new content to everyone as you continue to enjoy playing!”

The blog also gave us a glimpse at what features will be headed to Among Us in the near future. The team is “working very hard” to figure out server issues at the moment, but will be bringing new features such as colourblind support, a new, Henry Stickmin-themed stage and a friends/account system, something Innersloth has been wanting to implement for a while now.

Among Us is an online social game in which a crew of players prep a spaceship for takeoff, but are faced with impostors trying to murder them. It’s become a viral success two years after its initial release, thanks in large part to streaming influencers beginning to play the game in front of huge audiences. In the last month, it peaked with the third-highest concurrent players on Steam, with 388,000 people playing simultaneously.

If you want to figure out how to play Among Us, check out our handy guide to help you understand the game’s mechanics.

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Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.

Xbox Series S Price Already Reduced in Japan

Microsoft announced during Tokyo Game Show today that the price of the Xbox Series S in Japan will be reduced by about $28.

Originally the Series S was announced at 32,980 yen (about $313 USD) plus tax. This is in contrast with the Series X, which was announced for Japan at 49,980 yen, which is about $474 USD – much more in line with the US price of $499. The new price of Series S in Japan is 29,980 yen plus tax, or about $284, which is closer to the US price of $299.

No reason was given for the price drop. PlayStation 5’s disc edition and digital edition are priced at 49,980 yen ($474) and 39,980 yen ($379) respectively, plus tax. Since the PS5 price was announced after Xbox Series X/S, it may be that Microsoft wanted to offer a more aggressive price difference between the cheaper models of the rival consoles.

Xbox has failed to break into the Japan market with past consoles, being beaten by a very wide margin by PlayStation and Nintendo with every generation. This time around, it is encouraging to see a more aggressive pricing strategy around the Series S, and indeed the Series X, which surprised gamers in Japan with its sub-50,000 yen price point.

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Tokyo Game Show 2020 marks Xbox’s first appearance at the show since TGS 2014. Tune in to IGN for a livestream of Xbox’s TGS showcase (Japanese only), which begins at 5am Pacific / 8am Eastern / 1pm UK / 10pm AEST today.

Preorders for Xbox Series X/S in Japan begin at midnight JST on 25 September, a few hours from now. Both units go on sale in Japan on November 10, the same date as in the United States.

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Daniel Robson is Chief Editor at IGN Japan, and he loves it when you follow him on Twitter.

Nicolas Cage Was Up for This Classic Simpsons Character

Former Simpsons writer Josh Weinstein has revealed that Nicolas Cage was originally considered for the voice of Homer Simpson’s nemesis, Frank ‘Grimey’ Grimes.

Weinstein, who was hired to write for the show on a permanent basis in the early nineties, shared the little-known Simpsons trivia on Twitter in response to a tweet which asked: “Is Nicolas Cage a good actor, bad actor, or a good-bad actor?” He replied: “Nicolas Cage is one of the only other actors we considered asking to play Frank Grimes, before we realized Hank Azaria would be the ultimate Grimey. And Hank’s performance was one of the best in the show’s history.”

The Simpsons Frank Grimes

The Season 8 episode “Homer’s Enemy” introduced us to Frank Grimes, the man who was everything that Homer wasn’t. Grimes was intelligent and ambitious, yet he could never seem to catch a break in life. And all of his pent-up aggression burst forth when he encountered Homer, a happy family man with a house, a decent job, and just about everything that Grimes couldn’t attain. To this day, Hank Azaria’s Grimes remains one of the most popular peripheral characters in the series.

Earlier this year, Azaria, the long-time Simpsons voice actor responsible for some of the show’s most iconic voices such as Moe, Chief Wiggum, and Comic Book Guy, announced that he would no longer be the voice of Apu, the proprietor of Springfield’s Kwik-E-Mart convenience store. The show came under fire for the portrayal of the character in the 2017 documentary The Problem With Apu, which explored negative stereotypes, racial microaggressions, and representations in popular culture.

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Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.

Sega Developing Yakuza Movie Adaptation

A live-action adaptation of the popular video-game series Yakuza is currently in development, according to Variety. The production will be a collaboration between Sega, 1212 Entertainment, and Wild Sheep Content. After Sonic the Hedgehog (which is reportedly getting a sequel), this will be Sega’s next big push to adapt its game franchises into films.

The Yakuza game series started on PlayStation 2 in 2005 and has grown from a somewhat obscure import rarity in the US to a full-on respected global series with many sequels and spin-offs for multiple platforms. The upcoming eighth entry in the series, Yakuza: Like a Dragon, was released in Japan earlier this year and is currently slated for a Western release on November 13. The game will see the narrative torch passed from former main protagonist, the honor-bound Kazuma Kiryu, to Ichiban Kasuga, who Sega has described as “much more emotive and outspoken,” via GamingBolt.

“Yakuza offers us a new playground in which to set compelling stories with complex characters in a unique environment that audiences have rarely seen before,” a 1212 spokesperson said. “The saga of Kazuma Kiryu has a built-in cinematic appeal–a mix of kinetic action with bursts of comedy, multiple converging storylines, and a gripping journey towards redemption.”

This is not the first time Yakuza has been adapted into a movie. In 2007, director Takashi Miike helmed the Japanese crime film Yakuza: Like a Dragon based on the debut PlayStation 2 game. It’s unclear whether this new version will retell stories explored in the game or tell an original story set in that universe.

NieR Re[in]carnation Gets a Western Release Announcement

NieR Re[in]carnation, the first mobile title in Yoko Taro’s ethereal series of games, will get a Western release.

The game’s director Daichi Matsukawa revealed the news during the NieR “We Have a Decent Amount of New Info” show streamed today during Tokyo Game Show 2020. The title will be released in Europe and North America, with further details to come at a later date via the game’s official English Twitter and Facebook channels.

In Re[in]carnation, players are led by a floating character named Mama throughout a world called The Cage on a mission to collect pieces of “weapon’s memories”. Players will go back and forth between The Cage, which is rendered in 3D, and the weapon’s memories, which are played in 2D. No new details about the story were revealed, and the mystery of Mama and The Cage will be revealed as you progress in the game. Matsukawa also presented a new trailer that gave a few distorted glimpses of exploration and battle.

The livestream is available with English subtitles below:

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Preregistration for NieR Re[in]carnation, which will be released on iOS and Android devices, has already started. The game also has gacha elements and if 500,000 people preregister, everyone gets 3,000 gems to spend in-game, or about 10 gacha pulls according to Matsukawa. If one million register early, the team might even make a golden statue of the ghost-like Mama worth 1 million yen ($9,480) to give away, though as with many things involving Yoko Taro, that is something that will have to be seen to be believed.

PlatinumGames’ Takahisa Taura also joined the show to reveal 2017 hit NieR: Automata was nearing 5 million total sales (4,850,000, to be precise).

While there were no new updates about the game itself, there will be something for fans to get their hands on next year. Square Enix is launching a new line of premium collectables called the Square Enix Masterline and one of the first products is a large statue featuring the three main characters from NieR: Automata – the androids 2B, 9S and A2.

Keiichi Okabe, the composer behind the series’ enchanting musical offerings, also showed the package for the Blu-ray of Nier: Theatrical Orchestra 12020, which will go on sale Oct. 28. The concert was filmed in March without an audience due to covid-19 countermeasures. Okabe also said that a new stage production of YoRHa is also coming up sometime down the road.

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The Making of the Tony Hawk’s Pro Skater Soundtrack

Originally appearing as a B-side back in 1980 – and later as the lead track on the 1987 compilation album Give Me Convenience or Give Me Death – Police Truck by San Francisco punk rock legends the Dead Kennedys remains one of the band’s more popular songs.

One reason, of course, is that this scathing, surf rock-inspired satire of police violence and corruption is a jangly and infectious slice of punk rock perfection. Another is that, unfortunately, it’s as relevant today as it was 40 years ago. According to former lead singer and songwriter Jello Biafra the song was actually written about a real incident involving Oakland police – one he claims made the newspaper for barely a day, not long after he’d arrived in town – but Police Truck certainly serves as a broader but no less potent condemnation of police brutality in general. That the song is more or less timeless is both a reflection of the Dead Kennedys’ abilities to write powerful and enduring music and a sad indictment of the state of world affairs in 2020.

A third reason, however, more or less sidesteps the band themselves altogether. A third reason is all thanks to a small, L.A. game development studio called Neversoft.

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And Ride, Ride, How We Ride

Few video game soundtracks are as highly esteemed as the original Tony Hawk’s Pro Skater (and several of the them, perhaps unsurprisingly, are simply other Tony Hawk’s Pro Skater games; the soundtracks for THPS2 and THPS3 are usually held in equal regard).

Like Road Rash before it and various GTAs in the years that followed, the soundtrack for Tony Hawk’s Pro Skater captured the hearts of players in such a strong way it’s virtually impossible for many gamers to disassociate many of the songs from the game. In fact, the idea of Tony Hawk’s Pro Skater without the original licensed music is so ludicrous that Activision and developer Vicarious Visions re-secured almost every track from the first two games for the wonderful THPS1+2 remake released earlier this month.

But the credit for that killer compilation of ska, rock, and punk that defined the original Tony Hawk’s Pro Skater largely belongs to a small, informal group of developers at Neversoft who were particularly passionate about making sure the music truly hit the mark.

[poilib element=”quoteBox” parameters=”excerpt=Early%20on%2C%20with%20the%20first%20Tony%20Hawk%E2%80%99s%20Pro%20Skater%2C%20everything%20was%20fast%20and%20wild”]“Early on, with the first Tony Hawk’s Pro Skater, everything was fast and wild,” says former Neversoft designer Chris Rausch. “It was a really small group of ultra-talented people that were the exact right mix of personalities to get everything done.

“There was a small group of us, outside of the skaters involved, that were the ‘skate culture’ guys, which included being looked to for suggestions for the soundtrack. It was pretty informal, really. We started putting together lists of songs that we could send to Activision, to see if they could get the rights to use them. We’d rip the tracks from our own CDs and then send them off and cross our fingers, hoping that they could be signed. I think I still have CDs with Post-It notes on them from some of the track suggestions over the years.”

According to former Neversoft producer Ralph D’Amato there were about five or six people who became involved in helping curate the soundtrack.

“Each person had their particular genre of music they were passionate about,” says D’Amato. “We would meet and listen to CDs, or MP3s I ripped from CDs – no Spotify and not every song was on YouTube. We would listen to tracks and pick things we thought would fit the mood of the game well.

“We would find out the cost for each track and match it up against the budget and from that we would create the soundtrack.”

“The soundtrack was definitely a team effort,” says former Neversoft development director and Tony Hawk’s Pro Skater producer Scott Pease. “Being a small, unknown game with a limited budget, we reached for some classic tracks that had never been in a video game before.”

An added benefit for the team, according to Rausch, was that many bands that were big names in the skate or punk scene hadn’t yet broken through into broader pop-culture yet.

[poilib element=”quoteBox” parameters=”excerpt=Our%20game%20wasn%E2%80%99t%20mainstream%2C%20at%20least%20not%20yet”]“While the Dead Kennedys were already one of the most popular punk bands of all-time, you would never hear their music endorsing a bunch of products, or being featured in other mainstream stuff like movies or TV,” Rausch says. “But, our game wasn’t mainstream, at least not yet. Skateboarding was just starting to gain popularity again, while still being more of a dedicated scene, so Activision was pretty confident that they could sign up whatever tracks we suggested.”

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Dog Will Hunt

“The first soundtrack was pretty focused on the punk [and] ska, with some heavier metal thrown in… but everything had to hit hard,” says Pease. “THPS was built on the two-minute run, and we needed fast, sticky tracks that got you hyped up to skate and wouldn’t get old.”

[poilib element=”quoteBox” parameters=”excerpt=THPS%20was%20built%20on%20the%20two-minute%20run%2C%20and%20we%20needed%20fast%2C%20sticky%20tracks%20that%20got%20you%20hyped%20up%20to%20skate%20and%20wouldn%E2%80%99t%20get%20old”]Rausch credits Pease with suggesting the quintessential punk jam Police Truck, the song that would ultimately accompany the intro movie for Tony Hawk’s Pro Skater and set the tone for the quality of the tracks to follow.

“I want to say Police Truck came from Scott Pease’s suggestion list, while he was still on the Activision side,” says Rausch. “That was one of the things that we connected on when we first met…, having both grown up listening to bands like DK. It really demonstrated that he knew what was up and he was really dedicated to the project, so much so that he ended up joining Neversoft shortly after.

“I brought stuff to the table like Primus, the Vandals, the Suicide Machines, and Goldfinger. Goldfinger is probably my proudest suggestion, in terms of that early soundtrack, as that Superman song has become so synonymous with the game. I had worked with a director friend of mine, Jeff Gordon, who got an early copy of their second album, as he was making one of their music videos. That Superman track kicked off the album and just immediately stood out. So, a year or so later, when the opportunity came, it was one of the first ones that went on my list.”

The handwrought nature of development on the original game at Neversoft meant personal connections like these sometimes proved to be crucial pieces of the soundtrack puzzle.

“I remember that there was a lot of DIY during the early development of THPS, and because my ex-wife was working with the manager of Slayer as a personal assistant, we wanted to take advantage of that,” says Silvio Porretta, lead artist on THPS. “So she did ask Slayer if they’d be interested to have their music on the soundtrack, but since they don’t want to be affiliated with commercial work they turned it down, and I respect that.

“She was also connected with Suicidal Tendencies and she easily got them to sign up. We basically did a portion of the job of the marketing department ourselves.”

Shut Your Bread and Cheese Hole

The Neversoft team also received suggestions from their titular leading man, Tony Hawk.

“I threw out a bunch of suggestions that were more my era of music and what I consider ‘skate sound,’ which is more like punk music,” Hawk explains. “I never imagined that would be such a highlight for people.

[poilib element=”quoteBox” parameters=”excerpt=Our%20music%20was%20always%20considered%20weird%3B%20skating%20was%20considered%20weird”]“I was proud of it, but our music was always considered weird; skating was considered weird. So to think that it would be embraced in either way was incredible to me, but I was really excited and proud that I got to bring, like I said, the soundtrack to my youth to a whole new audience and a whole new generation.”

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“We always knew the soundtrack was a big part of the game; it’s a big part of skateboarding,” says D’Amato. “I don’t think we knew we were shaping the music taste for lots of kids.”

[poilib element=”quoteBox” parameters=”excerpt=I%20don%E2%80%99t%20think%20we%20knew%20we%20were%20shaping%20the%20music%20taste%20for%20lots%20of%20kids”]As for why THPS soundtrack has gone on to carve out a reputation as one of the most revered game soundtracks of all time, Pease puts it down to not picking tracks “based on market research or what was ‘hot’.”

“They were legit skate tracks, hand selected and, in some cases, just old enough to be ‘new’ to younger fans of the game,” says Pease. “I know we introduced the Dead Kennedys to a lot of new kids, for example.

“We also put a premium on variety, so that in a long play session the soundtrack wouldn’t drone on – each run it would surprise you. Skate videos from that era were really pushing creative use of music – mixing up tempo, era, and style for each part. We strove to represent that in the game. We wanted you to feel like you were playing through a skate video of your own creation; we wanted you immersed in that world and culture on every level.”

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“I don’t think that we were the first, but I do think that we were one of the earlier games that had looked to licensed music like that to create a soundtrack like that,” adds Rausch. “The music had always been really good, but it came from bands and genres that had smaller or more underground audiences. So when this game with fast gameplay and fast music that a lot of people hadn’t heard yet became a huge hit, it just clicked. It exposed a massive new audience to the sounds that had been a part of skateboarding for years, and a good chunk of that new audience loved it.

[poilib element=”quoteBox” parameters=”excerpt=%5BTHPS%5D%20exposed%20a%20massive%20new%20audience%20to%20the%20sounds%20that%20had%20been%20a%20part%20of%20skateboarding%20for%20years%2C%20and%20a%20good%20chunk%20of%20that%20new%20audience%20loved%20it”]“Now this huge crowd of kids and young people are effectively growing up with these games and soundtracks for years, and by the time that this generation is grown, they look back at the games as one of the places where it all clicked for them when they were younger. Where they can specifically remember hearing some of their favourite bands and artists for the first time.”

The Universe Doesn’t Say What You Want it to Say

“It’s crazy to think I had never heard of Millencolin before I played Tony Hawk’s Pro Skater 2, as they are one of the most successful punk bands to ever come out of Sweden, which is where I am from,” says filmmaker Ludvig Gür, whose long-gestating documentary, Pretending I’m a Superman, chronicles the birth of the best-selling Tony Hawk’s Pro Skater series.

With the very name of his documentary overtly plucked from the lyrics of a song the game virtually single-handedly catapulted into mainstream earholes, it’s no surprise Gür also learned some interesting things about the building of the THPS soundtrack during the making of the documentary.

“I think learning that [pro skateboarder] Steve Caballero handpicked songs for all of the games he was involved with – except Tony Hawk’s Underground – was very interesting,” Gür tells IGN. “He’d approach bands that he’d been touring with, and in the fourth game his own band, The Faction, were featured. In that sense, Steve is the reason I started listening to both Bodyjar and Millencolin, the latter of which is one of my favourite bands.”

Gür has a similar take on the secret to the success of the THPS soundtrack.

“One of the most enjoyable aspects of skate videos is the music in them,” he says. “The developers at Neversoft clearly wanted people to have a similar experience when playing Tony Hawk’s Pro Skater, and they did just that. The first Tony Hawk’s Pro Skater game has an excellent mix of various punk songs from various decades, featuring both hardcore ’70s acts such as Dead Kennedys, as well as, at the time, newer ska-punk bands, hence Goldfinger. Hearing these excellent songs on constant repeat got people addicted to them quickly.

[poilib element=”quoteBox” parameters=”excerpt=Tony%20Hawk%E2%80%99s%20Pro%20Skater%20was%20not%20the%20first%20game%2C%20nor%20the%20first%20skateboarding%20game%20to%20feature%20a%20licensed%20soundtrack…%20%5Bbut%5D%20they%20set%20the%20standard%20for%20every%20game%20that%20came%20after”]“Tony Hawk’s Pro Skater was not the first game, nor the first skateboarding game to feature a licensed soundtrack – Top Skater, released in 1997, had a soundtrack featuring Pennywise and other punk bands. However, they set the standard for every game that came after, by putting in so much love, care, and suggestions to make it all authentic.”

Something Makes You Think That You’re Some Kind of Winner

There are few better examples of the unique strength of the Tony Hawk’s Pro Skater soundtrack to be its own distinct, cultural touchstone – even when detached from the game itself – than the success of rockers Birdman or The Unexpected Virtue of a Tony Hawk Pro Skater Cover Band. This six-piece Australian act (who only perform covers of songs from THPS1 to THPS4) was originally assembled with the intention of performing a one-off gig, but ended up performing on stage with Tony Hawk himself during a THPS 20th anniversary event in San Diego last year.

“Initially I just wanted us to do one gig,” explains co-founder and lead guitarist Josh Newman, who came up with the idea while driving home one day. “I didn’t even think there was really an audience for such a niche band.”

But Birdman did find an audience of like-minded fans, one of whom famously ended up being the actual Birdman himself.

“I still take a step back sometimes and am just floored that we exist,” says Newman. “That there is enough love for these soundtracks in the world for us to exist. I fully expected this band to be one and done in terms of gigs. That’s all I really wanted from the band too. I always kind of believed it was a good idea, however dumb it was, but I never expected we’d tap into all this nostalgia and pure love for these games and soundtracks. I had an idea that it was there, that somewhere in the world were people like us. I had no idea just how many there were though!”

“After the first practice, I just kept wondering why I hadn’t met these guys sooner,” adds singer Chris Kearnes. “A bunch of video game nerds who quoted Simpsons and listened to Bad Religion.

[poilib element=”quoteBox” parameters=”excerpt=You%20realised%20how%20much%20time%20people%20spent%20absorbed%20in%20the%20THPS%20world%3B%20how%20it%20shaped%20their%20love%20for%20music”]“I still thought it was pretty niche, but then we played our first gig, and the crowd is yelling out every song they want you to cover. You realised how much time people spent absorbed in the THPS world; how it shaped their love for music. You play a song, you see faces light up, singing every word. I really have it easy as the vocalist; I barely have to sing.”

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The lens through which Birdman views their fans’ shared love of a handful of roughly 20-year-old video game soundtracks is a peculiar one, but it’s gifted them their own perspective on what makes the THPS soundtrack truly special.

“For me it was the culture validation,” explains bassist and co-founder Sim Bartholomew. “I wasn’t a skater growing up – and I’m a pathetic skater now – but I was really into alternative music, and none of my friends in high-school had anywhere near the same taste as I did. Total loner.

“Then this game hits, and it just screamed out to me, ‘There’s a whole world of people out there who love the same cool, weird, heavy, fast tunes you love, too.’”

[poilib element=”quoteBox” parameters=”excerpt=It%20was%20like%20Tony%20became%20everyone%E2%80%99s%20older%20brother”]“THPS came out at a time when we didn’t have Spotify and Apple Music,” says Newman. “No one was curating playlists for us – a ‘playlist’ wasn’t even a term we used yet! The closest thing we had was whatever your older brother was listening to. Then, it was like Tony became everyone’s older brother: ‘Have you heard Dead Kennedys? No? Here; listen already!’”

But while Birdman exclusively plays songs from Tony Hawk’s Pro Skater 1 to 4 (“We always get asked to play songs from Underground or Wasteland but those games weren’t us,” admits Newman. “That was the next bunch of kids growing up with Tony Hawk games”) the arrival of THPS1+2 has thrown the band a late curveball.

“Audiences usually hate the dreaded, ‘Well, here’s a new song’ at a gig; I know I do,” jokes Newman. “I never thought this band would have that problem.”

“I’ve been having this internal ‘ethics’ debate ever since we found out the game was coming out for the last 15 months,” adds Bartholomew. “Do we stay pure to OG THPS? Do we evolve? Or will fans hate it because it’s the equivalent of Metallica playing their new stuff at a gig when all you want to hear is Enter Sandman?

“But there’s so many new bangers on there like DZ Deathrays and Billy Talent which would go huge at a gig! We had enough trouble culling the THPS1 to 4 soundtracks down to a two-hour set – there were some very tense convos about what made the cut. Now with an extra 30-odd new tunes to the playlist, how the hell do we cull this?”

For his part, though, Kearnes reckons it’s not entirely up to them.

“I can predict at least two purists, two swing voters, and two progressives,” he says. “If it’s a tie, the only reasonable thing to do is let Tony make the call.”

Looking Older All the Time

As successfully as the original Tony Hawk’s Pro Skater exposed the Dead Kennedys to a whole new generation, there’s one particular song on the original game you can’t have a conversation about the THPS soundtrack without mentioning, and that’s Goldfinger’s Superman.

Superman was written by Goldfinger frontman John Feldmann way back in 1994, while sitting in his Santa Monica apartment, and Feldmann claims the song took less than 15 minutes to write. In 1997 Superman became the first track on the band’s second album, Hang-Ups.

However, while the song appeared on couple of now-forgotten film soundtracks in the ’90s (the Farrelly Brothers’ Kingpin in 1996, and the dire 1998 Disney flop Meet the Deedles), it was Tony Hawk’s Pro Skater that sent it into the stratosphere.

“I really didn’t know how much Tony Hawk helped our band with that song until we were on tour in England,” revealed Feldmann, speaking with Loudwire this past June. “We were touring with Bloodhound Gang and supporting them as they had this huge hit at the time in Germany, so we played with them in England and all of a sudden when we played Superman, everyone went ballistic.”

[poilib element=”quoteBox” parameters=”excerpt=All%20of%20a%20sudden%20when%20we%20played%20Superman%2C%20everyone%20went%20ballistic”]“It was the biggest circle pit of the entire night. There was no moment in Bloodhound Gang’s set or our set that surpassed what happened with that song. I was like, ‘What the f–k is happening with this song?’ But I put two and two together and realized that Pro Skater had globally just become this huge hit of a video game.”

“Everyone was listening to punk rock and the whole skate community was playing this game and it became this thing that was much bigger than anyone could have imagined. I was asked if it was okay to put this song in the video game and I was like, ‘F–k yes it is. Tony Hawk’s a legend.’ But I had no idea it was going to be that big of a deal until we were on tour in England and all that came together.”

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Luke is Games Editor at IGN’s Sydney office and could listen to Bodyjar’s “Not the Same” from Tony Hawk’s Pro Skater 3 a hundred times in a row and never get sick of it. You can find him on Twitter sporadically @MrLukeReilly.

The Witcher Season 2: Eskel Actor Drops Out of Role

Thue Rasmussen has announced that he will no longer be portraying Eskel in Season 2 of Netflix’s The Witcher due to scheduling conflicts caused by the coronavirus (COVID-19) pandemic.

The actor confirmed the news in an Instagram post on Wednesday, explaining to fans that he had to make the “heartbreaking” decision to exit the project after the production was rescheduled. Despite now not being involved in the next season, Rasmussen said that he was “grateful” for the days that he spent on-set prior to the shutdown.

Image credit: Instagram/thuerasmussen
Image credit: Instagram/thuerasmussen

At the end of the post, he thanked fans for their support and praised everyone involved in the production, calling his time on the project “a truly inspiring experience.” He also said that he was looking forward to watching Season 2 when it hits Netflix, as he’s sure it will be an “absolutely amazing” season, which he will now be watching as “a fanboy instead of as a Witcher.”

Rasmussen was originally cast to play Eskel, another Witcher from the School of the Wolf who established an early friendship with Geralt of Rivia during their time together at Kaer Morhen. For those of you who have played the video games, you’ll also know Eskel from CD Projekt Red’s The Witcher 3: Wild Hunt. At the moment, it is unknown who will replace Rasmussen in the role.

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Season 2 of The Witcher started filming in London earlier this year, with a planned release sometime in 2021. However, the shoot was suspended back in March as Netflix paused filming on all of its films and TV shows in response to the coronavirus (COVID-19) pandemic. Netflix has since resumed production on the second season of the hit show after being given the “green light” to start filming again.

If you want to explore the extraordinary world of The Witcher in the meantime, check out the behind-the-scenes specials Making The Witcher and A Look Inside the Episodes, both available to stream on Netflix.

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Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.

Mafia: Definitive Edition Review

The first Mafia game was one of the early pioneers of cinematic, open-world action, and an earnest Czech-made homage to Prohibition-era American crime fiction. Back then, the criminals were Italian, the cops were Irish, and the hooch was Canadian. Mafia: Definitive Edition is a captivating, reverent, and regularly gorgeous re-imagining of that highly-respected but not-so-gracefully aged 2002 original.

Its brisk pace meant it was over for me within a weekend – and there are definitely a few mission-stalling bugs and rough edges – but it’s otherwise proven to be a very enjoyable way to re-experience one of my favourite games of the early 2000s.

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Set throughout the 1930s, including the final years of Prohibition, the story of Mafia unfolds in the melodramatically-named city of Lost Heaven. It’s a wonderfully-realised riff on Chicago, one of the key epicentres of organised crime during the gangster era. After a well-crafted intro that splendidly mimics the swooping tour of Lost Heaven that preceded the 2002 original, Mafia: Definitive Edition wastes little time getting down to the business of its 20 missions.

Despite the open-world backdrop, it should be noted Mafia is a largely linear, story-driven action game, and the Definitive Edition remake hasn’t changed that approach. Strictly single-player, the story will propel you from mission to mission, and Free Roam remains a separate mode. I’m certainly not advocating for any pointless filler content, and some missions have been tweaked or extended, but it is a bit of a shame that developer Hangar 13 didn’t see fit to inject a few additional story missions into the mix to take a bit of action to some otherwise unused corners of the map. For instance, it’s cool to see that Hangar 13 embraced the obvious opportunity to insert some relevant cameos into the iconic ending, which I won’t spoil here, but it’s a little naff to have what appears to be an exciting, full-blown gang war unfold in a cutscene montage when it could’ve been made playable. A few new surprise missions might’ve been particularly nice for veteran Mafia players. I understand remaining faithful to the original is an important factor of any remake, but the Mafia story definitely races through the decade at a fair clip and a ‘Director’s Cut’ inspired approach might’ve been an effective way to fill in a few gaps.

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It’s fortunate, then, that the story is just as good as ever and worth revisiting. Its tale of warring crime families, booze, and betrayal treads a well-worn path, but for my money it’s the best in the Mafia trilogy. With cab driver turned mob soldier Tommy Angelo seeking to save himself from a sudden and severe bout of lead poisoning at the hands of the gang he’s turned his back on, the missions take place in flashbacks as Tommy relays the story of his rise and fall within the city’s infamous Salieri family to a detective who has been hunting him for years. Missions play out in the same order as they did back in 2002 but, while the story basically follows the events of the original, all the dialogue has been completely rewritten with new performances. The script is significantly improved as a result; it feels a lot more organic and is brimming with period authentic terms, phrases, and wiseguy banter that the original didn’t quite capture.

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Leading man Andrew Bongiorno’s performance as working class mobster Tommy is an especially strong and subtle one. I wouldn’t say I ever necessarily felt sympathetic to Tommy, but there’s definitely a severity and a real potency to Bongiorno’s portrayal of him that’s compelling and believable. The repartee between Tommy and Detective Norman is particularly strong as they each bristle with mistrust and verbally wrestle for the upper hand during their unlikely conversation.

You Rascal, You

The Definitive Edition is an extremely handsome modern makeover, from the remarkably detailed faces to the superb reflections, and from the texture of a simple hat to the gleaming, handwrought appearance of metalwork on the many antique autos. There’s some impressive lighting during nighttime, also, especially the neon signs and the way brake lights struggle to pierce the evening mist. There are missteps, though: Fire is quite weak considering virtually every goon seems to be carrying a Molotov cocktail to toss at you, and there’s a peculiar but consistent visual bug where the glint of an enemy’s rifle scope will persist after they’re dead, giving their heads a bizarre, soft glow as they tumble from their perches. I’m also getting a strange ghosting effect on Xbox One, though only against certain surfaces.

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The audio is consistently top-notch, however, from the bark of a Tommy gun to the chirp and screech of skinny vintage rubber. The music is strong, too, from the original score inspired by the original to the soulful sound of Louis Armstrong piping through the radio courtesy of the fresh soundtrack.

Damn It Feels Good to Be a Gangster

Mafia: Definitive Edition retains most of the idiosyncrasies of the original, the closest approximation of which is Classic Mode, where enemies are wilier, health kits are less effective, and even reloading your gun before it’s empty will forfeit any cartridges you have left in your magazine. The standard difficulty settings are less punishing and realistic, but you can still opt into some of these simulation-based gameplay modifiers, including Mafia’s infamous but cleverly nuanced felony system that will punish speeding and other traffic violations in a way games like GTA do not. For minor crimes you can still pull over, cop a symbolic fine – as there is no currency to collect or spend – and carry on. As a concession for gamers turned off by this traditional quirk carried over from the original, however, know that the system can be toggled to ignore minor indiscretions.

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Vehicle handling can also be switched between regular and simulation, though the differences between the two don’t seem quite as stark as they do in Mafia III. Regular feels slightly lighter and more responsive – and it’s more forgiving under heavy braking, applying an ABS effect allowing you to still steer under full brakes. Simulation does not – lock up your wheels and you’re going to keep spearing forwards – but it’s easily still my preference. There’s an excellent sense of weight to the vehicles as they struggle on their tiny tyres and I love tossing them around 90-degree corners once I have some real momentum, which admittedly can take some time in cars built before World War II. Motorcycle handling is strong, too; they’re a new addition to Mafia: Definitive Edition and I’m a big fan of really backing it in on the bikes and getting that rear wheel to come loose and line up a quick corner exit. I think the driving is the best it’s ever been in the series, and I’m also a fan of the GPS-inspired directions organically inserted into the world as road signs – they take the frustration out of navigation and allow me to just enjoy hurtling through the streets at speeds that’d rip the wax out of a moustache.

In contrast, schlepping around on foot isn’t quite as airtight as the action on the road. There’s a nice sense of mass and presence to Tommy himself and his transitions from a casual stroll to a desperate sprint are smoothly handled, but the third-person cover shooting is a little unremarkable, the simple melee combat is prone to some camera jankiness, and I was stalled on a few occasions by odd bugs that would require me to manually reset to the previous checkpoint. For instance, at one stage I was chasing down an enemy who became stuck on a piece of the environment, but I couldn’t hit or shoot him because he hadn’t reached the section of the chase where we’re scripted to be allowed to do so. On another, I exited an overturned car during a police pursuit and promptly fell through the map. They weren’t major frustrations as the checkpoint system meant only a few minutes of time were lost, but they are blemishes.

Mafia: Definitive Edition places shootouts in some lovely-looking locations – from a highly-detailed art gallery to a dark, abandoned farm during a heavy storm, and from a bullet-riddled Italian restaurant to an old-timey parking garage – but it is all quite conventional. I can’t say I spotted anything that’d truly distinguish it from the last 10 years of competent third-person shooters.

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SNK MVSX Arcade Machine with 50 Games Is Up for Preorder

Here’s some good news for fans of retro games: the SNK MVSX Arcade Machine has gone up for preorder on Amazon. It comes out November 24 and costs $499.

The arcade cabinet comes pre-loaded with 50 classic SNK games you can play without having to worry about how many tokens you have left in your pocket. The selection includes 10 King of Fighters games, eight Fatal fury games, six Metal Slug games, six Samurai Shodown games, plus a bunch more. You can find the full list of games below.

Preorder SNK MVSX Arcade Machine

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The machine’s design is based on the NEOGEO MVS arcade cabinet you may remember from the ’90s. The MVSX stands 57 inches tall (nearly five feet) and sports two full-sized control inputs for competitive or co-op gameplay. It has a 17-inch 1280×1024 LCD screen, stereo speakers, and a backlit marquee.

The top portion of the unit can be used by itself as a tabletop machine. Or you can place it on the included stand to play it while standing up.

As with many retro collections, this one has a couple of useful options for players. There’s an AES/MVS mode switch option in the settings menu that lets you choose to play the arcade and home versions of each game. You can also toggle between the standard perfect-pixel mode and a scan line mode that makes the onscreen image look like the arcade cabinets of yore.

SNK MSVX Arcade Machine Game List

  • The King Of Fighters ’94
  • The King Of Fighters ’95
  • The King Of Fighters ’96
  • The King Of Fighters ’97
  • The King Of Fighters ’98
  • The King Of Fighters ’99
  • The King Of Fighters 2000
  • The King Of Fighters 2001
  • The King Of Fighters 2002
  • The King Of Fighters 2003
  • Metal Slug
  • Metal Slug 2
  • Metal Slug 3
  • Metal Slug 4
  • Metal Slug 5
  • Metal Slug X
  • Samurai Shodown
  • Samurai Shodown II
  • Samurai Shodown III
  • Samurai Shodown IV
  • Samurai Shodown V
  • Samurai Shodown V Special
  • Fatal Fury
  • Fatal Fury 2
  • Fatal Fury 3
  • Fatal Fury Special
  • Real Bout Fatal Fury
  • Real Bout Fatal Fury Special
  • Real Bout Fatal Fury 2
  • Garou: Mark Of The Wolves
  • World Heroes
  • World Heroes 2
  • World Heroes 2 Jet
  • World Heroes Perfect
  • Art Of Fighting
  • Art Of Fighting 3
  • Sengoku
  • Sengoku 2
  • Sengoku 3
  • Savage Reign
  • Magician Lord
  • The Last Blade
  • The Last Blade 2
  • Kizuna Encounter
  • Shock Troopers
  • Super Sidekicks
  • Top Player’s Golf
  • 3 Count Bout
  • Baseball Stars Professional
  • Football Frenzy

If that sounds like your kind of thing, preorder it and it’ll arrive before Thanksgiving.

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Chris Reed is IGN’s shopping and commerce editor. You can follow him on Twitter @_chrislreed.

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Digimon Adventure: Last Evolution Kizuna Review

Digimon Adventure: Last Evolution Kizuna will be available on Digital on Sept. 29 Blu-ray on Oct. 6. It will debut in both English dub and original Japanese with English subtitles and will be available for download on iTunes, Microsoft, and Sony PlayStation Network.

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Popular animated characters have a tendency to stay ageless, but not in Digimon Adventures, a series that has long been concerned with ongoing maturity, approaching each new step in the lives of its protagonist with thoughtfulness. The series has come a long way from being (unfairly) branded a Pokémon knock-off, maintaining a distinct visual sensibility and willingness to change that sets it apart from that other franchise, which has contently remained in stasis even this year with the release of the CG remake, Pokemon: Mewtwo Strikes Back – Evolution. Digimon, to its benefit, has consistently evolved with each story arc, changing in ways that are permanent and meaningful rather than simply superficial. Characters move on with their lives, relationships change — and end. It’s all approached with a refreshing air of finality, too rarely seen in franchises as long-running and as popular as this one.

Set five years after 2015’s six-part film series Digimon Adventure tri., now taking place in 2010, Digimon Adventure: Final Evolution Kizuna finds the series’ longtime protagonist Taichi (Natsuki Hanae, returning along with the majority of the cast of Digimon Adventure tri.) as a university student, living alone with an undecided future before him. The more insular, carefree joys of childhood are long behind him, with worries about his future, his career, and his thesis consuming his focus. The rest of his “DigiDestined” friends are still working together to solve Digimon incidents and help others with their partner Digimon. With these characters now on the cusp of adulthood, the time has come for the most painful part of franchises so squarely focused on friendship like this one: accepting that things can’t always stay the same.

Tai and his friends soon discover that when they grow up, their partnership with their Digimon will end and they will be forever separated, the approaching end of this bond indicated by a countdown timer that expires quicker the more they fight together. This news all comes at a time where they’re needed to save the world once more, recruited by Digimon researcher Menoa (Mayu Matsuoka of the Palme d’Or winning Shoplifters) and her partner Kyōtarō (JoJo’s Bizarre Adventure’s Daisuke Ono) to help stop a powerful Digimon called Eosmon, robbing other DigiDestined of their consciousness in an adventure billed as Taichi and Agumon’s last.

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Directed by Tomohisa Taguchi (Persona 3 The Movie) and written by Akatsuki Yamatoya, Digimon Adventure: Final Evolution Kizuna’s attitude to such ongoing storytelling is frank and clear from the beginning, as a brief opening title card offers no exposition other than “this is not a story about the past”. It’s surprisingly measured and downbeat, immediately dispelling the idea of nostalgia and affirming how things have moved on since the series’ previous installment. Despite this, it’s still a joy to see how the older cast has both grown independently and how they coordinate, as even the more contentious relationships (read: Matt and Taichi) have softened in their long time together. It all kicks off with a thrilling kineticism, showcasing detailed and impactful action that is bound to satisfy even those who have checked out from the franchise since its earlier installments.

However, director Tomohisa never gets sidetracked by a desire to deliver bombastic, precisely storyboarded action sequences, balancing them with plenty of quiet moments of introspection and moving companionship between the characters and their Digimon partners. Despite the franchise’s long history, it’s a film that is more accessible to newcomers than one might expect, thanks to clear narrative stakes, established with impressively little verbal exposition.

The hallmarks of Mamoru Hosoda (who directed the first Digimon movie along with a number of short films) are still in play, with simple yet creative visual distinctions between the digital world and in the real world, clean red lines used to draw characters while moving about the former, sometimes flattening their coloring as the space around them changes. The space itself is depicted with abstract backgrounds and limitless potential, one digital environment appearing as a giant, crystalline floating island, surrounded by other smaller islands. There’s a comforting hesitance towards the use of 3D computer animation, which is carefully and sparingly integrated, leading to a film that feels both visually impressive, as well as cohesive.

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It’s a wild sci-fi concept but one that is revealed to be grounded in a very personal struggle, one that’s depicted with immense and moving empathy as characters come face-to-face with their own pasts and the damage of clinging on. Tomohisa and Akatsuki set up the story in a way that the impact won’t be lost on new viewers, and only amplified for longtime fans of the series. There’s plenty of familiar faces and nostalgic joys to be found here, but as the film posits, such pleasures aren’t and shouldn’t be the be-all and end-all of things.

Little moments involving the mundanity of everyday life like the fact that Agumon has never visited Tai’s flat, or their childlike naivety when they discover a certain kind of magazine in his room, is just as compelling as any of the spectacular and kinetic fight sequences the film delivers. The Digimon’s childlike excitability and inquisitiveness are all the more conspicuous, the film doing well to build on the idea that some relationships aren’t meant to last forever, and that even though it may be painful, such change is as necessary as it is inevitable. Final Evolution Kizuna never loses sight of its emotional through-line, as it heads towards a powerful, go-for-broke ending that gives immensely satisfying closure.

The conclusion recalls the likes of Toy Story 3 and How To Train Your Dragon: The Hidden World, as a film that trusts its audience to be able to let go, though here with a more definitive and perhaps even more heart-wrenching finality. It’s ultimately bittersweet, but the film’s embrace of change is tackled with inspiring optimism, positing that moving forward shouldn’t be treated as a loss, but as a new direction, definitively closing this chapter of Digimon Adventure while looking forward to what new things might spring from it.

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