You Could Own A Piece Of Hollywood History In Huge Entertainment Memorabilia Auction

Prop Store, an expansive operation based in Los Angeles and London whose focus is right there in its name, has announced it will be hosting an auction of entertainment memorabilia during August 26-27. The shop has “over 25,000 combined square feet of archived props and costumes,” meaning the upcoming auction’s 870 lots spanning two days will likely have something for everyone who is looking to buy–and also willing to spend. Information to bid, register for phone bidding, or to register for absentee bidding can be found on Prop Store’s website. There’s also a link there to watch the auction next month.

The catalog for items is available both as a physical print book to purchase for $45 or as a PDF that can be freely viewed now. But if $45 makes you balk, this auction may be too rich for your blood. Just flipping around the 251-page PDF, items that caught our eye include a model of the commercial space-tug Nostromo from 1978’s Alien, which was used for principal filming. The 11-foot model is estimated to fetch $300,000-$500,000. Remember that all items require a shipping rate, and some items come with a special, more premium shipping rate. Fortunately, payment plans are available.

Also available is a Starfleet tunic from the pilot episode of Star Trek: The Original Series (expected to fetch $4,000-$6,000), but be forewarned that “memorabilia” is also code for something that isn’t mint and is likely to have a fair amount of production wear and tear—this tunic’s “velour top was originally blue, indicating that it was worn by science officers, but turned mauve after repeated cleanings.” Fortunately, in this case, the metal zipper runs up the back, which includes care information for the garment. From Star Trek: The Next Generation TV series, a screen-matched Borg cube hull section display, in a clear acrylic case, will be for sale–estimated to run $3,000-$5,000.

There are also a number of Tim Burton-related items, like hand-drawn storyboard sets from 1989’s Batman ($1,200-$1,800), Edward Scissorhands’, er, scissorhands from the 1990 film ($5,000-$7,000), and blasters from 1996’s Mars Attacks ($2,000-$3,500).

These highlighted entries barely scratch the surface of what will be available–there are also items relating to Seinfeld, Top Gun, Star Wars, Terminator, Rocky… you get the idea. Even if you aren’t in the mood to buy, the catalog is bursting with detailed and deeply researched item blurbs–given the sheer amount of stuff that will be coming on the block, a casual read can yield some great movie trivia. Fortunately, looking is free.

Animal Crossing: New Horizons Update Adds Fireworks, Dreams, And Very Limited Save Backups

The second summer update for Animal Crossing: New Horizons is launching this week, bringing with it a new festive fireworks event during August, the ability to visit other islands through dreams, and some limited but welcome save backup support.

Yes, Animal Crossing: New Horizons will now finally let you back up your saves, but they’re not supported in the same way as cloud saves for most other games on the Nintendo Switch. Announced earlier this year, New Horizons will periodically update at unspecified times, backing up your island and all its inhabitants to Nintendo’s servers.

You can then retrieve this save through Nintendo Support, and only if your Switch breaks or is stolen, according to the very specific wording in the press release. It is also only available for players with an active Nintendo Switch Online subscription. Nintendo also states that you’ll also be able to transfer your island to another Switch soon with a future update.

The rest of this second summer update is more straightforward. It will introduce a new firework display event, which will take place every Sunday at 7 PM throughout August. You’ll get access to new crafting items and the ability to create custom firework displays that can light up the skies in the evening.

Additionally, the update also reintroduces Luna into the game, who will let you visit other island through your villager’s dreams. Unlike visiting an island using Dodo Airlines, islands in a dream state can be altered and changed without any permanent consequence. Luna will also let you register your island with a dream address, which you can then share with friends.

The second summer update will launch for Animal Crossing: New Horizons on July 30. The first update in this season introduced swimming to the game, as well as new wildlife for you to capture and donate to Blathers.

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Halo Infinite Art Book Available To Pre-Order Now

Last week, Mondo’s stunning Halo Infinite art print sold out within an hour of going live, but you can still get your hands on some art for the upcoming first-person shooter. The Art of Halo Infinite, an official art book from 343 Industries and Dark Horse, releases this holiday. It’s available to pre-order now for $40 at Amazon.

Amazon has a December 29 release date on the listing, but that’s probably a placeholder date that will change once Microsoft announces the game’s launch date. The 200-page hardcover features a gorgeous cover designed by Halo Infinite’s art director Sparth. The book contains illustrations and commentary from Halo Infinite’s art team, taking fans “from concept to launch inside the artwork of the most ambitious Halo game to date.”

Art books regularly get discounted ahead of release, so we wouldn’t be surprised at all to see this book go for less than $40 in the coming weeks and months. If you pre-order now, you’ll have Amazon’s pre-order price guarantee, meaning you’ll be charged the lowest price available on Amazon between now and when the item ships.

Microsoft showed off Halo Infinite’s campaign for the first time last week during the Xbox Series X Games Showcase. We also learned that 343 Industries will treat Halo Infinite as a decade-long platform, adding new stories and content to the game over time.

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Maid Of Sker Review – Inn For A Frustrating Time

Maid of Sker begins in earnest as you walk under a burgundy banner advertising the Sker Hotel’s grand reopening. The ivy-covered building looks more castle than inn, with gray stone walls and a central spire flanked by turrets. It’s an imposing piece of architecture, starkly distinct from the sun-bleached wilderness that surrounds it. Passing under that banner and into the dark and secluded inn is the playable version of that moment in a horror flick when things in idyllic suburbia go sideways, or when a shark shows up to wreck a perfectly nice day at the beach. The banner is the dividing line between Maid of Sker’s “before” and “after.” Unfortunately, much of the evocative promise of the before disappears the moment you enter the after.

We move through this story as Thomas Evans, a composer who has traveled to Sker Point, a rocky peninsula on the southern coast of Wales, to rescue his lover Elisabeth. She grew up here, the daughter of renowned singer Prudence Williams–the titular Maid of Sker. Her father, owner of the reopening hotel on the Point, intends for Elisabeth to take up the mantle now that her famous mother has passed and to become the star attraction, drawing visitors to the isolated land. She tells Thomas that she has refused and that, as a result, her father has locked her up until she acquiesces.

But as Thomas arrives at Sker’s abandoned train station, it becomes clear that Sker Point has descended into supernatural chaos. Elisabeth has sent Thomas her mother’s locket and asked him to compose a song that serves as a musical counterpart to the melody within. This will, in some way that remains unclear for much of the game, help defeat the “darkness gathering here.” In his quest, Thomas needs to explore the hotel and surrounding grounds to collect four brass cylinders scattered throughout, then plug them into her father’s harmonium, a massive pipe organ that dominates the hotel’s central hall.

But many obstacles stand between Thomas and his beloved–mostly in the form of shambling men who occupy Sker Hotel’s halls, their faces hidden beneath burlap sacks. They are sightless, but their hearing is acute, and you need to be sneaky to avoid their detection, occasionally clasping your hands over your mouth to ill-timed coughs. As you slink through the Sker, finding the cylinders is your primary objective. But, on a more regular basis, you need to find keys with icons like a kraken or a musical note that match a door with a corresponding symbol, a la Resident Evil. This process is made significantly more difficult by the game’s complete lack of a HUD or any UI outside the menus that might alert you when an opponent is onto you. None of the typical stealth game icons are here; don’t expect a question mark or slowly-filling lightning bolt over an enemy’s head to indicate suspicion. Instead, the game relies entirely on audio cues, which can be pretty confusing. For example, when you’re spotted by an enemy, the game plays a panic-inducing warning sound. But, in certain areas, a discordant run of notes–which sounds strikingly similar to the “you’ve been spotted” audio cue from the Dishonored games–plays consistently as part of the soundtrack. It’s loud and jarring enough that you’ll likely be looking over your shoulder constantly to see who spotted you.

The game is generally uncommunicative about how much noise you can make and how close to an enemy you can be when you make it. You’ll occasionally pass through areas where dust particles, smoke, or other noxious fumes float in the air, and you need to hold your breath to pass through. The problem is, Thomas’ coughing isn’t much louder than the held breath he expels once he removes his hands from his mouth. I kept expecting enemies to notice when I exhaled, but they never did. None of this would be a problem if Maid of Sker communicated environmental information in any other way. But because audio cues are all there is, the inconsistencies are jarring.

Thankfully, some of these issues are ameliorated by a mysterious, spherical device that you find shortly after arriving at the hotel. Using slender flashbulbs, which you load into the brass orb like a magazine into a gun, you can summon a blast of ghostly music. This causes every enemy in the area to cradle their heads in pain, and provides a clutch path to safety when you’re cornered.

Maid of Sker places a premium on scavenging for and conserving consumables. To heal, you need to find tonic bottles. Each use of the nifty noisemaker requires a flashbulb. You can only save at phonographs, which you’ll find in specific rooms. In one of Maid of Sker’s smartest design decisions, each phonograph also plays an audio log, ensuring that you won’t miss critical story details. This story, which is conveyed almost entirely through these logs and muffled phone conversations with Elisabeth, is the most interesting thing Maid of Sker has to offer as its gameplay increasingly begins to grate. But even the story, whose set-up feels genuinely unique, ends in a boring, predictable place.

Maid of Sker goes too far in its pursuit of a skin-of-your-teeth survival horror experience. Roughly two-thirds through the campaign, an achievement popped up to inform me that I had found all of the flashbulbs I would ever find, meaning I would not have access to Thomas’ only tool for the rest of the game. Similarly, I went hours without finding a tonic bottle as a red “you’re really hurt!” border flashed at the edges of my screen. As the frustration began to mount during one particularly punishing stealth section, I knocked the difficulty down to easy, and soon after found a tonic. Maid of Sker’s default difficulty stops doling out consumables precisely when you need them most.

This stinginess makes Maid of Sker a chore to play for much of its runtime on normal difficulty. One particularly irritating puzzle requires you to run through pitch-black areas in search of patches of candlelight. If you take a millisecond too long in the dark, you take damage. The solution requires a lot of trial and error, and I ended up restarting repeatedly at the most recent save point, carefully calculating my trajectory as I headed into the dark with the knowledge that one wrong move would set me back five minutes. Maid of Sker’s refusal to dole out consumables at a reasonable pace also helps ensure that one of its most overt homages to Resident Evil falls completely flat. It would be a spoiler to say much more, but this deeply frustrating sequence requires strict time management and also populates a floor of the hotel with the keen-eared enemies I mentioned above. The dearth of hiding places in the inn’s narrow hallways meant that I frequently found myself at the end of a dead-end hallway with a one-hit kill foe bearing down on me. No healing items. No tools. No luck.

Maid of Sker pushes the horror walking sim right up to the edge of classic survival horror and, in the process, falls short of making a good version of either. It ditches the strict linearity of many of its contemporaries, like Layers of Fear 2, Moons of Madness, and Close to the Sun, in favor of a focus on exploration. This occasionally works, and there are moments when the Resident Evil influence shines through. One section, when you’re tasked with tracking down a Kraken Key to match the sea monster icon on a locked door, feels like it could have been lifted directly from Capcom’s series. But the consumables are so rare and enemies are so prevalent that navigating the space often becomes a chore.

Add that to the fact that the game artificially extends its length by forcing you to backtrack for long stretches while offering little new to find. These sections transform the final moments of the game, which offer about two minutes of new content, into an hour-long jaunt through most of the map. When I found that the elevator I needed to use to get to my destination, which I had struggled through several hallways of frustrating stealth to return to, had been inexplicably rendered unusable by a fire, I just felt tired and ready to be done. Instead, I had a lengthy journey ahead.

That’s the story of Maid of Sker, as a whole. While its setting and story are initially intriguing, the experience of playing the game becomes painful over time. Enemies are plentiful and tough to avoid, and the tools that you do have at your disposal are frequently hampered by extreme item scarcity. The complete removal of UI or any helpful visual cues makes stealth encounters a chore. The moments of satisfying key-hunting are bogged down by a world that is a frustrating bore to explore. In retrospect, I wish I could stay in the “before” times, on the other side of that grand reopening banner. At least then, I was optimistic about what awaited inside.

ROM Hackers Find And Restore Unused Enemy In Super Mario 64

Despite being almost 25 years old, it looks like Super Mario 64 still has some secrets up its sleeve. After a Nintendo leak spilled the Mario 64 source code, fans have found some surprising things hidden in the game–first Luigi, and now a previously unseen enemy.

The new enemy is called “motos” in the game files, similarly to the bullies, who are referred to as “otos” in the source code. With the same big bulbous body as bullies or bob-ombs, the motos is distinguished from both of them by virtue of having hands, or rather claws. It also has a small, robot-like head with glowing eyes, instead of large eyes in the center of its body.

Behavior-wise, the motos has more in common with chuckyas, the boxing-gloved purple enemies with the ability to pick Mario up and throw him. Unlike the chuckyas, however, the motos seems to go out of his way to throw Mario off the edge of the platform.

As YouTuber Arthurtilly describes in the video desciption, a few code tweaks were required to make the motos functional–implementing the previously unused “falling over” animation, adding the “lava death” and blue coin reward from other enemies in the level, making him faster and changing his throw velocity slightly.

Now all that’s left to do is wait for someone to release all the extra Mario 64 content as a complete ROM hack–maybe this time with Luigi as the protagonist.

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AAA Devs Say 2000 People Working On One Game Isn’t At All Unusual

If you played The Last Of Us 2 to completion and then sat through the credits, you may have got some idea of how many people it takes to make a game of that size. As recently reported by VG247, the exact number is 2332 people–that is 2169 developers credited and 163 extra “thanks”.

Those people aren’t all employed at Naughty Dog, of course, but involve workers at 14 other studios outsourcing certain work. That includes two studios brought in to help with sound–one for general sounds and one specifically for weaponry and combat–and the remaining 12 external studios helping with the game’s art in various forms.

While it’s impressive to think about the mammoth effort that brought TLOU2 to life, AAA devs on Twitter have suggested that that’s not exactly unusual. In a response to VG247’s tweet of this story EA’s Sam Sharma, who’s also worked at Guerilla Games and Ubisoft, said “if you’re surprised at this, boy do I have stories for you about AAA game dev.”

Ellie Joy Panic added that those same numbers wouldn’t be unusual for one of Ubisoft’s games, with not only third-party studios working on a game but also different studios owned by the same company. Ubisoft was formerly the most valuable games company in Europe, until it was overtaken by Cyberpunk developers CD Projeckt Red earlier this year.

Other devs weren’t quite as detailed in their comments, though they were evocative. Former SWTOR designer Damien Schubert simply said “that’s adorable.”

The big takeaway here is to remember how much of the work that goes into our favorite games is largely unseen, especially when those developers are from contracted studios whose names don’t get to be on the box.

Now Playing: The Last Of Us Part 2 – Official Launch Trailer

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Rick & Morty: New Free Anime Episode Pits The Pair Against “Genocider”

A new Rick & Morty anime short has premiered, and it’s called Rick & Morty vs. Genocider. It’s directed by Takashi Sano (Tower of God) and follows Morty as he travels to Tokyo to meet up with Rick and deal with a genocidal force.

The plot of this short is a little difficult to follow, honestly, but it certainly looks good. It directly references things that have happened within the show, but whether or not it’s “canon” is anyone’s guess.

You can watch the free short below. If you have a good read on what you think it’s all about, let us know in the comments.

The previous Rick & Morty anime episode, Samurai & Shogun, was set far in the past, and used 3D animation. Rick And Morty vs. Genocider has a more contemporary setting, and uses 2D animation.

We recently got a look at the opening of the first episode of Rick & Morty Season 5, and it introduced a different enemy, Mr. Nimbus.

Comic-Con@Home Failed To Get People Talking

While San Diego Comic-Con is usually one of the hottest tickets of the geek year, with badges tending to sell out within minutes, that interest doesn’t seem to have carried over to Comic-Con@Home, this year’s virtual event. Variety has crunched the numbers around Comic-Con’s virtual panels and social media engagement, and it doesn’t look good.

While you might think that opening up the fabled halls of Comic-Con to a wider audience, albeit in virtual form, would drive more traffic, it looks like the convention has suffered from the lack of attendees on the ground.

Figures from social analytics company ListenFirst, as quoted by Variety, show that tweets mentioning Comic-Con were down 95% against the equivalent from 2019’s event, with just 93,681 tweets against last year’s 1,719,000. Anyone relying on the event to hype their upcoming projects would have been disappointed too. Tweets about the top 10 TV events were down 93%, and tweets about the five biggest movie panels were down by 99%. Ouch.

While the online event didn’t have quite as many big-name events as Comic-Con usually has, it wasn’t without its big-ticket draws. The live-streamed panels included a Walking Dead panel with many of the main cast, a Star Trek Universe panel with sneak peeks of both Star Trek Discovery and new animated show Star Trek: Lower Decks, and even a whole panel with Charlize Theron talking about how she became such a badass.

As Variety points out, the online format removes some of the magic of the in-person event by removing any chance for fans to interact with their favorite creators. All the panels were pre-recorded with no room for audience feedback, while even comments are turned off on the YouTube videos of the panels.

While it’s great that the world still had some version of Comic-Con in a year when most events have been outright cancelled, Comic-Con@Home proves just how hard it is to capture the magic of an in-person event.

Now Playing: The New Mutants: Comic-Con 2020 Panel Reaction & What We Learned

Xbox Game Pass Is Not A Big Money-Maker Right Now, But Microsoft Is Thinking Long Term

Xbox Game Pass offers such a good value that many are wondering how Microsoft isn’t losing money hand over fist on it. This is a sentiment that Xbox marketing boss Aaron Greenberg hears often, he said in a recent interview with What’s Good Games.

Greenberg said people don’t need to worry about Microsoft–they’ll be just fine. In terms of the profitability of Xbox Game Pass for Microsoft, Greenberg confirmed it’s “not a big profit play” right now, as Microsoft is just starting the program. Greenberg said the investments Microsoft is making in Xbox Game Pass today might be costly in the short term, but they will ultimately pay dividends down the road if everything goes to plan.

“We always laugh [when we hear that]. Please don’t worry about us,” Greenberg said about people expressing concerns that Microsoft is losing money on Xbox Game Pass. “Microsoft is going to be alright. We’re gonna make it–I think we’re gonna be OK.”

With Xbox Game Pass, Microsoft is focusing on over-delivering on value, even if it comes at the cost of profits in the short term.

“It’s a different mindset. If you do optimize for profit, and you do specifically say … you can either say, ‘How we do get as much profit out of each customer?’ Or, do you pivot that and say, ‘How do we add as much value to our fans?’ ‘How can we actually over-deliver on value?’ If you do that, you build fans for life,” Greenberg said.

Greenberg went on to say that Microsoft is focused on enriching the value of Xbox Game Pass, and the company has already done this by adding Project xCloud to the service at no extra cost. If people enjoy your product, they may tell their friends, and this is some of the most effective and influential marketing in existence, Greenberg said.

“When people feel like you’re over-delivering on value, they want to not only continue to use your service but they want to tell their friends about it,” he explained. “The most powerful marketing is word-of-mouth marketing. We can’t create as many advertisements, as many assets as we want, but if both of you go tell one of your closest friends, ‘You have to get Game Pass!’ that’s way more effective than any marketing I can do. For us, we just want to keep adding more and more value [to Xbox Game Pass] so you feel really good about that and you feel like you want to go tell your friends about it. And ultimately, we think long-term that’s the right thing for the business and will have long-term benefits for us. In the short-term, yeah, [Xbox Game Pass] is not a big profit play. But we think long-term it works out good for everybody.”

To help get Xbox Game Pass growing, Microsoft offered subscriptions for only $1. This helped the subscriber base grow to more than 10 million so far. If Microsoft is indeed losing money on Xbox Game Pass right now, the company can afford to take the hit, it seems.

Analyst Serkan Toto recently pointed out that Microsoft is one of planet Earth’s few trillion-dollar companies–they bring in more than $120 million USD in profit every single day. Toto said Microsoft is in a position to “bring cannons to a knife fight” as it builds Xbox Game Pass.

Xbox boss Phil Spencer has said time and again that he’s proud to have the support of Microsoft CEO Satya Nadella and CFO Amy Hood, who control the cheque books at the company.

Even without Xbox Game Pass bringing in much profit, the Xbox division of Microsoft is doing exceptionally well right now.

For lots more on Xbox Game Pass, check out GameSpot’s opinion piece, “Microsoft’s Secret Weapon For Next-Gen Is Xbox Game Pass.”

Now Playing: Microsoft’s Secret Weapon For Next-Gen Is Xbox Game Pass

Leak Suggests Cuphead Is Coming Soon To PS4

It looks like Cuphead is on its way to PlayStation 4 after a leak on the PS Store revealed its existence. A game tile for the hard-as-nails run and gun platformer appeared on the store’s featured page before eventually being deleted, though clicking on it didn’t take you anywhere.

Twitter user Wario64, among many others, spotted the early promotion, as it appears as though someone hit the publish button a tad too early. This would indicate that the game’s release on PS4 isn’t that far away. Geoff Keighley and the Summer Game Fest is hosting a special update from an indie studio later today at 8 AM PT / 11 AM ET / 4 PM BST, so it wouldn’t be surprising if we hear official word then.

Cuphead originally launched exclusively on Xbox One and PC back in 2017, but it eventually made its way to Nintendo Switch early last year. Created by Canadian developer StudioMDHR, the visually striking game was met with favourable reviews when it first launched.

Peter Brown awarded it a score of 8/10 in GameSpot’s Cuphead review, saying, “It’s beautiful to look at, and with a pitch-perfect soundtrack, it flawlessly captures the era its developers so clearly revere. It’s also an intense action game that pulls no punches. It could benefit from a few tweaks, and two-player co-op doesn’t feel like the valuable addition you might imagine, but Cuphead remains a rare, unique game that truly stands out.”

Today’s Summer Game Fest stream may also shed some light on the release of Cuphead’s Delicious Last Course DLC. StudioMDHR delayed the add-on until 2020 in July last year, and we’ve yet to hear any updates since.

Cuphead is also making its way to TV screens as an animated Netflix show. The streaming service revealed plans to adapt the game into an animated TV series known as “The Cuphead Show!” in 2019, with Cuphead creators Chad and Jared Moldenhauer handling executive producer duties.

Now Playing: Cuphead – The Delicious Last Course DLC Teaser Trailer

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