How to Watch CD Projekt Red’s Night City Live

In early May, CD Projekt Red announced an E3-style broadcast dubbed Night City Wire. As we draw closer to the event, anticipation for what we’ll see and hear about Cyberpunk 2077 builds. We know quite a bit about Cyberpunk 2077 from the bits of information we’ve acquired from announcements like the E3 2019’s Xbox briefing with Keanu Reeves and behind-the-scenes looks at gameplay. But there’s still plenty we don’t know about and hopefully, some of that curiosity will be satiated with Night City Wire. If you don’t want to miss out, here’s how you can tune in.

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Night City Wire Livestream Start Time

CD Projekt Red’s Night City Wire is scheduled for June 25 at 9am PT/ 12pm ET/ 5pm BST. If you’re in Australia, then that’s June 26 at 2am AEST. We’ll be hosting a pre-show 30-minutes before the event begins so make sure to join us. We’ll be looking forward to seeing your comments and sharing our predictions. Stick around immediately after the show for our impressions.

How to Watch Night City Wire

You can watch the Cyberpunk 2077 event here and across all of our major platforms and channels as part of our Summer of Gaming Event. Here’s a list of all places you can watch the Night City Wire livestream:

What to Expect at Night City Wire

Thanks to a tweet from the Cyberpunk 2077 Twitter account, we have a good idea about what to expect to see at Night City Wire. The tweet described it as a 25-minute episode, suggesting this will be the first of more episodes planned, and revealed it’ll include a new trailer, fresh gameplay footage, and a chat with the developers about a game feature called “braindance”.

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Felicia Miranda is SEO Editor at IGN and you can find her on Twitter at @FeliciaVagabond.

Umbrella Academy Season 2, Cursed, and Everything Else New to Netflix in July

Netflix is releasing some classic films and fan-favorite returning series to its lineup for July 2020.

To get things started, Netflix is dropping the hotly anticipated second season of The Umbrella Academy on July 31 and the debut of a new fantasy series on July 17, titled Cursed, which is based on the illustrated novel of the same name from legendary comic artist Frank Miller and author Thomas Wheeler. According to Netflix, Cursed “is a re-imagining of the Arthurian legend, told through the eyes of Nimue, a teenage heroine with a mysterious gift who is destined to become the powerful (and tragic) Lady of the Lake.”

On the movie front, Netflix is releasing the Karate Kid trilogy, the hilarious Star Wars parody, Spaceballs, and the DC animated classic, Batman: Mask of the Phantasm. All of the aforementioned movie titles will be available to stream on July 1.

Check out the slideshow gallery below for a spotlight of some of the most notable July Netflix offerings, followed by the full list (U.S. Netflix only):

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July 1

  • Chico Bon Bon: Monkey with a Tool Belt: Season 2 — NETFLIX FAMILY
  • Deadwind: Season 2 — NETFLIX ORIGINAL
  • Say I Do — NETFLIX ORIGINAL
  • Under the Riccione Sun — NETFLIX FILM
  • Unsolved Mysteries — NETFLIX DOCUMENTARY
  • #Anne Frank – Parallel Stories
  • A Bridge Too Far
  • A Thousand Words
  • A Touch of Green: Season 1
  • A Walk to Remember
  • Abby Hatcher: Season 1
  • Airplane!
  • Ali
  • Batman: Mask of the Phantasm
  • Charlotte’s Web
  • Clash of the Titans (1981)
  • Cleo & Cuquin: Season 2
  • Cloud Atlas
  • David Foster: Off the Record
  • Definitely, Maybe
  • Delta Farce
  • Donnie Brasco
  • Double Jeopardy
  • Fiddler on the Roof
  • Frida
  • I Now Pronounce You Chuck and Larry
  • Killing Hasselhoff
  • Kingdom: Season 1-3
  • Lemony Snicket’s A Series of Unfortunate Events
  • Mean Streets
  • Million Dollar Baby
  • Paranormal Activity
  • Patriots Day
  • Poltergeist
  • Quest for Camelot
  • Red Riding Hood (2011)
  • Schindler’s List
  • Sleepless in Seattle
  • Sleepy Hollow
  • Spaceballs
  • Splice
  • Stand and Deliver
  • Stardust
  • Starsky & Hutch
  • Sucker Punch
  • Swordfish
  • The Art of War
  • The Devil’s Advocate
  • The F**k-It List
  • The Firm
  • The Karate Kid
  • The Karate Kid Part II
  • The Karate Kid Part III
  • The Naked Gun: From the Files of Police Squad!
  • The Town
  • The Witches
  • This Christmas
  • Total Recall (1990)
  • Trotro
  • Winchester

July 2

  • Thiago Ventura: POKAS — NETFLIX COMEDY SPECIAL
  • Warrior Nun — NETFLIX ORIGINAL

July 3

  • The Baby-Sitters Club — NETFLIX FAMILY
  • Cable Girls: Final Season: Part 2 — NETFLIX ORIGINAL
  • Desperados — NETFLIX FILM
  • JU-ON: Origins — NETFLIX ORIGINAL
  • Southern Survival — NETFLIX ORIGINAL

July 5

  • Only

July 6

  • A Kid from Coney Island

July 7

  • Dr. Seuss’ The Lorax

July 8

  • The Long Dumb Road
  • Mucho Mucho Amor: The Legend of Walter Mercado — NETFLIX DOCUMENTARY
  • Stateless — NETFLIX ORIGINAL
  • Was It Love? — NETFLIX ORIGINAL
  • Yu-Gi-Oh!: Season 1

July 9

  • Japan Sinks: 2020 — NETFLIX ANIME
  • The Protector: Season 4 — NETFLIX ORIGINAL

July 10

  • The Claudia Kishi Club — NETFLIX DOCUMENTARY
  • Down to Earth with Zac Efron — NETFLIX ORIGINAL
  • The Epic Tales of Captain Underpants in Space — NETFLIX FAMILY
  • Hello Ninja: Season 3 — NETFLIX FAMILY
  • O Crush Perfeito (Dating Around: Brazil) — NETFLIX ORIGINAL
  • The Old Guard — NETFLIX FILM
  • The Twelve — NETFLIX ORIGINAL

July 14

  • The Business of Drugs — NETFLIX DOCUMENTARY
  • On est ensemble (We Are One) — NETFLIX DOCUMENTARY
  • Urzila Carlson: Overqualified Loser — NETFLIX COMEDY SPECIAL

July 15

  • Dark Desire — NETFLIX ORIGINAL
  • Gli Infedeli (The Players) — NETFLIX FILM
  • Skin Decision: Before and After — NETFLIX ORIGINAL

July 16

  • Fatal Affair — NETFLIX FILM
  • Indian Matchmaking — NETFLIX ORIGINAL
  • MILF — NETFLIX FILM
  • Pride & Prejudice (2005)

July 17

  • Boca a Boca (Kissing Game) — NETFLIX ORIGINAL
  • Cursed — NETFLIX ORIGINAL
  • Funan

July 18

  • Gigantosaurus: Season 1
  • The Notebook

July 19

  • The Last Dance

July 20

  • Ashley Garcia: Genius in Love — NETFLIX FAMILY

July 21

  • How to Sell Drugs Online (Fast): Season 2 — NETFLIX ORIGINAL
  • Ip Man 4: The Finale
  • Jack Whitehall: I’m Only Joking — NETFLIX COMEDY SPECIAL
  • Street Food: Latin America — NETFLIX DOCUMENTARY

July 22

  • 61
  • Fear City: New York vs The Mafia — NETFLIX DOCUMENTARY
  • Love on the Spectrum — NETFLIX DOCUMENTARY
  • Norsemen: Season 3 — NETFLIX ORIGINAL
  • The Remix: Hip Hop X Fashion
  • Signs — NETFLIX ORIGINAL
  • Spotlight

July 23

  • The Larva Island Movie — NETFLIX FAMILY

July 24

  • ¡A cantar! (Sing On! Spain) — NETFLIX ORIGINAL
  • Animal Crackers — NETFLIX FILM
  • Dragons: Rescue Riders: Secrets of the Songwing — NETFLIX FAMILY
  • In the Dark: Season 2
  • The Kissing Booth 2 — NETFLIX FILM
  • Ofrenda a la tormenta — NETFLIX FILM

July 26

  • Banana Split
  • Shameless (U.S.): Shameless: Season 10

July 28

  • Jeopardy!: Collection 6
  • Last Chance U: Laney — NETFLIX DOCUMENTARY

July 29

  • The Hater — NETFLIX FILM
  • Inside the World’s Toughest Prisons: Season 4 — NETFLIX ORIGINAL

July 30

  • Pirates Who Don’t Do Anything: A VeggieTales Movie
  • Transformers: War For Cybertron Trilogy — NETFLIX ANIME

July 31

  • Get Even — NETFLIX ORIGINAL
  • Latte and the Magic Waterstone — NETFLIX FAMILY
  • Seriously Single — NETFLIX FILM
  • The Speed Cubers — NETFLIX DOCUMENTARY
  • Sugar Rush: Extra Sweet — NETFLIX ORIGINAL
  • The Umbrella Academy: Season 2 — NETFLIX ORIGINAL
  • Vis a vis: El Oasis (Locked Up) — NETFLIX ORIGINAL

Coming Soon (Exact Date TBD)

  • ARASHI’s Diary -Voyage- ep 9 &10 — NETFLIX DOCUMENTARY

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David Griffin still watches DuckTales in his pajamas with a cereal bowl in hand. He’s also the TV Editor for IGN. Say hi on Twitter.

How CD Projekt Red Designed Meaningful Player Choices in The Witcher 3

This article is part of a new initiative on IGN where we spend a whole month exploring topics we find interesting in the world of video games. June is Icons Month, where we’re profiling iconic video game industry figures, characters, series, and themes.

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Since the release of 2007’s The Witcher, the development team at CD Projekt Red has been offering players epic stories with wildly varied outcomes, and complex moral decisions throughout. From something as simple as whether or not to interfere in a roadside conflict to determining the ultimate fate of life on The Continent, CD Projekt Red puts a staggering amount of effort into filling their games with meaningful choices and memorable outcomes.

We recently sat down with the studio’s Story Director, Marcin Blacha, to discuss the finer points of crafting interesting decisions within their games, and take a closer look at some of the most iconic moments of The Witcher 3.

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Engaging, Believable Worlds

Every aspect of a story stems from CDPR’s core design principles, Blacha explains – an ongoing endeavor to create believable, engaging worlds for their stories to take place in. “The Witcher is set in a really grim and gritty world, and we always want to keep this world realistic,” Blacha says. “We want to talk about serious problems, about complex situations, about things that, sometimes, make the player uncomfortable… Choices must then be crafted in such a way that they do not simplify the world, but instead, have the player think and interpret it.”

“Sid Meier famously said once: ‘A game is a series of interesting choices’,” Blacha says. “And it’s true — every game consists of choices players make, and these choices engage them on many different levels. My craft is telling stories through games, and interacting with players’ emotions…  I need to present players with choices that are difficult, ones that will have them tear up, laugh, as well as feel relief, and so much more. These emotions — they need to be real, and it’s only possible to achieve that if the choices players make, as well as their consequences, are both meaningful.”

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Part of making those choices truly meaningful – of not only creating interesting narrative moments but also using them to reinforce the studio’s worldbuilding – is to rarely offer choices that can be simply classified as “good” or “bad.”

“We avoid black and white choices because they are not emotionally engaging,” says Blacha.. “They remind players that the world they immersed themselves in, no matter how deep it is, is less complex and interesting than the real one…The world outside is not black and white, it’s not simple. When you want to create something as engaging as the real world, you have to avoid black and white choices.”

Forming Connections

According to Blacha, the impact of all those choices – no matter if their outcomes are good, bad, or somewhere in between – all hinge on one simple thing: a player’s relationship to their character; whether or not the design/writing team has successfully made a player comfortable inhabiting them.

“Everything is based on this connection,” Blacha says. “Sometimes you can hate your character, sometimes you can like them, but you should always be fine with playing as this character.”

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Blacha looks at it much like a foundational aspect of other game mechanics. Just as combat is predicated on being able to move a character and control the camera, our ability to make choices throughout a game – and to truly invest in the consequences of those decisions  – is based solely on our willingness to accept our role. Whether it’s as Geralt of Rivia, Thronebreaker’s Queen Meve, or Cyberpunk’s more customizable V, our willingness to engage with the world is, in no small part, based on how we feel about our avatar in it. And it’s that foundation that then sets the stage for how we handle relationships with other characters.

“A writer’s role is creating characters and relationships between them which gamers can get to know and interpret in their own way,” says Blacha. “Our ambition has always been to create characters that are believable, and relationships between real people are rarely easy. When the player enters the world of complex and ambiguous emotional relationships, they become part of it through the consequences of the choices they make.”

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“From a designer’s point of view,” he says, “the Bloody Baron’s storyline was, I think, the most interesting one to work on. We’d been building up this character across multiple quests, entwined with the Crones storyline, and it was difficult to find the perfect balance for him. The Baron needed to be a character that players couldn’t easily hate or condemn. Like a character from a Greek tragedy, we intended for him to be one you’d pity, and the events that surrounded him — full of dread. In the end, thanks to the involvement of some very talented designers, everything came together into a perfect whole.”

Triviality, Tension, and Trust

Of course, while some memorable story branches are the result of long and convoluted quest chains, there were plenty of other outcomes that rested on more incidental decisions. In the Blood and Wine expansion, for example, the fate of a major character (and potentially the entire Duchy of Toussaint) is entirely dependent on whether or not you choose to play cards with a little girl.

“When you are doing [a game] with many choices and consequences,” says Blacha, “you can always fall into a trap: you start creating a pattern, and this pattern is easy to recognize…We like to keep things fresh as much as we can, so that even the most clever of players will have a tough time seeing through the plots and intrigues we have in store for them.

“Sometimes, it might be a single decision that leads to the death of a key character. Other times, it might be a few smaller ones. In the case of Anna Henrietta, the player had to make two choices and neither of them hinted at the terrible end they would bring about… We don’t want to repeat ourselves, but we want the player to always be aware [of their impact],” he says, before adding with a mischievous laugh, “and suspicious that we are planning something really bad.”

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Another way of changing up their formula is to provide moments during quests that offer a choice, but that are designed more around tension in a given scene than around choices piling up to lead to an outcome.

In the Witcher 3 questline Count Reuven’s Treasure, for instance, Triss Merigold voluntarily gets captured and tortured so Geralt can extract information from one of her guards – all the while listening to her cries through a thin wall. Similarly, in the King’s Gambit storyline, Geralt may get to a point where he’s asked to throw a live baby into a boiling-hot oven.

“In these kinds of decisions – ones that the gamer may not necessarily want to make – you know which decision needs to be made,” says Blacha. “The real dilemma here is: when will it be too late to make the choice? There’s a mechanic at play here not unlike, say, an auction, maybe a little bit of a gamble.

“We divide the scene into a couple of steps, and in each step we give the player something that will peak their interest – usually a piece of information. At the same time, we keep raising the tension, suggesting the risk factor is increasing. It’s important that the gamer believes the threat they’re facing is real: that the baby will end up being burned alive or that Triss might truly die. The Witcher games’ audience has grown accustomed to the fact that the choices we’re putting in front of them are no joke, and we’ve no mercy for our characters.”

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The infamous “throw baby” moment is another linchpin for CDPR’s narrative designers, and how they measure a player’s investment in their game and world. It creates a moment where they ask you not necessarily to put your trust, as Geralt, in Cerys an Craite, but rather you, the player, asks whether or not you can trust the designers themselves. “It isn’t really the kind of choice where we expect you to trust, or not trust, the character,” Blacha says. “This is the kind of choice where we ask you to trust or not trust the game. We’re asking the player if they think the game is intelligent and self-aware enough – and also cruel enough – to let you do this.”

In some games – the end of the original Mass Effect comes to mind – you may be offered a choice that you know you’re not allowed to make, because it doesn’t fit within the rules of a game’s world or story. This moment with Cerys forces you to ask yourself Is this the kind of world where they’d let me barbecue an infant? “All our previous choices and consequences, all our previous stories are preparing the player for this moment; preparing the player for the answer ‘Yes. this is that kind of game,” Blacha says with a devious chuckle. “It’s a little bit meta, but that’s the way it works.”

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Putting it All Together

Despite the variety of ways CD Projekt injects player agency into its story, it was surprising to learn that many of these choices – especially the more impactful ones – aren’t added until later in the development process. “The more meaningful and consequential choices are added to the story rather late,” says Blacha. “Creating them is a fairly time-consuming process, and we’d much prefer to use them to enrich the story once we know what it is about from beginning to end.

“Once we’re at that point, we usually try to select moments we believe are most promising, and then brainstorm ideas about what would happen if, in a particular moment, the player had a meaningful choice to make, and what kind of consequences would that choice entail. Implementing choices and consequences often leads to changes being made in the story itself, which starts branching out more and more. This obviously means more work, but if the ideas that come from this are good and will enhance the experience, it’s definitely worth it.”

It’s a philosophy that’s evolved with the studio along with it’s games. The Witcher 2 focused more on big decisive story branches that essentially split the story in two, but Wild Hunt expanded the scope of its world to allow for more nuanced and diverse stories across its world. “The non-linearity of The Witcher 2 was a direct result of the game’s plot-driven design,” Blacha says. “We wanted to show gamers that their decisions greatly influence the story, resulting in them seeing places and meeting characters they wouldn’t have if they had chosen differently. In The Witcher 3, on the other hand, the narrative structure relies on its strong cast of characters and the relationships they end up having with Geralt, and the choices gamers make directly affect the fate of these characters. In The Witcher 2 we had two alternative paths upriver into the Pontar Valley, depending on whose cause players chose to sympathize with. In The Witcher 3, the alternative paths are emotional ones, resulting in a world of psychological experiences built from many smaller choices.

“One of the benefits of designing this aspect of our games in this particular manner is that the more refined and developed the story is, the more we know about our heroes and the easier it is to craft choices and consequences that feel natural in the context of these characters.”

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Of course, even in a world as large as The Witcher 3’s, not everything makes it into the final version of the game. Apparently there was once a large portion of Wild Hunt that initially had Geralt joining the titular evil band of elves in one way or another. In one version of the story, Geralt traded himself in exchange for Ciri’s life – as he had for Yennefer before the first Witcher game – and in another, he was ‘going undercover’ to acquire some important information or get close to Eredin. “It was like five years ago and that’s a really long time [in game development],” laughs Blacha. “Those quests were cool and I’m pretty sure we could have done something good with them but they didn’t really fit, so we removed them.”

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And once the story arcs and quests are decided upon, that doesn’t necessarily mean everything after that is smooth sailing. Creating such a complex web of relationships – all dependent on the choices we make, in one way or another – creates an intricately balanced network where every new decision has the potential to topple everything else.

“Over time we’ve gained a lot of experience in designing non-linear stories and learned how to keep them in line and under control despite their nature,” Blacha says. “We catch on to the most obvious issues that have to do with choices more quickly now. Still, there’s always the possibility that a cumulation of choices made throughout the game will result in an issue that none of us foresaw — a butterfly effect of sorts. It does happen, usually late in production… but sometimes it’s beneficial, because then we can make even more consequences, and that’s always good.”

To avoid creating those game-breaking moments, Blacha explains that it’s occasionally important for the team to take control of the narrative in order to avoid creating moments where players are offered a choice that doesn’t actually impact the story. “We really tried to avoid fake choices, because we really care about players’ trust,” he says. “Sometimes the illusion of choice is simply unavoidable, but it might often be better to lean towards a more linear narrative flow and instead of choices, to focus on making a bit great using other techniques.

“Although I consider choices and consequences to be fundamental to games, they are not the only tools in our storytelling toolbox.”

The Evolution of Choice

And with the upcoming launch of new console hardware and more powerful gaming PCs, that toolbox is only expanding. “Storytelling in games is getting better in the same way graphics are,” says Blacha. “It seems obvious that the design of choices and their consequences will keep getting better, too… I think we’ll eventually see games in which the important choices are camouflaged and their connection with consequences will be less visible as a result.”

Heading into the next generation, game and hardware developers alike have said that the biggest leaps forward may not be graphical, but in the quality of the simulations games provide.

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“We’re currently at a moment in time where movies are starting to become more like games, and games are trying to be more like movies,” Blacha says. “I think that the games will start to look for their own identity, and they will find this identity in interaction. And what is interaction?

“It’s choice and consequences.”

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JR is a Senior Editor at IGN who urges you to donate to the ACLU or NAACPLDF if you’re able. He can’t wait to see how these ideas play out in Cyberpunk 2077 – especially if his theories based on the tabletop end up being accurate. 

Twister Is the Latest Universal Classic to Get the Reboot Treatment

Hide your cows, folks – Universal is reportedly looking to reboot Twister, the iconic 1996 disaster film starring Bill Paxton and Helen Hunt.

According to Variety, which broke the news, Top Gun: Maverick helmer Joseph Kosinski is in talks to direct, with the search for a writer currently underway.

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The original Twister – written by Jurassic Park mastermind Michael Crichton and his wife Anne-Marie Martin, and directed by Speed helmer Jan de Bont – centered around Paxton and Hunt’s married storm-chasers, whose relationship was every bit as tumultuous as the tornadoes they tracked (it’s a metaphor, see?).

No word on whether the plot of the Twister reboot would tread similar ground or explore a whole new story, but chances are it’ll be extreme.

The original Twister sucked up $494 million worldwide on a budget of $92 million, and the film inspired a special effects attraction at the Universal Studios Florida theme park from 1998 through 2015 that featured appearances from Paxton and Hunt. (It was later replaced with a vastly inferior Jimmy Fallon ride, but that’s neither here nor there.)

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Will you watch a Twister reboot? Share your thoughts in the comments!

Deadpool 2 Director’s Next Movie Sounds Like An Action Fan’s Dream

Deadpool 2 and Hobbs & Shaw director David Leitch has announced his next movie, and it sounds like an all-out action affair that should be familiar territory for the director.

Leitch is set to direct a new movie called Bullet Train that will focus on assassins on a train. Fear Street director Zak Olkewicz is writing the script, according to The Hollywood Reporter.

The movie is likened to the Keanu Reeves movie Speed, but this time with a train … and assassins. A group of hitmen and assassins are on a speeding train in Tokyo and they’re out to kill each other. The name of the movie appears to be in reference to Japan’s Shinkansen rail train, known in English as the bullet train.

According to The Hollywood Reporter, Bullet Train is a “contained” movie which means it will shoot on a contained set that could make it easier to film amid new health protocols related to COVID-19. Filming is expected to begin in the Fall.

In addition to Deadpool 2 and Hobbs & Shaw, Leitch directed Charlize Theron in Atomic Blonde. His first movie in the director’s chair was the 2014 original John Wick, which he co-directed with Chad Stahelski.

In addition to this new Bullet Train movie, Leitch is attached to direct the movie based on Ubisoft’s The Division. The last we heard, Oscar-nominated actors Jake Gyllenhaal and Jessica Chastain are set to star in the movie, which will debut on Netflix.

Now Playing: Best Shows And Movies To Stream For June 2020 – Netflix, HBO Max, Hulu, Disney+, Shudder

Xbox Exec Phil Spencer Speaks About “Hardware Advantages” Over PS5

Xbox executive Phil Spencer has commented on Sony’s recent PlayStation 5 showcase, stating that the competitor did a “good job,” while also acknowledging that the Xbox Series X has “hardware advantages” over Sony’s next-generation console.

“As a competitor, it’s great to have them out there now so we kind of know what the program is, we see the device, we see the games,” Spencer said during the recent GameLab event, as reported by VideoGamesChronicle.

Spencer says he “felt good” after watching the PS5 event because he thinks Microsoft’s own Xbox Series X stacks up well against Sony’s machine.

“Just being honest, I felt good after seeing their show,” Spencer said. “I think the hardware advantages that we have built are going to show up as we’re talking more about our games and frame rates and other things.”

Spencer went on to say that he feels “really good” about the Xbox Series X launch lineup, especially after watching Sony’s show where it announced titles like Horizon: Forbidden West, Spider-Man: Miles Morales, Ratchet & Clank: Rift Apart, and Gran Turismo 7, among others.

“So I thought they did a good job,” Spencer said of Sony’s PS5 showing. “I thought they do what they do very well and they did that, but when I think about the position that we’re in, with the games that we’re going to be able to show and how they’re going to show up, and the hardware advantage that we have, I think we’re in a very good position.”

Microsoft’s next big Xbox Series X event is coming in July, and Microsoft will use it to showcase some of its upcoming exclusives, with Halo Infinite leading the way. Spencer said he thinks people “are really going to be pleased” with the show, following the lackluster program in May.

Microsoft has begun to tease Halo Infinite with a teaser trailer that seemingly confirms that The Banished enemies are making a return.

Now Playing: Xbox Series X – Smart Delivery Trailer

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Dr. Mario World Introduces Dr Baby Wario, And We’re Not Sure If He’s Cute Or Not

Dr. Mario World, the mobile spin-off of Nintendo’s puzzle series, has debuted a new character, and it’s a curious one. From June 26 at 3 AM PT, Dr Baby Wario will arrive in the game, and will be available to use as a character.

The little guy, pictured in the tweet below, might or might not be cute depending on whether or not you can deal with his two enormous walls of teeth.

Baby Wario previously appeared in Yoshi’s Island DS, and in the 14 years since he has seemingly earned a medical degree. While his incarnation in that game wore just a diaper, this time he’s fully dressed with a doctor’s coat and tie. They grow up so fast.

Dr. Mario World has been the least profitable of Nintendo’s mobile games, and it’s unlikely that Dr. Baby Wario can turn the results around. With Nintendo potentially looking to move away from mobile development, hopefully the good (baby) doctor will be able to find other work eventually.

If you’re after another free-to-play puzzle game with Nintendo characters, Pokemon Cafe Mix is out now.

GameSpot has officially kicked off Play For All–a celebration of all things gaming. Join us as we bring you the summer’s hottest news, previews, interviews, features, and videos, as well as raise money for COVID-19 relief efforts and Black Lives Matter with the help of our friends from around the gaming world. Check out the Play For All schedule for more.

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Skate 4 Could Bring Back User-Created Content

Skate 4 is finally in the works, and while we’re yet to see any gameplay footage, we’ve got some minor insights into what it might look like. While current EA job ads don’t show much, EA CEO Andrew Wilson recently talked about the game in an EA fireside chat, and it’s given us a few things to work with.

Wilson talked about how enthusiastic people were for a new Skate, and dropped some hints at features the game might contain. He said that while skateboarding “in and of itself has tremendous appeal to a huge, global audience,” Skate will also tap into a “trend that’s happening inside our industry around user-generated content, open-world, and interaction.”

Reflecting on skateboard culture, and how much art and fashion tie into it, Wilson said that while skating itself was a “starting point” there’s more to it than that. “You start to build in user-generated content, exploration, and community on top of that and that expands the opportunity exponentially,” he said.

Skate 3 allowed you to build your own skate park, but it sounds like Skate 4 might encourage customization beyond just how and where you skate. It remains to be seen what form this could take in the final game, though.

For more from the EA fireside chat, check out the stories linked below:

Now Playing: Skate Next Gen Announcement Trailer | EA Play 2020

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Fallout 76’s Poor Reception Is Why Doom Eternal Was Delayed For More Polish, Bethesda Says

Doom Eternal released on March 19 to critical acclaim (including an 8/10 from GameSpot), but it was originally scheduled to release in November 2019. The game was delayed to ensure a certain level of quality, and now, thanks to a new podcast interview with Pete Hines, Bethesda’s senior vice president of global marketing and communications, we know why.

Talking to USGamer for the site’s Branching Narratives podcast, Hines has reflected on the reception Fallout 76 received at launch, and how that influenced the development and release of Doom Eternal, as well as the Fallout 76 Wastelanders expansion.

“We said, ‘These are not ready, and we’re not going to make another mistake, and we’re going to take the extra time even though that time hurts, and is painful, and you miss a holiday,'” Hines reflects.

Ultimately, he believes that the delay was worth it, even if Doom Eternal missed a Christmas release. “Doom Eternal was so much better for it, and the response to Wastelanders was so much better for the extra time,” he says.

Elsewhere in the interview, Hines talks about Arkane’s upcoming Deathloop, citing it as an example of a studio trying something new. “Even if it’s just a one-off and they go back to doing other things, they’re still better for the experience, and they take away new learnings,” he says. He also reflects on the many ways people have tried to get information about Starfield and The Elder Scrolls VI out of him, as well as friends and family of the team–“yeah, I’m not telling you anything,” he says.

Doom Eternal is also coming to Nintendo Switch, although a release date has not been set. The port is being handled by Panic Button, the team behind the Switch ports of Doom and Wolfenstein II.

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Big Mouth Voice Actor Steps Away From Role: “Black Characters Should Be Played By Black Actors”

Jenny Slate has played Missy, a young Black girl (and the love interest of protagonist Andrew) on Big Mouth since Season 1 of the hit Netflix animated show, but that’s set to change. The actor has announced that after the upcoming Season 4, she will no longer voice the character, and that the part will be recast by a Black actor.

In a statement on Instagram, Slate admits that while she was initially able to justify the casting to herself, she has since come to understand that she is taking a role that should have been given to a Black actor. “At the start of the show, I reasoned with myself that it was permissable for me to play Missy because her mom is Jewish and White–as am I,” the actor wrote. “But Missy is also Black, and Black characters on an animated show should be played by Black people.”

Slate goes on to acknowledge that by taking role, she was “engaging in an act of erasure of Black people,” and that stepping away from the role “is one step in a life-long process of uncovering the racism in my actions.”

“To anyone that I’ve hurt: I am so very sorry,” the post concludes. “Black voices must be heard. Black Lives Matter.”

Co-creator and actor Nick Kroll also posted a statement to Twitter about the decision, cosigned by fellow creators Andrew Goldberg, Mark Levin, and Jennifer Flackett.

They state that they “wholeheartedly agree” with Slate’s decision, stating “We sincerely apologize for and regret our original decision to cast a white actor to voice a biracial character.”

“We made a mistake, took our privilege for granted, and we’re working hard to do better moving forward.”

Slate’s decision comes as part of a wider discussion about casting in adult animation. On June 24, Bojack Horseman creator Raphael Bob-Waksberg posted a long Twitter thread about the decision to cast Alison Brie, a white actor, as Diane, a Vietnamese-American character, on his show. “We should have hired a Vietnamese writer, and a Vietnamese actress to play Diane – or if not that, changed the character to match who we did hire,” he wrote.

Recently, long time Simpsons voice actor Hank Azaria revealed that he will no longer play Apu on the show. “Once I realized that that was the way this character was thought of, I just didn’t want to participate in it anymore,” he said.

Variety is reporting that Season 4 of Big Mouth has already finished production, so Missy will be recast as of Season 5. A release date for the upcoming season has not yet been announced.

GameSpot has officially kicked off Play For All–a celebration of all things gaming. Join us as we bring you the summer’s hottest news, previews, interviews, features, and videos, as well as raise money for COVID-19 relief efforts and Black Lives Matter with the help of our friends from around the gaming world. Check out the Play For All schedule for more.

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