Fortnite has no shortage of content these days, with weekly challenges to complete during the current season as well as the new Free Fortnite Cup. However, it looks like things are going to get a little more super-powered as new Marvel content makes its way to the game. If the official Twitter account is teasing what we think it is teasing, that could mean the god of thunder, Thor, is on the way.
A short video clip posted on August 21 includes the Fortnite and Marvel logos along with what appears to be Thor within the lettering. The emoji above the video are for a hammer, lightning bolt, and rainbow, representing Mjolnir, his ability to summon lightning, and the Bifrost. Previously, other Marvel characters such as Thanos and Deadpool have been featured in the past.
We’ll know more on August 27, which lines up with the beginning of Gamescom 2020. Few stages are bigger for a game announcement, but Epic Games is not on the official list of Gamescom partners right now. If any game could make an independent announcement and still receive the same amount of buzz, it’s Fortnite.
Epic Games is currently engaged in a legal battle with both Apple and Google, which prompted the Free Fortnite Cup in the first place. This event, and the lawsuit text itself, were prepared in advance by Epic Games knowing its game would be removed from the App Store and Google Play store after the company implemented a direct payment system. Now, it appears to be a game of chicken to see if Apple, Google, or Epic Games will back down first–or if this actually goes to court.
The Solstice of Heroes event continues, and thanks to the latest update in Destiny 2, it’s another good time to visit Xur, the Agent of the Nine, to grab some Exotics for your collection. Head to the EDZ to find Xur this week, in the Winding Cove area. For his weapon, Xur is offering Lord of Wolves. Hunters can pick up the Young Ahamkara’s Spine chest armor; for Titans, there’s the Eternal Warrior helmet; and for Warlocks, Xur has the Astrocyte Verse helmet.
Xur Location
Spawn in at the transmit zone in Winding Cove and drive your sparrow north, up the nearby highway onramp, until you reach the cliff face at the edge of the area. You then want to climb up to a crashed Fallen dropship, where Xur waits, overlooking the area.
Climb the cliff on the north end of Winding Cove to find Xur waiting for you.
Xur Exotic Items
This week, Xur offers Lord of Wolves, a shotgun that shoots like a pulse rifle. Though it’s been tweaked to be less powerful than it was at its height, Lord of Wolves is still a very powerful weapon, especially in the Crucible. If you’re not a fan of his other options, Xur also sells an Exotic engram that will decrypt into an Exotic you don’t already own. He also has the Five of Swords challenge card, which lets you enable modifiers for Nightfall Strikes.
Exotic Engram — 97 legendary shards
Lord of Wolves — 29 legendary shards
Young Ahamkara’s Spine — 23 legendary shards
Eternal Warrior — 23 legendary shards
Astrocyte Verse — 23 legendary shards
Five of Swords — free
Lord Of Wolves (Shotgun)
Lord of Wolves might have gotten nerfed a while back, but it’s still a pretty powerful shotgun in PvP scenarios.
There was a time that Lord of Wolves was an essential Crucible weapon because of how reliably it could completely delete other Guardians. It’s been nerfed since then, but the shotgun is still a solid weapon that can do huge damage. In its normal functionality, Lord of Wolves fires a short blast of Solar-infused shrapnel, but you can also change the firing mode so that Lord of Wolves fires a powerful, multi-shot blast that’s much more like a pulse rifle. That burst makes it a lot easier to be sure that whatever you train Lord of Wolves on is going to die–just make sure you’re close enough.
Young Ahamkara’s Spine (Hunter)
A second Tripmine can be pretty deadly, thanks to Young Ahamkara’s Spine.
The Young Ahamkara’s Spine is one of those simple but useful Exotics, depending on your build. It gives you a second Tripmine grenade charge, which can be devastating for crowd-control and in Crucible matches. You also get grenade energy every time you do damage with your grenades, your melees, or your Supers, helping you get more grenades more often.
Stats:
Mobility: 9
Resilience: 17
Recovery: 7
Discipline: 10
Intellect: 12
Strength: 10
Total: 65
Eternal Warrior (Titan)
Eternal Warrior makes your Fists of Havoc even more effective by also giving you an overshield–making you a lot tougher to kill during your Super in the Crucible.
Titans who love Fists of Havoc can do even more damage with Eternal Warrior. The Exotic offers you additional protection when you launch your Super, granting an overshield that makes you tougher to kill. That’s especially useful in the Crucible, since firing up your Super makes you a huge target.
Stats:
Mobility: 10
Resilience: 8
Recovery: 14
Discipline: 10
Intellect: 10
Strength: 11
Total: 63
Astrocyte Verse (Warlock)
If you like using Warlock’s Blink ability, you’re going to want to nab Astrocyte Verse.
Warlocks get a lot of utility out of their Blink jump ability, especially in the Crucible, where briefly teleporting can completely throw off your opponent in a gunfight. Astrocyte Verse makes Blink even better, giving you more distance on your Blink and giving you the Blink ability more frequently. You also don’t lose your radar while Blinking the way you usually do, and your weapons ready more quickly as soon as your Blink teleport ends, making you even more deadly.
Stats:
Mobility: 15
Resilience: 9
Recovery: 7
Discipline: 7
Intellect: 14
Strength: 8
Total: 60
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Despite its gothic horror visuals and heavy metal-inspired soundtrack, Othercide is, at its core, a heartfelt story about having empathy and compassion for someone who has suffered intense trauma. It’s a game about sacrifice and hard choices, of accepting failure with the knowledge that you’ll rise again stronger. Othercide’s turn-based combat can be brutal, but at its best, it’s also intensely rewarding to master. Though it suffers from some repetitive maps and technical issues, Othercide is an impressive strategy game with an otherworldly atmosphere and rich underlying story worth diving into.
From the very start, Othercide pulls you into a grim world on the brink of collapse. A city, already devastated by plague, has now been overrun with nightmare creatures called Others and becomes the site of an apocalyptic event that shatters time and space, resulting in an in-between place called the “Dark Corner.” Together with a ghost-like being known as the Red Mother, you must command her army of Daughters in a battle against the Suffering Other and its monstrous creations. With names like Peace, Joy, and Harmony, these wide-eyed, white-haired Daughters cast a stark contrast to the forces of Suffering they face on the battlefield. Othercide does a fantastic job of establishing its horror atmosphere and introducing its main characters–the Red Mother and a Child that has merged with Suffering–in a way that immediately grabs you, compelling you to unravel its secrets.
Memory plays a major role in Othercide, and it’s your greatest weapon. If all of your Daughters die, you’ll begin a new “recollection,” or run, that starts you on Day 1 with a brand-new set of Daughters at full HP. Thankfully, you’re not starting from scratch every time; in fact, the game is designed to help you improve with every failure and help you grow stronger. As you complete missions, you earn shards that can be used to unlock “remembrances,” which are team-wide advantages that give you a little more of an edge in battle, such as boosting damage against certain enemies or experience earned from missions. Specific ability bonuses, called “memories,” can also be directly applied to your Daughters to provide buffs or add certain effects to their attacks. Though memories don’t roll over from one recollection to the next like remembrances do, you earn them quickly through missions. The similar verbiage here can be confusing on your first few runs, but it doesn’t take too long to grasp how recollections, remembrances, and memories play a key role in overcoming the challenging combat encounters in Othercide. Early on, because you start with a new set of low-level Daughters in each run, it can feel like you’re progressing too slowly, but the introduction of more and more buffs ensures you’re never truly starting from scratch past your first recollection. And eventually, reaching certain checkpoints unlocks remembrances that allow you to start a new run with Daughters at higher levels.
Othercide’s sacrifice system also helps maintain this balance, though it may seem punishing at first. There are no healing items in the game, nor will your Daughters’ HP be replenished between encounters. The only way to heal a Daughter is to sacrifice another of equal or higher level, and once a Daughter has gone to the cemetery, you can only bring her back by using a Resurrection Token. There are strategic reasons for sacrificing a Daughter beyond simply healing another, however. As a Daughter fights through battles, she’ll earn certain traits based on her behavior (such as “Precise,” which boosts critical damage by 25%), and if she is sacrificed, some of those traits will pass on to the receiving Daughter. While uncommon, some traits do have negative effects (“Arrogant,” for example, lowers experience earned by 10%), and these can transfer as well, so it’s important to check what’s passing on. Traits are permanently added to the Daughters’ stats, so while you may be losing a Daughter in the short-term, sacrifices can help your entire team grow stronger. They become even easier to utilize as you gain more Resurrection Tokens, but you won’t have access to many of those at the beginning of the game. The sacrifice mechanic adds yet another interesting layer to your overall strategy and is integral to powering up your team.
In this “Dark Corner” the game takes place in, the Daughters are the only remaining hope, and though they may fail repeatedly, those brilliant flashes of red are reminders they’ll always rise again stronger, resisting the darkness.
Unlocking all of these stat bonuses are a must if you hope to survive Othercide’s bloody battles; these fights can be painful if you aren’t careful. Enemies will deal major damage to your Daughters if you let them, and with HP at a premium, you really don’t want any hit to slip through. At the center of Othercide’s combat is a dynamic timeline system that tracks initiative, or turn order, for your Daughters as well as enemies. Turn order can shift at any moment due to whatever actions or buffs are in play, and you only have a certain amount of action points for each Daughter’s turn. As a result, combat becomes a delicate dance between controlled actions that allow you to attack again sooner and burst actions that allow you to unleash more attacks but move you to the end of the timeline, which may leave you vulnerable to enemy actions. Burst actions tend to be the riskier option, especially because some of the game’s most powerful moves actually drain your precious HP, but bursting can also give those moves a longer period of effect, which can prove more valuable in certain situations. I found myself leaning on burst actions quite often, preferring to ensure an enemy’s death rather than giving them one more turn and the chance to pull something sneaky.
Your strategy largely depends on the type of Daughters you’ve brought into battle, though, and each Daughter can be assigned to one of three main classes. The Blademaster excels in melee combat, while the Shieldbearer is your tank, designed to take heavy hits. The Soulslinger, a ranged unit, is the most interesting class from a tactical perspective. She rains down bullets on enemies from afar but also provides cover for her allies, with abilities that allow her to interrupt enemy attacks and perform powerful combos. These classes work together like a well-oiled machine, shielding each other from attacks, casting initiative boosts, and setting up combos that allow one Daughter’s attack to trigger follow-up attacks from her allies.
Othercide’s interruption, reaction, and delayed moves elevate this to the next level and are where the combat really shines. Interruptions can block an enemy attack on one of your Daughters and trigger a counterattack instead. Reactions will trigger an attack when certain conditions are met, such as an enemy taking damage or an ally receiving a boost. Meanwhile, delayed actions will take place after a certain number of turns pass. The best part is that these actions can all build on each other–an interruption attack can trigger a reaction attack, which can trigger another reaction attack, and so forth–resulting in some deadly combos that really show off the game’s stylish action. The Soulslinger class is particularly adept at this, and I tried to have at least a couple of Soulslingers around for major fights to help me execute powerful ranged combos.
However, Othercide allows for a variety of strategies with its different class abilities, and you’ll have several opportunities to add one of two abilities to your Daughter’s moveset as she levels up. Once an ability is chosen, the other option is lost to you forever for that specific Daughter, adding even more weight to the choices you make. These abilities open up many possibilities for how you can approach a combat encounter. For example, you could choose to lean more on your Shieldbearers to absorb heavy hits and delay enemy initiatives using their Slam ability, keeping foes from ever having a chance to attack. Blademasters, on the other hand, can lure enemies into range and methodically attack each one that gets close with their Immovable Stance ability.
Othercide covers only the basics of the timeline system and combat in its brief prologue-tutorial–once you get past that section, there’s zero hand-holding, and I found myself learning how its systems work the hard way: by failing miserably. Even if you play turn-based tactics games all the time and grasp Othercide’s combat quickly, chances are your team simply won’t be strong enough to overcome the first boss you encounter. The bosses in Othercide are on a completely different level from the game’s regular enemies, and they seem designed to showcase the full capabilities of its combat, with deadly area-of-effect attacks, delayed moves, interruptions, and reactions that can–and likely will–send your entire team of Daughters to the graveyard. The first few bosses come with massive difficulty spikes, but considering you can immediately re-fight a boss after your first clash with them, I didn’t find this too unreasonable; instead, it motivated me to spend more time training up my Daughters and unlocking new remembrances that would boost their stats.
Unfortunately, the complex and immensely rewarding boss fights only emphasize the lack of variety in the regular missions, of which there are only four types: hunt (kill all the enemies), ritual (destroy a specific enemy), rescue (escort a unit to freedom), and survive (stay alive until an escape route appears). These four main mission objectives would not feel so repetitive if they weren’t accompanied by the same small batch of maps on which enemies appear in the same locations every time. The same lines of dialogue also repeat themselves constantly in each section of the game; sometimes, you’ll hear the same phrase three or four times back to back, inexplicably. This may be a technical issue that could be patched eventually, but the repetitive nature of these missions can make level-grinding increasingly tedious.
Particularly in the second half of the game, when more experience points are needed to level up, it really set in just how repetitive these maps and enemy formations are when you’ve done a dozen of them in a row, and you’ll have to complete a lot of missions if you hope to max out your Daughters and unlock their most powerful abilities. Eventually, I turned down the game’s volume and turned on a podcast as I grinded out later missions. I was still having fun, but they no longer required 100% of my attention, and it felt like a missed opportunity to introduce more challenging enemies and movesets outside of the boss fights.
The first few bosses come with massive difficulty spikes, but considering you can immediately re-fight a boss after your first clash with them, I didn’t find this too unreasonable; instead, it motivated me to spend more time training up my Daughters and unlocking new remembrances that would boost their stats.
Boss encounters in Othercide aren’t just interesting for their combat maneuvers; they’re an integral part of the game’s story and lore, which is contained in a section of the battle preparation menu called the codex. Here, you can find key information about a boss’ moves and behavior after your first battle with them as well as character info alluding to their relationship with the Child. The codex compiles details on every enemy and character in the game as you encounter them; more importantly, it also contains the entire backstory of Othercide involving the Mother, the Child, and the Others. This information is filled out slowly as you progress through the game, and it’s key to understanding what the heck is going on. The codex is beautifully written, and it’s easy to get lost in its “pages,” which read like an incredible dark fantasy novel–one I’d definitely like to buy. If you have even an ounce of appreciation for storytelling in games, Othercide’s codex is a treasure trove containing a story I haven’t stopped thinking about since I finished the game.
Othercide’s themes and lore are interwoven through nearly every aspect of the game, including its visuals and music. Its striking art style depicts the world in grayscale, a perfect backdrop for the game’s horrific nightmare creatures and bosses, but it’s contrasted by the bright red scarves Daughters wear into battle–and, of course, the Red Mother herself. In this “Dark Corner” the game takes place in, the Daughters are the only remaining hope, and though they may fail repeatedly, those brilliant flashes of red are reminders they’ll always rise again stronger, resisting the darkness. The otherworldly maps, though repetitive, are fascinating to observe and filled with small story details alluding to the Child’s past, such as an ominous painting on the wall of his abuser. The dark, heavy metal-inspired soundtrack is also a fitting backdrop, with suitably emo lyrics that fit in perfectly with the game’s story. The boss battle songs, in particular, include some real bangers.
It’s a shame that Othercide is hampered by some significant technical issues on PS4. One particularly annoying bug consistently wouldn’t allow me to sort my Daughters in the cemetery unless I tabbed in and out of that menu several times, when clicking the left joystick should have done the trick. I also experienced overlapping lines of dialogue and some cut-off lines at the end of missions along with several game crashes while attempting the final boss. But the bug that truly upset me was one that erased most of the files in my codex after I rolled credits on the game. Lost progress is never fun, but losing the story I’d worked so hard to assemble was a punch in the gut.
Despite those unfortunate technical issues, Othercide is still a great tactics game. The variety of classes and abilities make for a wide range of strategies, but no matter your team composition, the Daughters work together beautifully to take down their enemies. Boss fights are by far the most memorable and really showcase the reaction and combo system, but they also feed into the game’s unique and engrossing story. While Othercide’s maps and missions leave something to be desired, it’s still a blast to cut your way through hordes of Others and pull off deadly combos that look cool as hell. With an exceptional story, atmospheric horror visuals, and tense, rewarding combat, Othercide offers a challenge you’ll want to rise to, again and again.
By the time The Fellowship of the Ring, the first of Peter Jackson’s Lord of the Rings movies, hit theaters in December 2001, the next movie was already in post-production. All three adaptations of JRR Tolkien’s classic fantasy series were shot simultaneously, with principal photography ending in late 2000. So no matter how Fellowship fared at the box office, New Line Cinema, who financed the film, were committed to releasing the next two parts. Luckily, it was an enormous success.
Expectations were extremely high when The Two Towers was released in December 2002 but again, the movie didn’t disappoint. While Jackson and writers Fran Walsh and Philippa Boyens didn’t have the advantage of presenting a new and exciting world for the first time like they did with Fellowship, they were able to throw audiences back into a gripping story with established heroes, while introducing new characters and expanding the mythology of Middle-earth.
As for the action, The Two Towers was absolutely spectacular. The fight with the vicious Wargs was thrillingly realised, while the siege of Helm’s Deep is simply one of the greatest cinematic battle sequences ever filmed. Like all second films in trilogies, there isn’t a conclusive “ending” as such, but there were very few viewers who weren’t immediately planning to see The Return of the King a year later.
An extended version of The Two Towers was released on DVD in 2003, and like the Fellowship release, it was packed with fascinating commentaries and behind-the-scenes footage. We’ve been back through this bonus material to find some fascinating behind-the-scenes facts, references, and Easter Eggs. And once you’ve read this, check out our guide to all the things you missed in The Fellowship of the Ring.
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1. The studio wanted a prologue
Although New Line didn’t want a prologue at the start of Fellowship of the Ring, Jackson eventually persuaded them. Conversely, executives at the studio wanted Cate Blanchett to return to narrate a new prologue for The Two Towers, to recap what had happened so far in the story. But Jackson felt it wasn’t needed and refused.
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2. The opening scene had a surprising inspiration
Jackson stated that the distant sound of the voices from the first movie, as the fellowship face the Balrog in the mountain, was influenced by Back to the Future Part 2, where characters revisit events from the original film.
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3. The Balrog fight was influenced by a painting
The scene of Gandalf fighting the Balrog as they fall through the mountain was inspired by the paintings of John Howe. The acclaimed illustrator’s illustrations of scenes from Tolkien’s books led Jackson to hire Howe as one of the movie’s main conceptual designers.
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4. This scene was added during post-production
The extended cut scene of Frodo and Sam talking about food seasoning was filmed months after the main production had finished, while the movie was being edited. Jackson decided the pair needed a lighter scene near the beginning, before things start getting very serious.
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5. A real volcano was used as a location
These scenes of Sam and Frodo were filmed on Mount Ruapehu, a volcano on New Zealand’s North island. The volcano subsequently erupted in 2007, and in 2016 increased volcanic activity led geologists to warn tourists and visiting movie fans to stay away from the location.
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6. Gollum wasn’t added to these shots for two years
These background shots that would later include Gollum were shot two years before the CGI character was placed into them. “You’re praying one day you’re going to have a great looking creature there,” Jackson said.
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7. This orc drink sounds quite tasty
The “medicine” that the orcs give to Merry was a mixture of peach tea and cola syrup.
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8. This Uruk-hai actor also had an important role in The Fellowship of the Ring
The Uruk-hai who says “man flesh!” is played by actor Sala Baker, who also appeared as the armored Sauron in Fellowship of the Ring.
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9. All three actors in this scene were suffering from injuries
Viggo Mortensen, playing Aragorn, had broken a toe (see slide 17), Brett Beattie, playing Gimli in the wide shots, had dislocated a shoulder, and Orlando Bloom, as Legolas, had cracked a rib falling from a horse. “I was shooting the running guys like the walking wounded,” Jackson said.
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10. This montage reused footage from Fellowship of the Ring
The montage of Saruman’s army preparing for war, as they chop trees and stoke “the fires of industry” is comprised of reused shots and outtakes from The Fellowship of the Ring.
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11. It took many hours to put make-up on Bernard Hill
Hill had to sit for 4 to 5 hours every morning while his make-up as the old, decrepit Théoden was applied.
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12. Brad Dourif shaved his eyebrows five times
Dourif’s scenes as Gríma Wormtongue were filmed in five separate blocks over the course of two years. Every time Dourif flew out to New Zealand to shoot more scenes, he had to shave his eyebrows off.
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13. The camp sequence was originally two scenes
The overnight camp scene on the outskirts of Fangorn Forest, in which Merry and Pippin escape and the orcs are attacked by the Riders of Rohan, was cut together from two seperate scenes, which were originally set on different nights. But to speed the pace of the movie up, Jackson shot some extra footage and made it all one longer scene.
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14. Some orcs have a familiar voice
Gollum actor Andy Serkis voiced two of the orcs in the camp scene, who have consecutive lines: “We ain’t had nothing but maggoty bread” and “Why can’t we have some meats?”
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15. John Rhys-Davies wasn’t on set for this scene
Rhys-Davies’s double, Brett Beattie, played Gimli for the wider shots in the scene where our heroes encounter the Riders of Rohan. Jackson said that much later, he got Rhys-Davis back into make-up, “stuck some horses behind him,” and filmed the close-ups shots of Gimli to insert into the scene.
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16. The decapitated orc head didn’t make it to TV
For the TV version of The Two Towers, the severed orc head was hidden by a helmet.
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17. Viggo’s scream was very real
When Mortensen kicks the orc helmet, he’s really screaming in pain. Viggo broke his toe and fell down in genuine pain. Filming was halted and the rest of the scene was completed the next day, with Mortensen limping painfully. His foot was bandaged under his costume for several weeks afterwards.
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18. Fangorn Forest was entirely fake
Jackson and his team couldn’t find a forest in New Zealand spooky and evocative enough to stand in for Fangorn Forest. So the forest was built on a set, and all the trees are amazing replicas.
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19. This scene was constantly interrupted by aeroplanes
The Fangorn set was built in a warehouse next to an airport. Jackson said that the shots were interrupted every few minutes by the roar of planes taking off. The dialogue track in the scenes leading up to the appearance of Gandalf the White had to be cleaned up and rerecorded in post-production, and on set the actors simply had to keep going while planes took off around them.
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20. Jackson didn’t know what to do for this cosmic sequence
Jackson struggled to visualise Gandalf’s journey to becoming Gandalf the White after killing the Balrog. In the movie commentary, Jackson says the script simply reads “death birth cosmic weirdness” at that point (you can see it on page 60 here).
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21. Treebeard was a mix of prosthetics and CG
Treebeard is a large prosthetic model, on which actors Billy Boyd and Dominic Monaghan were held in place by wires. The wires were painted out digitally and a CGI Treebeard head was added afterwards.
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22. Gandalf’s fake nose caused problems
Jackson says Ian McKellen was initially “very much against” the idea of wearing a prosthetic nose as Gandalf, because he knew he’d have it applied daily for the next 15 months of shooting. However, McKellen ultimately agreed to the nose. The appliance did cause issues at times however. In this scene, the material the nose was made of didn’t reflect light properly and appeared black when Jackson viewed the footage shot that day. The color had to be adjusted digitally, and Walsh says there was a “tense week” while she and Jackson waited to hear if this could be done by WETA, or if the entire scene would have to be reshot.
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23. Sean Astin was in great pain in this scene
Viggo Mortensen wasn’t the only actor to hurt his foot making The Lord of the Rings. Sean Astin stepped on a broken bottle while filming in a lake at the end of The Fellowship of the Ring, and had to have stitches. This Two Towers scene was filmed soon after against a blue screen in a gymnasium, and Astin was in a lot of pain, which is why he only walks a little way before sitting down.
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24. There are two black gates because of a typo
The reason there are two black gates to Mordor, instead of the single gate everyone talks about, was simply down to an error. Walsh accidentally wrote “gates” when she put her request into the modelmaking team at WETA.
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25. Jackson says Monty Python made this scene hard to take seriously
Jackson found it difficult to visualise the Rohan villagers, because of a classic Monty Python movie. “It’s always hard to do peasants in films,” he said. “You always think of Monty Python and the Holy Grail [shouting] “Bring out your dead!”
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26. This important scene was added much later
The stable scene in which Gandalf tells Aragorn that he must protect the people of Rohan was shot two years after the preceding scene, while the movie was being edited, in order to give Aragorn a purpose for the rest of the movie and to tease Gandlaf’s return much later.
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27. The editing makes this scene unnerving
Andy Serkis performed the Gollum/Sméagol conversation in one continuous take, but when editing the film, Jackson decided it was more disturbing to cut between Gollum and Sméagol as if they were two separate individuals.
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28. Andy Serkis’s audition helped create more than just Gollum’s voice
Serkis initially just auditioned to perform Gollum’s voice, but his physical movement and facial expressions in the audition were so impressive that Jackson asked WETA to use the audition tape as a basis for animating Gollum.
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29. A CGI Orlando Bloom jumps onto his horse
The shot of Legolas jumping onto his horse before the Warg attack is one of the most iconic moments in the movie. However, Orlando Bloom never shot it. He cracked a rib falling from a horse on an earlier day and was unable to get up onto a horse afterwards. Much later, while editing the film, Jackson realized he still needed a shot of Legolas mounting the horse, and with Bloom unable to do reshoots because he was making another movie, the moment was created with CGI.
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30. This orc actor appeared in a classic early Peter Jackson movie
The orc who tells Gimli and Legolas that Aragorn has fallen off the cliff is played by Jed Brophy, who previously appeared in Jackson’s incredible 1992 splatter comedy Brain Dead (aka Dead/Alive) as Void the punk.
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31. Viggo became very attached to his horse
Mortensen spent a lot of time with Uraeus, the horse that plays Aragorn’s horse Brego. He even slept in the stables with him, so that the horse recognized and trusted him for the scenes in which Brego helps save Aragorn after he has been swept downriver. Mortensen subsequently bought Uraeus and continued to look after him. He wrote a moving tribute to him when he died in 2015, age 28.
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32. This map was inserted later in post-production
The inserts of Faramir pointing at a map were shot long after production, to help the audience understand where the different locations in Middle-earth were in relation to each other. Jackson was in post-production in London when he decided the scene needed the extra shots, so filmed himself pointing at a quickly drawn map and sent the footage to New Zealand. A real map was then made and filmed, with someone else’s fingers doing the pointing.
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33. Jackson felt bad he cut Sean Bean out
Jackson says he felt “absolutely terrible” that he edited Sean Bean out of the theatrical version of The Two Towers, as the actor had flown all the way to New Zealand from the UK to film the flashback scenes as Boromir. Luckily, Bean’s scenes were reinstated for the extended version.
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34. Jackson decided to bring the Elves to Helm’s Deep
In Tolkien’s novel, the Elves don’t come to Helm’s Deep to help in the battle against Saruman’s army. It was Jackson’s idea to include them in the battle, to provide a moment where the odds don’t seem quite as terrible for our heroes. In the commentary, Boyens jokes that Jackson said “I don’t care about the fans!” when she and Walsh said the fans might not like this change.
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35. Arwen was originally going to feature in the battle
Liv Tyler filmed some scenes as Arwen, fighting alongside Aragorn and the Elves at Helm’s Deep. Although most of these don’t appear in the movie, she can still be spotted very briefly in some shots.
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36. This close-up shot helped an extra
This extra is really missing an eye, and was asked to take his eyepatch off by Jackson. In the commentary, Jackson says he was reluctant at first, but eventually agreed, and later thanked the director for making him feel much less self-conscious about it once he saw his close-up on screen.
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37. The Ent scenes are deliberately frustrating
The decision to cut away from the exciting battle at Helm’s Deep to scenes of the Ents unable to decide whether to help or not was intended to annoy the audience. “The irritation was deliberate,” Jackson said. “There’s the desperate fight where our heroes are fighting for their lives, and some miles away there’s this group of trees trying to figure out what to do.”
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38. There was only one serious accident on set
The only serious accident that occurred while shooting the movie was the moment a soldier gets hit by a large catapulted grappling hook during the Helm’s Deep battle. The stuntman was pulled back against the wall by a wire, but landed awkwardly and broke his leg “very badly.”
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39. This shot of Minas Tirith was removed in the theatrical version
Minas Tirith was removed from the background of this shot for the theatrical version, because executives at New Line were worried it might be confused for Helm’s Deep, and that Faramir and Frodo were heading there to join the battle. Jackson reinstated it for the extended cut.
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40. Jackson thought the burning Ent might upset children
One of the Ents is set on fire while fighting Saraman’s orcs, but Jackson decided it might be too upsetting for kids, so asked for a shot of the flames being extinguished when the water floods Isengard.
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41. Sam’s monologue was never filmed
Sam’s speech to Frodo about storytelling and never giving up was never fully shot. Much of the dialogue was written later by Walsh and Boyens to make the scene more emotional. Sean Aston recorded the dialogue, which was then overlaid on a montage of the other characters.
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42. Frodo and Sam’s final scene was added during reshoots
Jackson wanted to give the characters a friendly, lighter moment after the drama of the previous scenes, where their relationship is pushed to the edge.
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43. This lengthy shot of Gollum was very complicated to film
This final scene of Gollum plotting against Frodo and Sam is the longest digital shot in the movie. It was essentially filmed three times–once on a steadicam, with Andy Serkis acting as Gollum, a second time with the steadicam operator replicating the same movements but without anyone in the frame, and a third time on a soundstage with Serkis doing the same performance in a motion capture suit for WETA to create the CGI Gollum. Jackson described the shot as “nightmarish” but wanted to include it without edits to help convey Gollum as a real character and not just a digital creation.
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Disclosure: ViacomCBS is GameSpot’s parent company
Apple has responded to Epic’s antitrust lawsuit in a legal filing made public today that says Epic did request a special deal from Apple, contrary to what Epic CEO Tim Sweeney has said publicly.
As reported by CNBC, former Apple senior vice president Phil Schiller wrote that “On June 30, 2020, Epic’s CEO Tim Sweeney wrote my colleagues and me an email asking,” for a special deal that would “fundamentally change the way in which Epic offers apps on Apple’s iOS platform.”
Specifically, Apple claims that Epic requested to offer an Epic Games Store app on the App Store that would let iOS users install apps directly from Epic and bypass Apple’s payment processing options.
Apple goes on to say that Epic’s request for an injunction to stop Apple from removing Epic’s developer account isn’t valid as any harm happening to Epic is “self-inflicted.”
“All of the injury Epic claims to itself, game players, and developers could have been avoided if Epic filed its lawsuit without breaching its agreements. All of the alleged injury for which Epic improperly seeks emergency relief could disappear tomorrow if Epic cured its breach.”
Earlier this month Epic Games filed a lawsuit against Apple over “Anticompetitive behavior.” The lawsuit followed a series of escalations that began when Epic started offering V-Bucks in Fortnite at a lower price by bypassing Apple’s pay systems.
Epic is attempting to bring Fortnite back to the App Store using a temporary restraining order after Apple banned the game earlier in the month. Apple promptly responded to Epic’s move, asking the judge presiding over the case to block the request, NBC News reports.
The temporary restraining order, if granted, would allow Fortnite to return to the App Store against Apple’s wishes, along with its controversial direct payment system, before the lawsuit has even resolved. In a new legal filing, Apple claims that Epic has no basis for a temporary restraining order, accusing Epic of bringing all “alleged injury” upon itself–citing in particular Epic’s “belligerent” behavior with moves like its #FreeFortnite campaign and 1984 parody video riffing on an old Macintosh commercial.
Basically, Apple is telling Epic you started it.
In the legal filing, Apple’s lawyers stated the following: “TROs [temporary restraining orders] exist to remedy irreparable harm, not easily reparable self-inflicted wounds.”
The filing continues, “Here, Epic executed a carefully orchestrated, multi-faceted campaign, complete with a parody video, merchandise, hashtag, belligerent tweets and now a pre-packaged TRO. All of the injury Epic claims to itself, game players, and developers could have been avoided if Epic filed its lawsuit without breaching its agreements. All of that alleged injury for which Epic improperly seeks emergency relief could disappear tomorrow if Epic cured its breach.”
Apple’s lawyers go on to emphasize that Epic can “return to the status quo” and “be welcomed back into the App Store” while still having the freedom to pursue its antitrust lawsuit if it agrees to abide by the App Store’s terms of service–that is, removing the third-party payment system that would deny Apple its commission from microtransactions.
Fortnite’s direct payment system, which allowed users to purchase V-bucks directly from Epic–thus cutting out Apple and Google from the process and denying both mobile giants their 30% cut from microtransactions–was introduced to immediate controversy on August 13. This lead Apple and Google to ban Fortnite from their app stores and Epic to retaliate with lawsuits over what Epic claims are “antitrust violations.” You can read up on the technicalities of the case in our Fortnite, Apple, Google lawsuit explainer.
What makes the next generation of consoles such an exciting prospect is the promise of new experiences. Whether that’s new ways to play games, or more exciting ways to engage with others online, the next-gen consoles usher in a new era in the games industry. But what can determine a new console’s early success and subsequent growth, is its slate of launch games. Whether it’s games that lean heavily into hardware gimmicks, show off some of the latest visual leaps forward with the new consoles, or are just glorified tech-demos to show off on your television screen–historically, the launch lineups show a little bit of everything for a new console.
With the coming arrival of PS5 and Xbox Series X in the next few months, we’re taking a look back at previous launch lineups for current and past generation consoles, and how the next-gen is stacking up–so far at least. We’re still in the dark about what to expect from the console’s launch window, which is usually the first few months after its release on the market. Below, we’ve only included games that will launch with the new consoles and shortly after, along with a quick rundown of each console’s launch’s history, including where it went right and where it went wrong. Expect some updates for this feature in the future when either Sony or Microsoft make more announcements about their next-gen plans this fall.
PlayStation 5: Holiday 2020
Marvel’s Spider-Man: Miles Morales, developed by Insomniac Games
The Lineup (So far)
On August 20, Sony Interactive Entertainment senior vice president Eric Lampel said in an interview with GamesIndustry.biz that the PS5 launch is “the best lineup that we’ve ever seen in the history of PlayStation, between our Worldwide Studios groups and our partners from all the different publishers around the world.” It’s certainly a bold claim. Generally speaking, PlayStation has had solid launch lineups for its newest consoles. But in light of the current COVID-19 pandemic, which saw much of the games industry shift plans en masse, Sony has been keeping things close to the vest.
In addition to its usual suite of third-party games from Ubisoft, Codemasters, and EA, PS5 will also see some noteworthy exclusives that caught a lot of attention during the June 2020 reveal. The most notable exclusive is Spider-Man: Miles Morales, which is only confirmed to arrive on the next-generation console. One other Sony exclusive revealed at the June event was the Demon’s Souls remake from Bluepoint Games. While it wasn’t given an expected launch window, some recent game rating listings from South Korea and Japan could be a sign that the remaster might release much sooner than we think.
Since PS5’s reveal last June, we’ve unfortunately seen delays for some of its more notable third-party games, which include Arkane Studios’ Deathloop and Paradox Interactive’s Vampire: The Masquerade – Bloodlines 2. However, one third-party exclusive still in line to launch this holiday season is Godfall, which will arrive on PC and PS5. Another game in the launch window lineup is the adventure game Bugsnax, which has become something of an internet-favorite. In addition to the launch lineup, PS5 will also be fully backward compatible with all PS4 games, allowing you to play current games on new hardware–some of which will have next-gen upgrades.
Xbox Series X: November 2020
Crossfire X, developed by Smilegate and Remedy Entertainment
The Lineup (So far)
Since its reveal at The Game Awards 2019, developers behind the Xbox Series X have stated that it is the most powerful console ever released. Valve Software’s Gabe Newelleven claimed that Xbox Series X hardware is superior to PS5. Much like PS5, most of the Xbox Series X’s lineup will consist of third-party offerings, including games like Dragon Quest XI S, Outriders, and EA’s slate of annual sports games. One third-party exclusive of note is Yakuza: Like A Dragon. Launching as a timed next-gen exclusive on Xbox Series X (with releases on Xbox One, PS4, and PC as well), the new Yakuza game is the next major game in a franchise that has grown in popularity in the West over recent years.
However, one major hurdle that Xbox Series X will need to overcome is the lack of a killer-app. On the same day that Xbox Series X’s November release was revealed, it was also announced that Halo Infinite had been delayed till 2021. According to 343 Industries, due to the growing scale of the game and the unexpected challenges that came as a result of the COVID-19 pandemic, Halo Infinite wouldn’t be able to make it for the launch of the next-gen. This delay is a massive blow to Xbox Series X. The Halo series has been a crucial part of the console’s history, and the game’s open-ended scope would have made for an exciting way to show off what the new console can do. Halo Infinite’s original launch day release also would have made it the first time since the first Halo that a game in the series would release on the same day as a new console.
Still, Xbox Series X has a lot to offer players in the console launch period, which extends beyond its slate of new games. In addition to backwards compatibility with existing Xbox One games, another significant advantage that Xbox Series X still has over PS5 is its massive catalog of games available on day one via Game Pass. Starting back in 2018 on the Xbox One, the Game Pass subscription service offers users a wide range of games to play, allowing them to try out different games. Couple this with the new Smart Delivery initiative, letting you purchase certain games like Dirt 5, Cyberpunk 2077, and Assassin’s Creed Valhalla on Xbox One and then redeem next-gen versions on the new console as well, it puts it in stark contrast to PS5, which is not as clear about its upgrade path. Xbox Series X has plenty to offer for fans at its launch while they wait for new console exclusives to arrive.
PlayStation 4: November 15, 2013
Killzone: Shadow Fall, developed by Guerrilla Games
The Launch Lineup
Assassin’s Creed 4: Black Flag
Battlefield 4
Blacklight Retribution
Call of Duty: Ghosts
Contrast
DC Universe Online
FIFA 14
Flower
Injustice: Gods Among Us — Ultimate Edition
Just Dance 2014
Killzone Shadow Fall
Knack
Lego Marvel Super Heroes
Madden NFL 25
NBA 2k14
Need for Speed Rivals
Resogun
Sound Shapes
Super Motherload
Trine 2: Complete Story
Warframe
While PlayStation 4 lacked many first-party exclusives, the console’s launch was still a success for Sony. This success was due to its diverse lineup of games and focus on an accessible approach to gaming, which was in stark contrast to its competition–but more on that later. In addition to some well-received first-party releases like Killzone: Shadow Fall and Knack, PS4’s library also included a suite of digital games like Resogun. One of the reasons why the launch was a hit with fans was Sony’s clear messaging and how it set expectations for consumers. Compared to its competitor Microsoft, which muddled the overall message of Xbox One at its debut, PS4 offered an accessible yet still broad range of games. Sony focused primarily on the traditional gaming experience, which made the transition to next-gen easy for consumers. Third-party launch games like Assassin’s Creed: Black Flag, Battlefield 4, Just Dance 2014, and Lego: Marvel Super Heroes made for a well-rounded lineup, making the jump to next-gen more enticing.
With the continued push for more online connectivity during the early 2010s, PS4’s usability offline also made it an easy choice for consumers who didn’t have a reliable connection and wanted to play their games untethered from the internet. By comparison, its direct competitor, Xbox One, had to walk back its always online focus before launch. In comparison to its rough launch of the PlayStation 3, the PS4 turned out a good start for Sony in the next-gen.
Xbox One: November 22, 2013
Killer Instinct, developed by Double Helix Games and Iron Galaxy
The Launch Lineup
Assassin’s Creed IV: Black Flag
Battlefield 4
Call of Duty: Ghosts
Crimson Dragon
Dead Rising 3
FIFA 14
Fighter Within
Forza Motorsport 5
Just Dance 2014
Killer Instinct
Lego Marvel Super Heroes
Lococycle
Madden NFL 25
NBA 2K14
NBA LIVE 14
Need for Speed: Rivals
Powerstar Golf
Ryse: Son of Rome
Skylanders: Swap Force
Zoo Tycoon
Zumba Fitness: World Party
The launch of the Xbox One stands as one of the most unusual and cumbersome debuts for a new console, and the hardware’s starting lineup of games also reflected this. With Xbox One being pushed as the nexus for all entertainment in the living room–which encompassed TV, movies, music, fitness, and games–it ended up creating something of an identity crisis. While it did feature some decent first-party games like Forza Motorsport 5, Killer Instinct, and Ryse: Son of Rome, Xbox One is mostly remembered for being a misfire at launch.
The launch lineup for Xbox One was a unique one, mostly for the fact that it blended traditional games with non-traditional ones that focused on motion-functionality, such as Zumba Fitness and Fighter Within. Introduced late into the 360’s lifespan, the Kinect was a big hit for the console, and Microsoft sought to put a more advanced version front and center with Xbox One. This meant that many of the games at Xbox One’s launch had Kinect functionality, and the motion-sensor was required to be active at all times during the early period of the console. While this presented an opportunity to play some third-party games with Kinect-exclusive features, they often felt forced in. Simply put, the Kinect was a necessary fixture in the launch experience of Xbox One–for better or worse.
Xbox One’s lineup had a greater ratio of exclusive games than PS4 when it comes to overall launch games, and it had a wide variety of gaming and non-gaming experiences that covered many bases for what consumers would expect. However, the quality of the games was hit or miss. The Kinect-focused games also saw the brunt of the criticisms, with games like Fighter Within becoming one of the most poorly reviewed first-party games in Xbox’s history. Due to Xbox One’s poor launch, Microsoft would spend a year revising the console, ditching the Kinect as a mandatory component, and placing its key focus on gaming. Today, the Xbox One has a much better image, but its launch and the poor lineup of games remains a sore spot in its history.
PlayStation 3: November 17, 2006
Resistance: Fall of Man, developed by Insomniac Games
The Launch Lineup
Blast Factor
Call of Duty 3
Genji: Days of the Blade
Madden NFL 07
Marvel Ultimate Alliance
Mobile Suit Gundam: Crossfire
NBA 07
NBA 2K7
Need for Speed Carbon
Resistance: Fall of Man
Ridge Racer 7
Tony Hawk’s Project 8
Tiger Woods PGA Tour 07
Untold Legends: Dark Kingdom
Following the enormous success of PlayStation 2, PlayStation 3 seemed to be in good shape to continue with Sony’s domination of the console market. However, what was different from the previous gen was that Microsoft’s Xbox gained more market share as the original console gained popularity, which meant that many of Sony’s critical third-party games now showed up on the competing console as well. After an impressive debut in 2005, which showed games like Killzone 2, Final Fantasy XIII, and Metal Gear Solid 4: Guns of the Patriots, Sony touted its new Cell processor that would make the PS3 stand out as a major leap forward from its predecessor. However, PS3 would end up having a rough start for its first outing. This was due in part to the difficulty of developing games on this unorthodox hardware, along with a round of ongoing lawsuits related to the rumble tech from their previous controllers. While its lineup had a few games that stood out, such as Insomniac Games’ Resistance: Fall of Man, many of the games that fans hoped to see on the PS3 at launch were still several years away.
What helped cement the awkward start of the PS3 was the now infamous E3 2006 press conference. This event drew the ire of the internet community, which poked fun at PS3’s focus on motion-sensing controllers, and unintentionally humorous presentations for games like Ridge Racer and Genji: Days of the Blade, which were among the few first-party launch titles for PS3. The final kicker was the $599 price tag, a bitter pill to swallow for even the most dedicated Sony fans. Despite all this, the overall lineup of PS3’s launch was decent. In particular, Resistance and Call of Duty 3 would become popular online games, which Sony emphasized more for the next-gen. The PS3 also happened to be an affordable Blu-ray player as well, which took some of the sting out.
Much like the fate that befell Xbox One, Sony would have to spend nearly two years reinventing PS3’s image. This eventually happened when a revised controller with rumble functionality and a slate of AAA first-party games like Uncharted: Drake’s Fortune, Metal Gear Solid 4, and inFamous were released towards the tail end of the decade. The PS3 would become a good system, but its average launch lineup and tough entry barrier made it a slow starter for fans.
Xbox 360: November 22, 2005
Perfect Dark Zero, developed by Rare LTD.
The Launch Lineup
Amped 3
Call of Duty 2
Condemned: Criminal Origins
FIFA Soccer 06
GUN
Kameo: Elements of Power
Madden NFL 06
NBA 2K6
NBA Live 06
Need for Speed: Most Wanted
NHL 2K6
Perfect Dark Zero
Peter Jackson’s King Kong: The Official Game of the Movie
Project Gotham Racing 3
Quake 4
Ridge Racer 6
Tiger Woods PGA Tour 06
Tony Hawk’s American Wasteland
Releasing a full year ahead of PlayStation 3, Microsoft’s Xbox 360 was a big success that featured a more robust lineup of big games than its predecessor. During the midpoint of the Xbox’s lifespan, it pushed more towards online gaming, and the 360 was online-enabled right out the gate. It also featured a set of games that were ready to be played on Xbox Live, which would become a significant selling point for several games from this generation.
Pitched as the most advanced gaming console of its time, it featured a lineup of first- and third-party games that pushed graphics in a big way, matching closely with several of the PC’s most visually stunning games. The 360’s launch saw a healthy amount of third-party releases, which stood alongside the first-party titles such as Kameo, Project Gotham Racing 3, and Amped 3. The one game that would define the 360’s launch was Perfect Dark Zero, a prequel to Rare’s N64 first-person shooter. Another FPS released with Perfect Dark Zero was Call of Duty 2, which was a console-exclusive for the Xbox 360. While both weren’t Halo 3, they would become popular launch titles that featured an active community of online players, with COD2 quickly becoming the most popular online game for the 360.
While the console itself would eventually be discovered to have some issues, which would continue to hound Microsoft and consumers for sometime after launch, the console’s solid starting lineup made it a popular choice for consumers looking to jump into the next generation of gaming.
PlayStation 2: October 22, 2000
Tekken Tag Tournament, developed by Bandai Namco
The Launch Lineup
Armored Core 2
Dead or Alive 2: Hardcore
Dynasty Warriors 2
ESPN International Track and Field
ESPN X-Games Snowboarding
Eternal Ring
Evergrace
FantaVision
GunGriffon Blaze
Kessen
Madden NFL 2001
Midnight Club
Moto GP
NHL 2001
Orphen: Scion of Sorcery
Q-Ball Billiards Master
Ready 2 Rumble Boxing: Round 2
Ridge Racer V
Silent Scope
Smuggler’s Run
SSX
Street Fighter EX3
Summoner
Swing Away
Tekken Tag Tournament
TimeSplitters
Unreal Tournament
Wild Wild Racing
X-Squad
Following up the original PlayStation was a monumental task, as the console would come to define much of what gamers would come to expect with gaming in the 3D era. However, PS1’s successor, the PlayStation 2, would be even more successful and would have the most well-rounded and diverse selection of games at launch for a Sony console–which still stands today. With a DVD player built-in, allowing owners of the console to watch films and TV shows on the booming media format, the launch of PlayStation 2 was an immediate success for a broad audience.
The original PlayStation had the lion’s share of third-party games, which often didn’t have releases on other competing machines like Nintendo 64 or Sega Dreamcast, and PS2 continued with that trend. The console had a wide array of third-party games like Madden NFL 2001, Dynasty Warrior 2, Midnight Club, Tekken Tag Tournament, and TimeSplitters, which made up for the lack of first-party games. Many of PS2’s launch games were continuations of series from the PS1. These franchises continuing on the new console went a long way in presenting consumers that not only was it truly next-gen, but many of their favorite games had also evolved with it.
PlayStation 2 also saw the release of Unreal Tournament, which was the first time that the popular PC release would find its way to a console. Due to its strong launch, PS2 maintained a strong hold of the gaming console market in the early 2000s until the release of its successor.
Xbox: November 15, 2001
Halo: Combat Evolved, developed by Bungie
The Launch Lineup
4×4 EVO 2
Air Force Delta Storm
Arctic Thunder
Cel Damage
Dark Summit
Dead or Alive 3
Fuzion Frenzy
Halo: Combat Evolved
Mad Dash Racing
Madden NFL 2002
NASCAR Heat 2002
NASCAR Thunder 2002
NHL Hitz 20-02
Oddworld: Munch’s Oddysee
Project Gotham Racing
Shrek
Test Drive Off-Road Wide Open
Tony Hawk’s Pro Skater 2X
TransWorld Surf
Microsoft had ambitious plans for its first gaming console. Serving as a direct competitor to both Nintendo and Sony, Microsoft’s Xbox had a distinct controller, a slate of games to play that had shiny visuals, and a cool name. The launch lineup was respectable, but as a debut for a brand-new console, it lacked a set of games that established it apart from other consoles, and it leaned heavily into established IPs or another round of sports titles. This resulted in something of a generic launch lineup.
But as history shows, Halo: Combat Evolved would end up becoming the killer-app for the original Xbox. Though the console would end up having a decent start, word of mouth generated by Halo’s take on the FPS, which was at the time the closest a console could get to an authentic PC experience, proved to be a massive boon for the console. Even going into its second year, Halo was still a system-seller. The game’s success wouldn’t let up until the launch of other exclusive Xbox games like Tom Clancy’s Splinter Cell and Star Wars: Knights of the Old Republic, which would help cement the console as a strong competitor in the market.
While games like Dead or Alive 3, Project Gotham Racing, Cel Damage were good launch titles, Halo: Combat Evolved was the game that truly defined the original Xbox, and even in the years since with its sequels, it would still be a game that is looked back on fondly. The release of the original Xbox still has had a lasting impact on its successor consoles, mostly because it is so reliant on original IPs to set it apart from the PlayStation. Halo’s importance in Microsoft’s history highlights how disappointing it is for the Xbox Series X to miss out on having a game like Halo Infinite to debut on the new system, which could have helped usher in the next-gen era for Xbox.
Closing
That ends our quick look back at the launch lineups from both PlayStation and Xbox’s past. Given the unprecedented period we’re in, the launch of PlayStation 5 and Xbox Series X may feel a bit more tempered than previous launches. Because of the world’s changing state, we may also find out new releases of games much closer to the launch of the new consoles. It’s certainly a strange time to be releasing new console hardware, and there may be some more surprises in store for what we can expect on launch day for Xbox Series X and the PlayStation 5.
For more on what’s to come with PS5 and Xbox Series X, be sure to check out our Generation Next hub, which focuses on all the latest news, features and videos focusing on the new era of gaming.
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Rocksteady, the studio behind a Suicide Squad game that is set to be revealed this weekend at DC Fandome, has released a new statement regarding recent allegations made against the company. This latest statement differs from the previous two in that it’s much longer, and is written on behalf of the company itself instead of from some of its staff.
The company received a collective letter from several female employees complaining of a culture of harassment in 2018. The statement posted to Twitter says it took that letter as a call to action. It outlines the steps the company took in response to that complaint, from meeting with female employees to investigating misconduct to inviting feedback on the behavior and portrayal of female characters.
It also says it has tapped an independent third party to speak with female employees in case any have been hesitant to come forward to their employer, and it will be encouraging other employees who left over the last few years to speak to the third-party organization as well.
“Right now we are as passionate as ever about creating an inclusive culture and we are listening carefully,” the statement concludes. “We are determined to stand up for our staff, and stand firm against any unacceptable behaviour.”
The prior statement, given to The Guardian as part of its reporting, was brief and mentioned that the company had taken steps in response, but didn’t give details. The company also released an unsolicited letter it said it received from female employees, including many of those who lodged the initial complaint, saying the culture at the studio had improved. Those employees also said they felt their “privacy and wishes have been disregarded” since the existence of the initial 2018 letter was meant to remain a private matter.
In response to the Guardian report, one former writer from the Suicide Squad game, Kim MacAskill, requested to be removed from the credits. She left the company in 2019.
The Suicide Squad game has long been rumored, but WB and Rocksteady only recently revealed it in preparation for it appearing on the DC Fandome schedule. That scheduled event is called Suicide Squad: Kill the Justice League, but it’s unclear whether that’s the actual game title. A piece of key art appears to show crosshairs aimed at the head of Superman.
Here are all of the best Morty moments from Season 2!When Rick and Morty first started with Season 1, Morty was setup to be a character that was really more of Rick’s punching bag.
However, season 2 is when Morty truly started to come into his own and gain more independence, standing up to Rick.
If you’re looking for a new gaming PC, then you can snag an incredible deal on Newegg right now. The ABS Gladiator gaming PC is $1,500 and boasts some great hardware, including an RTX 2070 Super graphics card, and Rainbow Six Siege: Gold Edition. This deal ends today at 12 AM PT / 3 AM ET, so you’ll want to act fast if you’re interested. It comes with free shipping and can arrive as early as August 24, depending on your location and shipping speed.
The ABS Gladiator gaming PC boasts an i7-10700K processor, an RTX Super graphics card, 16GB DDR4 RAM, and a 1TB SSD. These specs are enough to run most modern games at high settings at 1080p and 1440p, though your performance will vary depending on resolution.
The 1TB SSD storage space is enough to fit a number of your favourite games, though with titles like Call of Duty: Modern Warfare and Microsoft Flight Simulator having huge file sizes, you may need to buy some extra SSDs or HDDs to ensure you have enough space for everything.
As for your free copy of Rainbow Six Siege, it’s redeemable on Uplay. The Gold Edition is normally $55 and comes with all of the base operators as well as the 16 operators from Year 1 and 2’s DLC passes. It also gets you the Year 5 pass, which features this year’s DLC operators, including Sam Fisher. This edition gets you some of the best operators Siege has to offer, and if you’re interested in any operator from Year 3 and 4, then you can purchase them later.
The next season, Operation Shadow Legacy, is just around the corner as well. The next Siege operation will introduce Splinter Cell’s Sam Fisher as a playable operator as well as make a lot of impactful changes. These include a Chalet map rework, scope and sight refinements, and a new reinforcement pool that should help teams deal with roamers and those who don’t reinforce walls.